Base Class: Sorcerer
An gunslinging mage with in-born explosive power.
Gun Sorcery
When you reach a Sorcerer level specified in the Gun Sorceries table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Magic Missile, Guiding Bolt, Scorching Ray, Shatter, Sorcerous Burst |
| 5 | Elemental Bullets*, Haste |
| 7 | Fire Shield, Conjure Minor Elementals (fire-only) |
| 9 | Deadeye*, Vorpal Bullet* |
Gun Mage
You gain proficiency with simple firearms, the Sleight of Hand skill, and you gain proficiency with tinker's tools. Additionally, you may use firearms as spellcasting focuses.
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. As a bonus action, you may make an additional attack with the “off-hand” weapon as normal. When you attack with a firearm, held in your hand or in one of your mage hands, you can use your Charisma modifier, instead of Dexterity, for the attack and damage rolls.
Telekinetic Quickdraw
You learn the mage hand cantrip. It does not count against your cantrips known. When you cast mage hand, its duration is increased to 1 hour, you cast it without verbal components and the hand is invisible. Additionally, your mage hand can also perform the following tasks:
- You can use your mage hand to draw or stow a pistol on your person or pick up a firearm within 5 feet of you that isn’t being worn or carried. You can do this once on each of your turns for free, during either your move or your action.
- You can use a bonus action to reload a pistol held by your mage hand. Your mage hand visibly becomes a pair of spectral hands to complete this action, the second hand vanishing once the pistol is loaded.
- When a creature within 5 feet of you attacks you with a melee weapon, 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.
You can create an additional mage hand with this feature when you reach 6th, 9th, and 14th levels. They perform as normal, except that you may manifest any number of mage hands with a single casting of the cantrip.
Magic Bullets
When you use the Attack action, you make 2 attacks instead of one. You can substitute one attack with a cantrip. Additionally, any bullets you fire from a firearm are considered magical for the purpose of overcoming damage resistance and immunities and you can use your firearm.
At 9th level, when you use the Attack action, you can use your bonus action to make two additional attacks with your mage hand-held pistols. These attacks do not add your Charisma bonus to their damage rolls.
Quickdraw Mastery
Your ability to wield your mage hand improves further:
- You now cast mage hand as a bonus action
- You may now draw pistols with your own hands with the same free action as mage hand
- When you use your bonus action to make an “off hand” shot with your Attack action, you can make 2 attacks instead of one, provided each attack is made by a different weapon. These are not required to be mage hand-held pistols and include your Charisma bonus to damage rolls.
Fan the Hammers
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 by one of your mage hands. You can make additional attacks this way by spending sorcery points, 1 point per shot, though no weapon can be fired more than once.
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