Base Class: Wizard
Sometimes, just a little firepower isn't enough.
Spell Efficiency
At 2nd level, you learn the first rule of more firepower, which is to make the firepower you have count. When you cast a cantrip requiring a spell attack, it scores a critical hit on a roll of 19-20.
Double Tap
At 6th level you learn the second rule of more firepower, which is to send more more firepower down range. When you score a critical hit with a cantrip requiring a spell attack roll, you may use your bonus action instead of your action to cast a spell with a casting time of one action.
Dodge Like Hell
At 10th level you learn the the third rule of more firepower, which is don't get shot back. When you hit a creature with a cantrip requiring a spell attack roll, you have a +2 bonus to AC and saving throws against their attacks and abilities until the end of your next turn.
Turbo Charge
At 14th level, you learn the fourth and final rule of more firepower, which is shoot so hard your enemy can't fight back. When you cast a cantrip requiring a spell attack, it scores a critical hit on a roll of 18-20. If it hits but does not crit, it still deals an extra die of damage.
In addition, when you cast a spell of 1st through 5th level with a casting time of 1 action, you can use your bonus action, instead of your action, to cast a cantrip that requires a spell attack roll. You may do this 3 times per long rest before suffering adverse effects. Each time you do this after the third, you suffer one die of the cantrips damage, regardless of whether it hits.
Previous Versions
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5/7/2019 2:15:12 PM
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