Wizard
Base Class: Wizard

Blending the precise mechanics of firearms with the fluid artistry of arcane magic, Arcane Marksmen are pioneers of a new school of warfare. These wizards don't merely wield guns—they enchant them, shape spells through them, and alter the very battlefield with every empowered shot.

Arcane Firearm

Beginning when you select this school at 3rd level, you gain proficiency in firearms. You can spend ten minutes performing a ritual on a single firearm that you are proficient with, transforming it into your Arcane Firearm. While holding your Arcane Firearm you can use it as a spell focus for your wizard spells. When completing this ritual you can choose one of three options to imbue into your weapon. If you perform this ritual you can change the imbued enchantment on it, or enchant a different firearm instead. You may only have one Arcane Firearm at a time.

  •  Piercing Bolt. The shot ignores half and three-quarters cover.
  • Arc Spark. On a hit, a second creature within 10 feet of the target takes lightning damage equal to your proficiency bonus.
  • Gravitic Jolt. The target must succeed on a Strength saving throw against your spell save DC or be pushed 10 feet in a direction of your choice.

 

Animated Arsenal

Also at 3rd level, you can use an action to expend a 1st level spell slot to magically animate your Arcane Firearm. When you do so it leaves your grasp and hovers over your shoulder. It can still be used as a spellcasting focus while animated. When in this state, you can use a bonus action to make an attack with the firearm as if you were holding it and can use your intelligence modifier for your hit chance and bonus damage while animated, and it gains 1d6 force damage when it hits. It stays animated in this manner for 3 turns, including the turn it was animated, returning to your hands if empty at the end of the 3rd turn. If it cannot return to your hands, it drops to your feet. For every spell slot you expend above 1st, the force damage increased by an additional 1d6 and the number of turns it spends animated increases by 1.

You can use this feature a number of times per long rest equal to your intelligence modifier.

Enchanted Expansion

Starting at 6th level, you gain three additional options for imbuing your Arcane Focus and may choose a 2nd option of the 6 when performing the ritual.

  • Overcharging. Your attacks deal an additional 1d4 damage of the type the firearm would deal.
  • Ankle Fire. After hitting a target with an attack with this firearm, the target's speed is reduced by 10 feet until the end of its next turn.
  • Ramming SpeedAfter hitting a target with an attack with this firearm, the target must make a strength saving throw against your spellcasting DC. On a failed save, the target is knocked prone.

Spellshots

At 10th level, when you cast a spell of 1st level or higher with makes a spell attack roll using your Arcane Firearm as a spellcasting focus, you can fire the spell through your Arcane Firearm, dealing damage as if you had hit with the firearm on top of the damage from the spell.

In addition, you can now imbue your Arcane Firearm with 3 of the 6 options of enchantments when completing the ritual.

Magical Bullet-Time

Starting at 14th level, you gain the ability to use the spellshot feature when casting a cantrip. You also can move with impossible speed when firing spells through your firearm. When using the spellshot feature, you may use your reaction to make an additional attack using your firearm and move up to your speed without triggering opportunity attacks.

In addition, your quick reflexes allow you to always be prepared for a fight. Whenever you roll initiative and are not surprised, you can immediately draw your Arcane Firearm and make an attack with it. 

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