TempterOphidian
2019-03-05, 01:08 AM
This subclass uses the optional firearms rules designed by Matthew Mercer for the gunslinger fighter archetype.
(i suck at fluff but i really just want to make a magic gunslinger using mercers gun rules for my homebrew world)
Tools of the trade
When you chose this arcane tradition at level 2 you have become familiar with employing its tools.
Proficiency: You gain proficiency with all firearms and tinker's tools.
Crafting: If you craft a magical item in the scroll category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
^^^The above ability was inspired by the new revised artificer UA. ^^^
Smart Shots
Starting at level 2 any firearm you use counts as an arcane focus for wizard spells you cast. Additionally, any damage roll you make for a cantrip, that uses your firearm as an arcane focus and requires an attack roll, gains a bonus to that damage equal to your proficiency bonus.
Magic Munitions
Starting at 6th level your firearms are considered magical for the purposes of overcoming damage resistance. Additionally, once per turn, when you use a firearm to cast a spell of 1st level or higher you may expend an additional spell slot of 5th level or lower to use one of the following effects.
Long shot: You gain a bonus to the range of a spell equal to 10 feet x the level of the spell expended.
Precision: You gain a bonus to the attack roll of a spell equal to 1+ the level of spell that was expended.
Aftermath: If the spell you cast deals damage to one or more targets you can chose one of the targets of the spell and all creatures within 5ft of the target must make a Dexterity save (spell save DC) or take 1d6 damage, plus an additional 1d6 damage per level of the spell slot expended. All damage done by this ability match the damage type of the spell it was used on, if the spell has more than one damage type chose one.
Practice makes Precision
Your knowledge of firearms aids you when attempting aim and fire.
Once you reach level 10 you may use your bonus action to give yourself advantage on spell attack rolls until the end of your turn. You can use this ability a number of times equal to your intelligence modifier.
Deadly Spells
Starting at level 14 any damage roll you make for a spell of 5th level or lower, that uses your firearm as an arcane focus, gains a bonus to the damage equal to your intelligence modifier.
(i suck at fluff but i really just want to make a magic gunslinger using mercers gun rules for my homebrew world)
Tools of the trade
When you chose this arcane tradition at level 2 you have become familiar with employing its tools.
Proficiency: You gain proficiency with all firearms and tinker's tools.
Crafting: If you craft a magical item in the scroll category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
^^^The above ability was inspired by the new revised artificer UA. ^^^
Smart Shots
Starting at level 2 any firearm you use counts as an arcane focus for wizard spells you cast. Additionally, any damage roll you make for a cantrip, that uses your firearm as an arcane focus and requires an attack roll, gains a bonus to that damage equal to your proficiency bonus.
Magic Munitions
Starting at 6th level your firearms are considered magical for the purposes of overcoming damage resistance. Additionally, once per turn, when you use a firearm to cast a spell of 1st level or higher you may expend an additional spell slot of 5th level or lower to use one of the following effects.
Long shot: You gain a bonus to the range of a spell equal to 10 feet x the level of the spell expended.
Precision: You gain a bonus to the attack roll of a spell equal to 1+ the level of spell that was expended.
Aftermath: If the spell you cast deals damage to one or more targets you can chose one of the targets of the spell and all creatures within 5ft of the target must make a Dexterity save (spell save DC) or take 1d6 damage, plus an additional 1d6 damage per level of the spell slot expended. All damage done by this ability match the damage type of the spell it was used on, if the spell has more than one damage type chose one.
Practice makes Precision
Your knowledge of firearms aids you when attempting aim and fire.
Once you reach level 10 you may use your bonus action to give yourself advantage on spell attack rolls until the end of your turn. You can use this ability a number of times equal to your intelligence modifier.
Deadly Spells
Starting at level 14 any damage roll you make for a spell of 5th level or lower, that uses your firearm as an arcane focus, gains a bonus to the damage equal to your intelligence modifier.