Base Class: Wizard
Wielding a glorious combination of the cutting edge of technology, and impressive understanding of the offense-based arcane, Spellslingers channel all their magical prowess through their firearm. In the world of Ciriticus, the combat potency Spellslingers possess are often sought out for both security, and as hired hands in the seedy underbelly of the arcane world, such as the many smuggling groups and syndicates of Platinia.
Their understanding of both technology and weaponry allows these strange arcanists to accentuate their magic powers and martial abilities.
Spellslinger Training
You gain proficiency in light armour, and you gain proficiency with firearms. You also gain proficiency in the Intimidation skill if you don't already have it.
In addition, your training as a Spellslinger allows you to channel your arcane prowess through your firearms. Whenever you finish a long rest, you can select one Firearm in your possession. This weapon is then classified as an Spellcasting Focus- allowing you to ignore somatic components of spells, so long as you can use the Arcane Firearm- and damaging cantrips can be cast through it. When done so, you can add your Intelligence modifier to the damage rolls.
This feature can be used twice starting at level 2, and increases to 3 times at level 10, and cannot be used afterwards until you finish a short or long rest.
Additionally, when you make an attack with this weapon, excluding spells cast through it, you can use your Intelligence modifier instead of Dexterity, for the attack and damage rolls. At level 6, your Arcane Firearm is classified as a magic weapon for the purposes of overcoming resistance and immunity to non-magical attacks and damage.
Dodge Roll
Starting at 2nd level, your training as a Spellslinger lets you move out of the way of incoming melee attacks, and counter swiftly. You can use your reaction, when targeted by a melee attack, to move up to 5 feet away from the attacker. You can then make a ranged weapon attack with your firearm against your attacker.
This feature can be used 3 times, and recharges all uses on a short rest.
Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Crystal-Clear Accuracy
At 10th level, your steady hand and keen eyes allow you to pick out targets from behind cover, and spot their weaker points. You gain the following benefits:
- Ranged weapon attacks made with your Arcane Firearm and your spells ignore half-cover and three-quarters cover.
- You score critical hits with your Arcane Firearm and damaging cantrips on a roll of a 19-20 on the d20.
Arcane Deadeye
At 14th level, your full mastery of your Arcane Firearm provides you with a number of further skills. You gain the following benefits:
- When you deal damage with a cantrip, you can deal additional Force damage equal to 2 x your proficiency bonus.
- If an ally is within 5 feet of a creature, and you are within 20 feet of the creature, you make attacks against the creature with advantage.
- When you score a critical hit with a ranged weapon attack or damaging cantrip or spell, you can expend a spell slot to force the target to make a Constitution saving throw, or be knocked prone. If you expend a spell slot of 3rd or higher, you can instead cause them to become stunned if they fail the saving throw.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
9/27/2022 8:06:40 PM
|
3
|
1
|
--
|
Coming Soon
|
|
|
9/27/2022 8:12:22 PM
|
2
|
1
|
--
|
Coming Soon
|
|
|
1/28/2023 8:40:23 PM
|
23
|
1
|
--
|
Coming Soon
|
Comments