Gunslinger
Base Class: Gunslinger

 

Breaching is a beautiful thing. The feeling of a perfectly placed shape charge on a reinforced door… or the smell of an expertly crafted IED going off cannot be beat!

you have pursued the knowledge of engineering and of the capabilities of gunpowder and spells and have perfected it. You can easily calculate the strength and structural integrity of structures and objects and determine week points and load distribution… and how much of a boom you need to effect them. 

you can improvise explosives and munitions in a pinch with great effect. You live to support your team in all things destruction and demolition… though some might only believe you to be a bomb nut

You know that whoever controls the battlefield controlls the battle. You’ve dedicated yourself to understanding the battlefield and and supporting your teamin any roles needed. Breaching? area denial? You’ve got it covered. Demolition? You’re the guy. 

spotting weaknesses in enemy structures or creatures and having the means to exploit them is your craft. 

 

You gain expertise in insight rolls to find weaknesses in structures or enemies

 

Level 3: Level 3: Spellcasting

You blend alchemy and arcana to turn your firearm into a versatile tactical engine.

Cantrips. You know two cantrips of your choice from the Wizard spell list. Fire Bolt, and Message are recommended. Whenever you gain a Gunslinger level, you can replace one of these cantrips with another cantrip of your choice from the Wizard spell list.

When you reach Gunslinger level 10, you learn another Wizard cantrip of your choice.

Spell Slots. The demolitions expert Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Wizard spell list. Chromatic Orb], Jump, and Shield are recommended.

The number of spells on your list increases as you gain Gunslinger levels, as shown in the Prepared Spells column of the Spellslinger Spellcasting table. Whenever that number increases, choose additional spells from the Wizard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 Gunslinger, your list of prepared spells can include five Wizard spells of levels 1 and 2 in any combination.

Changing your Prepared Spells. Whenever you gain a Gunslinger level, you can replace one spell on your list with another Wizard spell for which you have spell slots.

Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells.

Spellcasting Focus. You can use an Arcane Focus or a Ranged weapon as a Spellcasting Focus for your Wizard spells.

Munitions expert Spellcasting
  —Spell Slots per Spell Level—
Gunslinger Level Prepared Spells 1 2 3 4
3 3 2 — — —
4 4 3 — — —
5 4 3 — — —
6 4 3 — — —
7 5 4 2 — —
8 6 4 2 — —
9 6 4 2 — —
10 7 4 3 — —
11 8 4 3 — —
12 8 4 3 — —
13 9 4 3 2 —
14 10 4 3 2 —
15 10 4 3 2 —
16 11 4 3 3 —
17 11 4 3 3 —
18 11 4 3 3 —
19 12 4 3 3 1
20 13 4 3 3 1

Level 3: Alchemical payload

Alchemical Crafting: you gain proficiency with Alchemist’s Supplies. You are able to craft for up to 2hrs during a long rest without effecting your rest. Additionally, pick two items that can be crafted with Alchemist’s Supplies, these items become memorized recipes and take half the normal time to craft. You gain two additional memorized recipes at 6th, 10th, and 14th level.

Payload options-

-Suture Round: A willing creature regains HP equal to Risk Die + Int mod+ proficiency.

- Flashbang Slug: Target takes the weapons damage and must make a constitution saving throw or be Blinded till the start of your next turn.

-Choking Gas: Creates a 10ft radius of smoke; enemies inside must make a constitution saving throw or be Poisoned till the start of your next turn.

-Concussive Payload: Target takes the weapons damage and is pushed 10ft. The target makes a strength saving throw. On a failed save the target is knocked Prone.

Level 3: Maneuver: Rapid Payload

Maneuver: Rapid Payload: As a Bonus Action, spend 1 Risk Die to cast a Munitions spell (1 action casting time). Add the Risk Die to the Damage or the Save DC.

Level 6: Level 6: Controlled demolition

Controlled Demolition

• Structural Weakness: Your attacks and spells deal double damage to objects and structures.

• Sculpted Blast: When casting area spells/shells, protect creatures up to your Int mod; they automatically save and take no damage.

 • Distant Deployment: Spells with a range of "Self" and “touch” (like Thunderwave or shocking grasp) can be fired at a point within 30 feet.

Level 10: Level10 Maneuver: Reactive alchemy

Reactive Chemistry

• Elemental Shift: When casting a Munitions spell, you can spend 1 Risk Die to change the damage type to Force and push targets 5 feet away from the center.

• Pressure Zone: Area-damage spells (1st level+) create Difficult Terrain for 1 minute. Enemies ending their turn there take damage equal to your Int mod.

Level 14: Level 14: Apex chain reaction

Apex Chain Reaction

• Sustained Volley: When a Shell hits, a second creature within 10 feet suffers the same effect.

• Empowered Payloads: Shells deal extra damage equal to your Risk Die.

• Master Detonator: Once per short or long rest, spend 2 Risk Dice to maximize a spell's damage. Targets have Disadvantage on the saving throw.

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