Base Class: Wizard
You are a wizard with guns.
Arcane Gun
2nd-level School of Gunslingers feature:
Your weapon of choice can serve as your spellcasting focus. When casting spells with your weapon, any spell that includes the word "target" in its description has the same range as your weapon. If you happen to roll a 1 on an attack roll, instead of a misfire, you must roll on the wild magic chart.
When you kill a creature with a cantrip spell, you can cast a 1st-level spell as a bonus action (with a casting time of one action).
Infuser
6th-level School of Gunslingers feature:
Once you have completed a long rest, you have the ability to infuse a single shot with an empty spell slot that is equal to or less than your PB. This infused shot can be used later in the day. As a free action after you have rolled to attack, but before determining the result, you can use the infused shot to deal extra damage of d8 x spell level. However, using an infused shot depletes the spell slot and it becomes a regular shot after the next long rest. but before the result, you can use the infused shot to do an extra d8 x spell level damage. Infusing a shot uses up the spell slot and it becomes mundane after your next long rest.
Empowered Shot
10th-level School of Gunslingers feature:
When you use your weapon to cast a spell, if you roll a critical success or a creature rolls a critical failure on its saving throw you may preroll any damage dice once.
Enhanced Targeting
14th-level School of Gunslingers feature:
If you have an ally within 5ft of your target, your first attack roll of the turn will have advantage. Moreover, if you have not taken any damage since your last turn, your attacks cannot be rolled with disadvantage.
Previous Versions
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6/1/2025 11:12:07 PM
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