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Gun Mage

The document introduces the Gunmage arcane tradition for wizards, allowing them to harness gunpowder and magical forces through the use of an arcane rifle. At 2nd level, Gunmages gain proficiency with the arcane rifle, which creates its own ammunition and deals significant damage, along with the ability to infuse shots with elemental effects. As they progress, they can enhance their attacks with additional features like Extra Attack, Overwhelming Magic, and various elemental shot options that provide unique effects.

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0% found this document useful (0 votes)
10 views2 pages

Gun Mage

The document introduces the Gunmage arcane tradition for wizards, allowing them to harness gunpowder and magical forces through the use of an arcane rifle. At 2nd level, Gunmages gain proficiency with the arcane rifle, which creates its own ammunition and deals significant damage, along with the ability to infuse shots with elemental effects. As they progress, they can enhance their attacks with additional features like Extra Attack, Overwhelming Magic, and various elemental shot options that provide unique effects.

Uploaded by

Lv99 Pangolin
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Arcane Tradition

At 2nd level, a wizard gains the Arcane Tradition feature. The


following option is available to a wizard, in addition to the
options offered in the Players Handbook.
Gunmage
A dark substance that seems to captivate the entire world,
exploding like dragon's breath when it comes in contact with
even the tiniest of flames. This is known as gunpowder, one
of the most powerful mundane substances in the entire
world, able to fell the strongest of beasts and the weakest of
commoners equally. Your specialization with magic aims to
harness this strange power, combining the most powerful of
arcane forces with well-aimed shots, to become a mighty
weapon.
Arcane Rifle
When you choose this tradition, at 2nd level, you gain
proficiency with the arcane rifle. The arcane rifle is a two-
handed ranged weapon that deals 2d6 piercing damage. Its
normal range is 150 feet, and its maximum range is 500 feet.
The rifle requires no ammunition, as it creates bullets using
the magic of the wielder, making its attacks count as magical
for the purpose of overcoming immunity and resistance.
Creatures without the Spellcasting feature need to supply
ammunition for the rifle, however.
If you lose your arcane rifle, you can create a new one over
the course of a long rest by expending 100 gp worth of metals
and magical incenses used to magically form a new gun.
Elemental Shot
Also, at 2nd level, you can infuse your rifle with magical
effects, as a bonus action. You expend a spell slot of 1st level
or higher, and choose one elemental shot option you know.
Your first attack made with your rifle within the next minute
adds the elemental shot's effect to it.
You know the Arcane Shot elemental shot, and two other
elemental shots of your choice. You learn an additional
elemental shot at 6th, 10th, and 14th levels.
Extra Attack
Starting at 6th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Overwhelming Magic
At 10th level, when you expend a spell slot of 4th level or
higher for your Elemental Shot, you add an additional effect
to your elemental shot.
Double Tap
Starting at 14th level, you can quickly infuse two bullets with
arcane energy. When you use your Elemental Shot feature,
you can choose to expend two spell slots (they do not need to
be the same level). If you do so, your next two attacks made
with your rifle add the shot's effect.
You can use this feature twice, and regain all expended
uses after a long rest.
Elemental Shots Frigid Shot. You imbue your bullet with a bitter freezing chill.
The elemental shot options presented below are in Your shot deals additional cold damage equal to 1d6 + 1d6
alphabetical order. If an arcane shot calls for a saving throw, per slot level expended, and your target's movement speed is
the DC is your wizard spell save DC. halved.
Acidic Shot. You imbue your bullet with caustic acid that Overwhelming: Your target must succeed on a
melts the ground. Your shot deals additional acid damage Constitution saving throw, or have its movement speed
equal to 1d6 + 1d6 per slot level expended, and the ground reduced to 5 feet.
around your target in a 10-foot radius becomes difficult Guiding Shot. You imbue your bullet with a bright light
terrain until the start of your next turn. that points at your foe's weakspots. Your shot deals additional
Overwhelming: The difficult terrain radius increases to 20 radiant damage equal to 1d6 + 1d6 per slot level expended,
feet. and the next attack roll made against this target before the
Arcane Shot. You imbue your bullet with raw magical end of your next turn has advantage.
energy. Your shot deals additional force damage equal to 1d8 Overwhelming: The advantage granted by this shot is not
+ 1d8 per slot level expended. canceled out by disadvantage.
Overwhelming: You add half of your wizard level and your Jumping Shot. You imbue your bullet with jolting lightning.
Intelligence modifier (a minimum of +1) to the force damage Your shot deals additional lightning damage equal to 1d6 +
dealt. 1d6 per slot level expended, and a creature of your choice
Concussive Shot. You imbue your bullet with a powerful within 15 feet of the original target must succeed on a
thunderous boom. Your shot deals additional thunder Dexterity saving throw or take the same amount of lightning
damage equal to 1d6 + 1d6 per slot level expended, and your damage.
target must succeed on a Strength saving throw or be shoved Overwhelming: Creatures that take lightning damage from
10 feet away from you in a straight line. this feature cannot take reactions until the end of your next
Overwhelming: The target is shoved 5 feet even if they turn.
succeed on the saving throw, and they are shoved 20 feet if Vampiric Shot. You imbue your bullet with life-draining
they fail the saving throw. necromantic energy. Your shot deals additional necrotic
Dominating Shot. You imbue your bullet with dominating damage equal to 1d6 + 1d6 per slot level expended, and you
psychic energy. Your shot deals additional psychic damage gain temporary hit points equal to half of the necrotic damage
equal to 1d6 + 1d6 per slot level expended, and the target dealt, which last until the end of your next turn.
must succeed on a Wisdom saving throw, or be affected by Overwhelming: The amount of temporary hit points you
the command spell as if it were cast by you. gain is equal to the necrotic damage dealt.
Overwhelming: The target has disadvantage on this saving Venomous Shot. You imbue your bullet with magical
throw. toxins. Your shot deals additional poison damage equal to
Explosive Shot. You imbue your bullet with the force of a 1d6 + 1d6 per slot level expended, and at the start of your
fiery explosion. Your shot deals additional fire damage equal target's next turn, it must succeed on a Constitution saving
to 1d6 + 1d6 per slot level expended, and all creatures within throw, or take the poison damage again.
5 feet of your target must succeed on a Dexterity saving Overwhelming: The target is also poisoned if it fails the
throw or take half of the fire damage the initial target did. Constitution saving throw.
Overwhelming: The range is increased to be all creatures
within a 15-foot sphere centered on your target.

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