School of Gun Magic (5e Subclass)

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School of Gun Magic[edit]

gun-mage-2.jpg
Spell and Shot woven together in a devastating combination. Concept Art by Privateer Press

Wizard Subclass

The Arcane Tradition of the Gunmage emphasizes the use of a firearm as a spellcasting focus, teaching to release spells in ways which boost the caster’s destructive capability. Given that firearms are a recent technological development, the Gun Magic School is still a budding one; though its popularity is rapidly growing due to the effectiveness and appeal of its concepts.

Gunslinger's Training[edit]

When you adopt this tradition at 2nd level, you gain proficiency with firearms. You also gain proficiency with tinker’s tools.

Arcane Gun[edit]

Starting at 2nd level, you learn a ritual that creates a magical bond between yourself and one firearm, turning it into an Arcane Gun.

You perform the ritual over the course of 1 hour, which can be done during a short rest. The firearm must be within your reach throughout the ritual, at the conclusion of which you touch the firearm and forge the bond. You may only bind one firearm in this way. If you attempt to bond with a new firearm, you must break your bond with the previous one.

Once bound, you can't be disarmed of your Arcane Gun unless you are incapacitated. If it is on the same plane of existence, you can summon the firearm as a bonus action on your turn, causing it to teleport instantly to your hand.

You can use your Arcane Gun as a spellcasting focus for your wizard spells. It still functions as a regular firearm, and can fire mundane ammunition. Once you reach 6th level, it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage; and you may use your Intelligence modifier instead of your Dexterity when rolling for attack and damage with it.

Whenever you cast a spell (1st level or higher) which requires an attack roll through your Arcane Gun, you can double that spell's range. This may be done a number of times per long rest equal to your proficiency bonus.

In addition, whenever you cast a cantrip which requires a ranged spell attack through your Arcane Gun, you can spend one round of ammunition to have it be considered a ranged weapon attack instead. If you do so, the cantrip’s range is changed to that of your firearm, and you apply its bonuses to attack and damage rolls.

Empowered Shot[edit]

Starting at 6th level, you’ve learned to imbue your magic directly into your firearm, making for a fearsome offensive. As a bonus action, you can expend a spell slot to create an elemental round in the chamber of your Arcane Gun.

Choose a damage type: acid, cold, fire, force, lightning, poison, psychic, or thunder. Within the next minute, you can use your action to release this stored energy, firing off a powerful magical blast.

Make a ranged weapon attack against a single creature you can see within 200 feet of you. On a hit, the target takes an extra 2d6 damage of the chosen type per slot level of the spell slot expended.

You can hold only one such round in your firearm at a time.

Enhanced Targeting[edit]

At 10th level, your mastery over your weapon has reached new heights, allowing you to more accurately pinpoint your victims:

  • If you’re positioned at least 10 feet above your target, full cover counts as three-quarters cover for your ranged attacks. Similarly, three-quarters cover counts as half cover, and half cover counts as no cover.
  • When using your Empowered Shot feature, you score a critical hit on a dice roll of 19-20. When you do, the target must succeed on a Strength saving throw or be knocked prone.

Arcane Blaster[edit]

At 14th level, your chosen weapon becomes a true instrument of destruction:

  • Once per long rest, as a bonus action, you can expend a spell slot to give yourself advantage on a number of your next attack rolls equal to the expended spell slot's level.
  • When using your Empowered Shot feature, your elemental rounds ignore resistance to the chosen damage type.
  • When casting a cantrip through your Arcane Gun, you may add an additional 1d10 force damage to one of the damage rolls.
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