Base Class: Wizard
Most wizards shape magic through words, gestures, and formulae. Arcane Ballisticians believe such methods are inefficient.
Rather than casting spells in the traditional sense, these wizards bind arcane principles directly into firearms, treating weapons as conduits for spellcraft. To an Arcane Ballistician, a spell slot is not an incantation waiting to be spoken, but stored potential-released only at the moment of impact.
Arcane Ballisticians maintain extradimensional arsenals, carefully curating weapons and enhancing them through precise magical modifications. Each shot is deliberate, calculated, and devastating, capable of altering the battlefield with a single pull of the trigger. Where other wizards overwhelm their foes with spells, an Arcane Ballistician waits for the perfect moment to strike.
To fight alongside one is to witness magic refined to its sharpest point: not shouted, not chanted—simply fired.
Level 3: Arcane Armaments
At 2nd level, you abandon traditional spellcasting techniques in favor of binding arcane power directly into firearms. You gain the following benefits.
Firearm Proficiency
You gain proficiency with firearms.
Arcane Arsenal
You can store firearms within an extradimensional space known as your Arcane Arsenal, accessible only to you.
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As a bonus action, you may conjure one firearm you have stored in your Arcane Arsenal into your hand or an unoccupied space within 5 feet of you.
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You may store any number of firearms in your Arcane Arsenal, provided you have physically touched each firearm at least once.
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A firearm remains stored in your Arsenal until you summon it again.
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A firearm summoned this way counts as magical, you are proficient with it, and it can be used as a spellcasting focus for your wizard spells.
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You may dismiss a summoned firearm as part of the same bonus action, causing it to return to your Arsenal in a harmless puff of arcane smoke.
When you make an attack with a firearm summoned from your Arcane Arsenal, you may use your Intelligence modifier instead of Dexterity for the attack and damage rolls. That attack counts as a ranged spell attack for the purposes of your class features.
Once per turn when you hit a creature with such an attack, the attack deals additional force damage equal to your proficiency bonus.
Level 3: Arcane Modification
You can no longer cast wizard spells of 1st level or higher. Any attempt to do so automatically fails, and the spell slot is wasted. You may still cast wizard cantrips.
Your spell slots instead fuel Arcane Modifications, which enhance your firearm attacks. These modifications are not spells and cannot be countered or dispelled.
When you make an attack with a firearm summoned from your Arcane Arsenal, you may expend a spell slot to apply one Arcane Modification to that attack. You declare the modification before making the attack roll. Saving throws for your Arcane Modifications use your wizard spell save DC.
1st–2nd Level Slots
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1 |
Elemental Load. The attack’s damage becomes acid, cold, fire, lightning, or force, and deals an extra 1d6 damage. |
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2 |
Coverbreaker Sigil. The attack ignores half and three-quarters cover. |
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3 |
Tracer Round. Until the end of your next turn, attacks against the target have advantage. |
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4 |
Flash Cartridge. Creatures within 5 feet of the target must succeed on a Constitution saving throw or be blinded until the start of your next turn. |
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5 |
Expanding Bullet. Add 1d8 weapon damage to the attack. |
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6 |
Stagger Shot. The target’s speed is reduced by 10 feet until the start of your next turn. |
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7 |
Disruptive Impact. The target can’t take reactions until the start of your next turn. |
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8 |
Arcane Payload. Push the target up to 10 feet directly away from you. |
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9 |
Shredder Round. The target has disadvantage on its next Strength or Dexterity saving throw. |
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10 |
Marking Shot. You magically mark the target until the end of your next turn. The next attack against it deals an extra 1d6 damage. |
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11 |
Concussive Shot. The target has disadvantage on its next attack roll. |
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12 |
Stabilizer Matrix. You gain advantage on the attack roll and ignore disadvantage from long range. |
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13 |
Crippling Shot. The target’s next opportunity attack automatically misses. |
3rd–4th Level Slots
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1 |
Double Tap. Immediately make a second firearm attack against the same target (no modification on the second shot). |
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2 |
Exploit Weakness. On a hit, add 2d8 damage. |
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3 |
Ricochet Sigil. After hitting, you may make a firearm attack against another creature within 15 feet. |
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4 |
Phase Ammunition. The attack ignores cover and nonmagical objects. |
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5 |
Overpressure Shot. The target is knocked prone. |
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6 |
Armor Sundering Round. Reduce the target’s AC by 2 until the start of your next turn. |
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7 |
Suppressive Fire. The target has disadvantage on its next saving throw. |
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8 |
Arcane Breach. The target loses resistance to the attack’s damage type until the end of your turn. |
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9 |
Kinetic Feedback. You gain temporary hit points equal to your Intelligence modifier + spell slot level. |
5th–7th Level Slots
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1 |
Linebreaker Round. The shot travels in a 60-foot line. Creatures in the line must make a Dexterity save, taking weapon damage on a failure or half on a success. |
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2 |
Temporal Lock. On a hit, the target must succeed on a Constitution save or be stunned until the end of its next turn. |
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3 |
Shattering Impact. The attack deals double damage to objects and structures. |
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4 |
Crushing Wave. Each creature within 10 feet of the target takes half the weapon’s damage. |
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5 |
Arcane Rupture. The target takes an additional 4d10 force damage. |
Perfect Execution (9th Level)
You declare this before making the attack roll.
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You have advantage on the attack roll.
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The attack deals maximum weapon damage (not modification damage).
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If the target has 75 hit points or fewer after damage is applied, it drops to 0 hit points.
No reactions can be taken against this attack.
After making this attack, your firearm expends all remaining arcane ammunition and must be reloaded before it can be fired again.
Level 6: Arcane Rechamber
When you expend a spell slot to apply an Arcane Modification to a firearm attack:
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You ignore the firearm’s reload and misfire properties for that attack.
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You may reroll one damage die from the attack.
Mundane shots still obey normal firearm rules.
Level 10: Tactical Rendezvous
You have perfected short-range displacement.
As a bonus action, you teleport up to 30 feet to an unoccupied space you can see.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once), regaining all uses on a long rest.
Level 14: Overclocked Arsenal
Once per turn, when you make a firearm attack, you may apply two Arcane Modifications to the same attack.
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You expend a spell slot equal to one level higher than the highest-level modification used.
Previous Versions
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2/6/2026 6:44:44 PM
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