Sorcerous Origin: Powder Mage

by Anthony Vallozzi

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Sorcerous Origin

Powder Mage

Born with a link to gunpowder itself, what these sorcerers lack in pure power, they greatly make up for in ingenuity. Their connection to gunpowder grants them the ability to detonate it at great distances with the snap of a finger, or control the very energy created by igniting it.

Origin Spells

The following origin spell table applies for those using /u/SwordMeow's excellent Sorcerer, Tweaked.

Powder Mage Origin Spells
Sorcerer Level Spell
1st hunter's mark
3rd conjure powder keg
5th conjure barrage
7th arcane eye
9th conjure volley
11th explosive trap

Smoking Gun

Your innate ability to manipulate gunpowder led you to picking up and practicing with it's namesake. Starting at 1st level, you gain proficiency with renaissance firearms.

Sulfuric Sense

You can sense the presence and exact location of gunpowder within a 1 mile radius of you, even when it's unlit. You add the Ignition cantrip to your list of spells known. Furthermore, you can ignite gunpowder you sense with the Ignition cantrip without line of sight to it, as long as all other conditions of the cantrip are met.

Powder Trance

Starting at level 1, using your bonus action, you can consume a dash of gunpowder igniting a fire in your soul and sending your body into overdrive, you immediately restore 1d6 + your Charisma modifier hit points and gain the following benefits:

  • You have advantage on Strength (Athletic) and Dexterity (Acrobatic) checks.
  • Your base movement speed increases by 10.
  • Due to the inhalation of gunpowder smoke, you regain 1d4 + your proficiency bonus temporary hit points every time you attack with a firearm.

Your Powder Trance lasts for 1 minute. You can enter a Powder Trance twice per long rest. When you finish using your second use of Powder Trance, you must make a Constitution saving throw. On a failure, you become blinded for 1 minute, and make all Wisdom (Perception) checks with disadvantage until you complete a short or long rest.

Powder Magic

At 6th level, you gain the ability to magically alter your firearm attacks, you learn an amount of Powder Magics equal to your Charisma Modifier. If your Charisma Modifier is reduced or increased at any point, you can choose which Powder Magics to forget, or learn.

You can use only 1 Powder Magic option when you attack with a firearm, unless otherwise noted.

Angle Shot. When you make an attack with a firearm targeting a creature behind cover, you can spend 1 sorcery point to ignore the cover completely by creating a magical gunpowder explosion to redirect the bullet.

Float Bullet. When you make an attack with a firearm, you can spend 1 sorcery points to double the range of the attack by magically repeating the explosion which happens in the barrel of the gun as the bullet flies through the air.

Credits

Created by Anthony Vallozzi, you can contact me on reddit as /u/ch33ri000z, or on discord as @Capt Hooks. You can find more of my work here.

Special thanks to everyone in the Discord of Many Things who helped so much.

Art in Order of Appearance

"Powder Mage" by Kadri Umbleja
"Musketeer" by Gabriel Verdon

    Nudge Bullet. When you make an attack with a firearm, before you know whether or not the attack hit, you can spend 2 sorcery points and use a minor gunpowder explosion to slightly alter the bullets trajectory. Doing so allows you to reroll the attack, you must use the new result.

Rapid Fire. When you make an attack with a firearm using your action, you can spend 3 sorcery points to make the attack as a bonus action instead.

Silent Discharge. When you make an attack with a firearm, you can spend 1 sorcery point to silence the attack. When you are hidden from a creature, and miss it with a Silent Discharge, making the attack does not reveal your position.

Split Slug. When you make an attack with a firearm, you can spend 3 sorcery points to split the bullet in two and choose a second target within 10 ft. of the original target to also roll an attack against.

Exert Will

At 14th level, when a fire is caused by the lighting of gunpowder or a spell with gunpowder as a material component, you can use your reaction to cast control flames. By spending 1 sorcery point, you can effect 2 additional 5-foot cubes. For each cube, you may select a different effect from the control flames list. You can spend a maximum of 2 sorcery points during this reaction. The effects you choose to use happen before any damage is rolled.

Lastly, you may add control flames to your list of spells known, if you already know this spell, choose another cantrip available to sorcerers.

Trial by Fire

At 18th level, you can go into a trial by fire when you enter a Powder Trance by spending 5 sorcery points. For the duration, you can act as if your ammunition pouch and bullets are under the affects of the swift quiver spell, and you may add your Charisma modifier as fire damage to each successful attack. Lastly, you can ignore the loading property of any firearm you are attacking with.

Spell Descriptions

Conjure Powder Keg

2nd-level conjuration


  • Casting Time: 1 bonus action
  • Range: 120 feet
  • Components: V, M (gunpowder)
  • Duration: 1 minute

You summon a powder keg on the ground, at a point within range. The keg is a medium object, it weighs 300 pounds and it has an AC of 10. The keg explodes at the start of your next turn, or if it is hit by a firearm or takes fire damage from any source. Each creature within 20 feet of the exploding keg must make a Dexterity saving throw. On a failed save, a creature takes 7d6 fire damage. On a successful save, a creature takes half as much damage. This damage is doubled to structures.

The explosion causes the gunpowder to flare for 1 round, shedding bright light in a 60-foot radius and dim light for an additional 30 feet.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Explosive Trap

6th-level transmutation


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, M (gunpowder)
  • Duration: 8 hours

You magically bind a handful of gunpowder to a point within range, charging it to explode when a creature comes within 5 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 7d10 fire damage on a failed save, or half as much damage on a successful one.

When you cast this spell, you can designate any creatures you choose, and the spell ignores them.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th.

Ignition

Evocation cantrip


  • Casting Time: 1 bonus action
  • Range: 120 feet
  • Components: S, M (gunpowder)
  • Duration: Duration

With a pinch of gunpowder and the snap of your fingers, you create a tiny explosion of flame in a 5-foot-diameter sphere within range. Each creature in the designated space when you cast this spell must succeed on a Constitution saving throw or take 1d4 fire damage.

Ignition sets fire to flammable objects in its area that aren't being worn or carried.

This spells damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

 

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