#Arcane Marksman

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gaunt crag
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Hey, so this started off as a firearms wizard but turned into just a ranged wizard.

https://docs.google.com/document/d/1QRYOLoV5vNfNwcK27QGAadKQR_TVomeo4-dsnW33zlI/edit?usp=drivesdk

gaunt crag
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For those who would rather not go to the google doc, here is the sub class.

Arcane Marksman

Wizards of the Arcane Marksman tradition blend the arcane with the art of ranged weaponry, turning bullets, arrows, and bolts into channels for magical energy. Unlike other wizards who master only spells, Arcane Marksmen enhance firearms, bows, and crossbows with their magic, combining precision shooting with arcane power. On the battlefield, they can fire not just projectiles but spells, using their ranged weapons as conduits for their mystical abilities.

2nd-Level: Arcane Weapon Mastery

At 2nd level, when you adopt this tradition, you gain proficiency with firearms, bows, and crossbows. Additionally, you can use your Intelligence modifier, rather than Dexterity, for attack and damage rolls when using any of these weapons.

You also learn to infuse your ranged weapons with magical energy. As a bonus action, you can expend a spell slot to enhance your weapon.

  • Firearms: When you reload a firearm, you can expend a spell slot to enhance the shots fired until you must reload again. Each infused shot deals an additional 1d4 force damage for a 1st-level spell slot, with the damage increasing by 1d4 for each spell slot level above 1st.
  • Bows and Crossbows: When you infuse a bow or crossbow, the infusion lasts for your next 6 shots fired from that weapon. Each infused shot deals an additional 1d4 force damage for a 1st-level spell slot, with the damage increasing by 1d4 for each spell slot level above 1st.

You can use this feature twice per long rest. Starting at 6th level, you can use this feature a number of times equal to your proficiency bonus per long rest.

The damage die for this feature increases as you gain levels in this class, becoming a d6 at 6th level, a d8 at 10th level, and a d10 at 14th level.

6th-Level: Arcane Stunner

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Beginning at 6th level, when you hit a creature with a ranged weapon attack that has been enhanced by your Arcane Weapon Mastery and choose to deal non-lethal damage, you can attempt to stun the target. The creature must make a Constitution saving throw against your wizard spell save DC. On a failed save, the target is stunned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

You can use this feature a number of times equal to your proficiency bonus per long rest.

10th-Level: Arcane Reload

At 10th level, when you finish a short rest, you can recover a number of expended 1st-level spell slots equal to your Intelligence modifier (minimum of one).

Additionally, you can recover a number of expended 2nd- or 3rd-level spell slots equal to half your proficiency bonus (rounded down).

14th-Level: Arcane Shot

Starting at 14th level, when you fire your ranged weapon infused by your Arcane Weapon Mastery, you can expend one round of ammunition (or one arrow/bolt) to cast a spell that either requires a ranged spell attack or forces the target to make a Dexterity saving throw. The spell is fired from the weapon and uses the weapon’s range.

When casting a spell this way, you can choose to transform one of the spell’s damage types into force damage.