Base Class: Gunslinger
Some spellcasters bind their magic into blades or bullets. High Rollers bind theirs into decks of enchanted cards. Each card thrown carries a fragment of arcane energy and a wager against fate itself. These spellcasters treat combat like a high-stakes game—every throw is a gamble, every victory a winning hand.
Level 3: Spellcasting
Cantrips. You know two cantrips of your choice from the Wizard spell list. 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 Cardslinger Spellcasting follows wizard feature 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 do so, choose four spells from your Card deck. The chosen spells must be of a level for which you have spell slots.
The number of spells on your list increases as you gain Gunslinger levels, as shown in the Prepared Spells column of the Wizard Features table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Gunslinger , your list of prepared spells can include six spells of levels 1 and 2 in any combination, chosen from your Card deck.
Changing your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with spells from your Card deck.
Spellcasting Ability. Wisdom is your spellcasting ability for your Wizard spells.
Spellcasting Focus. You can use an Arcane Focus or a Card Deck as a Spellcasting Focus for your Wizard spells.
Level 3: Magic infusion
As a bonus action you can role a d4 to determine how many bullets you infuse with magic, the number is the number rolled on the dice. you infuse the bullets with the damage type of a spell you have prepared. this damage completely replaces the damage of the weapon used to fire your magical bullets. on a hit roll the same die used to determine the bullets you infused and add the damage. the die increases at certain levels, 4d4 at lvl 3, 5d6 at lvl 6, 6d8 at lvl 10, 7d10 at lvl 14, and 8d12 at lvl 20. You can expend a spell slot of any level to recover 1 Infusion Die.
Level 3: Devil's Luck
When you make a damage roll with a Infused magic card, you can expend one Risk Die and declare it to be a hidden roll. Roll the damage in secret and declare any total you wish. The GM has the option to call your bluff, in which case you reveal the damage dice you rolled. This has different consequences based on whether or not you lied.
The GM Calls Your Bluff; You Lied. The damage you deal is halved.
The GM Calls Your Bluff; You Told the Truth. The damage you deal is doubled.
The GM Doesn’t Call Your Bluff. Use the total damage you declared, even if you rolled a different total.
Level 6: Planned for everything
You learned how to create magical bullets without needing physical ammunition. You simply create the magical bullets out of thin air. You ignore the reload property if your weapon has it and your using your infused ammo. Your infused ammo now magically appears in your weapon whenever you choose to fire with it.
Once per turn when you make an attack roll against an enemy and the roll doesn’t have Disadvantage, you can choose to make the roll with Disadvantage. When you do, you regain one expended Risk Die. You use Maverick Spirit and Skin of Your Teeth maneuvers without expending a Risk Die (When you do so, roll a d6 instead of a Risk Die.)
You learn new maneuver:
Lucky escape: Expand one risk dice as Bonus action to teleport within 30ft on unoccupied space.
Level 10: Magical gut shot
When you cause Gut Shot with an infused card, the card causes an additional effect. Use the following Table to determine the effect
Acid Damage: Causes the Poisoned condition until the end of their next turn
Cold Damage: Causes them to lose an additional 15 feet of Speed
Fire Damage: Causes them to burn for 3 rounds dealing [Risk die] of fire damage at the start of their next turn.
Lightning Damage: Causes them to make a constitution save against your spell DC. on a successful save, nothing happens. On a failed save they have the Paralyzed condition until the start of their next turn.
Poison Damage: Causes the Poisoned Condition until the end of their next turn
Thunder Damage: Causes them to be deafened for until the end of your next turn due to the thundery sound of your bullet.
Psychic Damage: Causes them to make a Wisdom save against your spell DC. on a successful save, nothing happens. On a failed save they have the Disadvantages on attack rolls and ability checks until the end of their next turn.
Force Damage: Causes the Stunned condition until the end of their next turn.
Radiant Damage: Causes the Blinded condition until the start of your next turn
Necrotic Damage: Causes one level of Exhaustion.
Level 14: Magic devourer
Your experience in combating spellcasters grants you the following benefits.
Abjuration-Breaker. Whenever you make a ranged attack roll, you temporarily disrupt protective magic affecting the target. For the duration of the attack, the effects of spells targeting the creature, such as Mage Armor, as well as the properties and powers of magic items worn or carried by the creature, are suppressed and don’t function. The target of the attack can’t take a Reaction to cast spells such as Shield in response to the attack or damage.
Antimagic Shot. When you score a Critical Hit and the target is affected by your Gut Shot feature, it also impedes the target’s ability to cast spells. While the projectile is lodged in the target, it can’t cast spells or take the Magic action. Additionally, the target has Disadvantage on Constitution saving throws it makes to maintain Concentration.
Magical Adept: You gain resistance to all Magical effects and damage.
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