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View Full Version : Sorcerous Origin: Gunmage (inspired by Phantom Bullet), Pls PEACH



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.

BerzerkerUnit
2021-07-30, 12:22 AM
Tertiarily related to a Gunmage Concept:

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Warlock Invocations

Devil's Metal
Prereqs: Fiend Patron, Pact of the Blade
Your Pact blade can assume the form of twin pistols. These infernal devices can both be drawn as part of the same attack and require no ammunition but otherwise function as normal pistols. When you take the attack action you can choose to fire both pistols with a single attack. Make a single attack roll and apply the result to one or two targets. When you roll a natural 1 on an attack roll with these weapons a fiendish spirit will empower your next shot doubling the damage dice of the attack.

Maggot Thrower
Prereqs: Great Old One Patron, Pact of the Blade
Your pact blade can assume the form of a Handcannon or Longarm. This mad device constantly produces a living ammunition that can be fired and may take root in the target, consuming parts of it. It otherwise functions like a normal Longarm. When your damage die rolls a 1 or a 10 you may reroll the die and add the result as your choice of additional Poison, Acid, or Necrotic Damage. These dice are also doubled on a critical hit.

Madshot
Prereqs: Archfey Patron, Pact of the Blade
Your pact blade can assume the form of a Blunderbuss. This device is modeled after one of the Master of the Hunt's most prized possessions. Anything poured into the muzzle of this weapon becomes an ephemeral mote that, when fired, speeds almost unerringly toward a target, ignoring cover and assails their mind dealing its weapon damage as psychic damage.

Ghost Gun
Prereqs: Undead Patron, Pact of the Blade
Your pact blade can assume the form of a Pistol or Handcannon. This translucent weapon requires no ammunition and can be made to appear or disappear as its drawn to make an attack or simply letting it go. When you hit a target that is frightened they must succeed on a Charisma save vs your Spell DC or age a number of years equal to the result of the weapon damage die. A creature becomes immune to this effect for 24 hours after succeeding on the save.

Wishhammers
Prereqs: Genie Patron, Pact of the Blade
Your pact blade can assume the form of a Firearm of your choice. These wondrous weapons require no ammunition and enhance your Genie's Wrath in the following ways:
Djinni. the target is pushed up to 10 feet away from you.
Efreeti. the target glows like hot coals and both stealth and invisibility become impossible until the end of your next turn.
Dao. the target is overwhelmed by the pull of the earth below, losing any fly speed and reducing walking speed by 10 feet until the end of your next turn. If the target is airborne it descends safely at the end of the current turn.
Marid. until the end of your next turn the target is deluged by waters drawn from the elemental planes, it has disadvantage on perception checks and cannot breathe or speak unless it is amphibious or can breathe water.