This is a very well done supplement. A unique and original take on the sorcerer class, allowing ‘GUNS’ into your game even if you aren’t allowing traditional firearms.
Making the ‘GUN’ to be a spell focus as well as the reason your sorcerer can tap into their otherwise unreachable ability is a brilliant stroke of storytelling.
Leaving the specifics of the ‘GUN’ vague leaves room for each one to be unique to the wielder: from the look to the construction of it.
Having a few abilities tied directly to wielding the ‘GUN’ is nice as well.
Admittedly I am unclear if both abilities are gained or if you choose one to go with your first level cantrip – my house ruling is that at 2nd level, you will get both abilities.
Imagining your spells bursting forth from the ‘GUN’ is a fun addition to the class.
I look forward to trying this out, or having one of my group play it…or perhaps introduce it to them as an enemy…
If you want to add something creative, flavorful and fun to your campaign – then do yourself a favor and grab the ‘GUN’ Mage.
Rating: [5 of 5 Stars!] |