But when gods are involved Now, as attacks batter them from within and without, the credulous are whispering about omens of death and destruction. Just old peasant legends about the gods waking to walk the earth. No modern educated man believes that sort of thing. But they should In a rich, distinctive world that mixes magic with technology, who could stand against mages that control gunpowder and bullets?
When invasion looms Tamas's invasion of Kez ends in disaster when a Kez counter-offensive leaves him cut off behind enemy lines with only a fraction of his army, no supplies, and no hope of reinforcements. Drastically outnumbered and pursued by the enemy's best, he must lead his men on a reckless march through northern Kez to safety, and back over the mountains so that he can defend his country from an angry god, Kresimir.
But the threats are closer to home In Adro, Inspector Adamat wants only to rescue his wife. To do so he must track down and confront the evil Lord Vetas.
He has questions for Vetas concerning his enigmatic master, but the answers will lead Adamat on a darker journey. Who will lead the charge? You must spend 1 Marked Point for each source you detonate. Explosions you create in this way, as well as other features you will gain later, require a saving throw. The DC for these saving throws is calculated as such:. On your turn, you may enter a powder trance, as a bonus action, by ingesting a powder charge and spending 1 Marked Point.
You gain the following benefits:. 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.
When you hit with an attack, you may spend Marked Points to increase the damage dealt by 1d8 for each point you spend.
The damage type is the same as that of the weapon you are using. Additionally, when you make a ranged attack, you may spend 1 Marked Point to double the range of the attack. You commit to a form of specialized powder mage training. You gain features from your archetype at 6th, 10th, 15th, and 17th level. 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 increase two ability scores of your choice by 1.
Your ability to manipulate black powder becomes further refined. Whenever black powder is detonated within range of your Marked Sense, you may use your reaction to change the 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 from a firearm, or to redirect powder that you detonate yourself, for example.
Redirecting this force costs 1 Marked Point for every 10 feet of the radius or length of the explosion. Whenever you use a feature that requires you to spend a Marked Point, you may choose to not spend the point. When you do, you gain one point of exhaustion. Your body's ability to metabolize black powder has become much more refined.
This condition may be blinded, deafened, frightened, or poisoned. Whenever you use this feature, you must spend 1 Marked Point. You become able to push the limits of a powder trance even further than normal. When you enter a powder trance, you may choose to spend 3 Marked Points instead of 1. If you do so, you gain one of the following benefits of your choice, for the duration of your powder trance:. Your senses are always on alert, ensuring you are always 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. 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. Powder mages who ingest a large amount of black powder, or many small amounts in a short period of time, run the risk of a condition known as Powder Blindness.
When a powder mage becomes Powder Blind, they lose the use of two of their powder mage class features, determined by the DM. I will definitely recommend this book to fantasy, fantasy lovers.
Your Rating:. Your Comment:. Succeed and maybe, just maybe, she can begin to work her way back into the field marshal's good graces. A new story set in the world of the Powder Mage trilogy, the most acclaimed and action-packed new epic fantasy series in recent years.
Return to Honor takes place directly following the events of book one, Promise of Blood. She is only protected by her family name and her position as heir to a duchy. When she decides to help a young commoner—a powder mage marked for death, fugitive from the law—she puts her life and family reputation at risk and sets off to deliver her new ward to the safety of Adro while playing cat and mouse with the king's own mage hunters and their captain, Duke Nikslaus.
As a commoner, he is one of very few without noble blood to hold a rank. When he challenges the son of a duke over an insult, the subsequent duel lands him in hot water with the nobility and the royal cabal of Privileged sorcerers.
Tamas is soon drawn into a conflict that goes to the very highest office in the land, and his only ally is the most unlikely of people; a young noblewoman named Erika, who needs Tamas to teach her how to wield her powers as a powder mage.
They range through the swamps of the frontier, cutting off enemy supplies and raiding towns while Taniel hunts the Privileged sorcerers that make the Kez armies so powerful. When a desperate call for help comes from the nearby city of Planth, the Irregulars aren't the only ones to answer and Taniel must deal with another hero of the revolution: Mad Colonel Styke.
But not all is well within the young Fatrastan government, and more hangs on the defense of Planth than Taniel and his companions could possibly know. Sergeant Tamas, a young infantryman in the Adran Army, struggles to keep his squad alive despite the blundering incompetence of their superior officers. Not only does Tamas have the curse of being an ambitious commoner in an army where rank is purchased rather than earned, he is also a powder mage. His magical ability to manipulate gunpowder is frowned upon by officers and feared by Privileged sorcerers.
When the Adran Army is about to give up on the siege of an enemy fortress, Tamas seizes upon the opportunity to prove his worth as a strategist and mage. You add your Wisdom modifier to the attack's damage roll, and the target must make a Wisdom saving throw.
On a failed save, it is frightened of you until the end of your next turn. Shoot From the Hip. When you take the Attack action, you do not suffer disadvantage on attack rolls made this turn against a creature within 5 feet of you. They Shot First. As a reaction when a target you see makes an attack roll against you, you can make your own attack roll so long as they are within range of your weapon.
If your attack roll is higher, the opponent's attack only deals half damage to you if their attack roll hits. In addition, if your attack roll would hit the target, they take damage equal to your Wisdom modifier. Two Bullets. When you make an attack roll, you can make an additional attack roll against another creature within 30 feet of your target. You make this additional attack roll with disadvantage and on a hit you deal the same amount of damage as you did to the original target creature.
A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action the character's choice.
The ammunition of a firearm is destroyed upon use. All firearms require black powder and bullets. When a powder trick requires you to expend another shot of black powder, you must expend the same amount of black powder that the firearm uses, effectively using an extra shot. If you are using a powder trick that is not specific to a firearm, assume that 2 gp will buy 20 shots of black powder.
This document was lovingly created using GM Binder. If you would like to support the GM Binder developers, consider joining our Patreon community. Powder Mage - v. Powder Tricks 3rd-level Powder Mage feature At 3rd level, you learn powder tricks that are fueled by marked points. Quick Draw 18th-level Powder Mage feature At 18th level, your reflexes allow you to get the draw before anyone else.
Powder Tricks To use your powder tricks, the target must be within range of your powder trance, otherwise nothing happens when you expend a marked point.
0コメント