Base Class: Wizard
Spellslingers are often born from the necessity of survival in harsh, remote regions. They adapt their spellcasting prowess to the pragmatic demands of frontier life, mastering the intricacies of firearms and magic both. Through years of dedication, they learn to imbue their bullets with spells, turning each shot into a devastating catalyst for peacekeeping. Spellslingers oft become versatile protectors of their communities or ruthless hunters.
Frontier's Scholar
2nd-level Spellslinging feature
You gain proficiency with light armor and firearms.
You also gain proficiency with smith's tools if you don’t already have it.
Powder Trance
2nd-level Spellslinging feature
You can invoke the magical energy within smokepowder to enter a supernatural state of mind known as a Powder Trance. During this time, you imbue yourself with supernatural precision, agility, and perception, provided that you aren't wearing medium or heavy armor or using a shield.
You can use a bonus action to start the Powder Trance, which lasts for 1 minute. It ends early if you are incapacitated, don medium or heavy armor or a shield, or if you make an attack with a melee weapon. You can also dismiss the Powder Trance at any time (no action required).
While your Powder Trance is active, you gain the following benefits:
- Attacks made with a firearm can use your Intelligence modifier, instead of the Dexterity modifier, for the attack and damage rolls,
- Your walking speed increases by 10 feet.
- You have advantage on Wisdom (Perception) checks.
- You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Arcane Iron
6th-level Spellslinging feature
You may now use a firearm as a spellcasting focus. Additionally, you've learned how to channel arcane energy to infuse your firearms' ammunition with simple magic. As part of the attack action with a firearm, choose a cantrip that requires one ranged spell attack roll and then make a ranged weapon attack using the firearm. On a hit, the target takes the weapon attack's damage as well as the damage and effects from the cantrip you chose.
Eldritch Artillery
10th-level Spellslinging feature
Starting at 10th level, when you cast a spell that requires an attack roll or forces a creature to make a saving throw of 1st level or higher through a firearm, you can choose to double the spell's range and ignore both half and three-quarters cover. However, you can only do this if you have not yet moved during your turn. After using this ability, your speed becomes 0 until the start of your next turn.
Powder Epiphany
14th-level Spellslinger feature
Once per combat, when you enter Powder Trance, you can use your Intelligence (Investigation) skill to contest a creature's Charisma (Deception) check, targeting a creature you can see. If you succeed, you gain advantage on attack rolls against that creature for the duration of your Powder Trance.
Additionally, during Powder Trance, you can add both your Intelligence and Dexterity modifiers (with a minimum of +1 each) to the damage rolls of your attacks.