Base Class: Wizard
Most wizards seek to bend the natural world to their will, mastering the arcane arts of elemental manipulation and illusion. Yet, a select few find themselves drawn to a more tangible form of power: the destructive force of gunpowder.
These arcane engineers, known as Bullet Mages, combine the principles of alchemy and wizardry to craft and wield extraordinary firearms. They delve into the secrets of metallurgy, chemistry, and enchantment, forging weapons of incredible power and precision.
A Bullet Mage's arsenal is a testament to their ingenuity. From flintlock pistols to rifles, their firearms are not merely tools of destruction but extensions of their magical abilities. They can imbue their weapons with elemental energy, making them capable of unleashing devastating attacks.
However, the path of the Bullet Mage is fraught with peril. The volatile nature of gunpowder makes these weapons unpredictable, and a single miscalculation can lead to catastrophic consequences. Additionally, the arcane energies that permeate the world can interfere with the delicate balance of a firearm, causing it to malfunction or even explode.
Those who embrace this path must be both skilled artisans and daring adventurers. They must possess a deep understanding of both magic and machinery, and they must be willing to risk life and limb to push the boundaries of technology.
Training and Proficiency
3rd-level Bullet Mage feature
You gain proficiency with light armor, and you gain proficiency with firearms.
You also gain proficiency in the Survival skill if you don’t already have it.
Arcane Marksman
When you choose this archetype at 3rd level, you learn to perform powerful arcane shots to disable or damage your opponents using your firearms.
Spells now fire from your gun. You no longer have to use somatic components for spells.
Arcane Shots. You learn two arcane shots of your choice, which are detailed under “Arcane Shots” below. Many maneuvers enhance an attack in some way. Each use of a arcane shot must be declared before the attack roll is made. You can use only one arcane shot per attack.
You learn an additional arcane shot of your choice at 6th, 10th, 14th, and 18th level. Each time you learn a new arcane shot, you can also replace one arcane shot you know with a different one.
Arcane Infused Ammo. You use spell slots to use arcane shots
Saving Throws. Some of your arcane shots require your targets to make a saving throw to resist the arcane shot’s effects. The saving throw DC is calculated as follows:
Trick Shot save DC = 8 + your proficiency bonus + your Intelligence modifier
Gunsmith
6th-level Bullet Mage feature
You gain proficiency with Tinker’s Tools. You may use them to upgrade firearms (DM’s discretion).
You also gain an extra attack.
Elemental Bullets
10th-level Bullet Mage feature
You learn to enhance a firearm attack with different elements. As a bonus action, you can spend one spell slot to infuse your gun with an element of your choice and add 1d6 of that damage to your shots.
Becomes 1d8 at level 15 and 1d12 at level 18.
Magic Bullet Rain
14th-level Bullet Mage feature
A hail of bullets falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder makes a Dexterity saving throw. A creature takes 2d10 Piercing damage and 1d4 damage for each magic type on a failed save or half as much damage on a successful one.
2d10 + 9d4 total.
Arcane Shots
These arcane shots are presented in no particular order
Banishing Shot
When you make a firearm attack against a creature, you can expend one spell slot. On a hit, the creature takes damage and must succeed on a WIS saving throw or be banished untill after his next turn.
Befuddlement Shot
When you make a firearm attack against a creature, you can expend one spell slot to attempt to befuddle your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.
Booming Blast
You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one spell slot while making a Charisma (Intimidation) check to gain advantage on the roll.
Heated Hand Shot
When you make a firearm attack against a creature, you can expend one spell slot to attempt to shoot an object in their hands. On a hit, the creature suffers fire damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.
Multi-Target Shot
When you make a firearm attack against a creature, you can expend one spell slot to attempt to fire through multiple opponents. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every enemy creature within 10 ft. of the target.
Paralyzing Shot
When you make a firearm attack against a creature, you can spend one spell slot. On a hit, the creature takes damage and must succeed on a STR saving throw or be paralyzed untill after his next turn.
Reversal of Fortune
When you make a firearm attack against a creature and miss, you can expend one spell slot to make it hit.
Telekinetic Shot
When you make a firearm attack against a creature, you can expend one spell slot to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.
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