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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 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 target of the spell. - 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 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 and the magic is consumed. - 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). ### Ace 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. If this attack hits, it is a critical hit and 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](https://conceptartworld.com/news/destiny-2-concept-art-ryan-demita/) - by Ryan DeMita for Destiny 2 Concept Art > ##### Variant Arcane Bullet > 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.