Sorcerer
Base Class: Sorcerer

A dwarf stands amidst the smoke of a battlefield, his eyes glowing with a faint orange light. Around him, three antique flintlocks hover in the air, their hammers clicking back in unison as they automatically draw lead balls from his pouch. With a sharp word of command, the air erupts in thunder as the guns fire simultaneously, guided not by his hands, but by the raw sorcery flowing through his veins.

A human researcher leans over a workbench, carefully etching glowing runes into a heap of metallic scrap. As she whispers an incantation, the metal pieces vibrate and snap together, forming a spectral gauntlet that smells of ozone and sulfur. She raises the hand toward a practice target, and instead of a simple spell, a concussive blast of magical force roars from the palm, leaving a trail of white smoke in its wake.

A halfling sprint across the rooftops, pursued by shadowy figures in the dark. Just as they close in, he spins around and releases a burst of explosive energy from his fingertips, the recoil propelling him backward across a wide alleyway to safety.

The Black Powder Sorcerer is a master of volatile energy, blending the precision of a marksman with the explosive unpredictability of raw magic. They turn every spell into a thunderous event, using the focus of a firearm to channel their innate power into a barrage of light, sound, and fury.

Gun Mage

1st-level Black Powder Sorcery feature

You gain proficiency with simple firearms and martial firearms. You also gain proficiency with alchemist’s supplies or gunsmith’s tools (your choice).

Additionally, you learn the mage hand cantrip. It counts as a sorcerer spell for you and doesn't count against your number of cantrips known. When you cast it, the spectral hand can be invisible or take the form of a gauntlet of floating gun parts.

Gunpowder Mysticism

1st-level Black Powder Sorcery feature

You learn to weave magic into the volatile nature of black powder. You gain the following benefits:

  • Arcane Firearm: You can use a firearm you are proficient with as a spellcasting focus for your sorcerer spells.
  • Gunpowder Property: When you cast a spell of 1st level or higher that deals fire, force, or piercing damage, or when you make an attack with a firearm, you can apply the Gunpowder property to the damage roll.
    • Gunpowder Property: If you roll the maximum amount on a damage die (e.g., a 6 on a d6), you can roll that die again and add the new roll to the total damage. You can continue to roll as long as you keep rolling the maximum amount. This feature can affect a maximum number of dice per turn equal to your Charisma modifier (minimum of 1).

Spirit of the Fusillade

1st-level Black Powder Sorcery feature

You can telekinetically control firearms to unleash a barrage of lead and magic. As a bonus action, you can animate a number of firearms up to your Charisma modifier (minimum of 1). These weapons float within 5 feet of you.

While you have firearms animated in this way:

Telekinetic Reload. You ignore the Loading and Reload properties of these weapons. You do not need a free hand to reload them; the ammunition levitates into the chamber automatically.

Fusillade. When you cast a cantrip that requires a ranged spell attack (such as Fire Bolt), you can choose to forego the cantrip’s normal effects to instead fire all of your animated firearms at once. Make a separate ranged spell attack roll for each animated firearm. The attacks use your Charisma modifier for attack and damage rolls. On a hit, each shot deals the firearm's normal piercing damage plus 1d6 force damage.

The animated weapons remain floating for 1 minute, or until you are incapacitated or choose to end the effect (no action required). You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Alchemical Infusion

6th-level Black Powder Sorcery feature

You can alter the properties of your black powder to strike with elemental fury. When you cast a spell that deals damage or make an attack with a firearm, you can spend 1 Sorcery Point to change the damage type to Acid, Cold, Lightning, or Thunder for that casting or attack.

Additionally, if you use this feature on a firearm attack made via your Spirit of the Fusillade feature, the attack deals an additional die of this damage.

Evasive Recoil

6th-level Black Powder Sorcery feature

You learn to use the concussive force of your magic to maneuver. When a creature ends its turn within 5 feet of you, you can use your reaction to fire a burst of magical recoil. You move up to half your speed away from the creature without provoking opportunity attacks.

Explosive Resonance

14th-level Black Powder Sorcery feature

Your mastery over black powder allows you to turn failure into a volatile opportunity. When you miss with a firearm attack or a spell attack roll, you can spend 2 Sorcery Points to detonate the energy at the target's location instead.

The target and each creature within 10 feet of it must make a Dexterity saving throw against your Spell Save DC. On a failed save, they take 6d8 fire damage, or half as much on a successful one.

Master of the Barrage

18th-level Black Powder Sorcery feature

You are a whirlwind of destruction. You gain the following benefits:

  • Infinite Powder: Your Spirit of the Fusillade feature no longer requires uses; you can activate it at will as a bonus action.
  • Sorcerous Bombardment: Once per turn, if you roll the maximum on a damage die for a spell or firearm attack (triggering your Gunpowder Property), you regain 1 Sorcery Point.

Previous Versions

Name Date Modified Views Adds Version Actions
3/24/2026 4:26:12 AM
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