![]() ![]() The EK is a good basis because it focuses on the weapon use. If I were to use an existing class for a Gun Mage I would start with either the Eldritch Knight or Warlock and give them Crossbow Mastery. D&D already has enough kind-of-like-a-wizard classes, I want to see something fresh. The "original" version is much more a special artillery piece with many unique bullet-spells which it doesn't share with any types of Wizards, Sorcerers, or Clerics. The d20 version has a lot more generic "I am a Wizard" spells, many of which don't require their guns whatsoever. ![]() Homing shots, burning shots, perfectly silent shots, armor-piercing shots, magic-dispelling shots, and so on. In Warmahordes (and the 2012 IK RPG based upon it) they have a much more limited selection of spells, the majority of which are special Rune Shot spells: these are basically quick enchantments slapped onto a special bullet which is fired right there and then. It included many dozens of spells, including Blink, Lightning Bolt, Feeblemind, Dominate Person, Geas/Quest, Wall of Stone, Mordenkainen's Faithful Hound, Water Breathing, and many more. Mundane attacks fired through your bound firearm deal an additional 1d10 force damage.In the d20 version of Iron Kingdoms, Gun Mages had a spell list with lots of Wizard spells. When using your Arcane Shot feature, you score a critical hit on a dice roll of 19-20, and deal an additional 2d10 damage of the chosen type which is added to the extra damage of the critical.Īt the 14th level, spells cast through your arcane firearm and mundane attacks ignore a creature's resistances. This counts as a ranged weapon attack, as well as casting a wizard spell.Īt 10th level, your Arcane Firearm has a +1 bonus to attack and damage rolls. This attack has a range of 200 feet, uses your Intelligence modifier, deals a type of damage that you choose upon creating the round (acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder) and deals 1d10 damage per the level of the spell slot expended, in addition to your Intelligence modifier. The next shot fired from the weapon in the next 10 minutes will fire this stored energy. An Arcane Gun can only have one such shot in it at a time. ![]() In addition, you may add your intelligence modifier to the cantrip's damage roll.Īt the 6th level, you can expend a spell slot as a bonus action to create an arcane round in the chamber of your Arcane Gun. The range of the cantrip is that of your weapon's range. As such, you will use your dexterity modifier for the attack roll and applies any weapon's bonuses to damage or attack rolls. In addition, you can cast a cantrip using your Arcane Gun if it requests a ranged attack the cantrip's attack roll is considered a ranged weapon attack, not a ranged spell attack, from your firearm. Magic Missile may be fired through your firearm. Mundane attacks still use your dexterity modifier in attack and damage rolls however, when using a spell, your intelligence modifier is used instead. You can use your Arcane Gun to cast damage-dealing spells that use a ranged attack, when you do, your intelligence modifier is added to the damage if you cast a spell which targets more than one creature or deals damage within an area, this bonus will be applied once to each creature, even if it's hit more than once. These weapons are considered magical for the purposes of overcoming resistance and immunity. Such a firearm is bound to you, through a 1-hour ritual (similar to the Eldritch Knight's Weapon Bond). It still functions as a regular firearm would, and can fire mundane ammunition. You can use a firearm as an arcane focus. ![]() When adopting this tradition at the 2nd level, you gain proficiency in all firearms, as well as gunsmith's tools. ![]()
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