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Doing a bit of tinkering for a lightweight port of Iron Kingdoms into D&D5e. First up, the gun mage.
Replace the sorcerer's starting equipment with:
Way of the Gun
At 1st level, you gain proficiency in all firearms, light armor, and gunsmith's tools.
In addition, 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 short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a firearm to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that firearm as a bonus action on your turn, causing it to teleport instantly to your hand. Additionally, your bonded firearm acts as an arcane focus for your spellcasting.
You can have up to two bonded firearms, but you can summon only one at a time with your bonus action. If you attempt to bond with a third firearm, you must break the bond with one of the other two. A two-handed firearm counts as two bonded firearms.
Charge Bullet
At 1st level, when you hit a target with a ranged firearm attack, you can expend one spell slot to deal extra damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6. If you use this ability with a magic bullet (i.e., an ammunition +1, +2, or +3 bullet), the damage dice from this ability increase: d8s for a bullet +1, d10s for a bullet +2, and d12s for a bullet +3.
When you gain this ability, choose the damage type of this extra damage: fire, force, lightning, necrotic, piercing, or thunder. When you gain a level in this class, you can select a different damage type from this list to replace your chosen damage type.
Rune Bullet
Starting at 6th level, you may cast any spell you knowwith a range of touch that requires an attack roll into a magic bullet that you are holding or that is loaded in a firearm you are wielding. The spell does not take effect until you make a successful ranged attack with that bullet, at which time it delivers the spell to the attack's target. The spell does not take effect until all of the ranged attack's effects are resolved. If you do not make an attack with the bullet before the end of the scene, the spell dissipates without effect.
(ETA: Upon review, there are so few touch-attack sorcerer spells that I decided to allow any attack spell to be placed into a bullet. This may product some interesting results but, since this is for homebrew use, I'll just improvise.)
Arcane Volley
Starting at 14th level, when you use your action to cast a spell, you can make one ranged attack as a bonus action.
Arcane Barrage
Beginning at 18th level, when you hit a target with a ranged firearm attack, you may expend 3 sorcery points to immediately reload that firearm and make another ranged attack with it. You may continue to use this ability after each successful attack, so long as you have ammunition and sorcery points remaining.
Sorcerous Origin (Sorcerer): Gun Mage
Replace the sorcerer's starting equipment with:
- a light pistol and 20 bullets
- (a) a dungeoneer's pack or (b) an explorer's pack
- leather armor
- a dagger
Way of the Gun
At 1st level, you gain proficiency in all firearms, light armor, and gunsmith's tools.
In addition, 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 short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a firearm to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that firearm as a bonus action on your turn, causing it to teleport instantly to your hand. Additionally, your bonded firearm acts as an arcane focus for your spellcasting.
You can have up to two bonded firearms, but you can summon only one at a time with your bonus action. If you attempt to bond with a third firearm, you must break the bond with one of the other two. A two-handed firearm counts as two bonded firearms.
Charge Bullet
At 1st level, when you hit a target with a ranged firearm attack, you can expend one spell slot to deal extra damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6. If you use this ability with a magic bullet (i.e., an ammunition +1, +2, or +3 bullet), the damage dice from this ability increase: d8s for a bullet +1, d10s for a bullet +2, and d12s for a bullet +3.
When you gain this ability, choose the damage type of this extra damage: fire, force, lightning, necrotic, piercing, or thunder. When you gain a level in this class, you can select a different damage type from this list to replace your chosen damage type.
Rune Bullet
Starting at 6th level, you may cast any spell you know
(ETA: Upon review, there are so few touch-attack sorcerer spells that I decided to allow any attack spell to be placed into a bullet. This may product some interesting results but, since this is for homebrew use, I'll just improvise.)
Arcane Volley
Starting at 14th level, when you use your action to cast a spell, you can make one ranged attack as a bonus action.
Arcane Barrage
Beginning at 18th level, when you hit a target with a ranged firearm attack, you may expend 3 sorcery points to immediately reload that firearm and make another ranged attack with it. You may continue to use this ability after each successful attack, so long as you have ammunition and sorcery points remaining.