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##### The Powder Mage | Level | Proficiency Bonus | Features | Marked Points | Marked Sense Range | |:---:|:---:|:---|:---:| :---: | | 1st | +2 | Marked Sense, Marked Points, Powder Trance | 2 | 10 ft. | | 2nd | +2 | Floating and Stinging | 2 | 10 ft. | | 3rd | +2 | Powder Mage Specialties | 3 | 20 ft. | | 4th | +2 | Ability Score Improvement | 4 | 20 ft. | | 5th | +3 | Extra Attack | 5 | 40 ft. | | 6th | +3 | Specialty Feature | 6 | 40 ft. | | 7th | +3 | Cumbustion Control | 7 | 80 ft. | | 8th | +3 | Ability Score Improvement | 8 | 80 ft. | | 9th | +4 | Improved Powder Trance | 9 | 80 ft. | | 10th | +4 | Specialty Feature | 10 | 160 ft. | | 11th | +4 | Hidden Reserves | 11 | 160 ft. | | 12th | +4 | Ability Score Improvement | 12 | 160 ft. | | 13th | +5 | Self Medication | 13 | 320 ft | | 14th | +5 | Advanced Powder Trance | 14 | 320 ft. | | 15th | +5 | Specialty Feature | 15 | 320 ft. | | 16th | +5 | Ability Score Improvement | 16 | 640 ft. | | 17th | +6 | Specialty Feature | 17 | 640 ft. | | 18th | +6 | Killer Instinct | 18 | 640 ft. | | 19th | +6 | Ability Score Improvement | 19 | 1280 ft. | | 20th | +6 | Mastered Powder Trance | 20 | 1280 ft. |
## Powder Mage A young human steps forward to the barricade and looks out at the advancing force of ghouls. The other soldiers, archers, give him a curious look. The targets weren't in range yet. The young soldier lifted a large metal tube atop his shoulder and lit the fuse. The ghouls never stood a chance. A grizzled dwarf pressed against a fallen tree. Three orcs were closing in on him. Each from a different direction. He had no bullets left. No problem. \columnbreak The drow took a deep breath through her nose. She could feel the black powder work through her system, as her senses clarified. She could smell every goblin within a hundred feet, and hear their terrible chattering with unpleasant clarity. She flashed a grin as she leveled her pistols at the horde and opened fire. ### Power in Powder In a world of monsters, gods, and magic, it's hard for an adventurer to find something surprising and new. But while black powder alone was one thing, powder mages are something else. Powder mages are forces to be reckoned with on the battlefield. Their power comes from their unique ability to manipulate black powder. Every powder mage is able to ingest a small amount of black powder to enhance their abilities to superhuman levels, or even burn it using their willpower and redirecting the force elsewhere. They may use their powers to redirect bullets, or manipulate the force of explosions. Powder mages are deadly efficient with firearms, as well as having skill with martial and simple weapons. ### Creating a Powder mage As you build your powder mage, consider how you came to have your powers. Was it the result of being eperimented on by a wizard? Or maybe you had some motivation to gain power, and you made a deal with a demon. Maybe you were born with it and developed the abilities after exposure to black powder. Be sure to discuss the origin of your powder mage with your DM. Also consider your characters views their own powers. Do they revel in their unique abilities, or are they reluctant to use them and seek a way to remove them? #### Quick Build You can make a powder mage quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the soldier background. ## Class Features As a powder mage, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d10 per powder mage level - **Hit Points at 1st Level:** 10 + your Constituion modifier - **Hit Points at Higher Levels:** 1d10 (or 6) + your Constituion modifier per powder mage level after 1st #### Proficiencies ___ - **Armor:** Light Armor, medium armor - **Weapons:** Martial weapons, simple weapons, firearms ___ - **Saving Throws:** Strength, Dexterity - **Skills:** Choose two from Athletics, Acrobatics, Intimidation, Perception, Survival, or Investigation \pagebreakNum #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - leather armor - *(a)* a musket or *(b)* any one-handed firearm - *(a)* any martial weapon or *(b)* any simple weapon - 15 rounds of ammunition. ### Marked Sense *1st-level Powder Mage feature* ## You are able to sense the presence of nearby black powder. The range of this sense is 10 ft, and increases as you gain powder mage levels as indicated in the Marked Sense Range column of the class table. At 5th level, your senses expand to the supernatural, allowing you to cast *detect magic* at will, without expending a spell slot. When you cast this spell, the range of its magic detection is equal to the range of your Marked Sense. ### Marked Points *1st-level Powder Mage feature* ## Powder mages can manipulate black powder through force of will. Using these abilities costs Marked Points, representing the mental and physical strain of performing such feats. You have 2 Marked points, and gain more as you increase in level, as represented in the Marked Points column of the class table. You regain all expended Marked Points after a short or long rest. As an action, you may spend 1 Marked Point to detonate a single source of black powder that you can sense. You may detonate up to 3 sources at 3rd level, 5 sources at 9th level, and 10 sources at 15th level. You must spend 1 Marked Point for each source you detonate. Explosions you create in this way, as well as other features you will gain later, require a saving throw. The DC for these saving throws is calculated as such:
**Powder Mage DC** = 8 + your proficiency bonus + your Wisdom modifier
### Powder Trance *1st-level Powder Mage feature* ## On your turn, you may enter a powder trance, as a bonus action, by ingesting a powder charge and spending 1 Marked Point. You gain the following benefits: - You gain a bonus to your attack rolls equal to half your proficiency bonus. - Your senses become finely attuned, giving you advantage on Wisdom (Perception) checks. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks. Your trance lasts for 1 minute. It ends early if you are knocked unconscious. You can also end your trance on your turn as a bonus action. \columnbreak ### Floating and Stinging *2nd-level Powder Mage Feature* ## When you hit with an attack, you may spend Marked Points to increase the damage dealt by 1d8 for each point you spend. The damage type is the same as that of the weapon you are using. Additionally, when you make a ranged attack, you may spend 1 Marked Point to double the range of the attack. ### Powder Mage Specialty *3rd-level Powder Mage feature* ## You commit to a form of specialized powder mage training. You gain features from your archetype at 6th, 10th, 15th, and 17th level. ### Ability Score Improvement *4th-level Powder Mage feature* ## At 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. ### Extra Attack *5th-level Powder Mage feature* ## You can attack twice, instead of once, whenever you take the Attack action on your turn. ### Combustion Control *7th-level Powder Mage feature* ## Your ability to manipulate black powder becomes further refined. Whenever black powder is detonated within range of your Marked Sense, you may use your reaction to change the point of origin of the explosion to a point within the range of your Marked Sense. This feature may be used to nullify a shot from a firearm, or to redirect powder that you detonate yourself, for example. Redirecting this force costs 1 Marked Point for every 10 feet of the radius or length of the explosion. Any explosion you redirect with this feature uses your *Powder Mage DC*. ### Improved Powder Trance *9th-level Powder Mage feature* ## While in a powder trance you gain the following benefits. * You gain a bonus to saving throws equal to your Constitution modifier. * Your movement speed increases by 15 ft. \pagebreakNum ### Hidden Reserves *11th-level Powder Mage feature* ## Whenever you use a feature that requires you to spend a Marked Point, you may choose to not spend the point. When you do, you gain one point of exhaustion. ### Self Medication *13th-level Powder Mage feature* ## Your body's ability to metabolize black powder has become much more refined. As a bonus action, you may ingest a small amount of black powder to cure yourself of a disease, regain hit points equal to 1d10 + your powder mage level, or end a single condition on yourself. This condition may be blinded, deafened, frightened, or poisoned. Whenever you use this feature, you must spend 1 Marked Point. ### Advanced Powder Trance *14th-level Powder Mage feature* ## You become able to push the limits of a powder trance even further than normal. When you enter a powder trance, you may choose to spend 3 Marked Points instead of 1. If you do so, you gain one of the following benefits of your choice, for the duration of your powder trance: - You may make one attack as a bonus action. - You have darkvision for a distance equal to the range of your Marked Sense. - You have advantage on one type of saving throw of your choice. - You don't trigger attacks of opportunity. ### Killer Instinct *18th-level Powder Mage feature* ## Your senses are always on alert, ensuring you are always ready to jump into action. When you roll initiative you may choose to immediately enter a powder trance and put yourself at the top of the initiative order instead. Once you do so, you cannot do so again until you finish a short or long rest. Additionally, you cannot be surprised. ### Mastered Powder Trance *20th-level Powder Mage feature* ## Your body has become strongly attuned to the effects of black powder. Whenever you finish a long rest, you may choose one of the benefits you would gain from a *Powder Trance*. You gain this benefit without needing to be in a *Powder Trance*, until your next long rest. You cannot choose from the benefits gained from the *Advanced Powder Trance* feature. \columnbreak ## Optional Rules ### Powder Addiction and Blindness Powder mages who ingest a large amount of black powder, or many small amounts in a short period of time, run the risk of a condition known as Powder Blindness. When a powder mage uses their *powder trance* or *self medication* features, or spends Marked Points to gain additional *powder trance* benefits, an amount of times equal to half their level (rounded down) + 1 within the same hour, they suffer the beginning stages of Powder Blindness. When a powder mage becomes Powder Blind, they lose the use of two of their powder mage class features, determined by the DM. The feature lost cannot be the *Powder Trance* feature, and the powder mage may use lost features while in a *Powder Trance*. The powder mage loses use of an additional feature for each day that passes without having cured themselves of their Powder Blindness. A powder mage suffering from Powder Blindness may cure themselves of it by not ingesting any black powder for 2 days, for each feature the mage has lost use of. Powder Blindness is not affected by any effect that grants disease immunity, or the *Self Medication* feature. If a Powder Blind mage is affected by a magical effect that cures disease, the powder blindness is not cured, but loses effect for the next hour. If a powder mage does not permanently cure their Powder Blindness within 30 days, they lose all powder mage features permanently. ### Kickback Powder mages are able to detonate large amounts of black powder with but a small spark of their will alone. But doing so does not come without consequence. If a powder mage uses marked points to detonate black powder, and the total amount of damage dice from the detonations is greater than the powder mage's maximum marked points, they take a number of d4 of psychic damage equal to the difference. \pagebreakNum ## Powder Mage Specialties All powder mages draw power from black powder, but each has their own specialty. Some prefer the elegance and precision of the Bullet Dancer, while others practice the explosive techniques of the Bombardier. And the particularly aggressive among them become known as Powder Fiends. ### Bullet Dancer As a Bullet Dancer, you rely on the precise application of black powder. Able to accomplish manuvers that are difficult even for powder mages. You excel at redirecting bullets mid air, getting as much use out of each one as possible. #### Always Armed *3rd-level Bullet Dancer feature* ## You have honed your skills to ensure you are always armed. You now treat bullets as ranged weapons with a normal range of 20 ft., a long range of 60 ft, and a damage die of 1d8. #### Quick load *3rd-level Bullet Dancer feature* ## You no longer need to load black powder into firearms, saving you precious time reloading. Firearms that have the *loading* property now have the *reload* property instead, requiring reloading after 1 shot. #### Angle Floating *6th-level Bullet Dancer feature* ## You have begun to use black powder to manipulate the trajectory of your ranged attacks, and adjust your aim. As a bonus action, you may spend 1 Marked Point to ignore the effects of One-quarter, half, and total cover on the target of your next attack, provided the shot can be fired around said cover. Shots may be fired around cover, provided the shot would not need to travel more than 10 ft. after being redirected around said cover. #### Pocket Shot *10th-level Bullet Dancer feature* ## You are able to interrupt attacks made near you. When a creature you can see makes an attack within range of your bullet attack, as per your *Always Armed* feature, you may spend 1 Marked Point and use your reaction to make a bullet attack against that creature. Regardless of whether the attack hits or not, the target's attack is made at disadvantage. #### Adjustment *15th-level Bullet Dancer feature* ## When you miss with a ranged attack, you may spend 2 Marked Points to reroll that attack. You must use the new roll. #### Multi-Float *17th-level Bullet Dancer feature* ## When you make a ranged attack you may spend Marked Points to make an additional ranged attack for each marked point spent. \columnbreak ### Bombardier Some Powder Mages prefer to focus on the raw explosive potential of black powder. They use their powers to disorient their foes and to manipulate the force of explosions. These Powder Mages are known as Bombardiers. #### Flashbang *3rd-level Bombardier feature* ## As a bonus action, you may spend 1 Marked Point to burn a small amount of black powder and redirect the force to disorient a creature within range of your Marked Sense. The target must make a Constitution saving throw. On a failed save, the target becomes blinded and deafened until the end of their next turn. Once you reach 10th level, this feature affects a 10 ft. radius around a point of your choosing, rather than a single target. The point must be within range of your Marked Sense. This feature uses you *Powder Mage DC*. #### Expanded Marked Sense *6th-level Bombardier feature* ## The range of your Marked Sense is doubled. Also, the amount of black powder sources you can detonate, as per your *Marked Points* feature, is also doubled. #### Shaped Charge *6th-level Bombardier feature* ## Whenever there is a black powder explosion within range of your *Marked Sense*, you may use your reaction to spend 1 Marked Point and choose any number of creatures within the area of the explosion. Those creatures are unaffected by the explosion. Also, whenever there is a black powder explosion within range of your *Marked Sense*, you may use your reaction to choose multiple points within your *Marked Sense*, spending 1 Marked Point for every two points chosen. The original explosion's point of origin becomes the chosen points, and the radii of the new explosions are each equal to that of the original divided by the amount of points chosen, rounded up to the nearest multiple of 5. #### Accelerate *10th-level Bombardier feature* ## You can dampen the force of black powder explosions to push creatures and objects. You may reduce the damage of a black powder explosion that you detonate, or redirect, by 1 or more dice. When you do so, the creature is pushed 5 ft., plus an additional 5 ft. for each die the damage is reduced by, if they fail their saving throw against the explosion. Objects may also be pushed in this way, provided their weight is less than or equal to 10 lbs. times the number of dice by which the damage is reduce. #### Empowered Detonations *15th-level Bombardier feature* ## When you roll damage for a black powder explosion that you caused or redirected, you may roll any die that roll a one or two. You must use the new roll. \pagebreakNum #### Advanced Shaped Charge *17th-level Bombardier feature* ## Whenever you use your *Combustion Control* feature you may choose to manipulate the shape of the explosion. You may change the shape to a cone, a line (5 ft. width), a sphere, or focused on a single target. The the new shape may be any size, but cannot exceed the size of the original explosion, with the exception of lines. If you change the shape to a line, the line's length may be up to double the original size of the explosion, and if the original explosion was a line, the new shape's size may not exceed half the length of the line. If you focus the explosion on a single target, all damage done by the explosion is maximized, and you must spend an amount of additional Marked Points equal to half the points spent to redirect the blast (minimum 1). ### Powder Fiend Powder Fiends have fully embraced the power of a powder trance, their strength growing even more than the average powder mage from the ingestion of powder. These mages charge into the fray of battle, headstrong and blades flashing. #### Hardened Physique *3rd-level Powder Fiend feature* ## Your body metabolizes black powder to reinforce your physique. Upon gaining this feature, choose one of the following benefits. While in a powder trance, you may spend 1 Marked Point to gain the chosen benefit. * You gain resistance to all damage except psychic damage, for the duration of your powder trance. * You gain temporary hit points equal to your powder mage level + your Constitution Modifier. * You regain an amount of hit points equal to your Constitution Modifier at the start of your turn, while in a powder trance. Whenever you gain a powder mage level, you may exchange your chosen benefit with another. #### Powder Fueled Athletics *6th-level Powder Fiend feature* ## The black powder flowing through you has enhanced your athletic prowess. Upon gaining this feature, choose one of the following benefits. While in a powder trance, you may spend 1 Marked Point to gain the chosen benefit. * While in a powder trance, you have advantage on strength ability checks and saving throws. * While in a powder trance, your AC is equal to 10 + your Dexterity modifier + your Wisdom modifier, while not wearing armor. * While in a powder trance, your movement speed is doubled. Whenever you gain a powder mage level, you may exchange your chosen benefit with another. Also, your body has adapted to hold on to the high of black powder. Your powder trance now lasts for 1 hour, instead of 1 minute. \columnbreak #### Fearless Resolve *10th-level Powder Fiend feature* ## While in a powder trance, you are immune to being charmed or frightened. #### Powder Tolerance *15th-level Powder Fiend feature* ## Your excessive imbibing of black powder has given you a greater tolerance than other powder mages. You have a bonus to your maximum Marked Points equal to half your base Maximum. Additionally, you are immune to poison and disease. #### Black Death *17th-level Powder Fiend feature* ## You are an unstoppable force of lethality on the field of battle. While in a powder trance, you gain the following benefits. * You have a bonus to your damage rolls equal to your Wisdom Modifier. * Your weapon attacks score a critical hit on a roll of 18-20.