Base Class: Wizard
Living in the West, you aren't the typical fighter engulfed and intuned with melee weapons. Instead, you've taken a liking to firearms over swords, specifically flintlock pistols and a hunting rifle, and discovered a different kind of magic. After learning for a long time, you've found out a way to infuse your ammo with certain magical capabilities. You have combined the arcane with firearms to produce something that is both terrifying and inspiring when put into effect. Your magic is that of great darkness. You can infuse your bullets with necrotic magic and bring back those who've met the ends of your firearms as your undead minions
Firearm Proficiency
Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
Adept Marksman
When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.
Trick Shots. You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.
You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.
Grit. You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.
Saving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:
Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier
Imbued Trick Shots
By gathering magic forces within you, you manage to infuse your weapon with an arcane element of your choice. For the next 2 shots, your shots have added damage of the chosen element added to them. The elements that can be chosen from are:
- Acid
- Cold
- Fire
- Lightning
- Necrotic
- Radiant
Bullying Shot
You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one grit point while making a Charisma (Intimidation) check to gain advantage on the roll.
Dazing Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy 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.
Deadeye Shot
When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.
Disarming Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal 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.
Forceful Shot
When you make a firearm attack against a creature, you can expend one grit point 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.
Piercing Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.
Violent Shot
When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.
Winging Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.
Afterblaze
When an enemy gets hit by one or more of your imbued shots, depending on the type of element you used to imbue the shot, the enemy gets a debuff on their first turn after they get hit.
- Acid: the enemy takes 1d6 damage and the weapon they use has a -2 to any damage it deals.
- Cold: the enemy takes 1d6 cold damage and their movement is slowed with 10 feet.
- Fire: the enemy takes 1d10 fire damage.
- Lightning: the enemy takes 1d6 lightning damage which sparks on to 2 other enemies in a 10ft range of them.
- Necrotic: the enemy takes 1d6 necrotic damage and is unable to regen health.
- Radiant: the enemy takes 1d6 of radiant damage or 2d6 if the enemy is undead.
All of these effects last until the end of that enemy's turn, after which they subside
Undead Hoards
At 6th level, you add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can raise an additional number of undead. This number is equal to half your wizard level. You no longer require a corpse or pile of bones to do so; the skeleton or zombie will claw its way up from underground and acts on your next turn.
Whenever you create an undead using a necromancy spell, it has additional benefits:
- The creature’s hit point maximum is increased by an amount equal to your wizard level.
- The creature adds your proficiency bonus to its weapon damage rolls.
Animate Major Undead
Beginning at 10th level, your pursuit of knowledge has led to uncovering the secrets to mastering undead of all sizes. You can now raise any corpse that is Huge or smaller of a monstrosity, humanoid, or beast with a challenge rating of 3 or lower. It keeps its original abilities and attacks, but loses any resistances, immunities, legendary actions, and senses it had and gains the immunities and vulnerabilities of its type, skeleton or zombie. You can issue mental commands to the creature as the animate dead spell. You can only control one major undead at a time. This feature functions as the spell animate dead except where otherwise noted. You may use this feature on an existing undead you control to reassert your control over it. You must finish a long rest before you can use this feature again.
Forbidden Power
Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.
Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
Additionally, you have unlocked the most lethal secrets of necromancy. You can add Necrotic damage equal to your Intelligence modifier to one damage roll of any wizard necromancy spell you cast, including cantrips. In addition, when you roll damage for a wizard spell you cast that deals Necrotic damage, you can reroll ones. You must use the new rolls, even if they are also ones.
Vicious Intent
At 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll.
Hemorrhaging Critical
Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.
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