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As a gun mage, you gain the following class You start with the following equipment, in

features. addition to the equipment granted by your


background:
• (a) military pistol or (b) two small pistols
1d10 per gun mage level • (a) a dungeoneer’s pack or (b) an explorer’s
10 + your Constitution pack
modifier • Leather armor, a bandoleer of 20 bullets, and
1d10 (or 6) + your a gunsmithing kit
Constitution modifier per gun mage level
after 1st

A character who decides to multiclass into the gun


mage class must have both Dexterity and
Light armor
Charisma scores of 13 or higher.
Simple weapons, martial weapons
Gunsmithing kit
Dexterity, Charisma
Choose two from Acrobatics, Arcana,
Deception, Insight, Intimidation, and Perception

— —

1st +2 Pistol Bond, Carve Rune Bullets — — — — — —


2nd +2 Arcane Accuracy, Deft Aim, Spellcasting 2 2 — — — —
3rd +2 Gun Mage Order, Trick Shots 3 3 — — — —
4th +2 Ability Score Improvement 3 3 — — — —
5th +3 Extra Attack 4 4 2 — — —
6th +3 Elemental Runes 4 4 2 — — —
7th +3 Gun Mage Order feature 5 4 3 — — —
8th +3 Ability Score Improvement 5 4 3 — — —
9th +4 — 6 4 3 2 — —
10th +4 Far Shot 6 4 3 2 — —
11th +4 Hail of Bullets 7 4 3 2 — —
12th +4 Ability Score Improvement 7 4 3 3 — —
13th +5 — 8 4 3 3 1 —
14th +5 Improved Elemental Runes 8 4 3 3 1 —
15th +5 Gun Mage Order feature 9 4 3 3 1 —
16th +5 Ability Score Improvement 9 4 3 3 2 —
17th +6 — 10 4 3 3 2 1
18th +6 Manifest Ammunition 10 4 3 3 2 1
19th +6 Ability Score Improvement 11 4 3 3 2 2
20th +6 Gun Mage Order feature 11 4 3 3 2 2
The Gun Mage table shows how many spell slots
At 1st level, you learn a ritual that creates a
you have to cast your spells of 1st level or higher.
magical bond between yourself and one pistol.
To cast one of these spells, you must expend a slot
You perform the ritual over the course of 1 hour,
of the spell’s level or higher. You regain all
which can be done during a short rest. The pistol
expended spell slots when you finish a long rest.
must be within your reach throughout the ritual,
For example, if you know the 1st-level spell
at the conclusion of which you touch the pistol
shield and have a 1st-level and a 2nd-level spell
and forge the bond.
slot available, you can case shield using either
Once you have bonded a pistol to yourself, you
slot.
gain a +1 bonus on attack and damage rolls with
it. Additionally, if it is on the same plane of
existence, you can summon that pistol as a bonus
action on your turn, causing it to teleport You know two 1st-level spells of your choice from
instantly to your hand. the gun mage spell list.
You can have a number of bonded pistols equal The Spells Known column of the Gun Mage
to your Charisma modifier, but can summon only table shows when you learn more gun mage
one at a time with your bonus action. If you spells of your choice. Each of these spells must be
attempt to bond with a pistol beyond this limit, of a level for which you have spell slots. For
you must break one of your previous bonds. instance, when you reach 5th-level in this class,
you can learn one new spell or 1st or 2nd level.
Additionally, when you gain a level in this class,
you can choose one of the gun mage spells you
At 1st level, you begin instinctually carving runes know, and replace it with another spell from the
into your bullets. When you fire one of these gun mage spell list, which also must be of a level
bullets, it counts as magical for purpose of for which you have spell slots.
overcoming resistance and immunity to
nonmagical attacks and damage.
Over a long rest, you can carve up to 20 rune Charisma is your spellcasting ability for your gun
bullets, provided you have access to a gun- mage spells, since your magic is innate. You use
smithing kit. your Charisma whenever a spell refers to your
spellcasting ability. In addition, you use your
Charisma modifier when setting the saving throw
DC for a gun mage spell you cast and when
At 2nd level, when you fire a bullet from a pistol,
making an attack roll with one.
you can expend one spell slot to imbue your shot
with arcane accuracy. Add 2d6 to your attack roll
8 + your proficiency bonus + your
for a 1st-level spell slot, plus 1d6 for each spell
Charisma modifier
level higher than 1st, to a maximum of 5d6.
your proficiency bonus +
your Charisma modifier
Starting at 2nd level, being within 5 feet of a
hostile creature doesn’t impose disadvantage on
attacks you make with a pistol. You can use a pistol as a spellcasting focus for
your gun mage spells.

By the time you reach 2nd level, you have begun


manifesting arcane talents. See chapter 10 for the At 3rd level, while you are wielding a pistol you
general rules of spellcasting. The gun mage spell can use your action to perform one of the
list is included in this document. following trick shots:
• You can shoot at a target’s hand, dealing no
damage but forcing it to drop an object it is
holding unless it succeeds on a Dexterity Starting at 10th level, double the range of any
saving throw. pistol you are wielding.
• You can shoot at a target’s foot, dealing no
damage but pinning it to the floor unless it
succeeds on a Dexterity saving throw. While
Starting at 11th level, you can use your action to
pinned the target has the grappled condition
make a pistol attack against any number of
(escape DC = your trick shot save DC).
creatures within 10 feet of a point you can see
• You can fire a shot safely above a target’s head, within your pistol’s range. You must have
dealing no damage but frightening it for 1 ammunition for each target, as normal, and you
minute unless it succeeds on a Wisdom saving make a separate attack roll for each target.
throw. This effect ends if the target ends its turn
behind cover. If the target succeeds on its
saving throw, you can’t use this feature on it
again for 24 hours. By 14th level, whenever you hit a target with a
rune bullet that deals acid, cold, fire, or lightning
The saving throw DC of your Trick Shots is damage, your attack has a secondary effect
calculated as follows: depending upon the type of damage dealt:
• If your attack dealt damage, any non-
8 + your proficiency bonus
magical armor your target is wearing begins to
+ your Dexterity modifier
corrode, taking a permanent and cumulative –1
penalty to the AC it offers. If your target is
wielding a shield, it can choose for its shield to
When you reach 3rd level, you choose a gun mage take this penalty instead. Armor reduced to an
order that you emulate in the practice of your gun AC of 10 or a shield that drops to a +0 bonus is
style and techniques. Choose the Order of the destroyed.
Arcane Tempest or the Order of the Amethyst • If your attack dealt damage, your target
Rose. Your choice grants you features at 3rd level must succeed on a Constitution saving throw
and again 7th, 15th, and 20th level. against your gun mage spell save DC or its
speed is halved. At the end of each of its turns,
your target receives an additional saving throw
to end this effect.
When you reach 4th level, and again at 8th, 12th, • If your attack dealt damage, your target
16th, and 19th level, you can increase one ability must succeed on a Dexterity saving throw
score of your choice by 2, or you can increase two against your gun mage spell save DC or catch
ability scores by 1. As normal, you can’t increase fire. Until someone takes an action to douse the
an ability score above 20 using this feature. fire, your target takes 1d10 fire damage at the
start of each of its turns.
• If your attack dealt damage, an arc of
lightning leaps from your target, striking the
Beginning at 5th level, you can attack twice,
nearest creature within 15 feet of it, who must
instead of once, whenever you take the attack
succeed on a Dexterity saving throw against
action on your turn.
your gun mage spell save DC or take 2d6
lightning damage. If there are no creatures
within 15 feet of it, the lightning grounds,
By 6th level, whenever you create a rune bullet, dealing 1d8 lightning damage to your target.
you can choose to alter the damage type dealt by
that bullet to one of the following: acid, cold, fire,
or lightning.
Starting at 18th level, when you run out of Consisting mostly of Llaelese nobles, the Order of
ammunition, you begin manifesting bullets of the Amethyst Rose are loyalists devoted to freeing
pure force. These bullets deal force damage occupied Llael. Competent duelists and strategists,
instead of piercing damage. they operate in the shadows, disrupting supply
roads and harrying Khadoran troops with hit-and-
run tactics, all the while emboldening the
common people with tales of their heroism.
Gun mages are a fairly new breed in western
Immoren, though most practice techniques set
down by one of two orders: the Arcane Tempest By 3rd level, you have become an accomplished
or the Amethyst Rose. duelist. When you roll initiative, you gain a
special turn that takes place before other
creatures can act. On this turn, you can draw a
pistol and make a single attack with it.
Founded in Cygnar, the Order of the Arcane
Tempest is a group of elite gun mages trained in
techniques meant to disable enemy warmachines
and wreak havoc on the battlefield. Starting at 7th level, when you reduce a creature
to 0 hit points, you can use a bonus action to offer
terms of surrender to a hostile creature that you
can see and hear. That target must succeed a
Starting at 3rd level, when engaging in two-
Charisma saving throw against your gun mage
weapon fighting with a pair of small pistols, you
spell save DC. On a failure, it is charmed by you
can add your Dexterity modifier to the damage
for 1 hour and willing to follow your directions. If
roll of your second attack.
it can see at least one ally and is not
outnumbered, it has advantage on this saving
throw.
Starting at 7th level, a construct hit by one of your Once you use this feature you can’t do so again
rune bullets that deals lightning damage must until you finish a short or long rest.
succeed a Constitution saving throw versus your
Spell Save DC or be stunned until the beginning of
your next turn.
Starting at 15th level, whenever you are missed
with a ranged attack, you can use your reaction to
make a pistol attack against that creature.
Starting at 15th level, when you hit your target
with a rune bullet that deals lightning damage,
you can choose for your target to take thunder
At 20th level, you challenge a creature that you
damage instead. Rather than an arc of lightning, a
can see within 60 feet of you. If it can hear you
blast of thunder envelops your target and each
and isn’t immune to being charmed, the target
creature within 5 feet of it. Affected creatures
must succeed on a Charisma saving throw against
must succeed on a Constitution saving throw
your gun mage spell save DC or be compelled to
versus your Spell Save DC or fall prone and
duel you. Until one of you is reduced to 0 hit
become deafened for 10 minutes.
points, neither of you takes any damage from or is
affected by attacks or abilities used by creatures
other than the one you are dueling.
At 20th level, when you use Arcane Accuracy Once you use this feature you can’t do so again
while fighting with two pistols, you can apply until you finish a long rest.
your attack bonus to the attack you make with
your secondary pistol, too.
Alarm
Burning Hands
Charm Person
Detect Magic
Disguise Self
Feather Fall
Grease
Jump
Magic Missile
Protection from Evil and Good
Shield
Silent Image
Sleep
Thunderwave
Unseen Servant

Alter Self
Blindness/Deafness
Magic Circle
Blur
Nondetection
Detect Thoughts
Tongues
Enhance Ability
Vampiric Touch
Enlarge/Reduce
Flaming Sphere
Gust of Wind
Invisibility Confusion
Knock Evard’s Black Tentacles
Mirror Image Fire Shield
Ray of Enfeeblement Greater Invisibility
Rope Trick Ice Storm
Scorching Ray Mordenkainen’s Faithful Hound
See Invisibility Otiluke’s Resilient Sphere
Shatter Stoneskin
Silence Wall of Fire
Suggestion

Bigby’s Hand
Blink Cloudkill
Counterspell Cone of Cold
Dispel Magic Dominate Person
Fireball Hold Monster
Fly Mislead
Glyph of Warding Modify Memory
Haste Telekinesis
Hypnotic Pattern Teleportation Circle
Lightning Bolt Wall of Force
You can use light ranged weapons when two-
weapon fighting.

Mechanically, the fighting style remains


unchanged; however, its name is unfitting of the
Iron Kingdoms. It is thus replaced with the
fighting style.

Hours of reloading has honed your reflexes. You


gain the following benefits:
• Increase your Dexterity score by 1, to maximum
of 20.
• You ignore the loading property of crossbows
and firearms with which you are proficient.

The feat is not available to


characters in the Iron Kingdoms.

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