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Blackbando

Bullet Heart Sorc

Apr 10th, 2019
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  1. ### Bullet Heart
  2. Your magic comes from a new kind of technology, known as firearms, and you blend the various bullets that they shoot with your mana. You might have acquired your magic from surviving a bullet that pierced your heart, and stuck inside of it, the latent gunpowder corrupting your blood, or perhaps at a young age you were bathed in gunpowder for months on end. Some bullet heart sorcerers gain their powers from attempted suicide, and view the shot that was supposed to be fatal, but yet gave them power, as a "savior" of sorts, viewing firearms as divine blessings.
  3. #### Bonus Proficiencies
  4. When you choose this origin, at 1st level, you gain proficiency in all exotic weapons with the *firearm* property. You can also use weapons with the *firearm* property as spellcasting focuses for your sorcerer spells.
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  6. You also gain a single non-magical firearm of your choice, which is somehow connected to your origin as a bullet heart; it might be the weapon you attempted to shoot yourself with, or it could've been a gift from your parents who influenced your powdery mana.
  7. #### Spellslinger
  8. At 1st level, you learn how to deliver spells through bullets. When you cast a sorcerer spell or cantrip while using a firearm as a spellcasting focus, you can make a ranged spell attack with the weapon's short and long ranges, instead of the spell's normal range. You cannot use this feature on spells with a range of Self.
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  10. If you use this feature on a spell that requires a saving throw rather than a spell attack, then the creature you hit with the attack automatically fails its saving throw. If it would affect multiple creatures, then the spell originates from the target, such as being the point the 20-foot sphere of *fireball* is centered on. Lastly, if the attack is a critical hit, then only the initial target takes twice as much damage.
  11. #### Gun Turret
  12. Beginning at 6th level, your connection to firearms allows you to magically create a walking one, as a bonus action, by expending 3 sorcery points. When you do so, you choose a point within 60 feet, and a turret appears at that space. The turret is a Medium creature with hit points equal to 3 x your sorcerer level, an AC of 15, and immunity to psychic and poison damage.
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  14. When you first summon the turret, and on any of your subsequent turns as a bonus action, you can choose for it to cast any sorcerer cantrip you know, as if you cast it. You can also have the turret move up to 20 feet when you command it. The turret disappears after 1 minute, after it is reduced to 0 hit points, or after you summon a second turret.
  15. #### Deflect Bullets
  16. Starting at 14th level, all sorts of ammunition bow down to your command. When you are hit with a ranged weapon attack, you can use your reaction to reduce the damage by an amount equal to 2 x your sorcerer level. If you reduce the damage to 0, you can expend 1 sorcery point as part of the same reaction to transmute the weapon into a bullet, and make one ranged weapon attack using a firearm on the attacker.
  17. #### Headshot
  18. By 18th level, you know just where to aim to kill someone instantly. When you cast a sorcerer spell of 3rd level or lower with your Spellslinging feature, you can choose for the attack to automatically be a critical hit, rather than rolling.
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  20. After using this feature, you must take a long rest before doing so, again.
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