The Gunmages have been founded on the Wizard tradition. However they have found a way to infuse ammunition with their spells. Twisting small sidearms to use as their spellcasting focus.

Class Features

As a gunmage, you gain the following class features.

Hit Points

Hit Dice: 1d6 per gunmage level
Hit Points at 1st Level: 6 + your Constitution Modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per gunmage level after 1st


Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows, sidearms.
Tools: None

Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion


You start with the following equipment, in addition to the equipment granted by your background:

  • A dagger
  • A small pistol (see Spellcasting Focus )
  • ( a ) a scholar’s pack or ( b ) an explorer’s pack
  • A spell datapad


As a student of arcane magic you have a spell datapad that has basic spells you have gained from your gunmage training.


Modern Magic: San Waterdeep PhantomNimbus