Wizard
Base Class: Wizard

Wandslingers are Wizards who approach spellcasting as a test of precision and reflex as much as intellect. While other Wizards might fill the battlefield with flames or weave elaborate enchantments, a Wandslinger focuses magical power into a single, perfectly aimed shot.
The wand is the signature tool of a Wandslinger. Through countless hours of practice, they learn to wield one with the speed and confidence of a seasoned archer or gunslinger, snapping off spells at distant targets and striking where their magic will have the greatest effect. To a Wandslinger, every flick of the wrist, spoken incantation, and surge of arcane power is part of a carefully practiced technique.
Whether dueling rival mages, hunting dangerous monsters, or picking enemies apart from across the battlefield, Wandslingers excel when they can keep their distance, take aim, and let their wand do the talking.

Level 3: Wand Adept

You have mastered the use of a wand as a weapon of precision. While wielding a Wand as your Spellcasting Focus, you gain the following benefits:

  • Deadly Aim. When you cast a spell that requires a ranged spell attack, you gain a +1 bonus to the attack roll.
  • Close-Quarters Casting. Being within 5 feet of an enemy doesn't impose Disadvantage on your ranged spell attack rolls.
  • Quick Shot. When a creature provokes an Opportunity Attack from you, you can use your Reaction to cast a spell at that creature instead of making the normal melee attack. The spell must have a casting time of an action, must include a ranged spell attack against the creature, and can't target any other creature.

Level 3: Wandslinger's Precision

You always have the Hunter's Mark spell prepared, and it doesn't count against the number of spells you can prepare. You can cast it without expending a spell slot a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

When you cast Hunter's Mark using one of the free castings granted by this feature or by expending a Wizard spell slot, its extra damage applies only when you hit the marked target with a ranged spell attack while wielding a Wand as your Spellcasting Focus. You cause this extra damage from Hunter's Mark to be the same type as the damage dealt by the triggering attack.

Level 3: Spellshot

Whenever you cast a cantrip that deals damage and requires a ranged spell attack while wielding a Wand as your Spellcasting Focus, you can expend a spell slot of 1st through 4th level to empower the attack. You gain a bonus to the attack roll equal to the level of the expended spell slot.

If the attack misses, the target takes damage equal to the level of the expended spell slot instead of taking no damage. This damage is the same type as the damage the attack would deal on a hit.

Level 6: Cantrip Barrage

You can unleash spells from your wand in rapid succession. While wielding a Wand as your Spellcasting Focus, you gain the following action:

Cantrip Barrage. As a Magic action, you can cast two cantrips, each of which must have a casting time of an action and require a ranged spell attack. If you use your Spellshot feature as part of this action, you can apply it to only one of these cantrips.

Level 10: Improved Precision

Your magical shots strike your chosen quarry with exceptional precision. Whenever you cast a spell that requires one or more ranged spell attacks, you can grant yourself Advantage on one ranged spell attack made as part of that spell against the target of your Hunter's Mark.

To gain Advantage in this way, you must be wielding a Wand as your Spellcasting Focus, and you must have cast that Hunter's Mark using a Wizard spell slot or one of the free castings granted by your Wandslinger's Precision feature.

Level 14: Destructive Volley

You can unleash a devastating volley of magical projectiles from your wand. While wielding a Wand as your Spellcasting Focus, you can cast Magic Missile without expending a spell slot. When you cast Magic Missile in this way, the spell is cast as if using a 6th-level spell slot.

Once you cast Magic Missile using this feature, you can't do so again until you finish a Long Rest.

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