Base Class: Fighter
Based off of Brian McClellan’s Powder Mage Trilogy, this subclass focuses on a fighter with an innate connection to black powder and firearms. Powder Mages are forces to be reckoned with on the battlefield. They have a unique power to manipulate a strange substance known as black powder. Every powder mage is able to ingest a small amount of black powder to enhance their abilities to superhuman levels or even burn it using their willpower and redirecting the force elsewhere. They may use their powers to redirect bullets or manipulate the force of explosions. Powder mages are deadly efficient with firearms, as well as having skill with martial and simple weapons.
Firearm Proficiency
When you choose this archetype at 3rd level, you gain proficiency with firearms and the Gunsmith's Kit.
Firearm Properties
Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice).
Ammunition. The ammunition of a firearm is destroyed upon use. All firearms require black powder and bullets. When a powder trick requires you to expend another shot of black powder, you must expend the same amount of black powder that the firearm uses, effectively using an extra shot. If you are using a powder trick that is not specific to a firearm, assume that 2 gp will buy 20 shots of black powder.
Firearms
Item |
Cost |
Damage |
Weight |
Properties |
Early Era
|
||||
Pistol |
500 gp |
1d8 piercing |
3 lb. |
Ammunition (range 30/90), reload 1 |
Musket |
1,000 gp |
1d10 piercing |
10 lb. |
Ammunition (range 40/120), loading, two-handed |
Early Era Ammunition |
||||
Bullets (10) |
3gp |
- |
2 lb. |
- |
Developed Era
|
||||
Palm Pistol |
100 gp |
1d4 piercing |
1 lb. |
Ammunition (range 40/160), light, reload 1 |
Pistol |
300 gp |
1d8 piercing |
3 lb. |
Ammunition (range 60/240), reload 4 |
Musket |
600 gp |
1d10 piercing |
10 lb. |
Ammunition (range 120/480), reload 1, two-handed |
Revolver |
500 gp |
1d8 piercing |
5 lb. |
Ammunition (80/320), heavy, reload 6 |
Blunderbuss |
600 gp |
2d6 piercing |
10 lb. |
Ammunition (range 15/60), heavy, reload 1, two-handed |
Developed Era Ammunition |
||||
Palm Pistol Bullet (20) |
2 gp |
- |
2 lb. |
- |
Pistol Bullets (20) |
4 gp |
- |
2 lb. |
- |
Musket Bullets (20) |
5 gp |
- |
2 lb. |
- |
Revolver Bullets (20) |
4 gp |
- |
2 lb. |
- |
Blunderbuss Bullets (5) |
5 gp |
- |
2 lb. |
- |
Powder Tricks
When you choose this archetype at 3rd level, you learn powder tricks that are fueled by marked points.
Powder Tricks. You learn three powder tricks of your choice, which are detailed under "Powder Tricks" below. Many powder tricks enhance an attack in some way. You can use only one powder trick per attack.
You learn two additional powder tricks of your choice at 7th, 10th, and 15th level. Each time you learn new powder tricks, you can also replace one powder trick you know with a different one.
Marked Points. You have a number of marked points equal to your Wisdom modifier. A marked point is expended when you use it on a powder trick.
You regain all your expended marked points when you finish a short or long rest.
Saving Throws. Some of your powder tricks require your target to make a saving throw to resist the powder trick's effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Wisdom modifier
Powder Trick Options
The powder tricks are presented in alphabetical order.
Arcing Shot
On a miss attack roll, you can burn an extra shot of black powder and adjust the bullet while within your powder trance range. Your attack now ignores half and three quarters cover and, unless the target has natural armor or magical armor, like from a spell or magic item, their armor class is 10 plus their Dexterity bonus. You do not switch targets when using this trick and you must use your original attack roll to determine if the attack hits
Blast Back
When you hit a creature with an attack, you can blast them back with an extra shot of black powder. The creature must make a Strength saving throw, on a failed save they are pushed back 15 feet and take additional damage equal to your Wisdom modifier.
At 18th level, they take additional damage equal to two times your Wisdom modifier
Detect the Else
As an action, you can consume a shot of black powder and cast the detect magic spell. This effect lasts for 1 minute and doesn't require concentration
Disarming Shot
When you see another creature about to use a firearm or similar object that uses black powder, like a grenade or cannon, you can use your reaction to cause the powder to not go off or for it to misfire. If you cause the powder to misfire, the wielder must make a Dexterity saving throw or take [roll]2d6[/roll] plus half your fighter level in fire damage as it explodes in their hand.
On a successful save they take half damage. This does not destroy a firearm or similar object but does destroy single-use explosives like grenades
Exploding Shot
When you hit a creature with an attack, you can expend an additional shot of black powder and have it slam with greater force. The creature must make a Constitution saving throw and you roll double your weapon's normal damage. On a failed save, they take the full damage. On a successful save, they only take half damage.
Flashbang
When you take the Attack action, you can forgo one of your attacks and instead expend a shot of black powder and disorient a target. They must make a Constitution saving throw or they are blinded or deafened (your choice) for 1 minute. They can repeat the saving throw at the end of their turn, ending the effect on a success.
Line 'em Up
When you hit a creature with an attack, you can expend another shot of black powder to attempt to damage another creature with the same attack. Choose another creature directly in line of the original target and you. If the original attack roll would hit the second creature, it takes half as much damage as the original attack.
You can continue making this attack for each creature behind the original target so long as they are in a straight line, each taking half of the initial damage. You can target a number of creatures up to your Wisdom modifier and this trick ends early if your original attack roll would miss or there are no more targets inside of your powder trance or in line.
Powder High
When you take the Attack action, you can forgo one of your attacks and instead consume a shot of black powder. This gives you temporary hit points equal to half your fighter level + Wisdom modifier.
Precision
When you make an attack roll against a creature, you can add half your fighter level to the attack roll. You can use this trick before or after making the attack roll, but before any effects of the attack are applied.
Rapid Fire
When you take the Attack action, you can make an additional attack. All of your attacks for this turn have disadvantage.
At 10th level, you can make two additional attacks and at 18th level you can make three additional attacks.
Your Attack action ends early if you must reload your weapon and you forgo any additional attacks
Scatter Shot
As an action, you throw a number of bullets equal to your fighter level into the air and expend enough black powder to shoot the bullets forward from you in a 30- foot cone. All creatures with in that cone must make a Dexterity saving throw or take damage equal to [roll]2d6[/roll] + your fighter level. On a successful save, they take half damage.
At 18th level, the damage increases to [roll]4d6[/roll] + your fighter level.
Shell Shocked
When you hit a creature with an attack, you can expend an additional shot of black powder to create a louder shot and frighten your target. You add your Wisdom modifier to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
At 18th level, they take additional damage equal to two times your Wisdom modifier
Shoot from the Hip
When you take the Attack action, you do not suffer disadvantage on attack rolls made this turn against a creature within 5 feet of you.
They Shot First
As a reaction when a target you see makes an attack roll against you, you can make your own attack roll so long as they are within range of your weapon. If your attack roll is higher, the opponent's attack only deals half damage to you if their attack roll hits. In addition, if your attack roll would hit the target, they take damage equal to your Wisdom modifier.
At 18th level, they take damage equal to two times your Wisdom modifier.
Two Bullets
When you make an attack roll, you can make an additional attack roll against another creature within 30 feet of your target. You make this additional attack roll with disadvantage and on a hit you deal the same amount of damage as you did to the original target creature.
This consumes two bullets and two shots of black powder.
Powder Trance
Also at 3rd level, you gain the ability to sense nearby black powder. The initial range is up to 30 feet away, and this range increases by 30 feet at 7th-, 10th-, and 15th-level. You can detect the presence of black powder within this range, though you do not know its specific location. Also, if you expend a marked point, you can detonate up to a shot of powder, equivalent to the amount of powder needed for a single shot in a musket, anywhere inside your range as an action so long as it doesn't have total cover.
This ability also determines how far away you can use your powder tricks and other features of the Powder Mage.
Adjusted Trajectory
At 7th level, you can redirect a missed shot toward a new target. When you make an attack roll with black powder and miss the target that is within your powder trance, you can use a reaction to reroll the attack roll against a different target inside your powder trance range. This consumes an extra shot of black powder on you, if you do not have any available black powder, you can not use this feature.
You can use this feature a number of times equal to your Wisdom modifier, regaining all spent uses on a short or long rest.
Sharp Eyes
Your relationship with violence has taught you valuable lessons in never down your guard, you gain proficiency with the Perception skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Insight, Intimidation, or Persuasion.
Your proficiency bonus is doubled for any ability check you make that uses Perception. You receive this benefit regardless of the skill proficiency you gain from this feature.
Proficiency - Insight
You gain proficiency with Perception checks. If you are already proficient in Perception, you may choose Insight, Intimidation, or Persuasion instead.
Proficiency - Intimidation
You gain proficiency with Perception checks. If you are already proficient in Perception, you may choose Insight, Intimidation, or Persuasion instead.
Proficiency - Perception
You gain proficiency with Perception checks. If you are already proficient in Perception, you may choose Insight, Intimidation, or Persuasion instead.
Proficiency - Persuasion
You gain proficiency with Perception checks. If you are already proficient in Perception, you may choose Insight, Intimidation, or Persuasion instead.
Improved Powder Trance
At 10th level, you can double your Powder Trance range by consuming a shot of black powder as a bonus action. At 18th level, this triples your Powder Trance range. This effect lasts for 1 minute, and ends early if you are incapacitated or you are reduced to 0 hit points. Once you use this feature, you must finish a short or long rest before you can use it again.
Locked & Loaded
Also at 10th level, when you roll initiative and have no marked points remaining, you regain 1 marked point.
Dry Reload
Starting at 15th level, you can reload a firearm quickly and when you take the Attack action, you can reload your weapon once without having to use an action or a bonus action to reload it.
In place of a firearm, you can also fire a bullet from your hand without the use of a weapon, but you make the attack roll with disadvantage. You are considered proficient when making these attacks and you use the properties of an improvised weapon.
Quick Draw
At 18th level, your reflexes allow you to get the draw before anyone else. When you roll for initiative, and are not surprised, you can use your reaction to immediately draw a firearm and take the Attack action. You can only target creatures inside of your powder trance and you can not activate your powder tricks on these attacks.

Only just finished the first book a few days ago and HAD to create a subclass for this. Came across yours not two hours after I'd uploaded my own and I'm both impressed and humoured by the similarities, haha! I love what you've done with this and it looks great. :D
thanks for making this i love it and the books
This is a very good write up for the Powder Mage. I'm on the third book of the initial series right now and love this concept.