Wizard
Base Class: Wizard

The School of Spellslinging is scoffed at by more traditional wizards. However, those traditional wizards can't hold a candle to the speed and versatility of spellslinger's cantrips. Spellslingers utilize dual wands, blasting foes with empowered cantrips at alarming speeds. They learn techniques to shoot spells faster, dash across the battlefield to more favorable positions and blast multiple enemies with powerful enhanced cantrips.

Spellslinger Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved. Also, you learn an extra cantrip each level. Lastly, you can add your proficiency bonus to cantrips you cast.

Mystic Gunslinger

Beginning at 2nd level, you have trained to cast cantrips fast. You gain a pair of wands. These wands are your spellcasting focus, and you add 1d4 to the damage of any damage-dealing cantrips you cast through them. If you lose them, you can make new ones by expending a 1st-level spell slot, and using a woodcarver's kit and 50 gp of wood and arcane reagents. You can cast a cantrip as a bonus action. Your movement speed also increases by 10 feet. 

Enhanced Cantrip

Starting at 6th level, your damaging cantrips have further increased in power. You can cast two cantrips as a bonus action instead of one. You can also add your Intelligence modifier to the damage of any cantrips you cast. Lastly, choose a damage-dealing wizard cantrip that you know. You have advantage on attack rolls with that spell, and you double the damage dice used for it.

Elemental Mastery

Beginning at 10th level, you gain an increased understanding of the way the elements work. Once per turn, whenever you cast a damage-dealing cantrip, you can choose to impose one of the following effects on a target hit by a cantrip you cast based on it's damage type. All of these effects last until your next turn.

  • Fire- The target and all flammable objects they are wearing or carrying are set on fire unless they succeed on a Dexterity save. They take 1d8 fire damage each round unless they use an action to put it out.
  • Cold- The target goes numb from frostbite unless they make a successful Constitution saving throw. They can't take bonus actions or reactions.
  • Poison- The target is poisoned unless they succeed on a Constitution saving throw.
  • Acid- The target's AC is reduced by one, unless they succeed on a Dexterity saving throw, as acid eats away at their armor.
  • Radiant- The target must make a Constitution save or be blinded.
  • Necrotic- The target's strength score is reduced by 1 unless they succeed on a Constitution saving throw against your spell save DC.
  • Force- The target is pushed back 10 feet unless they make a successful Strength save.
  • Psychic- The target loses concentration an any spells and can't cast spells unless they succeed on a Wisdom saving throw.
  • Thunder- The target must make a Constitution saving throw or be deafened.

Run n' Gun

Starting at 14th level, you have learned to avoid enemy attacks while simultaneously unleashing a barrage of spells. When you take the Dash or Dodge action, you may make three cantrip attacks as a bonus action.

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