Natural Magical Focus: As a Unicorn you have the capability to funnel your emotions into an action, willing things to happen causing them to, in some form or another, happen, depending on many features about the situation.
Marksman Specialization
At 1st level, you gain a Marksman Specialization. Choose between Dual Pistols, Rifle, Shotgun, or Crossbow all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 18th level.
Spellcasting
Starting at 1st level you gain the ability to infuse spells into your shots, gaining the ability to control a field with the pull of a trigger. When casting a spell you may also fire a shot from your gun. Ranged spells and Self ranged spells can be cast from the end of the barrel of your gun upon firing a shot or you can cast them through the shot when it comes in contact with an object, causing the point of contact to be the center point for your spells. Touch spells may be cast on the shot, activating when the shot makes contact with another object.
Spells Known
You prepare the list of gun mage spells that are available for you to cast, choosing from the gun mage spell list. When you do so, choose a number of gun mage spells equal to your Wisdom modifier + your gun mage level (minimum of one spell). The spells must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your gun-mage spells. You use you Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a gun-mage spell you cast when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Rifle
At 1st level you gain proficiency in and receive a long-range two handed rifle that deals 1d10+(Dexterity modifier) force damage at 160/240 foot range, holds 3 ammo, and weighs 4 pounds. This weapon is used to pick off the enemies at a safe distance, being able to pick off small enemies with a single shot and deal considerable per turn damage to big baddies.
At 3rd level you have advantage on attacks at creatures who have not taken damage in this combat
At 6th level you choose to specialize your gun, gaining features based on your choice. Choose between Combat or Sniper detailed below.
Combat
You modify your rifle to work better in the middle of combat, gaining three more charge capacity
Two for One
At 10th level each pull of the trigger fires two shots at the same target while using only one charge. You must roll separately for each shot.
Extra Attack
At 14th level you gain an extra attack action.
Field Wipe
At 18th level expel all of your charges to cover the battlefield with shots. Every enemy creature in range must make a Dexterity save with DC 10+(Dexterity modifier). On a failed save they take a number of d10s equal to the number of charges used force damage, adding Dexterity modifier to the damage, or half as much on a successful save.
Visionary
Whenever you attempt to conceptualize a repair or an upgrade to a space vehicle that requires special materials, you know of said materials and where to find them, but dependent on the materials or what they will be used for, the DM may rule their rarity/difficulty when it comes to obtaining them. Additionally whenever you attempt to fix a space vehicle, make an upgrade or an addition, you have advantage on the ablilty check being made.
Features & Traits