Base Class: Wizard
Harnessing the power of black powder, and the arcane, the wizard raises his weapon. The cartridge flies from the barrel of the gun, slamming into the orcs chest. A powerful explosion of lighting arcs around his ribs, shocking him and leaving him paralyzed. This is the awesome power that is the spellslinger.
Arcane Focus - Firearm
A spellslinger is able to the their firearm as an arcane focus. Doing so allows them to cast line, Ray, and cone type spells through the weapon, added any bonus enhancement the weapon has.
Gunsmith
Gaining the exotic weapons firearm proficiency, a Spellslinger is also able to repair and create their own firearms. Repairing a broken firearm takes one hour to return it to working order with a DC of 10 + INT + Proficiency.
Building a firearm from scratch takes 8 hours to complete, along with the materials and gold required for the crafting of each type of firearm. Double the time for each enhancement bonus (i.e. +1, +2, etc.).
Mage Ammo
The Spellslinger is adept at using their arcane powers to add enhancements to their weapon. By sacrificing a spellslot, they can add an enhancement bonus (up to +5) to their weapon (each barrel) for 1 minute times the spellslot sacrificed (1xsp). Doing so also allows them to add an enchantment to the same barrel (must have access to the spell to do do so.) Enchantments cannot be doubled up, ie: two different enchantments, or two of the same to increase the power, on the same barrel. One enchantment per barrel only.
The following can be added as an enchantment:
Flame: 2d6 fire damage on impact. Flame burst: same, with a 15ft cone of damage originating from the target upon impact.
Freeze: 2d6 cold damage on impact. Freeze burst: same, with a 15ft cone of damage originating from the target upon impact.
Shock: 2d6 electric damage on impact. Electric burst: same, with a 15ft cone of damage originating from the target upon impact.
Dancing: Weapon attacks independent of the Spellslinger as if under the dance spell. Lasts for 1 minute times the level of the spellslot sacrificed.
Defence: The Spellslinger adds the enhancement bonus of the weapon to their AC for one round. For the duration of the round, the weapon loses it's enhancement bonus.
Arcane Aim: The Spellslinger can aim at and hit one target they know, regardless of where they are (i.e. behind a pillar, in cover, etc. Must be within range of the weapon.) On a failed attack roll, target takes half damage.
Enhanced Blast
The Spellslinger can now empower the blasts of their ammunition. Using this feat, once per day a Spellslinger can double the power of their shot with the power of their arcane ability. By sacrificing a lvl 2 spellslot, they can charge one bullet with added force doubling the damage for that attack.
Infused Ammo
The Spellslinger has learned how to harness the power of both their arcane spells, and the power of black powder, fusing them into one devastating weapon. At 6th level, the Spellslinger can now sacrifice spells to power up the ammunition they fire. (Needing access to the spells first.) At the beginning of each day, they may make a DC 10+proficiency+spellcasting modifier roll to store a spell into 1D10 bullets.
On a failed check, the bullets fail to store the spell, and on a 1, the spell backfires, destroying the ammunition.
Improved Aim
The Spellslinger can now, after much training and practice, sight in on an opponent much more effectively. This feat allows them to add their Intelligence ability modifier to their attack and damage rolls making their attacks much more effective.
Second Attack
At level 10, the Spellslinger is able to make a second attack shot as a bonus action.
Arcane Deadshot
The Spellslinger has learned how to use the magic around them to aim, and fire at multiple targets. Using this ability, a Spellslinger can sacrifice their 7th level spell slot to target up to (1x their spell casting modifier) opponents. Doing this acts as a standard action, as well as movement.
The opponents can be one individual, or the number of opponents targeted as normal.
At higher levels, you may add one extra opponent for every spell level above seven. (I.e. 8th level +1, 9th level +2, etc.)
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