School of the Arcane Bullet

by Aelthar

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School of the Arcane Bullet

Tools of the Trade

When you adopt this tradition at 2nd level, you gain proficiency with light armor, firearms, and tinker's tools. You can also use firearms as a spellcasting focus for your wizard spells.

Arcane Bullet

At 2nd level, you can cast your spells through Arcane Bullets. As a bonus action, you can cast a wizard spell with a casting time of 1 action into a bullet, transforming it into an Arcane Bullet, and load it into your firearm. If you hit a target with an Arcane Bullet, it takes damage as normal and then the spell effect occurs. If you miss with the arcane bullet, the magic dissipates from the bullet.

  • The target hit by the arcane bullet is considered to be the first target of the spell. The spell can then be used to target other creatures with the initial creature's position used for the purposes of determining range if it has multiple targets such as chain lightning or steel wind strike.
  • If the spell requires a spell attack, the target is automatically hit by the spell. If you score a critical hit with the Arcane Bullet, the spell is considered a critical hit as well.
  • If the spell allows you to select one creature for multiple damage rolls such as magic missile or scorching ray, you can choose to focus all damage rolls on the initial target without rolling additional attack rolls.
  • If the spell targets an area, the area is centered on the target. If you miss with an area of effect Arcane Bullet, it instead is centered in a random square adjacent to the target.
  • If the spell requires a direction, the spell is cast in the direction of the target.
  • If the spell has a range of self, then it still originates from you.

Overheat

At 6th level, your magic now coats your Arcane Bullets in excess energy. When you hit a creature with an arcane bullet, it deals additional damage equal to twice the spell level of the spell used. Cantrips deal no additional damage. The damage type is based on damage type done by the spell. If the spell deals no damage, the damage type is force.

Emergency Reload

At 10th level, creating and loading arcane bullets has become muscle memory for you. You can now create and load an Arcane Bullet as apart of an attack (no action required). The spell is still considered to have been cast as an action or bonus action for the purposes of determining what spells you can cast each turn.

Aim Assist

Starting at 10th level, when you miss with an Arcane Bullet, you can use a reaction to increase your attack roll by your Intelligence modifier (minimum of one). potentially turning the miss into a hit.

You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Deadeye

Beginning at 14th level, you can take a special stance and prepare a special Arcane Bullet. As a bonus action, you give yourself advantage on your next attack roll made with an Arcane Bullet on the current turn. This attack can score a critical hit on a roll of 18-20 and if it hits, the spell is augmented.

  • If the spell requires a saving throw, the target makes the save at disadvantage.
  • If the spell targets an area, you can choose to double the size of the area. For example, fireball becomes a 40-foot radius sphere or burning hands becomes a 30-foot cone.

You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Once you use this feature, you can't do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher on it.

Art Credits

Golden Gun - by Ryan DeMita for Destiny 2 Concept Art

Variant Arcane Archer

This subclass can also be repurposed for use as an Arcane Archer subclass for the wizard. Replace bullets with arrows or bolts and firearms as bows or crossbows and replace the firearms proficiency with ranged weapon proficiency.

 

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