Base Class: Wizard
As wizardry evolved it began to adapt to the likewise evolving surroundings especially as firearms advanced and their costs cheapened. As such a school of magic dedicated itself to employing magical techniques enhance and employ firearms in the field of magic.
This unique form of magic is employed by specialized mages to augment their magics with enchanted firearms and ranged weaponry.
Firearm Familiarity
When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with firearms.
arcane pistoleer
When you are level 2 you have learned to exert magical forces to control firearms through arcane means.
You can use an action to enchant one of your firearms, the firearm floats in the location where it was enchanted, and you can move the firearm a distance equal to half of your movement as a bonus action.
Whenever you make a spell attack you may make a ranged attack with the enchanted firearm granted the target is in range of the firearm.
You may use this feature a number of times equal to your proficiency bonus, resetting after a long rest.
Magical ammunition
When you reach level 6 you have learned how to adapt your cantrips to function in tandem with your firearms ammunition.
As a bonus action you can "load" a cantrip into one of your firearms, including ones enchanted by the arcane pistoleer feature granted you are within 5 feet of the firearm.
When you load a cantrip into a firearm, the next time an attack is made with that firearm, the cantrip is cast with the same targets as the initial attack, if the cantrip has an area of effect, the area is centered around the firearm's target.
You can only have a number of cantrips loaded total equal to your proficiency bonus
reclaim armaments
Your manipulation of firearms has evolved in such a way that you can manipulate firearms from a range including those of hostiles.
When a hostile creature makes an attack roll with a firearm you can use your reaction to impose disadvantage on that roll.
You can load cantrips through magical ammunition from a range of 30 feet instead of 5 ft.
As an action on your turn you may target a firearm held by a creature within 60 ft, the creature must make an intelligence saving check, on a fail the creature is disarmed as the firearm is pulled towards you. After taking this action you may immediately use your bonus action to use your arcane pistoleer feature on the targeted firearm.
You may use this feature once per long rest.
firearm specialist
Starting at 14th level, you can add your Intelligence modifier (minimum of +1) to the damage of your firearm ranged attacks, including those enchanted by your arcane pistoleer feature.
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