# Powder Mage A young human steps surveys a battlefield from a high cathedral. He takes out a small charge of powder from his belt and squeezed it on to his tongue. His senses sharpen and he can see details of every soldier effortlessly. He quickly identifies a high ranking officer a mile away, and sights down his musket. Pulls the trigger. A grizzled dwarf pressed against a fallen tree. Three orcs were closing in on him. Each from a different direction. He only had one bullet left. No problem. The drow took a deep breath through her nose. She could feel the black powder work through her system, as her senses clarified. The goblin's club bounced off her arm. She flashed a grin as she leveled her pistols at the horde and opened fire. ### Power in Powder Powdermages are forces to be reckoned with on the battlefield. Their power comes from their unique ability to utilize black powder. Every powdermage is able to ingest a small amount of black powder to enhance their abilities to superhuman levels, or even burn it using their willpower and redirecting the force elsewhere. They may use their powers to redirect bullets, or manipulate the force of explosions. Powdermages are deadly efficient with firearms, as well as having skill with martial and simple weapons. They can also use tinkering tools to make ammunition, or even weapons if they are skilled enough. ### Creating a Powdermage As you build your powdermage, consider how you came to have your powers. Was it the result of being eperimented on by a wizard? Or maybe you had some motivation to gain power, and you made a deal with a demon. Maybe you were born with it and developed the abilities after exposure to black powder. Be sure to discuss the origin of your powdermage with your DM. Also consider your characters views their own powers. Do they revel in their unique abilities, or are they reluctant to use them and seek a way to remove them. #### Quick Build You can make a powdermage quikly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom, unless you wish to delve deeper into tinkering, in which case make Intelligence your secondary ability. Second, choose the soldier background. \page ## Class Features As a powdermage, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d10 per powdermage level - **Hit Points at 1st Level:** 10 + your Constituion modifier - **Hit Points at Higher Levels:** 1d10 (or 6) + your Constituion modifier per powdermage level after 1st #### Proficiencies ___ - **Armor:** Light Armor - **Weapons:** Martial weapons, simple weapons, firearms - **Tools:** Tinkerer’s Tools ___ - **Saving Throws:** Strength, Constitution - **Skills:** Choose two from Athletics, Acrobatics, Intimidation, Perception, Survival, or Investigation #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - leather armor - *(a)* a musket or *(b)* any one-handed firearm - *(a)* any martial weapon or *(b)* any simple weapon - A Tinkerer’s Kit and 15 rounds of ammunition
### Fighting Style At 1st level, you adopt a particular fighting style. Choose one of the following options. #### Duelist When you are wielding a firearm in one hand and no other weapons, you gain a +1 bonus to damage rolls with that weapon. #### Nimble Shooter As long as you are wearing armor you gain a +1 bonus to your AC. #### Rifleman When you roll a 1 or 2 on a damage die for an attack you make with a two handed firearm, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
##### The Powdermage | Level | Proficiency Bonus | Features | Powder Trance Damage Bonus| |:---:|:---:|:---|:---:| | 1st | +2 | Powder Charge Burning, Powder Trance, Gunsmith | +1 | | 2nd | +2 | Fighting Style | +1 | | 3rd | +2 | Powdermage Specialty | +1 | | 4th | +2 | Ability Score Improvement | +1 | | 5th | +3 | Extra Attack,Eagle Eye | +1 | | 6th | +3 | Specialty Feature | +2 | | 7th | +3 | Powder Trance Clarity | +2 | | 8th | +3 | Ability Score Improvement | +2 | | 9th | +4 | True Shot | +2 | | 10th | +4 | Specialty Feature | +2 | | 11th | +4 | Powder Crazed | +3 | | 12th | +4 | Ability Score Improvement | +3 | | 13th | +5 | Superhuman Speed | +3 | | 14th | +5 | Superhuman Endurance | +3 | | 15th | +5 | Punish Without Distinction | +3 | | 16th | +5 | Ability Score Improvement | +3 | | 17th | +6 | Specialty Feature | +4 | | 18th | +6 | Shoot First | +4 | | 19th | +6 | Ability Score Improvement | +4 | | 20th | +6 | Know We are Lions | +4 |
#### Pistolero You can wield two pistols, one in either hand, and make a bonus attack with the second one. However, you only add half of your proficiency bonus(rounded down) to the second attack. you also do not add your dexterity modifier to the damage roll of the bonus attack #### Crackshot you gain +2 bonus to attack rolls you make with all firearms \page #### Bayonet Fighter You are proficient fighting with a weapon attached to your firearm(s). When making a melee attack with a weapon attached to a firearm you gain +2 to damage. ### Powder Charge Burning Powdermages can manipulate, and even consume, black powder to enhance their abilities and accomplish great feats. When a powdermage uses powder charges in this way, it is called "burning". You may only burn an amount of powder charges equal to your Wisdom modifier + your proficiency bonus, per long rest. Having no more burns left means you have reached burn out. Some of your powder charge features require your target to make a saving throw to resist the features effects. The saving throw DC is calculated as follows: **Powdermage Feature save DC** = 8 + your proficiency bonus + your Wisdom modifier ### Powder Trance On your turn, you may enter a powder trance by inhaling a powder charge as a bonus action. You gain the following benefits if you are not wearing heavy armor: - When you make a ranged attack using Dexterity, you gain a bonus to the damage roll that increases as you gain levels as a Powdermage, as shown in the Trance Damage column of the Powdermage table. - You have resistance to bludgeoning, piercing, and slashing damage If you are able to cast spells, you can't cast or concentrate on them while in a powder trance. Your trance lasts for 1 minute. It ends early if you are knocked unconscious. You can also end your trance on your turn as a bonus action. Using this feature counts as burning a powder charge. ### Gunsmith You are able to use Tinkerer’s Tools to craft ammunition, repair damaged firearms, or even draft and create them and other devices (DM’s discretion). ``` ```
### Powdermage Specialty At 3rd level you commit to a form of specialized powdermage training. You gain features from your archetype at 6th, 10th, and 17th level. ### 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. ### Eagle Eye Upon reaching 5th level, when in a Powder Trance, you can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks. ### Powdermage Clarity Once you reach 7th level, you can’t be surprised while in a Powder Trance. Additionally, when you enter a Powder Trance you gain advantage on your next attack. Also, you gain proficiency in the Perception skill. If you are already proficient in Perception then you gain expertise instead. ### True Shot After reaching 9th level, when you make an Attack action using a firearm, you may expend three powder charges to automatically deal your weapon damage to a target. You may use this feature to attack creatures you cannot see, but are within range. If your line of sight to the target is blocked, the bullet must be able to move through or around the obstacle. ### Powder Crazed Starting at 11th level, your dependence on black powder can help you resist even the most lethal harm. If you drop to 0 hit points while in a powder trance and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10. ### Superhuman Speed At 13th level, you can push yourself past the limits of normal speed. Your movement speed increases by 15 feet, while in a powder trance. Additionally, you can reload firearms as a bonus action while in a powder trance. \page ### Superhuman Endurance After reaching 14th level, if you are ever paralyzed, stunned, incapacitated, poisoned, or blinded; you can choose to end the effect. If you use this feature, you burn a powder charge. ### Punish Without Distinction Once you have reached 15th level, your ability to manipulate bullets has evolved to make your critical hits even more potent. When you get a Critical Hit with a firearm, you may use the same bullet to make two additional attacks against any targets within 60ft of the original target, including the original target. These attacks use the damage dice, attack bonus, and damage bonus of the weapon they were fired from. Critical Hits on these additional attacks do not trigger Punish Without Distinction. ### Shoot First After reaching 18th level, you can push your initiative beyond your usual abilities. When you roll initiative you may choose to enter a Powder Trance instead and put yourself at the top of the initiative order. You may only use this feature once per long rest. ### Know we are Lions Upon reaching 20th level, when you roll initiative and if you have reached burn out, you regain the ability to burn 2 more charges. ## Powdermage Specialties All powdermages draw power from black powder, but each has their own specialty. Some prefer the elegance and precision of the Bullet Master. Others practice the explosive techniques of the Bombardier. Others live dangerously on the edge of their trances with the Powder Junkie. ### Bullet Master As a Bullet Master, you rely on the precise application of black powder. Able to accomplish manuvers that are difficult even for powdermages. You excel at redirecting bullets mid air, getting as much use out of each one as possible. #### Vector Shift Upon taking this Specialty at 3rd level, you have begun to use black powder to manipulate the trajectory or your bullets. When you make a ranged attack with a firearm you may consume one powder charge to make an additional attack with the same bullet against any targets within 60ft of the original target, including the original target. When you make this attack, use the damage dice, attack bonus, and damage bonus of the weapon the bullet was fired from. You may only use this feature once per turn. #### Pocket Powder! Starting at 6th level, if an opponent strikes you with a melee attack, you can use your reaction to discharge a round directly from your ammo belt. You automatically disengage and can move 5ft in the direction of your choice without incurring an attack of opportunity from other enemies in melee range. The enemy must make a Dexterity saving throw or they take 2d6 piercing damage. To use this feature you must burn one Powder Charge. #### Covering Fire At 10th level, you gain the ability to cover your allies so they may maneuver safely. By burning 1 powder charge, you can use your reaction to make a ranged attack with a firearm, then redirecting the bullet around the battlefield randomly. Until your next turn, any allies within 20 ft of the target may move on their without incurring attacks of opportunity. You may burn additional powder charges to increase the radius of the effect by 10 feet for each additional powder charge. #### Extra Powder Burning At 10th level, you can take a short rest to regain half of your burn amount rounded down regaining at least one. so, (wisdom modifier + your prof. bonus)/2. #### Improved Punish Without Distinction Starting at 17th level, you can spend your bonus action to trigger Punish Without Distinction on a successful ranged attack. Using this feature burns three Powder Charges. ### Bombardier Some Powdermages prefer the raw explosive potential of black powder. They use their powers to disorient their foes and to manipulate the force of explosions. These Powdermages are known as Bombardiers. #### Flashbang Starting at 3rd level, you may burn one Powder Charge to disorient a creature. The target must make a Constitution saving throw. On a failed save, the target becomes blinded and deafened until the end of their next turn. #### Lil’ Banger Starting at 6th level, if you make a successful ranged attack you can make the projectile explode. The target must make a Strength saving throw. On a failed save, the target is knocked prone. To use this feature you must burn one powder charge. #### Combustion Disipline Upon reaching 10th level, you can exert control over explosives. When you make an attack with a weapon that has the ***explosive*** property, if you or an ally are caught in the blast they have advantage on the saving throw to avoid damage. Additionally, after making a successfull attack with a weapon that has the ***explosive*** property, you may burn three powder charges to impose disadvantage on saving throws made by enemies against the explosion. #### Hardened Physique At 17th level, black powder has enhanced your ability to resist certain conditions. You are immune to being deafened, and you have advantage on saving throws against effects that would blind you, knock you prone, or push you. ### Powder Junkie As a Powder Junkie your use of black powder borders upon dangerous But you have harnessed it's ability to push yourself to extreme levels of physical ability. \page #### That's the stuff When taking this Specialty at 3rd level you have the ability to push yourself farther into a trance. You can now add trance damage to melee attacks, using strength or dexterity. You can also inhale an extra charge to increase your trance damage by 1. But, by doing so you must make a Constitution saving throw DC 15 or go powder blind. You go powder blind after your trance ends and gain disadvantage on all rolls until you complete a short rest. Entering another trance while powder blind suspends the affects of powder blindness unitl the end of the trance where you resume being powder blind. #### Extra Fighting Style At 6th level you can choose a second Fighting Style from the Powder Mage Fighting Style list. #### Powder Surge Starting at 10th level, on the turn you enter a powder trance you can ingest an additonal powder charge to take one additonal action on top of your regular action and a possible bonus action. by using this feature you must make a DC 15 Constitution saving throw or gain the effects of powder blindness. #### Healing Drug Starting at 17th level, you can ingest a powder charge to regain hit points equal to 1d10 + your powder mage level.