(Class) The Powder Mage - GM Binder

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The drow took a deep breath through her nose.

She could feel


the black powder work through her system, as her senses
clarified. She could smell every goblin within a hundred feet,
The Powder Mage and hear their terrible chattering with unpleasant clarity. She
Marked flashed a grin as she leveled her pistols at the horde and
Proficiency Marked Sense opened fire.
Level Bonus Features Points Range
Power in Powder
Marked Sense, Marked
1st +2
Points, Powder Trance
2 10 ft.
In a world of monsters, gods, and magic, it's hard for an
2nd +2 Floating and Stinging 2 10 ft.
adventurer to find something surprising and new. But while
black powder alone was one thing, powder mages are
3rd +2
Powder Mage
3 20 ft.
something else.
Specialties Powder mages are forces to be reckoned with on the
Ability Score battlefield. Their power comes from their unique ability to
4th +2
Improvement
4 20 ft. manipulate black powder. Every powder mage is able to ingest
a small amount of black powder to enhance their abilities to
5th +3 Extra Attack 5 40 ft. superhuman levels, or even burn it using their willpower and
6th +3 Specialty Feature 6 40 ft. redirecting the force elsewhere. They may use their powers to
redirect bullets, or manipulate the force of explosions.
7th +3 Cumbustion Control 7 80 ft.
Powder mages are deadly efficient with firearms, as well as
8th +3
Ability Score
8 80 ft.
having skill with martial and simple weapons.
Improvement
Improved Powder
Creating a Powder mage
9th +4 9 80 ft.
Trance As you build your powder mage, consider how you came to
10th +4 Specialty Feature 10 160 ft. have your powers. Was it the result of being eperimented on
by a wizard? Or maybe you had some motivation to gain
11th +4 Hidden Reserves 11 160 ft. power, and you made a deal with a demon. Maybe you were
Ability Score born with it and developed the abilities after exposure to black
12th +4
Improvement
12 160 ft. powder. Be sure to discuss the origin of your powder mage
with your DM.
13th +5 Self Medication 13 320 ft Also consider your characters views their own powers. Do
Advanced Powder they revel in their unique abilities, or are they reluctant to use
14th +5
Trance
14 320 ft.
them and seek a way to remove them?
15th +5 Specialty Feature 15 320 ft. Quick Build
16th +5
Ability Score
16 640 ft.
You can make a powder mage quickly by following these
Improvement suggestions. First, Dexterity should be your highest ability
17th +6 Specialty Feature 17 640 ft.
score, followed by Wisdom. Second, choose the soldier
background.
18th +6 Killer Instinct 18 640 ft.

19th +6
Ability Score
19 1280 ft.
Class Features
Improvement
As a powder mage, you gain the following class features
Mastered Powder
20th +6 20 1280 ft.
Trance Hit Points
Hit Dice: 1d10 per powder mage level
Hit Points at 1st Level: 10 + your Constituion modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constituion
modifier per powder mage level after 1st
Powder Mage Proficiencies
A young human steps forward to the barricade and looks out Armor: Light Armor, medium armor
at the advancing force of ghouls. The other soldiers, archers, Weapons: Martial weapons, simple weapons, firearms
give him a curious look. The targets weren't in range yet. The Saving Throws: Strength, Dexterity
young soldier lifted a large metal tube atop his shoulder and lit Skills: Choose two from Athletics, Acrobatics, Intimidation,
the fuse. The ghouls never stood a chance. Perception, Survival, or Investigation
A grizzled dwarf pressed against a fallen tree. Three orcs
were closing in on him. Each from a different direction. He
had no bullets left. No problem.

1
Equipment Floating and Stinging
You start with the following equipment, in addition to the
equipment granted by your background: 2nd-level Powder Mage Feature
leather armor When you hit with an attack, you may spend Marked Points to
(a) a musket or (b) any one-handed firearm increase the damage dealt by 1d8 for each point you spend.
(a) any martial weapon or (b) any simple weapon The damage type is the same as that of the weapon you are
15 rounds of ammunition. using.
Additionally, when you make a ranged attack, you may
Marked Sense spend 1 Marked Point to double the range of the attack.
1st-level Powder Mage feature Powder Mage Specialty
You are able to sense the presence of nearby black powder. 3rd-level Powder Mage feature
The range of this sense is 10 ft, and increases as you gain
powder mage levels as indicated in the Marked Sense Range You commit to a form of specialized powder mage training.
column of the class table. You gain features from your archetype at 6th, 10th, 15th, and
At 5th level, your senses expand to the supernatural, 17th level.
allowing you to cast detect magic at will, without expending a
spell slot. When you cast this spell, the range of its magic Ability Score Improvement
detection is equal to the range of your Marked Sense. 4th-level Powder Mage feature
Marked Points At 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
1st-level Powder Mage feature increase two ability scores of your choice by 1. As normal, you
Powder mages can manipulate black powder through force of can’t increase an ability score above 20 using this feature.
will. Using these abilities costs Marked Points, representing
the mental and physical strain of performing such feats. You Extra Attack
have 2 Marked points, and gain more as you increase in level, 5th-level Powder Mage feature
as represented in the Marked Points column of the class
table. You regain all expended Marked Points after a short or You can attack twice, instead of once, whenever you take the
long rest. Attack action on your turn.
As an action, you may spend 1 Marked Point to detonate a
single source of black powder that you can sense. You may Combustion Control
detonate up to 3 sources at 3rd level, 5 sources at 9th level, 7th-level Powder Mage feature
and 10 sources at 15th level. You must spend 1 Marked Point
for each source you detonate. Your ability to manipulate black powder becomes further
Explosions you create in this way, as well as other features refined. Whenever black powder is detonated within range of
you will gain later, require a saving throw. The DC for these your Marked Sense, you may use your reaction to change the
saving throws is calculated as such: point of origin of the explosion to a point within the range of
your Marked Sense. This feature may be used to nullify a shot
Powder Mage DC = 8 + your proficiency bonus + your from a firearm, or to redirect powder that you detonate
Wisdom modifier yourself, for example.
Redirecting this force costs 1 Marked Point for every 10
Powder Trance feet of the radius or length of the explosion.
1st-level Powder Mage feature Any explosion you redirect with this feature uses your
Powder Mage DC.
On your turn, you may enter a powder trance, as a bonus
action, by ingesting a powder charge and spending 1 Marked Improved Powder Trance
Point. You gain the following benefits:
9th-level Powder Mage feature
You gain a bonus to your attack rolls equal to half your
proficiency bonus. While in a powder trance you gain the following benefits.
Your senses become finely attuned, giving you advantage You gain a bonus to saving throws equal to your
on Wisdom (Perception) checks. You can see up to 1 mile Constitution modifier.
away with no difficulty, able to discern even fine details as Your movement speed increases by 15 ft.
though looking at something no more than 100 feet away
from you. Additionally, dim light doesn't impose
disadvantage on your Wisdom (Perception) checks.
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.
2
Hidden Reserves Optional Rules
11th-level Powder Mage feature
Powder Addiction and Blindness
Whenever you use a feature that requires you to spend a
Marked Point, you may choose to not spend the point. When Powder mages who ingest a large amount of black powder, or
you do, you gain one point of exhaustion. many small amounts in a short period of time, run the risk of a
condition known as Powder Blindness.
Self Medication When a powder mage uses their powder trance or self
medication features, or spends Marked Points to gain
13th-level Powder Mage feature additional powder trance benefits, an amount of times equal
Your body's ability to metabolize black powder has become to half their level (rounded down) + 1 within the same hour,
much more refined. As a bonus action, you may ingest a small they suffer the beginning stages of Powder Blindness.
amount of black powder to cure yourself of a disease, regain When a powder mage becomes Powder Blind, they lose the
hit points equal to 1d10 + your powder mage level, or end a use of two of their powder mage class features, determined by
single condition on yourself. This condition may be blinded, the DM. The feature lost cannot be the Powder Trance
deafened, frightened, or poisoned. Whenever you use this feature, and the powder mage may use lost features while in a
feature, you must spend 1 Marked Point. Powder Trance. The powder mage loses use of an additional
feature for each day that passes without having cured
Advanced Powder Trance themselves of their Powder Blindness.
A powder mage suffering from Powder Blindness may cure
14th-level Powder Mage feature themselves of it by not ingesting any black powder for 2 days,
You become able to push the limits of a powder trance even for each feature the mage has lost use of. Powder Blindness is
further than normal. When you enter a powder trance, you not affected by any effect that grants disease immunity, or the
may choose to spend 3 Marked Points instead of 1. If you do Self Medication feature. If a Powder Blind mage is affected by
so, you gain one of the following benefits of your choice, for a magical effect that cures disease, the powder blindness is
the duration of your powder trance: not cured, but loses effect for the next hour.
If a powder mage does not permanently cure their Powder
You may make one attack as a bonus action. Blindness within 30 days, they lose all powder mage features
You have darkvision for a distance equal to the range of permanently.
your Marked Sense.
You have advantage on one type of saving throw of your Kickback
choice. Powder mages are able to detonate large amounts of black
You don't trigger attacks of opportunity. powder with but a small spark of their will alone. But doing so
Killer Instinct does not come without consequence. If a powder mage uses
marked points to detonate black powder, and the total amount
18th-level Powder Mage feature of damage dice from the detonations is greater than the
powder mage's maximum marked points, they take a number
Your senses are always on alert, ensuring you are always of d4 of psychic damage equal to the difference.
ready to jump into action. When you roll initiative you may
choose to immediately enter a powder trance and put yourself
at the top of the initiative order instead. Once you do so, you
cannot do so again until you finish a short or long rest.
Additionally, you cannot be surprised.
Mastered Powder Trance
20th-level Powder Mage feature
Your body has become strongly attuned to the effects of black
powder. Whenever you finish a long rest, you may choose one
of the benefits you would gain from a Powder Trance. You
gain this benefit without needing to be in a Powder Trance,
until your next long rest.
You cannot choose from the benefits gained from the
Advanced Powder Trance feature.

3
Powder Mage Specialties Bombardier
All powder mages draw power from black powder, but each Some Powder Mages prefer to focus on the raw explosive
has their own specialty. Some prefer the elegance and potential of black powder. They use their powers to disorient
precision of the Bullet Dancer, while others practice the their foes and to manipulate the force of explosions. These
explosive techniques of the Bombardier. And the particularly Powder Mages are known as Bombardiers.
aggressive among them become known as Powder Fiends. Flashbang
Bullet Dancer 3rd-level Bombardier feature
As a Bullet Dancer, you rely on the precise application of black As a bonus action, you may spend 1 Marked Point to burn a
powder. Able to accomplish manuvers that are difficult even small amount of black powder and redirect the force to
for powder mages. You excel at redirecting bullets mid air, disorient a creature within range of your Marked Sense. The
getting as much use out of each one as possible. target must make a Constitution saving throw. On a failed
save, the target becomes blinded and deafened until the end
Always Armed of their next turn.
3rd-level Bullet Dancer feature Once you reach 10th level, this feature affects a 10 ft.
radius around a point of your choosing, rather than a single
You have honed your skills to ensure you are always armed. target. The point must be within range of your Marked Sense.
You now treat bullets as ranged weapons with a normal range This feature uses you Powder Mage DC.
of 20 ft., a long range of 60 ft, and a damage die of 1d8.
Expanded Marked Sense
Quick load 6th-level Bombardier feature
3rd-level Bullet Dancer feature
The range of your Marked Sense is doubled. Also, the amount
You no longer need to load black powder into firearms, saving of black powder sources you can detonate, as per your
you precious time reloading. Firearms that have the loading Marked Points feature, is also doubled.
property now have the reload property instead, requiring
reloading after 1 shot. Shaped Charge
6th-level Bombardier feature
Angle Floating
6th-level Bullet Dancer feature Whenever there is a black powder explosion within range of
your Marked Sense, you may use your reaction to spend 1
You have begun to use black powder to manipulate the Marked Point and choose any number of creatures within the
trajectory of your ranged attacks, and adjust your aim. As a area of the explosion. Those creatures are unaffected by the
bonus action, you may spend 1 Marked Point to ignore the explosion.
effects of One-quarter, half, and total cover on the target of Also, whenever there is a black powder explosion within
your next attack, provided the shot can be fired around said range of your Marked Sense, you may use your reaction to
cover. Shots may be fired around cover, provided the shot choose multiple points within your Marked Sense, spending 1
would not need to travel more than 10 ft. after being Marked Point for every two points chosen. The original
redirected around said cover. explosion's point of origin becomes the chosen points, and the
radii of the new explosions are each equal to that of the
Pocket Shot original divided by the amount of points chosen, rounded up
10th-level Bullet Dancer feature to the nearest multiple of 5.
You are able to interrupt attacks made near you. When a Accelerate
creature you can see makes an attack within range of your 10th-level Bombardier feature
bullet attack, as per your Always Armed feature, you may
spend 1 Marked Point and use your reaction to make a bullet You can dampen the force of black powder explosions to push
attack against that creature. Regardless of whether the attack creatures and objects. You may reduce the damage of a black
hits or not, the target's attack is made at disadvantage. powder explosion that you detonate, or redirect, by 1 or more
dice. When you do so, the creature is pushed 5 ft., plus an
Adjustment additional 5 ft. for each die the damage is reduced by, if they
15th-level Bullet Dancer feature fail their saving throw against the explosion.
When you miss with a ranged attack, you may spend 2 Objects may also be pushed in this way, provided their
Marked Points to reroll that attack. You must use the new roll. weight is less than or equal to 10 lbs. times the number of
dice by which the damage is reduce.
Multi-Float
17th-level Bullet Dancer feature Empowered Detonations
15th-level Bombardier feature
When you make a ranged attack you may spend Marked
Points to make an additional ranged attack for each marked When you roll damage for a black powder explosion that you
point spent. caused or redirected, you may roll any die that roll a one or
two. You must use the new roll.
4
Advanced Shaped Charge Also, your body has adapted to hold on to the high of black Fear
17th-level Bombardier feature powder. Your powder trance now lasts for 1 hour, instead of 1 10th-
minute.
Whenever you use your Combustion Control feature you may While
choose to manipulate the shape of the explosion. You may or frig
change the shape to a cone, a line (5 ft. width), a sphere, or
focused on a single target. Pow
The the new shape may be any size, but cannot exceed the 15th-
size of the original explosion, with the exception of lines. If you Your
change the shape to a line, the line's length may be up to great
double the original size of the explosion, and if the original to you
explosion was a line, the new shape's size may not exceed half Maxim
the length of the line. disea
If you focus the explosion on a single target, all damage
done by the explosion is maximized, and you must spend an Bla
amount of additional Marked Points equal to half the points 17th-
spent to redirect the blast (minimum 1).
You a
Powder Fiend While
Powder Fiends have fully embraced the power of a powder Yo
trance, their strength growing even more than the average W
powder mage from the ingestion of powder. These mages Yo
charge into the fray of battle, headstrong and blades flashing.
Hardened Physique
3rd-level Powder Fiend feature
Your body metabolizes black powder to reinforce your
physique. Upon gaining this feature, choose one of the
following benefits. While in a powder trance, you may spend 1
Marked Point to gain the chosen benefit.
You gain resistance to all damage except psychic damage,
for the duration of your powder trance.
You gain temporary hit points equal to your powder mage
level + your Constitution Modifier.
You regain an amount of hit points equal to your
Constitution Modifier at the start of your turn, while in a
powder trance.
Whenever you gain a powder mage level, you may exchange
your chosen benefit with another.
Powder Fueled Athletics
6th-level Powder Fiend feature
The black powder flowing through you has enhanced your
athletic prowess. Upon gaining this feature, choose one of the
following benefits. While in a powder trance, you may spend 1
Marked Point to gain the chosen benefit.
While in a powder trance, you have advantage on strength
ability checks and saving throws.
While in a powder trance, your AC is equal to 10 + your
Dexterity modifier + your Wisdom modifier, while not
wearing armor.
While in a powder trance, your movement speed is
doubled.
Whenever you gain a powder mage level, you may exchange
your chosen benefit with another.
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