Gun Mage (5e Class)

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Gun-mage[edit]

While hunting underground caverns for natural crystals he could use in his experiments, an artificer stumbled upon an outcrop of crystals with unique elemental capabilities. He collected several of them and returned to his lab to begin experimentation. What he discovered was the crystals had a natural regenerative energy that could be elementally charged with the proper ritual. His findings on what he began to call charge-stones led to a significant increase in technological advancement. One such advancement was the creation of magic based firearms that used the stone's regenerative power to fire focused projectiles. Those with magical capabilities were able to even focus their own power into the shots, creating a new class of adventurer known as the gun-mage.

Creating a Gun-mage[edit]

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Quick Build

You can make a gun-mage quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Mercenary Veteran background. Third, choose two daggers, chain shirt, and the explorer's pack.

Class Features

As a Gun-mage you gain the following class features.

Hit Points

Hit Dice: 1d8 per Gun-mage level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Gun-mage level after 1st

Proficiencies

Armor: Light and Medium armor
Weapons: Simple melee weapons
Tools: Tinker's tools, One gaming set of your choice
Saving Throws: Dexterity, Wisdom
Skills: Choose two from Acrobatics, Athletics, Insight, Perception, Arcana

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) two daggers or (b) one shortsword
  • (a) tinker's tools or (b) one gaming set
  • (a) leather armor or (b) chain shirt
  • (a) burglar's pack or (b) explorer's pack
  • If you are using starting wealth, you have 5d4x10 gp in funds.

Table: The Gun-mage

Level Proficiency
Bonus
Features Charges —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Marksman Specialization, Spellcasting +0 2
2nd +2 Elemental Switch, Mark of the Hunt +0 3
3rd +2 Marksman Feature, Charged +1 4 2
4th +2 Ability Score Improvement +1 4 3
5th +3 Elemental Proficiency +1 4 3 2
6th +3 Marksman Feature +2 4 3 3
7th +3 Rapid Ventilation +2 4 3 3 1
8th +3 Ability Score Improvement +2 4 3 3 2
9th +4 Extra attack, Marked for Death +2 4 3 3 3 1
10th +4 Marksman Feature +3 4 3 3 3 2
11th +4 On the Move, Elemental Adaptation +3 4 3 3 3 2 1
12th +4 Ability Score Improvement +3 4 3 3 3 2 1
13th +5 Arcane Fire +3 4 3 3 3 2 1 1
14th +5 Marksman Feature, Elemental Expertise +3 4 3 3 3 2 1 1
15th +5 Steady Aim +4 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement +4 4 3 3 3 2 1 1 1
17th +6 Calm and Collected +4 4 3 3 3 2 1 1 1 1
18th +6 Marksman Feature +4 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement +4 4 3 3 3 3 2 1 1 1
20th +6 Clean Cooldown +4 4 3 3 3 3 2 2 1 1

Marksman Specialization[edit]

At 1st level, you chose a Marksman Specialization and receive a weapon type in relation to your choice. Choose between Dual Pistols, Rifle, Shotgun, or Crossbow all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 18th level. These weapons run on magical energy crystals called charge-stones which hold a number of charges to be fired per shot, depending on the weapon type. These charges can be replenished by ventilating, or cooling down, the weapon. This takes one action to ventilate and recharge charges.

Spellcasting[edit]

Starting at 1st level you gain the ability to infuse spells into your shots, gaining the ability to control the field with the pull of a trigger. When casting a spell you may also fire a shot from your gun. Your chosen gun counts as a Arcane focus for your spells.

Preparing and Casting Spells

You prepare the list of gun mage spells that are available for you to cast, choosing from the gun mage spell list. When you do so, choose a number of gun mage spells equal to your Wisdom modifier + your gun mage level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level gun mage, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of gun mage spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your gun-mage spells. You use you Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a gun-mage spell you cast when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Elemental Switch[edit]

At 2nd level you may replace the charge-stone in your gun with ones of elemental affinities which can be bought or found at your DM's discretion. When using a charge-stone with elemental affinity your damage is changed from force to the damage type of the charge-stone being used. It takes a bonus action to switch which stone you are using.

Mark of the Hunt[edit]

At 2nd level you may use a bonus action to mark a target, gaining +2 to attack rolls with your subclass weapon against that target for a number of turns equal to your dexterity modifier.

Charged[edit]

At 3rd level you begin gaining extra charges for your weapons based on the Charge column in the table above.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Elemental Proficiency[edit]

At 5th level you may select one element to specialize in with your charge-stones, allowing you to add an extra 1d4 to the damage of your attacks if they are using the element you chose.

Rapid Ventilation[edit]

At 7th level ventilating your weapon takes a bonus action.

Extra Attack[edit]

Beginning at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Marked for Death[edit]

At 9th level you gain an extra 1d6 damage with your subclass weapon against your marked target.

On the Move[edit]

At 11th level you gain movement speed equal to 5 plus your dexterity modifier.

Elemental Adaptation[edit]

At 11th level you choose a second elemental affinity to gain your benefits with.

Arcane Fire[edit]

At 13th level you add your Wisdom modifier to your gun damage.

Elemental Expertise[edit]

At 14th level you deal an extra 1d8 damage with your chosen elemental charge-stones instead of a 1d4.

Steady Aim[edit]

At 15th level each consecutive successful attack on the same creature grants a stacking +2 bonus to the next attack roll made on that creature until end of turn.

Calm and Collected[edit]

At 17th level moving out of melee range of a creature does not provoke opportunity attacks.

Clean Cooldown[edit]

At 20th level ventilating your weapon is a free action

Marksman Specialization[edit]

Dual Pistols[edit]

When choosing this subclass you gain proficiency in and receive two mid-range one handed pistols that deal 1d6+(Dexterity modifier) force damage at 60/100 foot range, hold 6 charges, and weigh 1.5 pounds each. These can be dual wielded as if they had the light property. These weapons can be used to repeatedly fire consecutive shots at multiple targets in a single turn to mow down enemies in your path.

Slick[edit]

At 3rd level your weapons are small enough to hide within your clothing. Anyone who looks for them must make an investigation check DC equal to 10+(sleight of hand). At 6th level you choose to modify your pistols into a more advanced version, choosing between Burst and Magnum detailed below.

Burst[edit]

When choosing this modification you modify your weapons to fire three shots with one pull of the trigger. All three shots are aimed at the same target creature, but the attack rolls are rolled separately. Your guns now hold 12 charges each and each shot deals 1d4+(Dexterity modifier) force damage and the range is decreased to 50/80 feet.

Spray and Pray

At 10th level attacking a target within 5 feet of you does not impose disadvantage

Extra Attack

At 14th level you gain an extra attack action.

Cyclone

At 18th level you can expel all of your charges to attack in a 15 foot radius around you. All creatures in range must make a DC 10+(Dexterity modifier) Dexterity save or take a number of d4s equal to the number of charges used force damage, adding your Dexterity modifier to the damage. You must take two turns to ventilate your weapon after using this feature. You may use this feature once every long rest.

Magnum[edit]

When choosing this modification you modify your weapons to fire high powered shots, increasing the damage of your pistols to 1d8+(Dexterity modifier) each and the range to 80/120 feet.

Ricochet

At 10th level on natural rolls of 18 or higher your shots bounce off (or through) targets, making an attack on another creature up to 10 feet away from the previous target. This ability can stack up to a number of times equal to your Dexterity modifier per shot.

Blast Shot

At 14th level you can fire an explosive shot that detonates in a 15-foot radius by using two charges. If you are firing at a creature you make the normal attack roll on that creature. They will take the normal attack damage while creatures caught in the blast zone must make a DC 10+(Dexterity modifier) Dexterity saving throw taking normal damage on a failed save or no damage on a successful save.

Unload

At 18th level you gain the ability to charge up the power of your magnums and unleash a full powered attack using all of your ammo. This all out attack deals a number of d8s force damage per ammo expelled, adding your Dexterity modifier to the damage. After using this attack you must use two actions to reload your magnums. This feature can be used once per long rest.

Rifle[edit]

When choosing this subclass you gain proficiency in and receive a long-range two handed rifle that deals 1d10+(Dexterity modifier) force damage at 160/240 foot range, holds 3 charges, and weighs 4 pounds. This weapon is used to pick off the enemies at a safe distance, being able to pick off small enemies with a single shot and deal considerable per turn damage to big baddies.

At 3rd level you have advantage on attacks at creatures who have not taken damage in this combat At 6th level you choose to modify your rifle into a more advanced version, choosing between Combat and Sniper detailed below.

Combat[edit]

When choosing this modification your rifle is modified to work better in the middle of combat, gaining three more charge capacity

Two for One

At 10th level each pull of the trigger fires two shots at the same target while using only one charge. You must roll separately for each shot.

Extra Attack

At 14th level you gain an extra attack action.

Field Wipe

At 18th level expel all of your charges to cover the battlefield with shots. Every enemy creature in range must make a Dexterity save with DC 10+(Dexterity modifier). On a failed save they take a number of d10s equal to the number of charges used force damage, adding Dexterity modifier to the damage, or half as much on a successful save.

Sniper[edit]

When choosing this modification you attach a scope on your rifle, doubling its range to 320/480 and increasing its damage to a 1d12+(Dexterity modifier) force damage.

Headshot

At 10th level you deal critical damage on natural rolls of 19 and 20.

Steady, Aim, Fire

At 14th level if you have not taken damage in the previous round your first attack this turn has advantage.

Execution

At 18th level you can expel all of your charges to unleash a devastating shot with the potential to eliminate a single target. Make a ranged attack roll on a single target. They take a number of d12s equal to the number of charges used, adding your Dexterity modifier to the damage. You must take two turns to ventilate your weapon. This feature can be used once every long rest.

Shotgun[edit]

When choosing this subclass you gain proficiency in and receive a short-range shotgun that deals 3d4+(Dexterity modifier) force damage at 15/30 foot range, holds 6 charges, and weighs 3 pounds. This weapon does not gain disadvantage when shooting a creature within 5 feet of the player. This weapon can be used to deal considerably high damage to enemies who are getting too close.

At 3rd level you find that your weapon is sturdy enough to efficiently hit enemies who are too close when you have no other options. You attach blades to the barrel of your shotgun and gain proficiency on melee attacks made with your shotgun, dealing 1d8+(Strength modifier). At 6th level you choose to modify your shotgun into a more advanced version, choosing between Spread and Slug detailed below.

Spread[edit]

When choosing this modification you modify your gun to fire shattered shots that spread in an area of effect. The range of this weapon is changed to a 15 foot cone. The damage becomes 3d4+(Dexterity modifier) against creatures within 5 feet of the player, decreasing by a damage die for each 5 feet away in the cone a creature is.

Deadly Spread

At 10th level you gain a damage increase, making your shotgun deal 4d4+(Dexterity modifier) force damage.

High Powered

At 14th level there is no longer a damage decrease for the placement of an enemy in your cone of fire.

Glass Cannon

At 18th level you can expel all of your charges to unleash a cone of destruction upon the battlefield. Make a ranged attack on each creature in a 30-foot cone. Those hit take a number of d4s equal to the number of charges expelled, adding your Dexterity modifier to the damage. You must take two turns to ventilate your weapon. This feature can be used once every long rest.

Slug[edit]

When choosing this modification you modify your shotgun to fire high-powered shots that deal high single target mid-range damage. The damage of your gun is increased to 3d6+(dexterity modifier) and the range increases to 30/60 feet.

Blast Back

At 10th level your shots can be used to keep enemies at bay, applying a 10-foot knockback to creatures who fail a DC 10+(Dexterity modifier) strength save.

Blast Down

At 14th level you can use two charges to make your shots knockback and knock prone creatures you hit who fail a DC 10+(Dexterity modifier) strength save.

Blast Away

At 18th level you may expel all of your charges to release a blast wave of shots on every creature within range, making separate attack rolls for each. Those who are hit take a number of d8s equal to the number of charges used, adding your Dexterity modifier to the damage, and must make a DC 12+(Dexterity modifier) Strength save or be thrown 15 feet back, knocked prone, and dazed for one turn. You must take two turns to ventilate your weapon. This feature can be used once every long rest.

Crossbow[edit]

When choosing this subclass you gain proficiency in and receive a mid-range crossbow that deals 1d6+(Dexterity modifier) force damage at 60/120 feet, holds 12 charges, and weighs 2 pounds. This weapon can be used to silently strike down enemies without being noticed.

At 3rd level you find that you are able to move quicker and quieter with the crossbow than other weapons. +5 movement speed and you do not break stealth/invisibility when attacking a creature at least 15 feet away from you. At 6th level you choose to modify your crossbow into a more advanced version, choosing between Needle and Ballista detailed below.

Needle[edit]

When choosing this modification you modify your weapon to be faster and quieter, allowing you to fire several rounds quickly while keeping your noise levels in check. You can now fire three bolts in one attack on the same target and can keep stealthed/invisibility from targets 10 feet and beyond when attacking.

Extra Attack

At 10th level you gain another attack action.

Poisoner

At 14th level your bolts apply the poisoned effect to creatures who fail a DC 10+(Dexterity modifier) Constitution save.

Pin Cushion

At 18th level you may expel all of your charges to unleash a barrage of needles in a 15 foot wide, 100 foot long line. Make a separate attack roll for each creature in range. Those hit take a number of d6s equal to the number of charges used, adding your Dexterity modifier to the damage. They must then make a DC 10+(Dexterity modifier) Constitution save or be blinded with pain for a turn. You must take two turns to ventilate your weapon. This feature can be used once every long rest.

Ballista[edit]

When choosing this modification you change your crossbow so that it is modified for strength over stealth. Your bolts are bigger and more powerful, dealing 1d8+(dexterity modifier) damage each but lowering your stealth/invisibility ability to 20 feet away.

Forceful

At 10th level your bolts now apply a 5-foot knockback on creatures who fail a DC 10+(Dexterity modifier) Strength save on hit.

Puncture

At 14th level your bolts can pierce through enemies in a straight line making a separate attack roll for each enemy in its path. For every creature successfully hit the accurate range the bolt can travel is reduced by 10 feet.

Explosive Finish

At 18th level you may expel all of your charges into a single bolt of volatile energy. Upon contact the bolt explodes into a circle of destruction. The base radius of the blast is 5 feet from the center and increases by another 5 feet for every 3 charges expelled. In addition, the damage of the blast is proportional to the distance from the center a creature is. The center point will take the full damage of a number of d8s equal to the radius of the blast +1, adding your dexterity modifier to the damage. For every five feet away from the center, the damage decreases by a damage die. You must take two turns to ventilate your weapon for further use. This feature can be used once every long rest.

Gun-mage Spell List[edit]

You learn the tricks from the mage's list.

You know all of the spells on the basic Gun-mage spell list.

1st Level

Burning Hands | Color Spray | Command | Entangle | Find Familiar | Fog Cloud | Guiding Bolt | Hunter’s Mark | Inflict Wounds | Magic Missile | Thunderwave | Tasha's Hideous Laughter

2nd Level

Acid Arrow | Alter Self | Blindness/Deafness | Darkness | Gust of Wind | Moonbeam | Ray of Enfeeblement | Scorching ray | Spiritual Weapon | Web | Misty Step

3rd Level

Dispel Magic | Counterspell | Call Lightning | Fireball | Lightning Bolt | Stinking Cloud | Vampiric Touch | Haste|

4th Level

Banishment | Black Tentacles | Confusion | Conjure Minor Elementals | Conjure Woodland Beings | Giant Insect | Ice Storm | Phantasmal Killer | Wall of Fire

5th Level

Cloudkill | Cone of Cold | Conjure Elemental | Contagion | Flame Strike | Hold Monster | Insect Plague | Wall of Force | Wall of Stone

6th Level

Blade Barrier | Chain Lightning | Circle of Death | Conjure Fey | Disintegrate | Flesh to Stone | Freezing Sphere | Harm | Sunbeam | Wall of Ice | Wall of Thorns

7th Level

Conjure Celestial | Delayed Blast Fireball | Finger of Death | Fire Storm | Prismatic Spray

8th Level

Dominate Monster | Earthquake | Incendiary Cloud | Sunburst

9th Level

Meteor Swarm | Foresight | Storm of Vengeance | Wish

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Gun-mage class, you must meet these prerequisites: Dexterity of at least 15 | Wisdom of at least 13 | Tinker's Tools proficiency


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