Powder mage

Powder Mage

A powder mage uses black powder and combustion, and spells to send projectiles great distances. Each powder mage is a mighty force to be reckoned with. Unlike other kinds of magic which may overlap, rare is the powder mage who can even learn conventional magic cantrips. 

Powder mages have only started to appear in the last couple of years and it seems to coincide with the discovery of black powder. A powder mage always has black powder on hand and keeps their charges neat and dry. Often a powder mage treats the ritual of preparing their daily charges as a cleric treats their morning prayers and meditations.

Calling upon the power of combustion, the powder mage directs the force through their trusty firearm and blast their foes with fire and lead. With the crack of a powder charge a distant enemy cries out, with the rapid snap of a repeater a fool drops dead, and with the roar of powder drum a wall crumbles.

Class Features

Hit Dice: d10 per Powdermage Level

Primary ability Wisdom

Saving throws Intelligence and Wisdom

Proficiencies

Armor: Light armor, medium armor

Weapons: Simple weapons, martial weapons

Tools:None

Skills: Choose three from Athletics, Insight, Intimidation, Medicine, Perception, Stealth, Survival

Level Table

Level

Proficiency Bonus

Feature

Powder Charges 

1

+2

Powder Propagation, Powder Seal

3

2

+2

Powder Pulse, Powder Sense,

3

3

+2

Powder Guild

4

4

+2

Ability Score Improvement

4

5

+3

Extra Attack

4

6

+3

Powder Pulse Improvement, Powder Guild ability

5

7

+3

Concussive wall

5

8

+3

Ability Score Improvement

5

9

+4

Powder Pulse Improvement

6

10

+4

Powder Guild Ability

6

11

+4

POwder Seal Improvement

6

12

+4

Ability Score Improvement, Powder Pulse Improvement

7

13

+5

Powder Keg

7

14

+5

Powder Guild Ability

7

15

+5

Powder Pulse Improvement

8

16

+5

Ability Score Improvement

8

17

+6

Unstable

8

18

+6

Powder Pulse Improvement

9

19

+6

Ability Score Improvement

9

20

+6

Powder Keg Improvement

10

Powder Propagation

At first level a powdermage calls forth black powder in the form of a powder charge. These charges are small one centimeter cubes. The number of charges a powder mage can summon during a long rest can be found on the powder mage table. On a short rest a powder mage may call forth a number of charges equal to one half (rounded down) the number of charges used since the last rest(a minimum of 1).

Powder Seal

Beginning at first level as a bonus action a powdermage places their own seal on an object of their choice, that they can touch, at no time may an object have more than one seal, this seal lasts 1 hour. The chosen object can channel the power of black powder through it increasing its destructive power by adding 1d8 Bludgeoning Damage. Anyone who uses this object gains the benefit of the seal. Placing a seal uses a powder charge. At level 11 this becomes 2d8 Bludgeoning Damage. 

Powder Sense

At Second level a powder mage gains a natural awareness of black powder and can feel its location within 120 feet or direction within 300 feet. Powder mages gain sharpened perception, this supernatural enhancement includes their own prepared charges. 

Powder Pulse

At second level as a bonus action a powder mage may send a magical pulse through a nearby source of powder consuming it and converting the power into raw kinetic energy. This force can be directed through any item bearing the powder mages seal. The first successful attack roll with a weapon with an active powder pulse will deal an additional 1d6 force damage. This uses a powder charge.  Damage increases to 2d6 at 6th, and at 9th 3d6. At 12th level damage die becomes a 4d6, and at 15th level a 5d6. At 18th Level a powder pulse will deal an additional d12 of fire damage.

Ability Score Improvement

When you reach 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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Concussive Wall

Starting at seventh level, as a reaction to being hit by a melee or ranged attack or spell attack, but before damage is determined, a powder mage can create a concussive wall of energy around themselves by consuming a powder charge and holding it in the air. This dense wall of force will reduce the effectiveness of the attack. When a powder mage creates a concussive wall they gain resistance to bludgeoning, piercing, slashing, force, fire, cold, thunder, acid damage types until their next turn.

Powder Keg

As a bonus action, a powder mage can charge any weapon bearing their seal, so that the next successful attack made with the weapon doubles all damage including seal damage. The Powder mage consumes more black powder than at any other time focusing a massive amount of energy into an object. This uses 3 powder charges. At 20th level a powder mage has well adjusted to the use of such power and now only uses 2 powder charges. 

Unstable

As a bonus action, at 17th level a powder mage may cause their seals to become unstable making the powder charges volatile and hyperactive. This shortens the seals time limit to 1 minute and causes a seal of choice to deal an additional 2d12 damage on all attacks. This uses 2 powder charges.

Guilds:

QuickDraw

The QuickDraw powder guild likes to shoot fast and shoot first. 

Trigger Finger

Starting at Third level, a powder mage of the quick draw guild, as a reaction to another creature taking the attack action, may make a single attack against the target. On a critical hit the target creature makes a Dex saving throw equal to (8 + Wisdom modifier + Proficiency) on failure the target creature misses their attack. 

Hip Fire Accuracy 

Starting at 6th level, the powder mage realizes where the sweet spot of their weapon is and when you take the attack action using a weapon with your powder mage seal, it critical hits on 19 and 20. 

Faster than the Eye Can See

At level 10, the quick draw powder mage is hypersensitive to aggressive motions, as long as they aren’t surprised the powder mage can, as an action, target an enemy’s hands or feet and reduce that targets movement to 0 or prevent them from taking the attack action on their next turn. 

Room Enough for One

At 14th level, a quick draw powder mage knows how to make sure they win every fight. Whenever an enemy makes a ranged attack against the powdermage and misses, the powdermage gains +3 on their next attack roll against that target(this effect only lasts until the end of powdermage’s next turn).

Sniper

The sniper’s powder guild likes to have already hit their target before the target can hear the shot was fired.

All lined up

Starting at 3rd level when a powder mage joins the sniper guild they gain the ability to hone in on a target. Instead of moving, the powdermage focuses on a target and watches them, gaining a tactical understanding of how the target moves, this gives the powder mage +2 on their attack roll against the chosen target. If the target dies the powder mage must watch a new target before getting the bonus again. 

Out of Sight

Starting at 6th level when a sniper powdermage attacks a target that can’t see the powdermage they gain advantage and an additional 1d12 force damage on successful hit. This ability can only be used once on a target. 

Knowing the Conditions

Starting at 10th level the sniper is completely aware of their surroundings when they are ready to fire. They cannot be at disadvantage when attacking a target they are focused on. 

One shot…

Beginning at 14th level as an action a sniper can attempt to hit a specific part of a target creature. The powdermage has a -5 to hit the target creature, If the powdermage succeeds in hitting the target they deal double their powder pulse damage.

Ordinance smith

The Ordinance smith’s guild likes to make explosions… big ones…

Bigger Bang

Starting at 3rd level, when an ordinance smith powdermage places their seal on an item it deals additional 1d4 force damage.

Wait For It

Starting at 6th level, when the ordinance smith powdermage places their seal on an object they may choose to expend a powder charge and detonate the seal entirely and deal 2d12 force damage to all enemy targets in 5 foot radius.

Walking Away

Starting at 10th level, when the ordinance smith chooses to expend their seal for a distance of 30 feet or greater the dentonating seal increases the radius of the explosion to 15 feet and increases the damage to 4 d12.

The Nuclear Option

At 14th level the ordinance smith can choose to detonate their seal at close range. When the powdermage is within 5 feet of the seal detonating the radius becomes 45 feet and deals 8d12 damage to all enemy targets and the powdermage.

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