# Arcane Traditions The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in the worlds of D&D, with various traditions dedicated to its complex study. The most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into categories called schools. In some places, these traditions are literally schools; a wizard might study at the School of Illusion while another studies across town at the School of Enchantment. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques. ### Spellslinger While few contest the seductive allure of commanding arcane and occult powers, there are those wizards who become obsessed with the natural mysteries of black powder. Combining this emerging technology with their considerable arcane skills, they transform firearms into a powerful focus. #### Firearm Proficiency Starting when you choose this archetype at 2nd Level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms. #### Gunsmith Upon choosing this archetype at 2nd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely intricate and experimental firearms are only available through crafting. #### Arcane Gun Upon choosing this archetype at 2nd level, you finish crafting your first firearm, either a musket or pistol, you are able to magically bond to firearms through a ritual. You perform a ritual over the course of 1 hour, which can be done during a short rest. The firearm must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond, once formed this firearm is referred to as an Arcane Gun. Once you have created an Arcane Gun, you can’t be disarmed of it unless you are incapacitated. If it is on the same plane of existence you can summon it as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two Arcane Guns but can summon only one at a time with your bonus action. If you attempt to create a third Arcane Gun you must break the bond with one of the other two. When wielding your Arcane Gun, you may use it as your spellcasting focus, when you cast any ranged spell attacks you may form them into a Spell Bullet, affecting the spell in the following ways: - Your Spell Bullets may deal piercing damage instead of their normal damage type - Your Spell Bullets range is equivalent to the range of your Arcane Gun - You may add either your Dexterity or Intelligence Modifier to your attack roll for any ammunition fired through your Arcane Gun Spells or other effects which affect normal ammunition fired from your Arcane Gun also affect your Spell Bullets. At 6th level, you may cast any wizard spell with a range that is not self through your Arcane Gun: doing so allows you to use the Arcane Gun’s range for the spell instead of the normal range and allows you to make any spell attacks as ranged weapon attacks. If the spell has a point of origin (such as burning hands or lightning bolt,) its new point of origin is wherever you fire your Arcane Gun. When a Spell Bullet is used to fire a spell, you must roll 1D20 to make sure your Arcane Gun does not misfire. > ##### Arcane Gun Restrictions >While up to DM discretion, it is recommended, that the firearms that can be turned into Arcane Guns be limited, for example not allowing the use of weapons with a range beyond 800 ft to be used as Arcane Guns. > #### Eldritch Marksman At 6th level, when you hit a creature with a ranged weapon attack you can cause the ammunition to explode with mystical energy dealing the same damage type to all creatures nearby. When you do so, spend a spell slot and the creature and each other creature within 10 feet must succeed on a Dexterity saving throw or take 2d6 + 1d6 damage for each spell level higher than 1st, to a maximum of 10d6. On a success, they take half damage, this effect can not be used on a Spell Bullet. #### Seeking Bullets At 10th level, you have become so attuned with your Arcane Gun, that ammunition fired through it seeks out its target, add your Intelligence to damage rolls. \page #### Overcharge Beginning at 14th level, when you cast a spell of 6th level or lower you may maximize the damage dealt, by sending a surge of arcane energy through your Arcane Gun as you fire. However, this surge causes your Arcane Gun to be unstable until you are able to vent the energy during a short rest. As a result, until you take a short rest, add the level of the spell cast in this way to the misfire range of your Arcane Gun. This ability can be used once per Short Rest Based on the Pathfinder archetype of the same name ## Feats ### Firearm Expert Thanks to extensive practice with the firearm, you gain the following benefits: - Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls. - When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a loaded pistol you are holding. ### Advanced Weapon Summoning *Prerequisite: The ability to create Arcane Guns or bond with a weapon* You have practiced bringing your bonded weapons to you to a point that you are now able to bring two one-handed weapons to your hands as a bonus action