Wizard
Base Class: Wizard

Magic exists in all forms, from the raw wild power of evocation to the careful intricacies of artificing, and the users thereof are equally varied. For Rune-Slingers, magic comes from their tools and weapons and potions. Anything that can be inscribed with runes or enchanted and then launched at an enemy becomes a deadly weapon in expert hands. 

Russian Roulette

Use your bonus action to spin the barrel of your revolver randomly and take your shot. On a hit automatically crit and roll on the d100 Wild Magic table. On miss, do normal damage and roll on the d100 Wild Magic table.

Quickdraw

Once per turn, take one additional attack with unenchanted ammunition 

High Noon

Once per short rest, invoke the adage "this town ain't big enough for the both of us" and identify your target. The creature must make a Wisdom saving throw or its next attack must target you. 

At the same time, you roll a Dexterity save, and if you roll higher than the target's failed save, the target has disadvantage on its attack against you. 

Enchanted Ammo

Beginning at 1st level, rather than using spell slots to cast your magic, you must bind your spells to your ranged ammunition. You have 30 rounds (increase by 1d6 at 5th and 9th level, 1d8 at 13th and 17th, and 1d12 at 20th level) per day, and once your run out of ammunition you may no longer use magic, even cantrips. You have no spell slots

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