School of the Gunmage (5e Subclass)
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The Arcane Tradition of the Gunmage emphasizes the use of a firearm as an arcane focus. Given that the firearm is a recent technological development, the Gunmage School is a new one, but is growing in popularity due to its versatility and appeal.
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Spell and Shot woven together in a devastating combination. |
Gunslinger's Training
When adopting this tradition at the 2nd level, you gain proficiency in all firearms, as well as gunsmith's tools.
Arcane Gun
You can use a firearm as an arcane focus. It still functions as a regular firearm would, and can fire mundane ammunition. Such a firearm is bound to you, through a 1-hour ritual (similar to the Eldritch Knight's Weapon Bond). You may bind only one firearm this way. These weapons are considered magical for the purposes of overcoming resistance and immunity.
You can use your Arcane Gun to cast damage-dealing spells that use a ranged attack, when you do, your intelligence modifier is added to the damage; if you cast a spell which targets more than one creature or deals damage within an area, this bonus will be applied once to each creature, even if it's hit more than once. Mundane attacks still use your dexterity modifier in attack and damage rolls; however, when using a spell, your intelligence modifier is used instead. Magic Missile may be fired through your firearm.
In addition, you can cast a cantrip using your Arcane Gun if it requests a ranged attack; the cantrip's attack roll is considered a ranged weapon attack, not a ranged spell attack, from your firearm. As such, you will use your dexterity modifier for the attack roll and applies any weapon's bonuses to damage or attack rolls. The range of the cantrip is that of your weapon's range. In addition, you may add your intelligence modifier to the cantrip's damage roll.
Arcane Shot
At the 6th level, you can expend a spell slot as a bonus action to create an arcane round in the chamber of your Arcane Gun. An Arcane Gun can only have one such shot in it at a time. The next shot fired from the weapon in the next 10 minutes will fire this stored energy.
This attack has a range of 200 feet, uses your Intelligence modifier, deals a type of damage that you choose upon creating the round (acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder) and deals 1d10 damage per the level of the spell slot expended, in addition to your Intelligence modifier. This counts as a ranged weapon attack, as well as casting a wizard spell.
Enhanced Shot
At 10th level, your Arcane Firearm has a +1 bonus to attack and damage rolls. When using your Arcane Shot feature, you score a critical hit on a dice roll of 19-20, and deal an additional 2d10 damage of the chosen type which is added to the extra damage of the critical.
Empowered Gun
At the 14th level, spells cast through your arcane firearm and mundane attacks ignore a creature's resistances. Mundane attacks fired through your bound firearm deal an additional 1d10 force damage.
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