Spellslinger (Charisma) Image
Prerequisite: Requires the ability to cast at least one ranged spell attack
 

You are a master of offensive magic, sending bolt after bolt of arcane energy upon your foes with unerring accuracy and unflinching resolve. You learn two abilities from the options below, using them to deal damage and gain the upper hand in combat. Whenever you gain a level, you may replace one of these abilities with another.

  • Quickdraw: When you roll initiative at the beginning of combat, you may add 2d4 to your initiative score if you succeed on a DC 13 Dexterity (Sleight of Hand) check.
  • Deadeye: When you make a ranged spell attack roll, you may use your bonus action to gain advantage on the attack. You may use this ability a number of times equal to your Spellcasting modifier, and regain expended uses after a long rest.
  • Disarming Blast: When you make a ranged spell attack, you may attempt to blast an object out of the target's hand. Make an attack roll with disadvantage. If you hit, you deal no damage and instead the target drops an item of your choice, which is knocked 10 feet away in a direction of your choice.
  • Rapid Fire: If you cast a cantrip as your action this turn, you may cast a cantrip with a casting time of 1 action as a bonus action. You may use this ability a number of times equal to your Spellcasting modifier. You regain uses of this ability after a long rest.
  • Unerring Shot: You learn the spell Magic Missile, and can cast it at its 1st level without using a spell slot. Once you cast it in this way, you must finish a short or long rest before you can cast it again using this feat.

 

 

Spellslinger (Charisma) Image

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