I identify as Gunsexual
Bang
Arcane Armament
When you choose this tradition at level 2, you gain proficiency in light armor and firearms.
During a long rest, you may spend one hour enchanting a firearm to allow you to channel magic through it. You may use your enchanted firearm as a spellcasting focus, and it now deals 1d8 piercing damage. This damage increases at 5th (2d8), 11th (3d8), and 17th (4d8) level.
If you enchant a new firearm, the enchantments are removed from any other firearm.
Bullet Time
At 2nd level, you gain the ability to enter Bullet Time as a bonus action. While in Bullet Time, you gain the following benefits:
- Advantage on Dexterity saving throws and ability checks
- When you take the Attack action and hit with your enchanted firearm, you may expend a spell slot to increase the damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st. This damage is magical in nature, and can be either fire, lightning, cold, poison, or acid damage.
- While under the effects of Bullet Time, you are considered proficient with Constitution saving throws made to maintain concentration. If you are already proficient with Constitution saving throws, then your proficiency bonus is doubled for saves made to maintain concentration on a spell.
You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.
Quick Draw
Beginning at 6th level, your quick wits and hands make you particularly quick on the draw. When you cast a spell of 1st level or higher as an action, you may make an especially swift ranged attack with your firearm as a bonus action, which deals 1d8 piercing damage.
Additionally, you may now add you Intelligence modifier to your initiative bonus.
Mystical Impairment
Starting at 10th level, your mastery with ranged weapons has allowed you to cripple your opponents against your arcane might.
If you successfully hit a creature with a ranged weapon attack, that creature has disadvantage on the first saving throw it makes before the end of your next turn.
Arcane Bulwark
Upon reaching 14th level, you learn to manifest a protective field of magic. When you activate your Bullet Time feature, a
10 ft radius, grants effects of 3/4 cover. If you would be hit by an attack, the bulwark can take the damage for you (health equal to 5 times your wizard level).