Sorcerer- Gun Mage
Those of an arcane disposition all remember the first time they fired off a spell, the exhilaration was palpable. Now imagine their excitement, after thinking they would never feel that moment again, when they take their first shot with a firearm. The possibility of combining the two practices is too much to pass over.
Firearm Expertise When adopting this arcane tradition, you gain proficiency in all firearms as well as Gunsmith's (Tinker's) Tools. Additionally, you gain advantage on Investigation checks regarding firearms.
Arcane Firearm You are now able to utilize a Firearm as an arcane focus when casting spells and cantrips. You disregard the somatic component provided you are able to aim your Firearm and pull the trigger. Your chosen weapon also retains the ability to fire mundane ammunition. Such weapon is bound to you through a 1-hour ritual. Your bound Firearm is unusable to other individuals for either arcane or mundane purposes. Restrictions for this ritual, and the benefits, are as follows:
Restrictions: You may be bound to either: two 1-handed Firearms, or a single 2-handed Firearm. Replacing a Firearm requires the removal of a previous binding. When a binding is removed from a Firearm, the arcane strain causes the weapon to disintegrate. This Firearm is permanently destroyed. 1-handed Firearm: After casting a spell or cantrip, you may use your bonus action to dash half your movement speed. This bonus can only be used once per round. 2-handed Firearm: The range of ranged spell attacks and cantrip attacks are increased by 50% of the spell or cantrip's default range. Additionally, your familiarity with your 2-handed Firearm allow you to disregard disadvantage on long-range attacks using mundane ammunition. These weapons are considered magical for the purposes of overcoming resistance and immunity. You can use your Arcane Firearm to cast spells and cantrips that use range. When you cast an attack spell or cantrip, your Charisma modifier is added to the damage; if you cast a spell or cantrip which targets more than one creature or deals damage within an area, this bonus will be applied once to each creature, even if it hits more than once. Mundane attacks still use your dexterity modifier in attack and damage rolls; however, when using a spell or cantrip, your Charisma modifier is used instead. Magic Missile may be fired through your firearm.
Arcane Round At 6th level, you can expend a spell slot as Bonus Action to prepare an Arcane Round and load it into your Arcane Firearm. An Arcane Firearm can only house a single Arcane Shot at any given time, and must be used within 10 minutes, otherwise it disintegrates. You may use your Action to perform one of the following using your Arcane Round:
Rapid Fire (1-Handed): You may follow-up your Arcane Round attack with a cantrip. Deadshot (2-handed): Your Arcane Round disregards the target's AC, automatically hitting the target for critical damage. If the number you initially rolled for damage is lower than your Charisma modifier you may reroll this die, however you must take the second roll regardless of the number. After performing Deadshot, the weapon that fired the Arcane Round becomes overheated and cannot be used again for 1 round. Arcane Shot - 3rd level. You imbue a mundane round of ammunition with a concentrated dose of a particular magic type, creating an Arcane Round. This Arcane Round has a range of 200ft and deals a type of damage that you choose upon creating the round (acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder), dealing 4d12 damage. This counts as a ranged weapon attack, as well as casting a Sorcerer spell.
At higher levels. When you create this Arcane Round using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.
*homebrew spell Arcane Round added to collection is required. Deft Desperado At 14th level, your extensive training and experiences have sharpened your senses and made you quick to react. When rolling initiative, you can choose to sacrifice your initiative (dropping you to the bottom of the list) in order to perform a Bonus Action of your choice before the first round of combat.
Arcane Gunslinger At 18th level you have mastered the arcane style Gun Mage, donning the mantle of Arcane Gunslinger. The bond between you and your Arcane Firearm have grown stronger. Your Arcane Firearm now has a +1 bonus to attack and damage rolls. When using your Arcane Round feature, You gain one of the following benefits:
Rapid Fire: You score a critical hit on a dice roll of 19-20 for your Arcane Round, and it deals an additional 1d12 damage of the chosen type. Deadshot: If you rolled lower than your Charisma modifier on your initial and second roll, you may roll a third time. However you must take the third roll regardless of the number. Arcane Round also deals an additional 1d12 damage of the type you have chosen for your Arcane Round. Additionally, mundane ammunition fired from your bound firearm deal an additional 1d10 force damage.
Firearm Expertise When adopting this arcane tradition, you gain proficiency in all firearms as well as Gunsmith's (Tinker's) Tools. Additionally, you gain advantage on Investigation checks regarding firearms.
Arcane Firearm You are now able to utilize a Firearm as an arcane focus when casting spells and cantrips. You disregard the somatic component provided you are able to aim your Firearm and pull the trigger. Your chosen weapon also retains the ability to fire mundane ammunition. Such weapon is bound to you through a 1-hour ritual. Your bound Firearm is unusable to other individuals for either arcane or mundane purposes. Restrictions for this ritual, and the benefits, are as follows:
Restrictions: You may be bound to either: two 1-handed Firearms, or a single 2-handed Firearm. Replacing a Firearm requires the removal of a previous binding. When a binding is removed from a Firearm, the arcane strain causes the weapon to disintegrate. This Firearm is permanently destroyed. 1-handed Firearm: After casting a spell or cantrip, you may use your bonus action to dash half your movement speed. This bonus can only be used once per round. 2-handed Firearm: The range of ranged spell attacks and cantrip attacks are increased by 50% of the spell or cantrip's default range. Additionally, your familiarity with your 2-handed Firearm allow you to disregard disadvantage on long-range attacks using mundane ammunition. These weapons are considered magical for the purposes of overcoming resistance and immunity. You can use your Arcane Firearm to cast spells and cantrips that use range. When you cast an attack spell or cantrip, your Charisma modifier is added to the damage; if you cast a spell or cantrip which targets more than one creature or deals damage within an area, this bonus will be applied once to each creature, even if it hits more than once. Mundane attacks still use your dexterity modifier in attack and damage rolls; however, when using a spell or cantrip, your Charisma modifier is used instead. Magic Missile may be fired through your firearm.
Arcane Round At 6th level, you can expend a spell slot as Bonus Action to prepare an Arcane Round and load it into your Arcane Firearm. An Arcane Firearm can only house a single Arcane Shot at any given time, and must be used within 10 minutes, otherwise it disintegrates. You may use your Action to perform one of the following using your Arcane Round:
Rapid Fire (1-Handed): You may follow-up your Arcane Round attack with a cantrip. Deadshot (2-handed): Your Arcane Round disregards the target's AC, automatically hitting the target for critical damage. If the number you initially rolled for damage is lower than your Charisma modifier you may reroll this die, however you must take the second roll regardless of the number. After performing Deadshot, the weapon that fired the Arcane Round becomes overheated and cannot be used again for 1 round. Arcane Shot - 3rd level. You imbue a mundane round of ammunition with a concentrated dose of a particular magic type, creating an Arcane Round. This Arcane Round has a range of 200ft and deals a type of damage that you choose upon creating the round (acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder), dealing 4d12 damage. This counts as a ranged weapon attack, as well as casting a Sorcerer spell.
At higher levels. When you create this Arcane Round using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.
*homebrew spell Arcane Round added to collection is required. Deft Desperado At 14th level, your extensive training and experiences have sharpened your senses and made you quick to react. When rolling initiative, you can choose to sacrifice your initiative (dropping you to the bottom of the list) in order to perform a Bonus Action of your choice before the first round of combat.
Arcane Gunslinger At 18th level you have mastered the arcane style Gun Mage, donning the mantle of Arcane Gunslinger. The bond between you and your Arcane Firearm have grown stronger. Your Arcane Firearm now has a +1 bonus to attack and damage rolls. When using your Arcane Round feature, You gain one of the following benefits:
Rapid Fire: You score a critical hit on a dice roll of 19-20 for your Arcane Round, and it deals an additional 1d12 damage of the chosen type. Deadshot: If you rolled lower than your Charisma modifier on your initial and second roll, you may roll a third time. However you must take the third roll regardless of the number. Arcane Round also deals an additional 1d12 damage of the type you have chosen for your Arcane Round. Additionally, mundane ammunition fired from your bound firearm deal an additional 1d10 force damage.
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