BerzerkerUnit
2021-07-26, 09:54 PM
Aloha, I had responded to another thread (https://forums.giantitp.com/showthread.php?634392-Phantom-Bullet-(Sorcerer-Subclass)) by Werescythe and spun this out in a response. I think it's markedly different. Looking with my intensely biased eye, I don't see it as having superior nova potential to any of the Paladin/Fullcaster builds I normally see and I call that balance. As I mentioned in Werescythe's thread I didn't think the Phantom Bullet incentivized using the gun enough so this really pours on features to encourage your to shoot things instead of sling spells. Any feedback is appreciated.
Sorcerous Origin: Gunmage
The Spellsingers of old never imagined what could be achieved when the richly talented blood was passed down to those that fused fire and steel. While no one is exactly sure what draws out this niche puissance, it's a fact that many a Gunmage is descended from a pair of brothers, one a famed Evoker and other a legendary Artillerist.
Bonus Spells
1. Heroism, Compelled Duel
2. Magic Weapon, Silence
3. Conjure Barrage, Haste
4. Stoneskin, Leomund’s Secret Chest
5. Swift Quiver, Steel Wind Strike
Ballistic Sorcery
At 1st level you gain proficiency with firearms and can use a Firearm as a focus for your spells.
Spell Shells
Beginning at 1st level, at the end of a long rest you can expend a spell slot to imbue a piece of ammunition with a sorcerer spell you know of 5th level or lower to create a Spell Shell. When you hit a creature with a Spell Shell, any area of effect is confined to the target’s space. Instead of dealing damage, the spell affects the target as normal or as if the target had failed its initial saving throw. If the spell requires concentration, you must concentrate on it as normal and subsequent saves, such as those required by Hold Person, are made normally. If the spell creates or summons a creature, it appears in a space adjacent to the target. You can fire no more than one Spell Shell per turn.
Spell Shells lose their magic when you complete a long rest. You can create and maintain a number of Spell Shells equal to your proficiency bonus. If you use this ability to make more than this number, the oldest loses its magic first. You regain all uses of this ability after a long rest.
Rapid Fire
Beginning at 6th level, you can flood a firearm with a torrent of magical energy and unleash a rapid barrage of shots. You may expend a number sorcery points up to your level in this class as a bonus action. The first time you take the attack action on your turn in the next minute you can make a number of additional attacks equal to half the Sorcery Points spent rounded up, minimum 1. You must have ammunition for these shots.
Heavier Metal
At 14th level you learn to create more versatile Spell Shells. You can perform a 1 hour ritual as part of a short or long rest to add the ashes of an unexpended scroll or the contents of a potion to a shell. These Shells deliver their effects to the target you hit as normal for a Spell Shell containing scroll ashes or as if the target had consumed the potion. These shells do not count against your normal limit and retain efficacy until fired.
Cosmic Cannon
At 18th level there is little deadlier in the universe than you with a gun in hand. When you hit with a Firearm attack you can expend a number of sorcery points up to your proficiency bonus. Each point spent in this way increases the damage by your choice of 1d10 Radiant or Force damage.
Sorcerous Origin: Gunmage
The Spellsingers of old never imagined what could be achieved when the richly talented blood was passed down to those that fused fire and steel. While no one is exactly sure what draws out this niche puissance, it's a fact that many a Gunmage is descended from a pair of brothers, one a famed Evoker and other a legendary Artillerist.
Bonus Spells
1. Heroism, Compelled Duel
2. Magic Weapon, Silence
3. Conjure Barrage, Haste
4. Stoneskin, Leomund’s Secret Chest
5. Swift Quiver, Steel Wind Strike
Ballistic Sorcery
At 1st level you gain proficiency with firearms and can use a Firearm as a focus for your spells.
Spell Shells
Beginning at 1st level, at the end of a long rest you can expend a spell slot to imbue a piece of ammunition with a sorcerer spell you know of 5th level or lower to create a Spell Shell. When you hit a creature with a Spell Shell, any area of effect is confined to the target’s space. Instead of dealing damage, the spell affects the target as normal or as if the target had failed its initial saving throw. If the spell requires concentration, you must concentrate on it as normal and subsequent saves, such as those required by Hold Person, are made normally. If the spell creates or summons a creature, it appears in a space adjacent to the target. You can fire no more than one Spell Shell per turn.
Spell Shells lose their magic when you complete a long rest. You can create and maintain a number of Spell Shells equal to your proficiency bonus. If you use this ability to make more than this number, the oldest loses its magic first. You regain all uses of this ability after a long rest.
Rapid Fire
Beginning at 6th level, you can flood a firearm with a torrent of magical energy and unleash a rapid barrage of shots. You may expend a number sorcery points up to your level in this class as a bonus action. The first time you take the attack action on your turn in the next minute you can make a number of additional attacks equal to half the Sorcery Points spent rounded up, minimum 1. You must have ammunition for these shots.
Heavier Metal
At 14th level you learn to create more versatile Spell Shells. You can perform a 1 hour ritual as part of a short or long rest to add the ashes of an unexpended scroll or the contents of a potion to a shell. These Shells deliver their effects to the target you hit as normal for a Spell Shell containing scroll ashes or as if the target had consumed the potion. These shells do not count against your normal limit and retain efficacy until fired.
Cosmic Cannon
At 18th level there is little deadlier in the universe than you with a gun in hand. When you hit with a Firearm attack you can expend a number of sorcery points up to your proficiency bonus. Each point spent in this way increases the damage by your choice of 1d10 Radiant or Force damage.