Sorcerous Origin: Gunpowder Blood

by CoffeeSorcerer69

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Sorcerous Origin: Gunpowder Blood

Your trigger finger itches and there is black powder in your blood. Perhaps the yet untold legends of the gunslingers coalesced upon you as their avatar. Perhaps the immortal soul that dwells within you echoes with the deeds from a future holder you will never know.

Perhaps you are not the latest in a line of legendary gunslingers but the first, or maybe linear time just doesn't much care. The point is guns are in your blood, literally.

Gunpowder Blood Origin Spells
Sorcerer Level Spells
1st Compelled Duel, Vicious Mockery
3rd Fortune's Favor
5th Conjure Barrage
7th Fabricate
9th Conjure Volly
11th True Seeing

Gunslingers Proficiencies

Starting at 1st level, you gain proficiency with Firearms, Smith's Tools, Tinker's Tools, and you can speak, read, and write one exotic language of your choice.

During a short or long rest you can use Tinker's or Smith's Tools to craft ammunition. During a short rest you can craft a number of pieces of ammunition equal to your proficiency bonus. And during a long rest you can craft a number of pieces of ammunition equal to 2d6 + your proficiency bonus.

The materials required to make a single bullet is: half a single Sheet of Small Paper, a Quarter handful of Gunpowder, and a half handful of Metal or Lead Scrap.

Gunpowder Euphoria

At 1st level, the black powder in your blood is agitated by the rigors of combat, raising your prowess to inhuman heights. As a bonus action you can enter a state of Gunpowder Euphoria, gaining the following benefits for one minute.

  • If you're not wielding a gun when you activate this feature then you create a revolver of pure magical force, if you do not have ammo to load into your gun in this state then you can spend a sorcery point to fully reload your gun.
  • All firearm attacks you make in this state count as magical.
  • You may use your Charisma Modifier, instead of Dexterity, to calculate firearm attack and damage rolls.
  • As long as you are not wearing heavy armor your movement speed increases by 15 feet
  • You add your Charisma modifier to your armor class (minimum of 1)
  • Creatures do not gain opportunity attack against you while in this state.
  • You can use your currently held gun as an arcane focus.

You may enter this state a number of times equal to your Proficiency Bonus or until you spend 2 sorcery points to use this feature again. You regain all uses after a rest.

Empowered Shot

At 6th level, You've learned how to pour raw sorcerous energy into your bullets, drastically increasing its destructive potential. When you make a firearm attack you may spend a number of sorcery points up to twice your Proficiency Bonus (minimum of 1). If that attack hits it deals an additional 1d6 damage per point spent. This additional damage can be one of the following: fire, force, lightning, or radiant.

Additionally, while in your Gunpowder Euphoria you can attack twice, instead of once, whenever you take the Attack action on your turn

Gunpowder Mirage

At 14th level, The burning of Blackpowder fills the air around you with dizzying fumes and it becomes hard to tell what is and isn't real, or maybe you're just that good. Whenever you are in a state of Gunpowder Euphoria you may spend 2 sorcery points as a reaction to gain one of the following effects.

  • When an attack would hit you roll a d6, and on an odd result the attack instead misses.
  • When a saving throw would half the damage on a successful save. You roll a d20, on a 10 or lower you take the damage, on an 11 or higher you take no damage.
  • When an attack you made with a firearm misses you may reroll that attack with advantage.

Doubled Barrel

Finally at 18th level, the black nature of your powers reaches its prime in a hail of gunfire and sulfur, and everyone is seeing double. When you enter a state of Gunpowder Euphoria you may spend 4 sorcery points to create a smoky double-image of yourself, halving the duration of your Gunpowder Euphoria by doing so.

This Double-Image is a perfect copy of you, including your gear and being in a halved state of Gunpowder Euphoria. It uses your statistics at the time it's created except it and all of its gear are only partially corporeal, a creation of gunsmoke and magic, and as such has resistance to all damage.


Your Double-Image can move and take actions and bonus actions and does so within the same turn as you, but it may not cast any spells except cantrips and if it expends sorcery points they come from your pool. These actions do not need to be the same actions that you take.

You share the Double-Image's senses and are considered to occupy its space for the purpose of any spells you cast, and may choose either space when determining effects. When your Gunpowder Euphoria ends the Double-Image vanishes in a crack of gunfire and the lingering scent of sulfur.

Credit where credit's due

This is not the original homebrew and I made my own personal changes. I would like to provide credit the original Homebrew because they really deserve it.

 

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