dukeofwolfsgate
2015-06-13, 10:03 PM
Here is a homebrew sorcerous origin i made in an attempt to allow my players to experience the Iron Kingdoms setting. I've been running a game with old 3/3.5 rules for this setting, and have decided its time to convert to 5e. Here it is.
Sorcerous Origin: Gun Mage
Your innate magic is tied directly to your favored weapon, pistols*.
Bonded Pistol
At 1st level, you learn a ritual that creates a magical bond between yourself and one pistol. You perform the ritual over the course of 1 hour, which can be done during a short rest. The pistol must be within your reach throughout the ritual, at the conclusion of which you touch the pistol and forge the bond. You may now use your bonded pistol as a spellcasting focus.
Once you have bonded a pistol to yourself, you can’t be disarmed of that pistol unless you are incapacitated. If it is on the same plane of existence, you can summon that pistol as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded pistols, but can summon only one at a time with your bonus action. If you attempt to bond with a third pistol, you must break the bond with one of the other two.
Bonus Proficiencies
At 1st level, you gain proficiency in light armor, simple weapons, and pistols. Pistols are considered a Light weapon when you wield them.
Extra Attack
Starting at 6th level, you can attack twice, instead of once when you take the Attack action on your turn.
Improved Bond
At 14th level, you gain the ability to cast spells with the range of Touch at up to the normal range of your bonded pistol, so long as you are holding it. To do this you must spend metamagic points equal to the spell’s level. You use your Spell Save DC and Spell Attack Bonus for these spells.
You also gain the ability to “see” down the sights or out the end of the barrel of your bonded pistol, as tough your bonded pistol were a familiar.
Maelstrom
At 18th level, you may spend 5 metamagic points to use your action to make a ranged weapon attack against any number of creatures within your bonded pistol’s range. You must have ammunition already loaded for each target, as normal, and you make a separate attack roll for each target. However, you may ignore normal limitations on drawing pistols. Once you use this feature, you must finish a short or long rest before you can use this feature again.
*The term “pistol” refers to the Renaissance Pistol from pg. 268 of the DMG. If your DM agrees, this term can also apply to any or all of the following based on the setting: Revolvers, Automatic Pistols, and Laser Pistols. If there are no Firearms in this setting (or if the Player wishes to play this variant), the DM can also allow the Hand Crossbows to replace the Pistol in the above text.
Ideas? Thoughts?
Sorcerous Origin: Gun Mage
Your innate magic is tied directly to your favored weapon, pistols*.
Bonded Pistol
At 1st level, you learn a ritual that creates a magical bond between yourself and one pistol. You perform the ritual over the course of 1 hour, which can be done during a short rest. The pistol must be within your reach throughout the ritual, at the conclusion of which you touch the pistol and forge the bond. You may now use your bonded pistol as a spellcasting focus.
Once you have bonded a pistol to yourself, you can’t be disarmed of that pistol unless you are incapacitated. If it is on the same plane of existence, you can summon that pistol as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded pistols, but can summon only one at a time with your bonus action. If you attempt to bond with a third pistol, you must break the bond with one of the other two.
Bonus Proficiencies
At 1st level, you gain proficiency in light armor, simple weapons, and pistols. Pistols are considered a Light weapon when you wield them.
Extra Attack
Starting at 6th level, you can attack twice, instead of once when you take the Attack action on your turn.
Improved Bond
At 14th level, you gain the ability to cast spells with the range of Touch at up to the normal range of your bonded pistol, so long as you are holding it. To do this you must spend metamagic points equal to the spell’s level. You use your Spell Save DC and Spell Attack Bonus for these spells.
You also gain the ability to “see” down the sights or out the end of the barrel of your bonded pistol, as tough your bonded pistol were a familiar.
Maelstrom
At 18th level, you may spend 5 metamagic points to use your action to make a ranged weapon attack against any number of creatures within your bonded pistol’s range. You must have ammunition already loaded for each target, as normal, and you make a separate attack roll for each target. However, you may ignore normal limitations on drawing pistols. Once you use this feature, you must finish a short or long rest before you can use this feature again.
*The term “pistol” refers to the Renaissance Pistol from pg. 268 of the DMG. If your DM agrees, this term can also apply to any or all of the following based on the setting: Revolvers, Automatic Pistols, and Laser Pistols. If there are no Firearms in this setting (or if the Player wishes to play this variant), the DM can also allow the Hand Crossbows to replace the Pistol in the above text.
Ideas? Thoughts?