![]() ![]() ![]() ![]() You use you Wisdom whenever a spell refers to your spellcasting ability. Wisdom is your spellcasting ability for your gun-mage spells. 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. You can change your list of prepared spells when you finish a long rest. Casting the spell doesn't remove it from your list of prepared spells. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or 2nd-level slot. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. The spells must be of a level for which you have spell slots.įor example, if you are a 3rd-level gun mage, you have four 1st-level and two 2nd-level spell slots. When you do so, choose a number of gun mage spells equal to your Wisdom modifier + your gun mage level (minimum of one spell). You prepare the list of gun mage spells that are available for you to cast, choosing from the gun mage spell list. Your chosen gun counts as a Arcane focus for your spells. When casting a spell you may also fire a shot from your gun. 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. This takes one action to ventilate and recharge charges. These charges can be replenished by ventilating, or cooling down, the weapon. 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. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 18th level. Choose between Dual Pistols, Rifle, Shotgun, or Crossbow all detailed at the end of the class description. If you are using starting wealth, you have 5d4x10 gp in funds.Īt 1st level, you chose a Marksman Specialization and receive a weapon type in relation to your choice.( a) burglar's pack or ( b) explorer's pack.( a) tinker's tools or ( b) one gaming set.( a) two daggers or ( b) one shortsword.You start with the following equipment, in addition to the equipment granted by your background: 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 1stĪrmor: 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 Third, choose two daggers, chain shirt, and the explorer's pack.Īs a Gun-mage you gain the following class features. Second, choose the Mercenary Veteran background. First, Dexterity should be your highest ability score, followed by Wisdom. You can make a gun-mage quickly by following these suggestions. 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. One such advancement was the creation of magic based firearms that used the stone's regenerative power to fire focused projectiles. His findings on what he began to call charge-stones led to a significant increase in technological advancement. What he discovered was the crystals had a natural regenerative energy that could be elementally charged with the proper ritual. He collected several of them and returned to his lab to begin experimentation. ![]() 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. ![]()
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