Base Class: Sorcerer
Your trigger finger itches and there is black powder in your blood. Perhaps the yet untold legends of the gunslingers coalesced upon you as their avatar. Perhaps the immortal soul that dwells within you echoes with the deeds from a future holder you will never know. Perhaps you are not the latest in a line of legendary gunslingers but the first, or maybe linear time just doesn't much care. The point is guns is in your blood, literally.
Black Powder Magus
You gain proficiency with Tinker's Tools and Firearms, and you may use any loaded firearm as an Arcane Focus for casting spells. If you are starting play with this class you may also add a set of Tinkerer's tools and a Pistol to your starting equipment.
Gunpowder Euphoria
The black powder in your blood is agitated by the rigors of combat, raising your prowess to inhuman heights. As a bonus action you can enter a state of Gunpowder Euphoria, gaining the following benefits for one minute.
- You may use your Charisma Modifier, instead of Dexterity, to calculate the hit and damage rolls of your firearm attacks
- As long as you are not wearing heavy armor your movement speed increases by 10 feet
- If you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier.
- Starting at level 2 If your gun is empty it is still considered loaded as long as you have at least one sorcery point, and you may make an attack without expending ammunition by spending a sorcery point. Attacks made this way are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
You may enter this state a number of times equal to your Constitution Modifier (Min. 1) and regain all uses of it when you finish a long rest
Additional Metamagic
Your skill with firearms blends with your skill as a spell caster, granting you additional ways to expend your sorcery points. When you reach level 3 choose one of the following options. You choose another option at level 10, and then receive the final option at level 17. These follow all of the normal rules for Metamagic as described by the core sorcerer class feature.
Echo'd Shot
Your sorcerous power surges and a gunshot rings out, the re-manifestation of your prowess as a gunslinger. When you cast a spell or make an attack using a firearm you may expend one sorcery point. Immediately after resolving that spell or attack you may make a single firearm attack as a bonus action, except that attack does not consume ammunition nor does it require the firearm to be loaded. You may combine this with another Metamagic.
Empowered Shot
You pour raw sorcerous energy into your bullet, drastically increasing its destructive potential. When you make a firearm attack you may spend a number of sorcery points up to your Charisma modifier (Min 1). If that attack hits it deals an additional 1d8 force damage per point spent.
Magic Bullet
As you pull back the hammer you transcribe the forces of magic upon the bullet, to unleash the spell from within the target's body to devastating effect. When you cast a spell that has a casting time of one action you may expend 3 Sorcery Points to make a single attack with a loaded Firearm as part of casting that spell. On a miss the spell fails and is still expended. On a hit it deals its normal damage and then the spell immediately takes effect upon the target of the attack, with any AOE originating from the space of the struck target (if there is a directional component you choose which direction from that space). Any saving throw against the spell made by that initial target this turn is taken at disadvantage.
Stick 'N Move
As you master the use of firearms the black powder in your blood quickens, driving you to more crazed heights of prowess. While you are in a state of Gunpowder Euphoria you may treat your Firearm attacks made on a target within five feet of you as though they were melee attacks for the purpose of being allowed opportunity attacks, avoiding disadvantage due to range, and gaining advantage via flanking. Additionally on any turn in which you make an attack with one of your firearms against a creature it cannot make any opportunity attacks against you.
Gunpowder Mirage
The burning of Blackpowder fills the air around you with dizzying fumes and it becomes hard to tell what is and isn't real, or maybe you're just that good. Whenever you are in a state of Gunpowder Euphoria you may spend 2 sorcery points as a reaction to gain either of the following effects.
- When an attack would hit you roll a d6, and on an odd result the attack instead misses.
- When an attack you made with a firearm misses you may reroll that attack.
Double Barrel
The transcendent nature of your powers reaches its apex in a hail of gunfire and sulfur, and everyone is seeing double. When you enter a state of Gunpowder Euphoria you may spend 5 sorcery points to create a smokey double-image of yourself, halving the duration of your Gunpowder Euphoria by doing so. This Double-Image is a perfect copy of you , including your gear and being in a state of Gunpowder Euphoria, and uses your statistics at the time it's created except it and all of its gear are only partially corporeal, a creation of gunsmoke and magics, and as such have resistance to all damage.
Your Double-Image can move and take actions and bonus actions and does so at the same time as you do on your turn but it may not cast any spells except cantrips and if it expends sorcery points they come from your pool. These actions do not need to be the same actions that you take. You share the Double-Image's senses and are considered to occupy its space for the purpose of any spells you cast, and may choose either space when determining effects. When your Gunpowder Euphoria ends the double-image vanishes in a crack of gunfire and the lingering scent of sulfur.
Previous Versions
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2/25/2020 7:08:49 AM
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14
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1
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0.99a
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Coming Soon
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Posted Mar 21, 2020I understand, thanks for the clarification.
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Posted Mar 20, 2020You're right thanks for catching that! I totally forgot to put that in the text for them due to how they were in my spreadsheet during drafting, so it slipped my mind since what level they belong to was there in front of me the whole time. I'll try and update that soon, but for the record
1- Blackpowder Magus, Gunpowder Euphoria
3- Additional Metamagic choice (Echoed shot or Empowered Shot)
6-Stick n Move
10-Additional Metamagic Choice (Magic Bullet, whichever is left between Echo/empower)
14- Gunpowder Mirage
17- Additional Metamagic (whatever is left)
18- Double Barrel
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Posted Mar 18, 2020You should label the level abilities at what level you get them.