Arcane Tradition - Gunmage

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Arcane Tradition

At 2nd level, a wizard gains the Arcane Tradition feature. The following option is available to a wizard, in addition to the options offered in the Players Handbook.

Gunmage

A dark substance that seems to captivate the entire world, exploding like dragon's breath when it comes in contact with even the tiniest of flames. This is known as gunpowder, one of the most powerful mundane substances in the entire world, able to fell the strongest of beasts and the weakest of commoners equally. Your specialization with magic aims to harness this strange power, combining the most powerful of arcane forces with well-aimed shots, to become a mighty weapon.

Arcane Rifle

When you choose this tradition, at 2nd level, you gain proficiency with the arcane rifle. The arcane rifle is a two-handed ranged weapon that deals 2d6 piercing damage. Its normal range is 150 feet, and its maximum range is 500 feet. The rifle requires no ammunition, as it creates bullets using the magic of the wielder, making its attacks count as magical for the purpose of overcoming immunity and resistance. Creatures without this feature need to supply ammunition for the rifle, however.

If you lose your arcane rifle, you can create a new one over the course of a long rest by expending 100 gp worth of metals and magical incenses used to magically form a new gun.

Elemental Shot

Also, at 2nd level, you can infuse your rifle with magical effects, as a bonus action. You expend a spell slot of 1st level or higher, and choose one elemental shot option you know. Your first attack made with your rifle within the next minute adds the elemental shot's effect to it.

You know the Arcane Shot elemental shot, and two other elemental shots of your choice. You learn an additional elemental shot at 6th, 10th, and 14th levels.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Overwhelming Magic

At 10th level, when you expend a spell slot of 4th level or higher for your Elemental Shot, you add an additional effect to your elemental shot.

Double Shot

Starting at 14th level, you can quickly infuse two bullets with arcane energy. When you use your Elemental Shot feature, you can choose to expend two spell slots (they do not need to be the same level). If you do so, your next two attacks made with your rifle add the shot's effect.

You can use this feature twice, and regain all expended uses after a long rest.

 

Elemental Shots

The elemental shot options presented below are in alphabetical order. If an arcane shot calls for a saving throw, the DC is your wizard spell save DC.

Acidic Shot. You imbue your bullet with caustic acid that melts the ground. Your shot deals additional acid damage equal to 1d6 + 1d6 per slot level expended, and the ground around your target in a 10-foot radius becomes difficult terrain until the start of your next turn.

Overwhelming: The difficult terrain radius increases to 20 feet.

Arcane Shot. You imbue your bullet with raw magical energy. Your shot deals additional force damage equal to 1d8 + 1d8 per slot level expended.

Overwhelming: You add half of your wizard level and your Intelligence modifier (a minimum of +1) to the force damage dealt.

Concussive Shot. You imbue your bullet with a powerful thunderous boom. Your shot deals additional thunder damage equal to 1d6 + 1d6 per slot level expended, and your target must succeed on a Strength saving throw or be shoved 10 feet away from you in a straight line.

Overwhelming: The target is shoved 5 feet even if they succeed on the saving throw, and they are shoved 20 feet if they fail the saving throw.

Dominating Shot. You imbue your bullet with dominating psychic energy. Your shot deals additional psychic damage equal to 1d6 + 1d6 per slot level expended, and the target must succeed on a Wisdom saving throw, or be affected by the command spell as if it were cast by you.

Overwhelming: The target has disadvantage on this saving throw.

Explosive Shot. You imbue your bullet with the force of a fiery explosion. Your shot deals additional fire damage equal to 1d6 + 1d6 per slot level expended, and all creatures within 5 feet of your target must succeed on a Dexterity saving throw or take half of the fire damage the initial target did.

Overwhelming: The range is increased to be all creatures within a 15-foot sphere centered on your target.

Frigid Shot. You imbue your bullet with a bitter freezing chill. Your shot deals additional cold damage equal to 1d6 + 1d6 per slot level expended, and your target's movement speed is halved.

Overwhelming: Your target must succeed on a Constitution saving throw, or have its movement speed reduced to 5 feet.

Guiding Shot. You imbue your bullet with a bright light that points at your foe's weakspots. Your shot deals additional radiant damage equal to 1d6 + 1d6 per slot level expended, and the next attack roll made against this target before the end of your next turn has advantage.

Overwhelming: The advantage granted by this shot is not canceled out by disadvantage.

Jumping Shot. You imbue your bullet with jolting lightning. Your shot deals additional lightning damage equal to 1d6 + 1d6 per slot level expended, and a creature of your choice within 15 feet of the original target must succeed on a Dexterity saving throw or take the same amount of lightning damage.

Overwhelming: Creatures that take lightning damage from this feature cannot take reactions until the end of your next turn.

Vampiric Shot. You imbue your bullet with life-draining necromantic energy. Your shot deals additional necrotic damage equal to 1d6 + 1d6 per slot level expended, and you gain temporary hit points equal to half of the necrotic damage dealt, which last until the end of your next turn.

Overwhelming: The amount of temporary hit points you gain is equal to the necrotic damage dealt.

Venomous Shot. You imbue your bullet with magical toxins. Your shot deals additional poison damage equal to 1d6 + 1d6 per slot level expended, and at the start of your target's next turn, it must succeed on a Constitution saving throw, or take the poison damage again.

Overwhelming: The target is also poisoned if it fails the Constitution saving throw.

Credit

Made using GMBinder

Created by /u/DingoChungis, aka Blackbando.

Inspiration given by MagmaNaught.

Art by Unknown Artist.

Thanks to the Tavern discord for the lovely criticism!

 

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