Wizard
Base Class: Wizard

Perhaps once a student of the School of Invention, or an Arcane Archer with a flair for tinkering, you have discovered way to meld magic and machine together into a unique weapon.

A 1st-level slot allows you to manipulate the bullet’s energy. You can substitute the damage type for another one from the following list: acid, cold, fire, lighting, or thunder damage.

A 2nd-level slot increases the bullet’s raw force. The damage dealt by this attack is doubled.

A 3rd-level slot channels magic into your spellslinger's chamber, granting you a multi-shot attack. You may make 3 attacks with the spellslinger using your Attack action this turn.

 

Tools of the Gunsmith

Beginning at 2nd level, you gain proficiency with two tools of your choice.

Spellslinger

At 2nd level, you gain proficiency with sidearms and gain the spellslinger - a magic item that only you can attune to. While you are attuned to it and wielding it, you may use the attack action to make a ranged weapon attack with the spellslinger. Roll a d20 and add both your proficiency bonus and spellcasting modifier. On a successful hit the target suffers 1d8 force damage.

The gun is a sidearm with a range of 30/120. This weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

You can create a new gun at the end of a long rest by touching a non-magical hand crossbow, which magically transforms into it. Doing so removes the magic from your previous spellslinger, turning it into a non-magical hand crossbow.

Magic Bullet

Starting at 6th level, you learn to channel magic through your spellslinger to augment your attacks in a variety of ways. When you make a ranged attack with your spellslinger, you can expend a spell slot of 1st, 2nd, or 3rd level to alter your attack. This may only be done once per turn. The effect depends on the spell slot you expend.

A 1st-level slot allows you to manipulate the bullet’s energy. You can substitute the damage type for another one from the following list: acid, cold, fire, lighting, or thunder damage.

A 2nd-level slot increases the bullet’s raw force. The damage dealt by this attack is doubled.

A 3rd-level slot channels magic into your spellslinger's chamber, granting you a multi-shot attack. You may make 3 attacks with the spellslinger using your Attack action this turn.

 

Arcane Quick-Draw

Beginning at 10th level, you may add your spellcasting modifier to intiative rolls. Whenever you gain a surprise round while wielding your spellslinger, and are attuned to it, you may make one ranged attack with your spellslingeragainst each surprised creature (to a maximum of 5 creatures).

Additionally, if you roll initiative and have no uses of Spell-Shot remaining, you regain one use of it.

Counter-Shot

By 14th level, you have discovered how to siphon energy from the spells that you counter into your spellslinger. You learn counterspell if you did not know it already. If you cast counterspell while wielding your spellslinger and are attuned to it, you may immediately make a ranged weapon attack with it as a free action.

Your attack deals an additional 1d6 force damage per level of the spell countered (ex: counterspelling a 3rd-level Fireball spell would cause the shot to deal an additional 3d6 force damage).

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