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Arcane Gun Master
\pagebreakNum # Arcane Gun Master Arcane users capable of infusing their magical guns with arcane powers, allowing them to perform amazing feats of accuracy. These gun masters are lone wanderers using their uncanny accuracy to dispatch there enemies. Their unique abilities have been fine tuned through years of training. You wont live to see another day if you find yourself on the wrong end of one of their barrels
##### Arcane Gun Master | Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Spellcasting, Imbue Ammo | 3 | 2 | — | — | — | — | — | — | — | — | — | | 2nd | +2 | Bonded Weapon, Steadied hands | 3 | 3 | — | — | — | — | — | — | — | — | — | | 3rd | +2 | Mark of the Gunslinger, Caught Not Dead | 3| 4 | 2 | — | — | — | — | — | — | — | — | | 4th | +2 | Ability Score Improvement | 4 | 4 | 3 | — | — | — | — | — | — | — | — | | 5th | +3 | Extra attack, Shot of Life | 4 | 4 | 3 | 2 | — | — | — | — | — | — | — | | 6th | +3 | Engrave bullets, Close Quarters | 4 | 4 | 3 | 3 | — | — | — | — | — | — | — | | 7th | +3 | Alertness, Silent Killer | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — | — | | 8th | +3 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — | — | | 9th | +4 | War Magic | 4 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | — | | 10th | +4 | Explosive Runes, Barrier of Haxor | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | — | | 11th | +4 | Atomic glory, Sighting Link | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | — | | 12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | — | | 13th | +5 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | — | | 14th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | — | | 15th | +5 | Improved War Magic, Improved Critical | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | — | | 16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | — | | 17th | +6 | Repeater | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | — | | 18th | +6 | Lob Shot | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | — | | 19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 20th | +6 | Black Bullet | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | — |
## Quick Build You can make an Arcane Gun Master quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution or Dexterity. Second, choose the Outlander background. ## Class Features As a Arcane Gun Master, you gain the following class features. #### Hit Points ___ - **Hit Dice:** 1d8 per Arcane Gun Master level - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per Arcane Gun Master level after 1st #### Proficiencies ___ - **Armor:** light armor - **Weapons:** Crossbow's, Bow's, Dagger, Martial Ranged Weapons, Firearms - **Tools:** tinker's tools and one type of artisan's tools of your choice - **Saving Throws:** Intelligence, Dexterity - **Skills:** Choose two from Acrobatics, Arcana, History, Insight, Investigation, Perception. \pagebreakNum #### Equipment ___ You start with the following equipment, in addition to the equipment granted by your background: - leather armor - *(a)* a scholar’s pack or *(b)* an explorer’s pack - *(a)* Dagger or *(b)* a short bow ### SPELLCASTING You have studied the workings of magic, and how to awaken it within you, gaining the ability to cast spells. #### CANTRIPS At 1st level, you know three cantrips of your choice from the wizard spell list. At higher levels, you learn additional cantrips of your choice, as shown in the Cantrips Known column of the Arcane Gun Master table. When you gain a level in this class, you can replace one of the cantrips you know with another cantrip from the wizard spell list. #### PREPARING AND CASTING SPELLS The Arcane Gun Master table shows how many spell slots you have to cast your Arcane Gun Master spells. To cast one of your Arcane Gun Master spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of Arcane Gun Master spells that are available for you to cast, choosing from the wizard spell list. When you do so, choose a number of wizard spells equal to your Intelligence modifier + your Arcane Gun Master level. The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of Arcane Gun Master spells requires time spent in tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list. #### SPELLCASTING ABILITY Intelligence is your spellcasting ability for your Arcane Gun Master spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an Arcane Gun Master spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an Arcane Gun Master spell you cast and when making an attack roll with one.
**Spell Save DC** =
8 + your proficiency bonus +
your intelligence modifier
**Spell attack modifier** =
your proficiency bonus +
your intelligence modifier
#### RITUAL CASTING You can cast a Arcane Gun Master spell as a ritual if that spell has the ritual tag and you have the spell prepared. #### SPELLCASTING FOCUS You can use any firearm you are proficient with as a spellcasting focus for your Arcane Gun Master spells. \columnbreak #### Imbue Ammo At 1st level an Arcane Gun Master can compress the effect of a spell he knows into a form of a bullet. This process takes 10 minutes per spell level, and materials for casting the spell. The spell must target a single creature. It must also have a casting time of 1 action or 1 bonus action. You can use this bullet as ammunition to deliver the spell as a part of your attack action, which must be stated before the attack roll. The imbued bullet is delivered through their gun, make a ranged weapon attack using the gun. If the ranged weapon attack is successful, the bullet does not deal damage. Instead, the effect of the spell is resolved. If the attack misses, it takes no effect and the imbued bullet is wasted. The ammunition can only be used by a Arcane Gun Master and spells that require a saving throw uses the stats of the caster. A bullet made like this last 24 hours before vanishing. You can hold a number of these bullets equal to your intelligence modifier. At 8th level the number you can carry goes up by your proficiency modifier. #### Bonded Weapon Beginning at 2nd level, you learn the ritual that creates a magical bond between yourself and a gun that has come to you in a dream. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon design must in your mind throughout the ritual along with the equivalent gold cost. At the conclusion of which you create and forge the bond with the weapon. Guns formed this way don't use gunpowder, instead use magic to propel the bullets. Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. You can summon that weapon as an action on your turn, causing it to appear instantly in your hand. You can dismiss your bonded weapon as a free action. You can have up to two bonded weapons, and can summon up to two at a time with your action. If you attempt to bond with a third weapon, you must break the bond with one of the other two. #### Steadied Hands Starting at 2nd level, as your arcane powers grow, the Arcane Gun Master can steel their nerves to aim. As a bonus action you can add a +2 to your next attack roll until the end of your turn. At higher levels, you gain a stronger ability to steel your nerves granting a +5 at 6th level, +10 at 16th level. #### Mark of the Gunslinger Beginning at 3rd level, You can put a bulls eye on one target with a bonus action, this ability functions just like the spell Hunters's Mark except can be cast at the range of the gun, and doesn't use any additional spell slots. You regain your use of this ability after a long rest. At 3rd level it is usable once between rests, at 9th level you gain an additional use of this ability up to a maximum of 2 times between short or long rests. \pagebreakNum #### Caught Not Dead Starting at 3rd level, As an action, you can spend a 1st level spell slot and make a Ranged weapon attack. If the attack hits, the target must make a constitution saving throw against your spell save DC. A creature that failed the saving throw is stunned until the beginning of next your turn. If the creature succeeds on it's saving throw, it is not stunned but it can not make any opportunity attacks until the end of your turn. #### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th, 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. #### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. #### Shot of Life Starting at 5th level, you learn to infuse your life force into your weapon and shoot it to other people. As an action, you can spend a 1st level or higher spell slot to take 1d8 damage, which can’t be reduced in any way and shoot it as a bullet of energy to a target that is within the range of your weapon, healing them a number of hit points equal to the damage you took plus your spell casting ability score. Any Spell slot over first level increases the damage you take by 1d6. At 9th level, you can send up to 2 beams, and at 15th level you can send up to 3 beams to either the same target or different targets. #### Engrave Bullets At 6th level you manage to engrave a volatile explosive runic symbol to your bullets. Your gun damage deals an extra 1d6 damage. The extra damage counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. #### Close Quarters At 6th level you have learned to be just as deadly close up as you are from a far. Ranged attacks made within melee range don't pose disadvantage. You also can ignore the reload of your guns. \columnbreak #### Alertness Starting at 7th level, you can feel the touch of cold, engraved weapon sharpen your senses. As long as you are touching one of your engraved weapons, you are treated as having the Alertness feat. #### Silent Killer Starting at 7th level, you have learned to control the magic that fires your weapon. You can choose one of your weapons, shots with them don't make any noise. #### War Magic Beginning at 9th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. #### Explosive Runes Beginning at 10th level, the Gunmage can write explosive runes upon any surface once a day. The rune takes 5 minutes to write and are triggered by being read (except by the Gunmage himself and anyone he specifically designates). The creature must understand the language you used to write the rune in order to be able to read it. When activated, any creature within 10ft. of the runes must make a Dexterity saving throw against your Gunmage spell save DC or take 3d6 thunder damage. Creatures that succeed on the saving throw takes half damage. The object on which the runes were written also takes full damage (no saving throw). At level 15 the runes take 1 action to write and can be used times equal to your intelligence modifier per long rest. The creature can also read what is written on the rune as long as he can understand and speak at least one language. You regain all expended uses after a long rest. #### Barrier of Haxor At 10th level, the Gunmage creates a magical protective layer over his skin that gives him resistance to the damage of any non-magical ranged weapon attacks. #### Atomic glory At 11th level, the Gunmage's body is filled with the explosive arcane energy. When the Gunmage's hit points reach 0 his body releasing all of his arcane explosive energy against all enemies dealing 8d6 force damage in a 20ft. radius. Enemies can make a dexterity saving throw against your Gunmage spell save DC, on a success, they take half damage. Once activated it takes 3 days for the Gunmage to recover the inner power to use atomic glory again. At level 15 the damage does up 1d6 points of damage, 18 the damage does up 2d6 points of damage, 20 the damage does up 3d6 points of damage. \pagebreakNum #### Sighting Link At 11th level, due to the magical nature of the bonded weapon and the bond that has been forged between the pistol and its master, the master of 7th level or higher can see as if looking out from his pistol’s sights (or the end of the barrel if it has no sights), instead of using his own eyes. This enables the master to aim the pistol without looking, and while blinded without any penalty, allowing for some spectacular trick shots. #### Improved Critical Beginning at level 15 your critical hit range with guns is increased to 19-20. #### Improved War Magic Starting at 15th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action. #### Repeater Beginning at level 17 you learn the Repeater, firing 3 shots from your gun you are holding in rapid succession with an increased critical hit range of 18-20 for these shots, this ability can only be used once per day. After a long rest you regain its usage. #### Lob Shot Starting at 18th level, The Gunmage can use an action to fire an explosive projectile that explodes in a 20ft. radius. Any creature within the area must make a strength saving throw against you spell save DC or take 5d20 force damage, knocked back 40ft., and knocked prone. On a successful save, the creature takes half damage and is not knocked back or prone. Once you use this feature, you can’t use it again until you finish a long rest. #### Black Bullet At 20th level, a Gunmage may call upon help from an otherworldly force to deliver them a deadly bullet once per day. A Black Bullet requires 10 minutes to be summoned. You can carry an amount of black bullets equal to your intelligence modifier. The subject of a Black Bullet must make a Constitution save against your Gunmage spell save DC or die. If the save is successful, the subject still takes 10d10 damage. Creatures with legendary saves or ones that are deemed too powerful to die by this effect by the DM automatically makes their saving throw. Firing a Black Bullet drains the energy of Gunmage, and you are incapacitated until the end of your next turn.
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##### Firearms | Name | Cost | Ammo | Damage | Weight | Range | Properties | |:---:|:---:|:---|:---:|:---:|:---:|:---:| | Pocket Pistol | 25g | 2g (20) | 1d6 piercing | 2 lb. | 20/80 | Reload 1| | Pistol | 250g | 4g (20) | 1d10 piercing | 3 lb. | (30/90) | Reload 8| | Musket | 300g | 5g (20) | 1d10 piercing | 10 lb. | (40/120) | Two-handed, Reload 1| | Pepperbox | 150g | 4g (20) | 1d8 piercing | 5 lb. | (30/90) | Reload 6 | | Fowling Piece | 50g | 5g (5) | 2d6 piercing | 7 lb. | (5/30) | Reload 2, Explosive| | Bad News | 500g | 10g (5) | 2d10 piercing | 15 lb. | (200/800) | Two-handed, Reload 1 |
### Firearm Properties Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons. #### Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 bonus action to reload. You must have one free hand to reload a firearm. \columnbreak #### Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d6 fire damage. If the weapon misses, the ammunition bounces off harmlessly. #### Ammunition All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price. \pagebreakNum ### Spells #### Cantrips (0 Level) - Dragon's Breath - Eldritch Curse - Finger Gun - Mage Fist - Psychic Ammo - Spectral Shield #### Dragons Breath Shot *Conjuration Cantrip* ___ - **Range:** Weapon - **Components:** S, M - **Duration:** Instantaneous ___ As part of the action to cast this spell, you must make a ranged attack with a weapon against one creature within the spell's range. On a hit, the target suffers the weapon attack’s normal effects, and you can cause fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell’s damage increases when you reach certain levels. At 5th level, the ranged attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8). #### Eldritch Curse *Evocation cantrip* ___ - **Casting Time:** 1 action - **Range:** weapon range - **Components:** S, M - **Duration:** 1 round ___ You brandish the weapon used in the spell’s casting and make a weapon attack with it against a creature within weapons range. On a hit, the target suffers the weapon attack’s normal effects and becomes cursed by eldritch energy. If they attack on their turn, they take necrotic damage equal to your spellcasting ability modifier. At Higher Levels. At 5th level, the attack deals an extra 1d8 force damage to the target on a hit. This damage roll increases by 1d8 at 11th level (2d8) and 17th level (3d8). #### Finger Gun *Evocation cantrip* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** S - **Duration:** Instantaneous ___ When casting this spell, you make a finger gun with pointer finger and maybe a thumb to look fancy. You fire a small beam of magic energy towards one object or creature within range that you can see; make a ranged spell attack against your target. On a hit, the target takes 1d8 force damage. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). \columnbreak #### Mage Fist *Evocation Cantrip* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** S - **Duration:** Instantaneous ___ You gather your magic into your fist to add a little weight to your punch. Make a melee spell attack roll against the target. On a hit, the target takes 1d6 force damage and must succeed on a Strength saving throw or be pushed up to 5 feet away from you. The spell’s damage increases by 1d6 at 5th (2d6), 11th (3d6), and 17th (4d6) level. #### Psychic Ammo *Evocation Cantrip* ___ - **Casting Time:** 1 Action - **Range:** Range - **Components:** S, M - **Duration:** 1 Round ___ As part of the action to cast this spell, you must make a ranged attack with a weapon against one creature within the spell's range. On a hit, the target suffers the weapon attack’s normal effects and then the mind becomes sheathed in kinetic energy energy until the start of your next turn. If the target doesn't willingly moves 10 feet or more before then, the target takes 1d8 psychic damage, and the spell ends. This spell’s damage increases when you reach certain levels. At 5th level, the ranged attack deals an extra 1d8 psychic damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8). #### Spectral Shield *Abjuration cantrip* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S, M (A piece of glass) - **Duration:** Concentration, up to 1 minutes ___ ou invoke a minor protective force to ward away harm. You gain a +1 bonus to AC for the duration. \pagebreakNum # Epic Gunmage
##### Epic Gunmage | Level | Proficiency Bonus | Features |Cantrips| 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th| |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 21st | +7 | Epic Boon, Energy Infused Bullets, Trick Shots | 7 | 4 | 3 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | | 22nd | +7 | Arcane Accuracy, Hail of Bullets | 7| 4 | 3 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | | 23rd | +7 | Epic Boon, Improved Injection of Orodor| 7 | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | | 24th | +7 | Improved Mozambique Drill| 7| 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | | 25th | +8 | Epic Boon, Improved Barrier of Haxor| 8 | 4 | 4 | 4 | 3 | 3 | 3 | 2 | 2 | 1 | | 26th | +8 | Empowered Cantrips | 8 | 4 | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | | 27th | +8 | Epic Boon, Weapon Projection | 8 | 4 | 4 | 4 | 4 | 3 | 3 | 3 | 2 | 2 | | 28th | +8 | Reverse Weapon Summon | 8 | 4 | 4 | 4 | 4 | 3 | 3 | 3 | 2 | 2 | | 29th | +9 | Epic Boon, Blindsense | 9 | 5 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | 2 | | 30th | +9 | Singularity Shot | 9 | 5 | 4 | 4 | 4 | 4 | 3 | 3 | 3 | 2 |
#### Epic Boon At 2lst level and every odd level thereafter, you gain the benefits of one Epic Boon. Alternatively, you can instead gain the benefits of a Feat or an Ability Score Improvement (As per the class ability gained at level 4). #### Energy Infused Bullets Starting at level 21, when you run out of ammunition, you begin manifesting bullets of pure force. These bullets deal force damage instead of piercing damage. You can also choose to alter the damage type dealt by your bullets up to a number of your intelligence modifier + proficiency bonus before taking a long rest to one of the following: acid, cold, fire, thunder, or lightning with a following secondary effect depending upon the type of damage dealt: • If your attack dealt acid damage, any non- magical armor it is wearing begins to corrode, taking a permanent and cumulative –1 penalty to the AC it offers. If the target is wielding a shield, it can choose for its shield to take this penalty instead. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. • If your attack dealt cold damage, the target must succeed on a Constitution saving throw against your spell save DC or its speed is halved. At the end of each of its turns, the target receives an additional saving throw to end this effect. • If your attack dealt fire damage, the target must succeed on a Dexterity saving throw against your gunmage spell save DC or catch fire. Until someone takes an action to douse the fire, the target takes 1d10 fire damage at the start of each of its turns. • If your attack dealt lightning damage, an arc of lightning leaps from the target, striking the nearest creature within 15 feet, who must succeed on a Dexterity saving throw against your spell save DC or take 2d6 lightning damage. If there are no creatures within 15 feet, the lightning grounds, causing the initial target to take 1d8 lightning damage. • If your attack dealt thunder damage, a blast of thunder envelops the target and each creature within 5 feet of it. Affected creatures must succeed on a Constitution saving throw versus your Spell Save DC or fall prone and become deafened for 10 minutes. #### Trick Shots Starting at level 21, while you are wielding a pistol you can use your action to perform one of the following trick shots up to number of your dexterity modifier times which recharges on a long rest: • 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 saving throw. • 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 pinned the target has the grappled condition (escape DC = your trick shot save DC). • You can fire a shot safely above a target’s head, dealing no damage but frightening it for 1 minute unless it succeeds on a Wisdom saving 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. \pagebreakNum • You can shoot at a target’s torso, dealing normal damage and pushing the target 10ft away from you unless it succeeds on a Strength saving throw. While pinned the target has the grappled condition The saving throw DC of your Trick Shots is calculated as follows:
**Trick Shot DC** =
8 + your proficiency bonus +
your Dexterity modifier
Trick shots cannot be used together with imbue bullet effects. #### Arcane Accuracy At level 22, you master your targeting skills with your guns. When you fire a Imbue bullets, you have advantage on your attack roll. #### Hail of Bullets At level 22, you can use your action to make a pistol attack against any number of creatures within 10 feet of a point you can see within your pistol’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. This action can not be used more than once a turn. #### Improved Shot of Life Starting at level 23, whenever you use Shot of Life, you only take half the result as damage and the healing is improved equal to your proficiency modifier. #### Improved Repeater Starting at level 24, your Repeater skill now has a critical range of 16-20 for all shots. Any Creature with CR 5 or lower hit by these shots are instantly killed on the spot. #### Improved Barrier of Haxor Starting at level 25, your Barrier of Haxor grants you immunity to force damage and resistance to all forms of magical damage. All non-magical ranged attacks against you have disadvantage. #### Empowered Cantrips At level 26, all your cantrips’ number of dice and dice size are increased by one. Your level one spells are also considered cantrips and no longer consume spell slots. You can use your level one spell slots to cast level two spells. #### Weapon Projection Starting at level 27, as an action you can summon an astral projection of the weapons you are currently wielding (up to two weapons). The weapons mimic your actions, skills and can cast cantrips. These projections last two turns. You need to take a short or long rest in order to use this skill again. \columnbreak #### Reverse Weapon Summon Starting at level 28, as a bonus action you can use Misty step a number of times each to your spellcasting ability modifier per day, without using a spell slot or components. #### Blindsense At level 29, energy radiating from your body and your guns acts like a sonar. You are aware of the location of any hidden or invisible creature within 30 feet of you or your guns. #### Singularity Shot Starting at 30th, after concentrating for ten minutes, you shoot a black marble of energy. The ball stops in the air after traveling 90ft and the containing glass is shattered. The wind starts flowing into the sphere. For the following ten minutes singularity absorbs all magical effects and magics cast in 60ft radius. Effect of any magical item is nullified as long as they are within this range. Any creature that tries to touch the sphere, must succeed in a strength saving throw equal to your spell DC or be completely absorbed by the sphere (Creatures with legendary resistances automatically make this save) leaving nothing behind, they take 20d10 force damage on a successful save and avoid being devoured by the sphere. After the full ten minutes or the sphere absorbs 10 spells (whichever happens first) the singularity expands to 250ft sphere, devouring everything in it’s path before shrinking to nothingness. Anything in this radius is devoured by the sphere, leaving nothing behind. Creatures with legendary resistances take 20d20 damage and pushed to the outer edge of the sphere. The construction of black marble takes a week, 1000gp worth of materials . You can work during your long rest for this item. Each day you work on this item, you lose one permanent hp. On the seventh day you permanently lose another four hp to a total of ten and one level one spell slot. At this point after the hp and spell slot is lost make a tinker’s tools & intelligence check (DC20). On a failed check, the construction lasts another week but does not cost anything else during this process. If the construction of the same item fails at the end of the second week, the sphere explodes causing 20d10 damage to everything in 100ft radius and item is lost. The lost hit points and spell slots can only be restored via a wish spell.
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