Wizard
Base Class: Wizard

Gun mages are wizards who have devoted themselves to the study of both firearms and magic. They take to inscribing their favorite spells on  their guns, using their favored weapons as conduits for their magic. Generally wizards will stick to just casting spells, but gun mages learn how to use both with equal efficiency.

Slinger's Training

When you choose this tradition at 2nd level, you gain proficiency with light armor and one sidearm of your choice. You also gain proficiency in Smith's Tools and the Insight skill if you do not have it already.

Gun Inscription

Starting at 2nd level, you can inscribe your learned magic into guns. Guns you inscribe on are treated as a spellbook which you can store a certain number of spells on. Guns store up to 3 spells at 2nd level, can store one additional spell at 6th, 10th and 14th level. You can change all of the inscriptions over the course of one day (8 hours) of work and expending 5x the spell's level gp of raw materials per inscription changed. You can only inscribe spells into guns that have a casting time of 1 action or 1 bonus action. These spells are always considered prepared for you, and do not count against the number of wizard spells you can prepare per day. You can cast these spells through inscribed guns. The gun acts as your spellcasting focus and fulfills the somatic and material requirements for these spells, as long as the materials have no value (such as 500gp worth of diamonds). Spells cast through your gun give you additional properties:

  • If you cast an abjuration spell through your gun, give you or a creature of your choice within 30 feet of you for an amount of temporary hit points equal to five times the spell's level.
  • If you cast a conjuration spell through your gun, you get a magical boost of speed, surrounded by a blue mist. Until the end of your next turn, your movement speed increases by 5x the spell's level in feet.
  • If you cast a conjuration spell through your gun, you get a magial boost of speed, surrounded by a blue mist. Until the end of your next turn, your movement speed increases by 5x the spell's level in feet.
  • If you cast an enchantment spell through your gun, you gain an aura of allure about you. Creatures within 30 feet of you have disadvantage on attack rolls made against you.
  • If you cast an evocation spell through your gun, the next attack roll you make deals additional force damage equal to (the spell's level)d10.
  • If you cast an illusion spell through your gun, your form becomes ghostly and glitchy, and you seem to move without hinderance. Your movement does not provoke opportunity attacks for a number of rounds equal to the spell's level.
  • If you cast a necromancy spell through your gun, your form temporarily assumes a frightening appearance. Choose a creature within 30 feet of you. That creature must succeed a Wisdom saving throw or be frightened of you for a number of rounds equal to the spell's level.
  • If you cast a transmutation spell through your gun, the leftover energy transfers into a protective shield around you. You gain +2 to your  AC for a number of rounds equal to the spell's level.

You can only benefit from one gun spell property per round until you reach 10th level. If you have inscribed a spell that has a range of self and casting time of 1 action, you can cast it as a bonus action.

War Adept

At 6th level, your training for battle and war reaches new heights. Your quick wit in battle lets you add your Intelligence modifier to your initiative rolls. You gain proficiency in another longarm or sidearm of your choice. As long as you are wielding a gun and wearing light armor or have mage armor cast on yourself, you have advantage on concentration saving throws.

Spellshot

When you reach 10th level, you can infuse magic within a single bullet you fire. When you make a firearm attack roll on your turn, you can  choose to cast a spell through the bullet instead. This spell cannot target more than one creature, and cannot have a range of self. Make the attack roll using your Intelligence modifier instead of your Dexterity modifier. The bullet itself deals no damage, but if the spell requires a saving throw to be resisted, the creature automatically fails the save. If the spell requires an attack roll, it automatically succeeds, and is treated as a critical if the firearm attack was a critical. Once you use this feature, you cannot use it again until you complete a short or long rest.

Combat Magic

Once you reach 14th level, you have mastered the art of gunslinging and magic, shooting and casting with equal efficiency. When you use your action to cast a spell, you can make one firearm attack roll as a bonus action.

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