Base Class: Wizard
Unlike normal wizards, Magical Snipers are trained for combat situations and stealth missions. They can effectively operate firearms at long distances and perfectly combine their magical abilities with these weapons, which are atypical for wizards.
Magical Snipers usually serve as Special Forces of the various magical schools and are kept hidden from the general public, as the public standpoint of most wizards is against the use of firearms. Therefore the duties of Magical Snipers cover mainly the preservation of power and secrets of the schools or the colleges, as they can effectively eliminate threats in the form of individuals.
Magical Marksmanship
2rd-level Magical Sniper feature
You gain proficiency in firearms and learn the Mending cantrip. You may use this cantrip without its material costs as a bonus action to repair a broken firearm in case it has misfired.
Additionally you learn the Fabricate spell. You can cast this spell once per short rest and you can only use it create ammunition for your firearms. Instead of using lead or other metals you can pure magic to create your ammunition. If you do so this spell consumes a amount of gold which is normally used to buy the type of ammunition you want to create.
Starting with 7th-level you can also cast your Fabricate using a spell slot of the appropriate level as normal. You also gain the ability to draft and create new firearms (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.
Firearm Properties
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) | |
| Pistol | 150g | 4g (20) | 1d10 piercing | 3 lb. | (60/240) | |
| Musket | 300g | 5g (20) | 1d12 piercing | 10 lb. | (120/480) |
|
| Pepperbox | 250g | 4g (20) | 1d10 piercing | 5 lb. | (80/320) | |
| Blunderbuss | 300g | 5g (5) | 2d8 piercing | 10 lb. | (15/60) | |
| Bad News | Crafted | 10g (5) | 2d12 piercing | 25 lb. | (200/800) |
|
| Hand Mortar | Crafted | 10g (1) | 2d8 fire | 10 lb. | (30/60) |
Magical Aim
2rd-level Magical Sniper feature
You can use your firearm as spellcasting focus for your wizard spells. Since you must be calm and composed at all times as a sniper, you can cast spells without their somatic components as long as you use a firearm as your spellcasting focus.
Moreover if you must make a melee attack with a weapon as part of a wizard spell cast, instead you can make a ranged weapon attack, as long as you're wielding a firearm. The spell range becomes that of the firearms and the effect of the spell effect occurs where you hit the target. If you cast a spell at long range this way you still have a disadvantage on the attack roll. (For example: If you're wielding a musket you can cast Green-Flame Blade as an action with a range up to 480ft.)
Extra Attack
6th-level Magical Sniper feature
You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Enchanced Magical Aim
10th-level Magical Sniper feature
You can now focus your magical energy into a firearm effectively improving its range. You no longer have a disadvantage on long range attacks with firearms. Additionally, you can use your Bonus Action to magically double the range of the next wizard spell you cast. Spells that must touch a creature can also be cast with this feature without touching the creature. The range of these spells is 15ft. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
Imbued Spell Bullets
14rd-level Magical Sniper feature
You've learned to imbue your ammunition with your magic spells. If a spell forces you to make a spell attack (melee or ranged) you can make a ranged weapon attack instead, as long as you're wielding a firearm. On a hit, the target suffers the weapon attack's normal effect, and the spell's effect (spells that mention a melee/ranged spell attack but require a saving throw can't be cast this way). The spell range becomes that of your firearm's and the spell effect occurs where you hit the target with the bullet.
Casting a wizard spell as part of a range attack follows the normal rules for spell casting, meaning you must expend spell slots as normal when doing so.
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