Base Class: Wizard
Has the ability to embue his rifles's or handguns with spells
Rapid Reload
You learnt to harness the power of firearms and Magic causing your chosen firearm to become your centre of arcane focus.
At 2nd level, You gain proficiency with all firearms and tinkers tool's, you can now repair them at half the time it would normally take. Your weapons can be used as your arcane focus. Additionally as a bonus action you can reload 2 shots in your firearm when using 1 light pistol and no other weapon or shield.
At higher level: You can imbue and fire more bullets with your skills.
"If not using light pistol refer to manual for reloading"
Magic Bullet
Learning to mix your magic with your firearms you learn to create something new.
At 2nd level you learn to imbue 2 bullets to be used across your firearms with the ability to cast spells, doing so allows you to add 1 additional dice of the spell damage when fired from the weapon. At the end of a short or long rest you can start a ritual of 10 minutes to imbue the power of a cantrip or spell of which you have the available spell slots, after 12 hours the spell fades leaving the weapon to its original damage modifier.
At higher levels: Spells fired through your arcane focus ignore a creature's resistances and you learn to imbue extra shots. Ritual times depend on level of the spells formed, higher levels will take more time.
Mighty Push
Your basic training has led you to this point, harnessing what you remember in your adolescent years from your teachers you put that to use in a mighty push of power causing your first learnt cantrips to escape in only its raw form.
At level 6, After using the attack action with your firearm you can use a bonus action to cast a cantrip at its lowest level with no modifiers.
eg: if a cantrip increase at certain levels then you only use it at its 1st level damage.
Flick of the Wrist
Starting at 6th level, Your ability with mixing firearms and spells let you add your Intelligence modifier to your initiative rolls. As long as you are wielding no armor or have mage armor cast on yourself, you have advantage on concentration saving throws.
Critical Reload
Harnessing your skills with firearms you gained a strong eye for the enemies weak points.
At 10th level, your firearm attacks score a critical hit on a roll of 19-20, when you land a critical hit with a weapon imbued with your spells your weapon automatically reloads itself with a single shot.
Final Bullet
At the 14th level, Spells fired through your arcane focus ignore a creature's resistances. In addition you can imbue 1 extra shot. You can now imbue your firearm bullets with 3 different spells.
At higher levels: You mastered the art of Magic Firearm play and learn to imbue 4 bullets.
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