Gun Mage (5A)

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This is a Fusilier style for 5A.

Gun mages cram some magic into their fighting arsenal. Like eldritch knights, gun mages combine magic and fighting prowess. Unlike eldritch knights, gun mages avoid pretentious titles and lofty ambitions of honor in favor of the informal and practical.

Greyhawk: Gun mages often live around universities, but they are not honor students. Their teachers are likely to see them as wastrels and lost cases. Most gun mages don't care what others think of them.

Source: Original

Class Features

Spellcasting

When you reach 3rd level, you augment your gun fighting skills with the ability to cast spells.

Gun Mage Spellcasting
Fusilier
Level
Cantrips
Known
Spells
Known
Spells per Day
1 2 3 4
3rd 2 3 2 - - -
4th 2 4 3 - - -
5th 2 4 3 - - -
6th 2 4 3 - - -
7th 2 5 4 2 - -
8th 2 6 4 2 - -
9th 2 6 4 2 - -
10th 3 7 4 3 - -
11th 3 8 4 3 - -
12th 3 8 4 3 - -
13th 3 9 4 3 2 -
14th 3 10 4 3 2 -
15th 3 10 4 3 2 -
16th 3 11 4 3 3 -
17th 3 11 4 3 3 -
18th 3 11 4 3 3 -
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Cantrips

You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots

The Gun Mage Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.

The Spells Known column of the Gun Mage Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Gun Bond

At 3rd level, you learn a ritual that creates a magical bond between yourself and one firearm. You perform the ritual over the course of 1 hour, which can be done during a long or short rest. You must be touching the firearm throughout. The effect ends in month or when you form a Gun Bond with another firearm.

Once you have bonded a firearm to yourself, you can use that firearm as a focus for your Gun Mage spells. If the gun has a magical enchantment that improves attack rolls, you gain this bonus to your spell save DC and spell attack rolls when casting gun mage spells. Spells that have an attack roll can benefit from your Stand and Deliver ability.

Spell Shot

By 6th level, when using a firearm as your spell focus, any spell you cast that has a range in feet or a range of touch can use the short range of your firearm if that is longer than the spell's original range. Spells with a range of self are not affected. When casting any spell that inflicts damage the spell gains the benefit of your Piercing Shot ability.

When casting a spell of 1st level or higher that inflicts damage the spell gains the benefit of both your Piercing Shot and Devastation abilities.

Piercing Spell Shot

At 10th level, you learn how to make your shots carry the force of spells, undermining the creature's resistance to your spells. When you hit a creature with a firearm attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Bonded Spell Shot

Starting at 15th level, when you announce that you are about to cast a spell, you can make a firearm attack as a bonus action against the same target, right before you cast the spell. You can choose to abort the spell after taking the shot, saving the spell slot, but your action is still spent. If the spell has an area, the area effect must be centered on the target of the gun attack.

Option: Alternate Magic School

As an option, the DM may allow you to exchange the abjuration school for another school of magic.

Designer's Notes

Adapted from the Eldritch Knight.