Powder Mage

by DuckDuckMoose

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THE POWDER MAGE

The New Frontiersman

Powder Mage

Magic born to the new era grew in tandem with the changing times. As time and technologies progressed, so did the intricate nature of magics and sorcery. A new sorcery, born of ember, ash, and sulfur ignited the landscape. Those attuned to the "natural" union of magics and science grew to be feared or favored. During the infancy of powder magic those found with the aptitude became known as "Marked." They were hunted down, gathered, and studied in brutal fashion. It wasn't until the fledgling city-nation of Adra found the merits in powder magics, growing the embers into a flame. As years went by, powder mages found haven within Adra. Adra grew and nutured powder magics, becoming powerful off the toils of their powder mages. As a powder mage, you've grown during the golden era for your people. Without the shade of the past to hinder you, you've become powerful in your own right, using your abilities to seek fortunes and favor.

Trained From Youth

Your innate ability to manipulate gunpowder, coupled with the training met upon you by the Powder Mage Cabal has led you to gain proficiency with firearms of all sorts. You also gain proficiency with light and medium armor. You can also use dexterity instead of strength on attack rolls if you have proficiency with the weapon.

Class Features

As a Powder Mage Level, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Powder Mage Level level
  • Hit Points at 1st Level: 12 + Constitution Modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Powder Mage level after 1st

Proficiencies


  • Armor: Light Armor, Medium Armor
  • Weapons: Martial Weapons, Simple Weapons, Firearms
  • Tools: Choose 1 Musical Instrument or Artisan Tool. Choose 1 type of gaming set.

  • Saving Throws: Dexterity, Constitution
  • Skills: Choose two from skills

Equipment

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

  • leather armor
  • (a) a musket and (b) any one-handed firearm
  • (a) any martial weapon or (b) any simple weapon
  • An Explorer's Pack and a shovel

Powder Magics

Powder Cartridge

Your magic is based off the consumption of Gun Powder. Utilizing the same cartridges you use in your rifle, you ingest Powder Cartridges. Your Powder Mage Level + Constitution Modifier + Proficiency Bonus determines how many Powder Cartridges you can use. You regain all uses upon completion of a long rest.

Powder Sense

You can sense the presence and exact location of gunpowder within a 100 ft radius of you, even when it's unlit. This range is increased further to 1 mile if under a Powder Trance. You also gain the spell Detect Magic. If under a powder trance, the range of Detect Magic is increased to 1 mile.

Powder Trance

1st - Level Powder Mage Feature

Starting at level 1, using your bonus action, you can consume Powder Cartridge Point, igniting your blood and fueling your body. you immediately gain 1d6 + your Charisma modifier temporary hit points and gain the following benefits:

  • You have advantage on Wisdom (Perception) checks.
  • You have advantage on Strength (Athletic) and Dexterity (Acrobatic) checks.
  • Your base movement speed increases by 5 x your Dexterity Modifier.
  • There is no disadvantage imposed on Firearms due to range. Shots may only be made within the firearms range unless otherwise stated.
  • You gain Darkvision up to 300 ft if you do not have it already.

Your Powder Trance lasts for 10 minutes. You can enter a Powder Trance equal to your constitution modifier per long rest safely. If you use Powder Trance using a Powder Cartridge Point and have exceeded your safe use allotment, you must make a Constitution saving throw (10.) On a failure, you become blinded for 1 minute, suffer Kick Back and make all Wisdom (Perception) checks with disadvantage until you complete a short or long rest.

Explosive Strength

2nd - Level Powder Mage Feature

Starting at level 2, you can use a Powder Cartridge Point to do the following

  • Add 1d8 force damage to your Melee Attacks that turn.
  • As a bonus action, throw a cartridge towards a target to be detonated in the air. The target must make a Constitution saving throw or be Blinded and Deafened unto the end of their next turn.

Honed Ability

3rd - Level Powder Mage Feature

Starting at level 3, you ignore the loading property on firearms. During a Powder Trance, you are now resistant to Psychic Damage.

Ability Score Improvement

4th - Level Powder Mage feature

At 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. You may also use this to take a feat instead of increasing your ability score.

Extra Attack

5th - Level Powder Mage feature

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Powder Endurance

5th - Level Powder Mage feature

You regain all Powder Cartridge Points on a short rest or a long rest.

Exert Will

6th - Level Powder Mage feature

At 6th level, you gain the ability to magically alter your firearm attacks. You can use only 1 Powder Cartridge Point 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 PCP to ignore the cover completely by consuming the cartridge mentally, turning the bullet into your target.

  • Float Bullet. When you make an attack with a firearm, you can spend 1 PCP 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.

  • Nudge Bullet. When you make an attack with a firearm, before you know whether or not the attack hit, you can spend 1 PCP 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.

  • Suppress Sound. When you make an attack with a firearm, you can spend 1 PCP to silence the attack. Your location will not be revealed to your target, regardless of hit or miss.

Control Combustion

7th - Level Powder mage feature

At 7th Level, you can control all gunpowder found within your powder sense. You can exert control over gunpowder this way equal to your proficiency bonus. You regain all uses upon completing a long rest. You can use this control to:

  • Combust gunpowder mentally, causing a source of gunpowder found within your powder sense to explode. This ability is susceptible to Kick Back.

  • Nullify gunpowder mentally, causing a source of gunpowder found within your powder sense to become inert.

Ability Score Improvement

8th - Level Powder Mage feature

At 8th level, and again 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. You may also use this to take a feat instead of increasing your ability score.

Improved Powder Trance

9th - Level Powder Mage feature

At 9th level, your Powder Trance gains the following benefits:

  • Add your constitution modifier in addition to any other bonuses to your saving throws.
  • Impose disadvantage on attacks of opportunity made against you.

Increased Will

10th - Level Powder Mage feature

At 10th level, you gain additional abilities to magically alter your firearm attacks. You can use only 1 Powder Cartridge Point when you attack with a firearm, unless other noted.

  • Dextrous Attack. If you make a melee attack as part of your turn, you can use 1 PCP make a ranged attack as a bonus action. This does not count towards magically altering your firearm attack, allowing you to additionally alter your shot.

  • Double Tap. You have loaded two bullets into your firearm. If you make a ranged attack and hit, you can use 2 PCP to add another damage die. You must use Double Tap before you make your attack roll.

  • Split Focus. You have loaded two bullets into your firearm. You can use 2 PCP to attack two separate targets with your ranged attack.

  • Air Burst. You launch a cartridge from your firearm in addition to your attack. Using 1 PCP, force your target to make a Constitution saving throw. If your target fails, they become *Blinded and Deafened until the end of their next turn.

Self Medication

11th - Level Powder Mage feature

At 11th level, using 1 PCP, you can ingest gun powder to cure yourself of a disease. You can also use 1 PCP to stop being frightened, poisoned, and deafened.

Ability Score Improvement

12th - Level Powder Mage feature

At 12th level, and again at the 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. You may also use this to take a feat instead of increasing your ability score.

Shaped Combustion

13th - Level Powder Mage feature

At 13th level, you have further control over gunpowder found within your powder sense. When you cause a source of gunpowder to combust, you can shape the explosion however you prefer. This ability is susceptible to Kick Back

Deflect or Destroy

14th - Level Powder Mage feature

At 14th level, as a reaction you can use 1 PCP point to deflect or destroy a ranged attack made against you. You must be able to see the attacker to use this ability. You can deflect an incoming missile up to 90 degrees, or destroy completely.

Powder Tolerance

15th - Level Powder Mage feature

Double the bonuses when calculating the amount of Powder Cartridge points you have. You no longer suffer from the any negative effects from Powder Trance.

Ability Score Improvement

16th - Level Powder Mage feature

At 16th level, and again at 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. You may also use this to take a feat instead of increasing your ability score.

Become Death

17th - Level Powder Mage feature

At 17th Level, when you enter your Powder Stance gain the following:

  • Your attacks can critical on a roll of 18-20.
  • Add your Constitution modifier to your damage rolls.

Critical Aim

18th - Level Powder Mage feature

All other distractions become mute. You fall deep into your Powder trance, focusing completely on your target. At level 18, while in a Powder Trance, prepare an attack on a target. On your next turn, your ranged attack will automatically hit the target at a precise weak point. This attack deals 8d20 force damage and cannot be negated or resisted. A medium or small sized creature will be knocked prone if they survive this attack. A creature larger than medium can be either blinded or deafened until the end of their next turn. You cannot use this ability again until you finish the Powder Trance.

Ability Score Improvement

19th - Level Powder Mage feature

At 19th Level, you can increae 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. You may also use this to take a feat instead of increasing your ability score.

Perfect Trance

20th - Level Powder Mage feature

At 20th Level, your body has become strongly attuned to the effects of black powder. Whenever you finish a long rest, you may choose one of the benefits you would gain from a Powder Trance. You gain this benefit without needing to be in a Powder Trance, until your next long rest.