Base Class: Wizard
Legends tell of a gunslinging mage, who could cast a barrage of spells at you before you could even blink. Very few know this mage, and even fewer have studied his tradition.
The Spellslinger started as a family tradition between a mage and his sons, passed on to only a select handful of protégés and students. This rare tradition focuses solely on the speed and accuracy of cantrips rather than the casting of big spells. Flourishing cantrips on the fly to best adapt to any occasion is also a common practice in the spellslinger tradition.
Those few who’ve actually seen a spellslinger in combat, remember only the blurred motion of a firearm and a cascade of arcane energy.
Arcane Gunslinger
When you adopt this tradition at 2nd level, you gain proficiency with Tinker’s Tools and firearms. You can now also channel your magic through a firearm to use as your spellcasting focus.
While using a firearm as your spellcasting focus, whenever you make a ranged spell attack you can add your Intelligence modifier to the damage roll.
Miscast. While using a firearm as a spellcasting focus, if you roll a 3 or lower on a ranged spell attack, your firearm miscasts. The attack misses and the firearm cannot be used as a spellcasting focus, until you spend an action trying to repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC 10). If your check fails the firearm is broken and must be either Mended or further repaired outside of combat at a quarter of its cost. Miscast range reduces to 2 or lower at 6th level, and 1 at 10th level.
Duelist’s Reflexes
At 2nd level, your reflexes with magic quicken how fast you can protect yourself. You learn the Mage Armor spell and can cast it on yourself as a bonus action without expending a spell slot. Once you cast this spell in this way, you can’t do so until you finish a short or long rest. You can also cast this spell normally using spell slots you have of the appropriate level.
Spellslinging
Also at 2nd level, you learn how to enhance and alter your spells.
While using a firearm as a spellcasting focus, whenever you cast a ranged spell attack cantrip, you can spend a number of Arcane Surges to perform a Spell Flourish.
Spell Flourishes. You learn two Spell Flourishes of your choice, which are detailed under “Spell Flourishes” below. Spell Flourishes are used to enhance or alter ranged spell attack cantrips. You can use up to one Spell Flourish per turn. Each use of a Spell Flourish must be declared before the attack roll is made.
You learn an additional Spell Flourish of your choice at 6th, 10th, and 14th level. Each time you learn a new Spell Flourish you can replace one you already know with a different one.
Arcane Surges. You gain a number of Arcane Surges equal to your Intelligence modifier (minimum of 1). You regain 1 expended Arcane Surge each time you roll a critical hit against or reduce a creature to 0 Hit Points. You regain all expended Arcane Surges after a short or long rest.
Saving Throws. Some of your Spell Flourishes require your target to make a saving throw to resist the Spell Flourish’s effects. The saving throw DC is calculated as follows: 8 + your proficiency bonus + your Intelligence modifier.
Quickdraw
Beginning at 6th level, you gain the ability to cast spells in quick succession. Whenever you use the Cast a Spell action, you can cast a cantrip with the casting time of an action, as a bonus action.
Deadeye
At 10th level, you know where to aim your spells for maximized damage. Whenever you roll a 1 or 2 on a damage die for an attack you make with a cantrip, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
Master Spellslinger
At 14th level, you’ve mastered the art of spellslinging. Whenever you enter combat with no more Arcane Surges, you immediately regain up to 2.
Spell Flourishes
The Spell Flourishes are presented in alphabetical order.
Adaptation
1 Arcane Surge.
Change the spell’s damage type to one of the following: acid, cold, fire, lighting, poison, or thunder.
Decelerate
2 Arcane Surges.
On a hit, the target must succeed on an Intelligence saving throw. On a failed save the target’s movement speed is halved and it can’t take reactions until the start of your next turn.
Disarm
1 Arcane Surge.
On a hit, the target must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.
Guidance
1 Arcane Surge.
Gain advantage on the attack roll.
Misfortune
2 Arcane Surges.
On a hit, the target must succeed on a Wisdom saving throw or suffer disadvantage on attack rolls until the start of your next turn.
Propel
2 Arcane Surges.
On a hit, push the target 10 feet away from you. If the target is a large or smaller creature, they must succeed on a Strength saving throw or be knocked prone.
Ricochet
2 Arcane Surges.
On a hit, you can target an additional creature within 15 feet of the original target. You must make another attack roll against the additional creature. Before the additional attack roll is made, you may expend 1 additional Arcane Surge to target another creature within 15 feet of the current target. All targets share the same damage roll. You cannot target the same creature twice.
Seeking
1 Arcane Surge.
Instead of making a ranged spell attack, the target must succeed on a Dexterity saving throw or suffer the spell’s effects. The target gains no benefit from cover on this saving throw.
Supercharge
1 Arcane Surge.
Add 1d4 magic damage to the spell. You may spend additional Arcane Surges for more damage. For every 1 extra Arcane Surge spent, you add an additional 1d4.
Vampiric
2 Arcane Surges.
On a hit, you gain temporary hit points equal to the damage you deal. You can’t gain more temporary hit points than your wizard level.
Previous Versions
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6/25/2022 9:19:43 PM
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