Base Class: Sorcerer
Your innate magic comes from the explosive power of raw alchemy and black powder. You parents may have been alchemists, whose long exposure to alchemical reagents mingled with a latent talent for magic in their bloodlines and caused you to be born with such abilities. Or you may have been experimented upon—with or without your permission—when you were younger and those alchemical experiments brought this unexpected magical power to the surface. Whatever the catalyst for your powers, they bring with them an affinity for black powder, allowing you magical prowess that exploits its power to your benefit.
Gun Mage
1st-level Black Powder Sorcery feature
You gain proficiency with simple firearms and with the musket. You also gain proficiency with alchemist's supplies.
Gun Hand
1st-level Black Powder Sorcery feature
You learn the mage hand cantrip if you don't know it already and can cast it as a bonus action. Additionally, when you cast mage hand (or as a bonus action on a later turn), you can perform the following additional tasks with it:
- You may draw, drop, reload or stow one pistol for each mage hand. When your mage hand reloads a pistol, it visibly becomes a pair of spectral hands to complete this action, the second hand vanishing once the pistol is reloaded.
- When a creature within 5 feet times your proficiency bonus of you attacks you or otherwise targets you with a hostile spell or ability, you can use a reaction to fire a pistol held by your mage hand at the attacker. Being within 5 feet of the target doesn’t impose disadvantage on the attack roll.
At 1st level, you gain the ability to cast a second active mage hand. Additional casts are available at later levels of this subclass: three hands at 5th, four hands at 11th, and five hands at 17th level. Unlike your primary mage hand, these additional mage hands can be used only for the tasks described under this feature and any other aspects of this class that reference this feature. Each extra mage hand remains within 5 feet of you and vanishes if it is unable to remain within 5 feet of you.
Fusillade
1st-level Black Powder Sorcery feature
When you use the attack action, you can make the attack with a weapon you are wielding or with a pistol held in one of your mage hands. When you attack with a pistol held in one of your mage hands, you can use your Charisma modifier instead of Dexterity for the attack and damage rolls. When you reach 2nd level, you can use an action and spend 1 or more sorcery points to magically reload and fire a pistol held by one of your mage hands. For each sorcery point you spend, you can magically reload and fire another pistol held in another of your mage hands as part of the same action.
The attacks from your mage hand-held pistols can attack separate targets or the same target, dealing damage, including the possibility of a burst, as normal on a hit. Each mage hand's attack counts as a separate attack for the purposes of determining the number of bursts that can happen. The ammunition fired is magically created and dissipates after being fired, hit or miss.
Elemental Bullets
6th-level Black Powder Sorcery feature
Your attacks with firearms count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. In addition, when you deal damage with a firearm, you can spend 1 sorcery point to imbue the attack with elemental energy. Choose of the following: acid, cold, fire, lightning, or thunder. The target receives an additional [roll]2d6[/roll] damage of the chosen type.
At 14th level, you can spend 2 sorcery points instead, increasing the damage to [roll]4d6[/roll].
Absorb Power
14th-level Black Powder Sorcery feature
You can replenish your sorcerous power by absorbing the latent energy of black powder. In a ritual that takes 1 minute, you can absorb the power from black powder cartridges (equivalent to a full gunpowder horn). For every 10 cartridges worth of gunpowder, you regain a number of expended sorcery points equal to your proficiency bonus. The black powder is consumed in the process. Once you use this feature, you can't use it again until you finish a short rest.
Ensuing Shot
18th-level Black Powder Sorcery feature
When you use your action to cast a spell using a spell slot of 4th level or lower, you can make one attack with a pistol as a bonus action. This pistol can be held by you or one of your mage hands. If you spend 6 sorcery points, you can instead activate Fusillade to reload and make one attack with each pistol held by you and your mage hands instead.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended use when you finish a long rest.
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