Arcane Blasters

Typically, only spellcasters can cast reality-altering magic. Now, with the creation of spell blasters, anyone can. From warriors to concerned citizens to your grandmother, this weapon is an equalizer against magical monsters and criminals.

Blaster Rules

Unlike normal ranged weapons, do not add your Dexterity modifier to the damage unless the spell says to add your spellcasting ability modifier.

If you have multiple attacks when you take the Attack Action, you can make one shot for every attack unless otherwise specified.

Whenever shot, the sound of a blaster is audible out to 50 feet. This can be used to pinpoint the location of a shooter.

The range and damage is listed in the spell ammunition used, unless otherwise specified. However, unless otherwise specified, the damage is treated as the lowest level possible.

Unless otherwise specified, reloading takes an action and clips come in packs of 20 shots. However, once loaded, a blaster does not need to reload until all shots in a clip are used. Spellcasters can make ammunition, producing 40 rounds after a long rest or 10 rounds after a short rest.

Blaster Types

The following are the different enhancements possible on blasters thus far. They are based off of the sorcerers meta-magic feature, although they do not require sorcery points. For the time being, you cannot have two attachments.

Carbine - 75 gp

Just a plain blaster, this is the most common spell shooter out there. Cheap, reliable, and plain.

Sniper - 200 gp

Distant Spell - double range of spell or from touch to 30 feet.

Silenced - 100 gp

Subtle Spell - change sound from the normal 50 foot boom to a 5 foot snap. This is useful for assassination or hiding your location when in battle.

Disrupter - 150 gp

Heightened Spell - save disadvantage.

Heavy - 150 gp

Empowered Spell - treat ones on damage dice as twos.

Light - 100 gp

Quickened Spell - one attack as bonus action.

Double Barrel - 150 gp

Twinned Spell - two targets. Half range.

Enhanced - 250 gp

Your spell damage is based on your level (1st, 5th, 11th, 17th). However, when you take the Attack Action, you can only make one shot no matter how many attacks you normally get.

Ammunition

Prices listed are for clips of 20 shots or bombs.

Acid Splash - 5 gp

One or two targets in 5 feet of each other, 60 feet of shooter. Deals 1d6 Acid damage on a failed Dexterity save.

Chill Touch - 5 gp

Range of 120 feet, deals 1d8 Necrotic damage and the target cannot heal for 1 round. If Undead, disadvatage on attack rolls until the end of shooters next turn.

Eldritch Blast - 2 gp

Deals 1d10 Force damage to a target in 120 feet.

Fire Bolt - 3 gp

Deals 1d10 Fire damage to a target in 120 feet. Flammable.

Frostbite - 5 gp

One target in 60 feet, target makes a Constitution save or takes 1d6 Cold damage and has disadvantage on its next weapon attack rol1 before the end of its next turn.

Lightning Lure - 4 gp

One target in 15 feet makes a Strength save or is pulled 10 feet towards the shooter, taking 1d8 lightning damage.

Magic Stone - 2 gp

One target in 60 feet takes 1d6 plus your Dexterity modifier Bludgeoning damage on a hit.

Poison Spray - 5 gp

One target in 10 feet makes a Constitution save or takes 1d12 poison damage.

Ray of Frost - 4 gp

One target in 60 feet takes 1d8 Cold damage and their speed is reduced by 10 feet until the start of the shooters next turn.

Sacred Flame - 7 gp

One target in 60 feet makes a Dexterity save against 1d8 Radiant damage. Cover does not protect against this.

Shocking Grasp - 4 gp

1d8 Lightning damage and no reactions on a hit, shooter gets advantage on attacks against primarily metal targets.

Thunderclap Bomb - 6 gp

In the shape of a small sphere, this bomb can be thrown 60 feet as an action, detonating upon landing. All in 5 feet of the bomb must make a Constitution save against 1d6 Thunder damage. The explosion is audible 100 feet out. Roll 1d6-1 to determine how far off target the bomb lands (DM discretion).

Base Information

Cantrip Blaster - Requires Attunment - a ranged weapon that shoots magical ammunition. It has the following properties: Ammunition, Loading, Range, and Two-Handed. No one starts with proficiency in Arcane Blasters. Training to become proficient requires triple the time and gold.