Gunmage (arcane gunslinger)

by Waldorf

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Gunmage

Gunmage

Gunmages are magic-users capable of infusing their Magic Guns with arcane magic, allowing them to perform awesome feats of accuracy.

These trickshot mages are contemplative wanderers in desolate worlds, using the pinpoint accuracy to put enemies six feet under. Their arsenal of skills has been honed by years of training in both the magical and ranged combat. Standing in front of a full blast from one of their Magic Guns is likely to land you in an early grave.

Gunmage
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Imbue Bullets 3 2
2nd +2 Mark of the Gunslinger, Steadied hands 3 3
3rd +2 Pistol whip, Engrave Weapon 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 Extra attack, Injection of Orodor 4 4 3 2
6th +3 Engrave bullets, Alertness 4 4 3 3
7th +3 Evasion, Magical propulsion bullets 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 3 3 2
9th +4 War Magic, Vanish 4 4 3 3 3 1
10th +4 Explosive Runes, Barrier of haxor 5 4 3 3 3 2
11th +4 Atomic glory, Sighting Link 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Ability Score Improvement 5 4 3 3 3 2 1 1
15th +5 Improved War Magic, Improved Critical 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 Mozambique Drill 5 4 3 3 3 2 1 1 1 1
18th +6 Seeker of Eldrith 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Black Bullet 5 4 3 3 3 3 2 2 1 1

Class Features

As a gunmage, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per gunmage level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per gunmage level after 1st

Proficiencies


  • Armor: light armor
  • Weapons: crossbows,dagger, shortsword, staff, firearms
  • Tools: tinker's tools and one type of artisan's tools of your choice

  • Saving Throws: Intelligence, Dexterity
  • Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Perception, Sleight of Hand, Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • a Palm Pistol and 20 bullets
  • leather armor
  • (a) a scholar’s pack or (b) an explorer’s pack
  • (a) 3 daggers or (b) a shortsword

SPELLCASTING

You have studied the workings of magic, how to channel it through objects, and how to awaken it within them. As a result, you have gained a limited ability to cast spells.

CANTRIPS

At 1st level, you know three cantrips of your choice from the wizard spell list. At higher levels, you learn additional cantrips of your choice, as shown in the Cantrips Known column of the gunmage table.

When you gain a level in this class, you can replace one of the cantrips you know with another cantrip from the wizard spell list.

PREPARING AND CASTING SPELLS

The Gunmage table shows how many spell slots you have to cast your gunmage spells. To cast one of your gunmage spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of gunmage spells that are available for you to cast, choosing from the wizard spell list. When you do so, choose a number of wizard spells equal to your Intelligence modifier + your gunmage level. The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of gunmage spells requires time spent in tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.

SPELLCASTING ABILITY

Intelligence is your spellcasting ability for your gunmage spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an gunmage spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an gunmage spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your intelligence modifier

Spell attack modifier = your proficiency bonus +

your intelligence modifier

RITUAL CASTING

You can cast a gunmage spell as a ritual if that spell has the ritual tag and you have the spell prepared.

SPELLCASTING FOCUS

You can use an arcane focus or any firearm you are proficient with as a spellcasting focus for your gunmage spells.

Imbue Bullets

At level, 1 a Gunmage can compress the effect of a spell he knows into a form of a bullet. This process takes same amount of time and materials as casting a spell normally. The spell must target a single creature. It must also have a range of either touch, or 5ft. or longer and have a casting time of 1 action or 1 bonus action.

You can use this bullet as ammunition to deliver the spell as a part of your attack action. The imbued bullet is delivered through his gun with a single ranged weapon attack using the guns range. If the attack misses, it takes no effect and the imbued bullet is wasted.

If the ranged weapon attack is successful, the bullet does not deal damage. Instead, the effect of the spell is resolved. The ammunition can only be used by a gunmage and spells that require a saving throw uses the stats of the caster. The imbued bullet last for 1 hour before losing it's magic.

Mark of the Gunslinger

Beginning at level 2, You can Mark a target as with the Hunter’s Mark spell as a bonus action, this ability functions just like the spell and doesn't use any additional spell slots, you regain your use of this ability after a short or long rest.

At lvl 2 it is usable twice between rests, at lvls 9, and 15 you gain an additional use of this ability up to a maximum of 4 times between short or long rests.

Steadied hands

Starting at level 2, through the experience of using arcanic firearms, the Gunmage can sharpen his senses and aim. As a bonus action you can add a +5 to your next attack roll until the end of your turn.

Pistol Whip

Starting at 3rd level, in case of an emergency, the gunmage can channel arcane energies through his weapon to attempt to pistol whip a creature. As an action, you can spend a 1st level spell slot or higher and make a melee weapon attack using your dexterity modifier. If the attack hits, the target must make a constitution saving throw against your spell save DC. A creature that failed the saving throw is stunned until the beginning of next turn. If the creature succeeds on it's saving throw, it is not stunned but it can not make any opportunity attacks against you until the end of your turn.

Engrave Weapon

Beginning at 3rd level, you learn a ritual that creates a magical bond between yourself and one ranged weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. You can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to three bonded weapons, but can summon only up to two at a time with your bonus action. If you attempt to bond with a fourth weapon, you must break the bond with one of the other three.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th, 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

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Injection of Orodor

Starting at 5th level, you learn to infuse your life force into your weapon and shoot it to other people. As an action, you can spend a 1st level or higher spell slot to take 1d10 damage and transfer it as a bolt of energy to your target that is within the range of your weapon.

At 11th level, you can send up to 2 beams, and at 17th level you can send up to 3 beams to either the same target or different targets.

Engrave Bullets

At 6th level you manage to engrave a volatile explosive runic symbol to your bullets. You deal an extra 1d6 damage on critical hits. The extra damage is same damage type as the attack triggering it.

Alertness

Starting at 6th level, you can feel the touch of cold, engraved weapon sharpen your senses. As long as you are touching one of your engraved weapons, you are treated as having the Alertness feat.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Magical Propulsion Bullets

Starting at level 7, you learn the method to use a compressed arcane energy to propel your bullets instead of gunpowder. While crafting ammunition, you no longer have to use gunpowder. Additionally this ability doubles range of any gun that uses your bullets and they no longer have an audible explosion sound.

War Magic

Beginning at 9th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Vanish

Beginning at level 9 you gain the Vanish ability, you can use the hide action as a bonus action on your turn.

Explosive Runes

Beginning at 10th level, the gunmage can write explosive runes upon any surface once a day. The rune takes 5 minutes to write and are triggered by being read (except by the gunmage himself and anyone he specifically designates). The creature must understand the language you used to write the rune in order to be able to read it.

When activated, any creature within 10ft. of the runes must make a Dexterity saving throw against your gunmage spell save DC or take 6d6 thunder damage. Creatures that succeed on the saving throw takes half damage. The object on which the runes were written also takes full damage (no saving throw).

At level 17 the runes take 1 action to write and can be used times equal to your intelligence modifier per long rest. The creature can also read what is written on the rune as long as he can understand and speak at least one language.

Barrier of Haxor

At 10th level, the Gunmage creates a magical protective layer over his skin that gives him a Resistance to all thunder and force damage. Additionally you also gain resistance to the damage of any non-magical ranged weapon attacks.

Atomic glory

At 11th level, the gunmage's body is filled with the explosive arcane energy. When the Gunmage's hit points reach 0 his body releasing all of his arcanic explosive energy against all enemies dealing 12d6 force damage in a 120ft.radius. Enemies can make a dexterity saving throw against your gunmage spell save DC, on a success, they take half damage. Once activated it takes 1 week for gunmage to recover the inner power to use atomic glory again.

Improved Critical

Beginning at level 15 your critical hit range with guns is increased to 19-20.

Improved War Magic

Starting at 15th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

Mozambique Drill

Beginning at level 17 you learn the Mozambique Drill, firing 3 shots from each gun you are holding in rapid succession with an increased critical hit range of 18-20 for these shots, this ability is only usable once per day with a long rest needed to regain it's use.

Seeker of Eldrith

Starting at 18th level, The gunmage can use an action to fire an explosive projectile in a 20ft. radius. Any creature within the area must make a strength saving throw against you spell save DC or take 5d20 force damage and knocked back 40ft. and knocked prone. On a successful save, the creature takes half damage and is not knocked back or prone. Once you use this feature, you can’t use it again until you finish a long rest.

Black Bullet

At 20th level, a Gunmage may call upon help from an outsider to deliver them a deadly bullet once per day. A Black Bullet requires 10 minutes to be summoned. You can carry an amount of black bullets equal to your intelligence modifier.

The subject of a Black Bullet must make a Constitution save against your gunmage spell save DC or die. If the save is successful, the subject still takes 10d10 damage. Creatures with legendary saves or ones that are deemed too powerful to die by this effect by the DM automatically makes their saving throw. Firing a Black Bullet drains the energy of gunmage, and you are incapacitated until the end of your next turn.


Firearm Properties

Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.

Reload.

The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.

Misfire.

Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.

Explosive.

Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.

Ammunition

All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.

Firearms
Name Cost Ammo Damage Weight Range Properties
Palm Pistol 50g 2g (20) 1d8 piercing 1 lb. (40/160) Light, reload 1, misfire 1
Pistol 150g 4g (20) 1d10 piercing 3 lb. (60/240) Reload 4, misfire 1
Musket 300g 5g (20) 1d12 piercing 10 lb. (120/480) Two-handed, reload 1, misfire 2
Pepperbox 250g 4g (20) 1d10 piercing 5 lb. (80/320) Reload 6, misfire 2
Blunderbuss 300g 5g (5) 2d8 piercing 10 lb. (15/60) Reload 1, misfire 2
Bad News 1000g 10g (5) 2d12 piercing 25 lb. (200/800) Two-handed, misfire 3, explosive
Hand Mortar 800g 10g (1) 2d8 fire 10 lb. (30/60) Reload 1, misfire 3, explosive

Credits

Image Edited by /u/waldorf6/

Epic Gunmage

Epic Gunmage
Level Proficiency Bonus Features Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
21st +7 Epic Boon, Energy Infused Bullets, Trick Shots 7 4 3 3 3 3 3 2 1 1
22nd +7 Arcane Accuracy, Hail of Bullets 7 4 3 3 3 3 3 2 1 1
23rd +7 Epic Boon, Improved Injection of Orodor 7 4 4 3 3 3 3 2 2 1
24th +7 Improved Mozambique Drill 7 4 4 3 3 3 3 2 2 1
25th +8 Epic Boon, Improved Barrier of Haxor 8 4 4 4 3 3 3 2 2 1
26th +8 Empowered Cantrips 8 4 4 4 3 3 3 3 2 1
27th +8 Epic Boon, Weapon Projection 8 4 4 4 4 3 3 3 2 2
28th +8 Reverse Weapon Summon 8 4 4 4 4 3 3 3 2 2
29th +9 Epic Boon, Blindsense 9 5 4 4 4 4 3 3 2 2
30th +9 Singularity Shot 9 5 4 4 4 4 3 3 3 2

Epic Boon

At 2lst level and every odd level thereafter, you gain the benefits of one Epic Boon. Alternatively, you can instead gain the benefits of a Feat or an Ability Score Improvement (As per the class ability gained at level 4).

Energy Infused Bullets

Starting at level 21, when you run out of ammunition, you begin manifesting bullets of pure force. These bullets deal force damage instead of piercing damage. You can also choose to alter the damage type dealt by your bullets up to a number of your intelligence modifier + proficiency bonus before taking a long rest to one of the following: acid, cold, fire, thunder, or lightning with a following secondary effect depending upon the type of damage dealt:

• If your attack dealt acid damage, any non- magical armor it is wearing begins to corrode, taking a permanent and cumulative –1 penalty to the AC it offers. If the target is wielding a shield, it can choose for its shield to take this penalty instead. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed.

• If your attack dealt cold damage, the target must succeed on a Constitution saving throw against your spell save DC or its speed is halved. At the end of each of its turns, the target receives an additional saving throw to end this effect.

• If your attack dealt fire damage, the target must succeed on a Dexterity saving throw against your gunmage spell save DC or catch fire. Until someone takes an action to douse the fire, the target takes 1d10 fire damage at the start of each of its turns.

• If your attack dealt lightning damage, an arc of lightning leaps from the target, striking the nearest creature within 15 feet, who must succeed on a Dexterity saving throw against your spell save DC or take 2d6 lightning damage. If there are no creatures within 15 feet, the lightning grounds, causing the initial target to take 1d8 lightning damage.

• If your attack dealt thunder damage, a blast of thunder envelops the target and each creature within 5 feet of it. Affected creatures must succeed on a Constitution saving throw versus your Spell Save DC or fall prone and become deafened for 10 minutes.

Trick Shots

Starting at level 21, while you are wielding a pistol you can use your action to perform one of the following trick shots up to number of your dexterity modifier times which recharges on a long rest:

• You can shoot at a target’s hand, dealing no damage but forcing it to drop an object it is holding unless it succeeds on a Dexterity saving throw.

• You can shoot at a target’s foot, dealing no damage but pinning it to the floor unless it succeeds on a Dexterity saving throw. While pinned the target has the grappled condition (escape DC = your trick shot save DC).

• You can fire a shot safely above a target’s head, dealing no damage but frightening it for 1 minute unless it succeeds on a Wisdom saving throw. This effect ends if the target ends its turn behind cover. If the target succeeds on its saving throw, you can’t use this feature on it again for 24 hours.

• You can shoot at a target’s torso, dealing normal damage and pushing the target 10ft away from you unless it succeeds on a Strength saving throw. While pinned the target has the grappled condition

The saving throw DC of your Trick Shots is calculated as follows:

Trick Shot DC = 8 + your proficiency bonus +

your Dexterity modifier

Trick shots cannot be used together with imbue bullet effects.

Arcane Accuracy

At level 22, you master your targeting skills with your guns. When you fire a rune bullet, you add 1d4 to your ranged attack rolls, this bonus increases to 2d4 at level 24, 3d4 at 26, 4d4 at 28, 5d4 at level 28, 6d4 at level 30. You no longer have a limit on how many guns you can engrave.

Hail of Bullets

At level 22, you can use your action to make a pistol attack against any number of creatures within 10 feet of a point you can see within your pistol’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. This action can not be used more than once a turn.

Improved Injection of Orodor

Starting at level 23, whenever you use Injection of Orodor, you only take half the result as damage and the healing is improved equal to your intelligence modifier. Additionally, the healing amount per shot increases to 1d6 per level of spell slot expended.

Improved Mozambique drill

Starting at level 24, your Mozambique Drill skill now has a critical range of 16-20 for all six shots. Any Creature with CR 2 or lower hit by these shots are instantly killed on the spot.

Improved Barrier of Haxor

Starting at level 25, your Barrier of Haxor grants you immunity to force damage and resistance to all forms of magical damage. All non-magical ranged attacks against you have disadvantage.

Empowered Cantrips

At level 26, all your cantrips’ number of dice and dice size are increased by one. Your level one spells are also considered cantrips and no longer consume spell slots. You can use your level one spell slots to cast level two spells.

Weapon Projection

Starting at level 27, as an action you can summon an astral projection of the weapons you are currently wielding (up to two weapons). The weapons mimic your actions, skills and can cast cantrips. These projections last two turns. You need to take a short or long rest in order to use this skill again.

Reverse Weapon Summon

Starting at level 28, as a bonus action you can summon yourself to your gun instead of summoning your gun to your hand. Your one handed guns gain thrown (30/100) property with 1d4 bludgeoning damage on hit.

Blindsense

At level 29, energy radiating from your body and your guns acts like a sonar. You are aware of the location of any hidden or invisible creature within 30 feet of you or your guns.

Singularity Shot

Starting at 30th, after concentrating for ten minutes, you shoot a black marble of energy. The ball stops in the air after traveling 90ft and the containing glass is shattered. The wind starts flowing into the sphere.

For the following ten minutes singularity absorbs all magical effects and magics cast in 60ft radius. Effect of any magical item is nullified as long as they are within this range. Any creature that tries to touch the sphere, must succeed in a strength saving throw equal to your spell DC or be completely absorbed by the sphere (Creatures with legendary resistances automatically make this save) leaving nothing behind, they take 20d10 force damage on a successful save and avoid being devoured by the sphere. After the full ten minutes or the sphere absorbs 10 spells (whichever happens first) the singularity expands to 250ft sphere, devouring everything in it’s path before shrinking to nothingness. Anything in this radius is devoured by the sphere, leaving nothing behind. Creatures with legendary resistances take 20d20 damage and pushed to the outer edge of the sphere.

The construction of black marble takes a week, 1000gp worth of materials . You can work during your long rest for this item. Each day you work on this item, you lose one permanent hp. On the seventh day you permanently lose another four hp to a total of ten and one level one spell slot. At this point after the hp and spell slot is lost make a tinker’s tools & intelligence check (DC20). On a failed check, the construction lasts another week but does not cost anything else during this process. If the construction of the same item fails at the end of the second week, the sphere explodes causing 20d10 damage to everything in 100ft radius and item is lost.

The lost hit points and spell slots can only be restored via a wish spell.