I don't have a bullet with your name on it but fireball's addressed to whoever it may concern.
To those unaware of the discovery of black powder, a firearm may seem mystical. An observer could see the fire bursting out of metal tubes, mistaking it for some kind of wizard's spell. Some gunslingers embrace this misconception, combining their marksmanship with arcane prowess.
Spellcasting
When you reach 3rd level, you enhance your credo with the ability to cast spells.
Cantrips
You learn two cantrips of your choice from the
wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots
The Spellcasting table below shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.
Spells Known of 1st Level and Higher
You know three 1st-level wizard spells of your choice, two of which you must choose from the conjuration and transmutation spells on the
wizard spell list.
The Spells Known column of the Spellcasting table below shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the
wizard spell list. The new spell must be of a level for which you have spell slots, and it must be a conjuration or transmutation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard 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
Marksmage Spellcasting Table
| | Spell | slots | per | Spell | Level |
---|
Gunslinger Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
3rd | 2 | 3 | 2 | - | - | - |
4th | 2 | 4 | 3 | - | - | - |
5th | 2 | 4 | 3 | - | - | - |
6th | 2 | 4 | 3 | - | - | - |
7th | 2 | 5 | 4 | 2 | - | - |
8th | 2 | 6 | 4 | 2 | - | - |
9th | 2 | 6 | 4 | 2 | - | - |
10th | 3 | 7 | 4 | 3 | - | - |
11th | 3 | 8 | 4 | 3 | - | - |
12th | 3 | 8 | 4 | 3 | - | - |
13th | 3 | 9 | 4 | 3 | 2 | - |
14th | 3 | 10 | 4 | 3 | 2 | - |
15th | 3 | 10 | 4 | 3 | 2 | - |
16th | 3 | 11 | 4 | 3 | 3 | - |
17th | 3 | 11 | 4 | 3 | 3 | - |
18th | 3 | 11 | 4 | 3 | 3 | - |
19th | 3 | 12 | 4 | 3 | 3 | 1 |
20th | 3 | 13 | 4 | 3 | 3 | 1 |
Flash Reload
When you join this trail at 3rd level, you are able to load your with gun with ammunition pulled from the aether. When you reload your firearm, you can instead choose to reload your it with temporary ammunition, which is only usable for one minute before fading away into nothing. This ammunition deals force damage instead of the firearm's regular damage type. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once) and regain all expended uses when you finish a long rest.
Magic Bullet
Beginning at 6th level, you have learned to shoot your opponents beyond the limits of natural law. If your firearm is ready to fire, you can choose to spend 1 grit point to cast
magic missile at 1st level, consuming the readied round of ammunition as a spell component. The damage type of the spell is instead the damage type of the firearm used. This does not count against your list of learned spells and does not use up a spell slot.
When you use this feature, you do not lose the benefits you gain from Deadeye but you also cannot increase the range to score a critical hit this way.
Scribing Grit
At 10th level, you learn to scribe your enemies with your essence. Whenever you use your Covering Fire, you have advantage on spell attacks against the attacking creature and it has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Additionally, you can use your Covering Fire against spell attacks.
Spell Blasting
Upon 17th level, you are able to infuse your bullets with spells. As an action, you can spend a number of grit points equal to the spell level used to imbue a spell of 1st level or higher into a round of ammunition you are holding. You cast the spell as normal, but the spell effect does not occur until after the ammunition is used in an attack. You can only imbue a spell that affects one creature or a spell that has an area such as a sphere, cloud, or cylinder. The ammunition holds the spell effect until the end of your next long rest or until it is used in an attack that hits.
If you cast a spell that affects one creature, the next time the imbued ammunition hits a creature with an attack, the attack deals damage as normal, and then you resolve the spell's effect against the target. If you imbued a spell that has an area, the creature does not need to be hit for the spell to take effect. Instead, you resolve the spell's effect from the space or creature you targeted. If the ammunition hits a creature, damage is dealt as normal. Once you resolve the spell's effect, the spell vanishes from the ammunition.