Base Class: Wizard
Burst forth with channeled magical energy and become the weapon of destruction.
Level 3: Arcane Ordinance
You generate an Arcane Ordnance whenever you cast a leveled spell. You can only hold a single Ordnance at a time. You can fire an Arcane Ordnance as a ranged spell attack and still deal half damage on a miss. The damage die increases like a cantrip at level 5, 11 and 17 while direct hits deal additional damage equal to your Intelligence modifier. You must target an area at least 30 ft away. Fire (1d8, Radius 3 m): Ignite target and surfaces on fire and deal an additional 1d4 Fire damage against creatures already Burning. Frost (1d6, Radius 3 m): Freeze surfaces and leave a patch of ice. Poison (1d6, Radius 3 m): Poison creatures struck and leave a puddle of poison for 1 turn. Acid (1d6, Radius 3 m): Create a puddle of acid and deal an additional 1d6 to foes struck at the start of their next turn. Lightning (1d10, Radius 1 m): Electrify surfaces and Shock foes directly hit. Thunder (1d4, Radius 2 m): Knock creatures prone and clear any clouds or surfaces.
Level 6: Arcane Ordnance: Reload
Consume a spell slot to ready a magazine of 2 Arcane Ordnance. Any unspent munitions are lost upon Reload.
Upcast: Increase magazine size by 1.
Level 6: Salvo
You can use your bonus action to make your next Arcane Ordnance attack fire two projectiles, have 50% more range, and cost additional ammo.
Level 6: Occult Ordnance
Choose two additional variants, now including occult types:
Force (1d8, Radius 2 m): Knock all directly hit targets away 3 m.
Necrotic (1d8, Radius 2 m): Prevent creatures from healing until the end of their next turn where they take an additional 1d8 necrotic.
Radiant (1d6, Radius 3 m): Create a patch of Holy Fire and Dazzle foes struck. Dazzle: Reduce the range of spells and attacks to 1.5 m.
Psychic (1d6, Radius 3 m): Frighten all creatures struck.
Level 10: Barrage
You can use your bonus action and at least 9m of movement to make your next Arcane Ordnance attack fire three projectiles, have 50% more range and cost additional ammo.
Level 10: The Big One
Choose one of three experimental ordnance types which you can use once per Long Rest. The range scales with your Intelligence modifier and you must target a location at least 6 m away.
Devastation (2d8 Fire, 2d8 Necrotic, 2d8 Force): Devastate the target area. All creatures caught in the blast are afflicted with Necrofire for 2 turns and are knocked Prone on a failed Strength save.
Necrofire: Cannot be healed. Takes 3d4 Fire and 3d4 Necrotic damage per turn
Oblivion (2d6 Cold, 2d6 Psychic): Condemn target creatures to Oblivion for 3 turns, freezing the target area on impact. Creatures that fail a Wisdom save become Frightened.
Oblivion: Disadvantage on Attack Rolls and Ability Checks, AC reduced by 2. Takes 3d4 Poison and 3d4 Acid damage per turnReckoning (2d8 Radiant, 2d8 Lightning, 2d8 Thunder): Unleash a powerful Reckoning on foes in the target area for 3 turns, breaking Concentration. A successful Constitution save reduces the effect to 1 turn.
Reckoning: Range of attacks and spells reduced to 1.5 m, cannot take Reactions, attacks against this creature have Advantage...
Level 14: Saturating Fire
When you cast a levelled spell, you can use your Bonus Action to fire a single Arcane Ordnance attack
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