Base Class: Wizard
Your natural talents with the arcane, incredible intellect and curiosity with the new black powder weapons technology has lead you down a path that mixes both the arcane technics and firearms into a deadly combination. Having studied the ways of channeling arcane energies and the witness the rise of firearm technology, your curiosity has lead you down a path to mix both into a frightening combination. Transforming metal into the elements them self, creating tools that are powered of ones own arcane abilities and storing spells into metal. such practices are still untested, but you are more then willing to test them on the enemies you face
Firearm Proficiency
Starting when you choose this archetype at 2nd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms. You can not cast spells that require a somatic component if you are wielding a Firearm that has the Two-handed property, even if you acquire a means to perform somatic components with other weapons that have Two-handed.
Gunsmith
Upon choosing this archetype at 2nd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.
Firearm Properties
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
Ammunition
All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
Firearms
| NAME | COST | AMMO | DAMAGE | WEIGHT | RANGE | PROPERTIES |
|---|---|---|---|---|---|---|
| Palm Pistol | 50g | 2g (20) | 1d8 piercing | 1 lb. | (40/160) |
Light, reload 1, misfire 1
|
| Pistol | 150g | 4g (20) | 1d10 piercing | 3 lb. | (60/240) |
Reload 4, misfire 1
|
| Musket | 300g | 5g (20) | 1d12 piercing | 10 lb. | (120/480) |
Two-handed, reload 1, misfire 2
|
| Pepperbox | 250g | 4g (20) | 1d10 piercing | 5 lb. | (80/320) |
Reload 6, misfire 2
|
| Blunderbuss | 300g | 5g (5) | 2d8 piercing | 10 lb. | (15/60) |
Reload 1, misfire 2
|
| Bad News | Crafted | 10g (5) | 2d12 piercing | 25 lb. | (200/800) |
Two-handed, misfire 3, explosive
|
| Hand Mortar | Crafted | 10g (1) | 2d8 fire | 10 lb. | (30/60) |
Reload 1, misfire 3, explosive
|
Arcane bullet
Starting when you choose this archetype at 2nd level, you gain the ability to infuse your shots with arcane energy. You gain a number of Arcane Bullet charges equal to twice your intelligence modifiers. As a bonus action, you can expend an Arcane Bullet and roll a d8. All Attacks this turn with a firearm replaces its damage type with that of your roll (consult the below table). You can expend an extra Arcane Bullet to choose the damage type(from the table below) without rolling. Attacks affected by this count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
| D8 | DAMAGE TYPE |
|---|---|
| 1 | Acid |
| 2 | Cold |
| 3 | Fire |
| 4 | Force |
| 5 | Lightning |
| 6 | Poison |
| 7 | Psychic |
| 8 | Thunder |
Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Improved Arcane Bullet
Beginning at 6th level, your attacks affected by Arcane Bullet deal an additional 1d8 damage. This bonus damage increases to 1d10 at 10th level and 1d12 at 14th level.
Spell Bullets
Beginning at 6th level, your familiarity with mixing the arcane and Firearms have taught you much. You can now craft specialized bullets that release spells when they are fired. Each bullet cost 10gp and 2 hours of downtime per level of the spell you infuse into it and are only useable with one type of firearm(choose when you make them) and can be used by anyone. Any spell that has a material component with a gold cost or is consumed must be present when crafting the Spell Bullets and are consumed upon completion.
You can only apply spells that do not have a range of self and has a casting time of one action. The stored spells have a DC equal to your spell DC at the time of making them, but you can spend 30 minutes per level of the bullet to apply your current spell DC.
These bullets must be loaded into a firearm with an action, or when you reload a firearm before you can use them.
When using the attack action, you can choose to use a readied spell bullet. Roll for an attack with the weapon as normal. On a hit apply its damage before you resolve the effects of the spell, then roll a d20. On a 1-10 the bullet is destroyed and on an 11-20 the bullet is recoverable. If the spell causes a saving throw, the hit target makes it with disadvantage, ignoring any advantages the target my have. If the weapon attack crits, all spell damage dice is doubled, and the target counts as failing its saving throw, if any, potentially ignoring Legendary Resistances.
If the attack misses, roll a d20. On a 1 the bullet is destroyed without resolving the spell, on a 2-10 the bullet is destroyed while the spell's effect goes off at the hit location(DM's choose), on an 11-18 the bullet is recoverable while the spell's effect goes off at the hit location(DM's choose), and on a 19-20 the bullet is recoverable. On a misfire, the spell goes off on you instead and the bullet is destroyed.
Arcane Gun Sights
Beginning at 10th level, your experience with firearms has given you the insight on how to make a more efficient sight for them powered by your arcane energies. For 200gp and 5 hours of work, you can add an arcane sight to a firearm. The sight adds your Intelligence modifier at the time of crafting to the firearms attack rolls. You can reapply your Intelligence modifier for 20gp and 2 hours of work. Anyone gains this bonus to attack rolls when using the firearm. In addition, when you fire a firearm with an arcane sight, you can spend one Arcane Bullet charge as a bonus action to give yourself advantage on attack rolls this turn with that firearm.
Expert Gunsmith
Beginning at 14th level, all gold piece costs and work time for building Firearms, making, repairing or improving Spell bullets, and making or improving Arcane sights are halved. in addition Spell Bullets only break on a d20 roll of 1-5. Other effects of the rolls still apply.
Comments