Wizard
Base Class: Wizard

Some wizards are content with mastering a specific brand of magic, be it conjuration or evocation, Others prefer to leave their options open. An arcane Gunslinger is an individual who has accomplished what many couldnt dream of. They have combined the arcane with technology to produce something that is both terrifying and inspiring when put into effect.

Firearm Proficiency

Starting when you choose this archetype at 2nd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.

Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.

Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.

Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.

Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.

Ammunition

All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.

Firearms
NAME COST AMMO DAMAGE WEIGHT RANGE PROPERTIES
Palm Pistol 50g 2g (20) 1d8 piercing 1 lb. (40/160)
Light, reload 1, misfire 1
Pistol 150g 4g (20) 1d10 piercing 3 lb. (60/240)
Reload 4, misfire 1
Musket 300g 5g (20) 1d12 piercing 10 lb. (120/480)
Two-handed, reload 1, misfire 2
Pepperbox 250g 4g (20) 1d10 piercing 5 lb. (80/320)
Reload 6, misfire 2
Blunderbuss 300g 5g (5) 2d8 piercing 10 lb. (15/60)
Reload 1, misfire 2
Bad News Crafted 10g (5) 2d12 piercing 25 lb. (200/800)
Two-handed, misfire 3, explosive
Hand Mortar Crafted 10g (1) 2d8 fire 10 lb. (30/60)
Reload 1, misfire 3, explosive

Gunsmith

Upon choosing this archetype at 2nd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.

Infuse Magic

Also at 2nd level, You gain the ability to cast specific leveled spells (Of which you have) onto your firearms. The spell must be either a cantrip or a level 1 spell. This Feature ends after 12 hours of the spell being infused. During a short rest, you can expend a hit die to change the spell. This feature resets upon the completion of a long rest.

At Higher Levels. Whenever you gain a new spell slot higher, you must wait 1 more level to infuse it into your guns. At 10th level, you can infuse 2 spells at the same time.

 

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

 

Arcane Repair

Upon reaching 10th level, you learn how to quickly attempt to fix a jammed gun. You can expend one spell slot to attempt to repair a misfired (but not broken) firearm as a bonus action.

 

Deadeye Magic

At 14th level, You can add spell slots of levels 4th or Higher to add to your firearm attack roll.

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