OGC:Science of Black Powder (5e Subclass)
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Science of Black Powder[edit]
Advanced study for an alchemist.
Sometimes seen as a subset of the science of destruction, the science of black powder focuses on harnessing the explosive energy of black powder to infuse firearms (http://www.dandwiki.com/wiki/Category:Firearm_Weapon) with magical power. While this is costly in terms of magical power, one alchemist can give a significant edge to a squadron of harquebusiers.
This advanced study is a new option for the alchemist character class. The cantrips mending and prestidigitation are added to the alchemist spell list.
Signature Powder
At 2nd level, on choosing this science, you have mastered the formula for gunpowder and can also give it an extra magical spark as well. By expending a spell slot, you enchant enough black powder to fire 5 rounds per spell slot level. A creature using this signature powder adds 1d4 to its attack roll and there is no chance of misfire.
Discoveries of Black Powder
At 6th and 10th levels, your studies of the Science of Black Powder allow you to concoct magical variants of black powder. Select one discovery from the list below. You cannot mix multiple discoveries together into a single powder.
Each spell slot spent grants you enough powder for 5 rounds multiplied by the spell slot level. You don’t regain expended spell slots until the powder is completely used. After a long rest, you can choose to “disenchant” any remaining magical powder in order to reclaim the spell slots. Any rounds fired by these discoveries have no chance of misfire.
Ghost Powder. You have concocted a type of black powder that touches the Ethereal Plane and negates damage resistance against piercing weapons. Additionally, creatures that are normally immune to piercing weapons take half damage from rounds fired with ghost powder.
Energy Powder. You can infuse your black powder with a particular type of energy. Rounds fired with this powder do an additional 2d8 damage of a particular energy type (chosen when you take this discovery). You may choose this discovery twice, each time selecting a different type of energy. When using a higher level spell slot, you may choose to add an extra 1d8 damage per spell slot above the first rather than enchant more ammunition.
Veil Powder. You have concocted a denser version of black powder that leaves an obscuring mist in a 5-foot radius centered on you. This mist lingers for 1d4 + 1 rounds and the area containing the mist is considered heavily obscured. The firearm is automatically fouled after the veil powder is used, requiring it to be cleaned with a gun kit before it can be fired again.
Superior Powder
At 14th level, you have truly perfected your art. By expending a spell slot, you create a shimmering powder that helps slide a round into place and explodes on command so long as the shooter is touching the weapon. Rounds fired with superior powder take little time to load; a creature may make as many ranged attacks per round as it is able, so long as it has superior powder and ammunition. There is no chance of misfire and rounds fired with superior powder get an extra damage die.
You create enough powder for 5 rounds times the spell level of the spell slot spent. You may also combine superior powder with any other black powder discovery (including signature powder) that you know, providing you have enough spell slot levels.
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