Wizard
Base Class: Wizard

"A gun is just practical. Anyone can use a wand, but to channel your arcane power through a firearm? There's nothing that provides a greater rush!"

-Fifty-Eight, Arcane Assassin

As a Spellslinger, you favor spells and techniques that compliment your chosen focus. You see your firearm as any other wizard sees a wand or an orb: a tool through which to focus your arcane prowess. You focus on raw power, tempered patience, and the greatest attention to detail to confound your foes with the thundering force of your weapon.   Your tenacity and skill is often sought out by hunters, bounty collectors, and political officials who at best require your protection, and at worst need someone or something to disappear.

Equipment 

A Spellslinger begins play with either a flintlock pistol or a musket. Either way the weapon is battered and old and has the broken condition.

Arcane Focus

A Spellslinger can only use a spell component pouch or a firearm as an Arcane Focus. They may attune one two-handed firearm or up to two one-handed firearms at a time. They may attune a firearm after a long rest. The Spellslinger can cast any ranged touch attack, cone, line, or ray spells through their arcane gun. When they cast through the arcane gun, the gun's enhancement bonus (if any) is a bonus to the spell's attack rolls or to the Spellslinger's spell save DC. Yet there are dangers inherent to this method. If any of the spells' attack rolls result in a natural 1 (a misfire), or a natural 20 is rolled on any saving throw made against the spell by a target (an overload), the arcane gun gains the broken condition. If the arcane gun already has the broken condition, the gun explodes. When a gun explodes, it lets loose a blast of force, or if the spell has the acid, cold, lightning, flaming or sonic descriptor, it deals that type of energy damage instead. In the case of spells with multiple descriptors, roll randomly among the descriptors to determine the type of damage dealt by the blast. The blast is centered on a single intersection within the Spellslinger's space (Spellslinger's choice) and deals 1d6 points of the appropriate energy damage or force damage per level of the spell cast. Any creature within the blast other than the Spellslinger can make a Dexterity saving throw to halve the damage. The Dexterity save DC equals 9 + the level of the spell sacrificed. 

Magic Bullets

A Spellslinger forsakes access to all of their cantrips and instead learns to sacrifice spell energy to enhance the arcane gun.  As a free action, they can sacrifice a spell and transform that energy into a weapon bonus equal to the level of the spell sacrificed (up to 5th level) as force damage on a single barrel of the arcane gun. With that weapon bonus the Spellslinger can change the force damage to any of the following to her gun: Acid, Frost, Flaming, Shocking, or Thundering. An arcane gun gains no benefit from having two of the same weapon special abilities on the same barrel. The effect of the mage bullets ability lasts for a number of minutes equal to the level of the spell sacrificed, or until this ability is used again to assign the barrel different enhancements.

Gunsmith Adept

Beginning when you select this school at 2nd level, you gain proficiency with Tinker's Tools and the gold and time you must spend to craft ammunition and craft and repair firearms is halved. Additionally, any firearm attuned to you now deals additional damage equal to you Dexterity modifier.

Gunslinger's Grit

Beginning at 2nd level,  you generate your own grit equal to your Dexterity modifier per day. Your grit points go up and down throughout the day but cannot exceed your Dexterity modifier. (though some magic items can increase your total capacity.) A Spellslinger spends grit to perform Trick Shots and regains grit in the following ways:

Critical Hit with a Firearm
Finishing Blow with a Firearm
(note: any creature critically hit or killed by a firearm that is helpless or unaware does not restore grit)

Trick Shots


Deadeye
The Spellslinger may make an attack roll with Advantage. Performing this trick shot costs 1 grit point

Quick Clear
As a standard action, the Spellslinger can remove the broken condition from a single firearm they are currently wielding, as long as that condition was gained by a firearm misfire. The Spellslinger must have at least 1 grit point to perform this deed. Alternatively, if the Spellslinger spends 1 grit point to perform this deed, they can perform quick clear as a bonus action instead of a standard action.

Gunslinger's Dodge
The Spellslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against them, they can spend 1 grit point to move 5 feet as reaction; doing so imposes Disadvantage on the incoming attack.

Improved Gunmanship

Starting at 6th level, a Spellslinger gains access to the Utility Tricks which include: Blast Lock, Disarming Shot, Burning Barrel, and Deflect Shot. 

Blast Lock
The Spellslinger spends 1 grit point and makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this Trick Shot, by using the Thieves Tools, or with the break DC, though the DC for either break or Thieves tools check must be made with disadvantage. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.

 Flashbang Shot

If the Spellslinger spends one grit point, they can overload the ammunition in their arcane gun and emit a bright, sonic blast from their position affecting all other creatures within 30ft as though under a blindness/deafness spell choosing to either blind or deafen them. A Con save equal to the Spellslinger Spell Save DC ends this effect.

Warning Shot

If the Spellslinger spends one grit point, they can make an intimidation or persuasion check with advantage against all targets within 30'. This trick functions like a normal skill check so the targets must be able to see and hear the Spellslinger or their attack. Creatures immune to intimidation or persuasion are not affected.

Deflect Shot

The Spellslinger spends 1 grit point and makes an attack roll as a reaction when someone makes a ranged attack roll. She can aim her shot at the projectile in an attempt to deflect it and force it to miss its target by exceeding the attack roll made to launch the projectile. They can only perform this trick if they don't have to reload her firearm.

Pinpoint Targeting

 

At 6th level, as a full-round action, the Spellslinger can make a single firearm attack and choose part of the body to target. They gain the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This Trick Shot costs 2 grit points to perform no matter which part of the creature is targeted. Creatures that are immune to sneak attacks are immune to these effects.

Arms: On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet away from the holder, even if the item is wielded with two hands. On a miss, the shot misses its mark and the holder of the item doesn't lose control of the item and the attack deals no damage. Items held in a locked gauntlet are not dropped on a hit.

Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.

Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.

Torso: Targeting the torso increases the critical range threat by 1.

Wings: On a hit, the target is damaged normally, and must make a DC 20 Dexterity check or fall up to 30 ft.

Gun Mastery

At 10th level, a Spell slinger can spend one grit point to channel melee touch spells through their Arcane Gun. The Spellslinger treats them as though they were ranged touch attacks with a range of the first range increment of her weapon for the purposes of resolving the spell attack.

Signature Trick Shot

At 14th level, the Spellslinger chooses one of the available Advanced Trick Shots to add to her collection. 

High Noon Duel

When the Spellslinger scores a critical hit, theycan spend 3 grit point to deal normal damage, and the target must succeed at a Fortitude saving throw with a DC equal to 14 + the Spellslinger's Dexterity modifier. On a failed saving throw, the target dies. This is a death attack. Performing this Trick does not allow the Spellslinger to regain grit from confirming a critical hit or making a killing blow.

Thousand-Yard Stare

When attacking with a firearm from any range, ignore the penalty from its range increment. (The weapon's maximum range is unchanged.) In addition, if your target has cover against your attack with such a weapon, the amount of cover provided is reduced by one step.

Ricochet

The Spellslinger can spend a grit point when she makes an attack roll against a target with partial or total cover. She makes the attack as if the target didn't have cover and resolves her attack normally as long as the cover isn't provided on all sides.

Previous Versions

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11/26/2022 11:50:24 PM
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