Base Class: Druid
The Guttersnipe is a sort of "urban" druid, they are usually self taught and from the lower rungs of society.For reason yet to be fathomed, Goblins seem particularly adept at this class but all races that dwell in the underclasses of society can become a Guttersnipe.
Guttersnipes tend to use their Wild Shape ability for infiltration and movement rather than combat and prefer to rely on their magic and weapons for combat. They have also developed a particular affinity for the sling.
(This class option draws inspiration from the Magi the Gathering card called Guttersnipe, it is listed as a Goblin Shaman, hence the reference to Goblins above and as Shamans are more nature orientated I made it a Druid subclass).
Guttersniper
Starting at 2nd level, The sling is your preferred weapon of choice and you have developed a way to siphon off some magical energy to increase its effectiveness. Whenever you use your Action to cast a spell of 1st level or higher and use a spell slot, you can siphon off some of the magical energy into your Sling.
When you do so, choose an elemental energy type from Acid, Cold, Fire, Lightning or Thunder. You can then use a Bonus Action to make one attack with the sling. the attack is considered magical and it deals extra damage. the extra damage is dependant on the level of the spell slot expended. If you use a slot from 1st to 3rd level you gain +1d6 damage, if you a slot from 4th to 6th level you gain +2d6 damage and if you use a slot of 7th level or higher you gain +3d6 damage. This extra damage is of the elemental energy type you chose. The stone you fire from your sling glows with magical energy as follows: green if acid was chosen, white is cold was chosen, red if fire was chosen, blue is lightning or thunder was chosen.
Magic Stones
Starting at 2nd level, you gain Magic Stone as a bonus cantrip. When you cast it, you can enchant up to six stones instead of three.
Bonus Spells
Starting at 3rd level, as you advance in level you gain access to two additional spells.
At 3rd level you add the Magic Weapon spell to the Druid spell list.
At 5th level you add the spell Elemental Weapon to the Druid spell list.
These spells must be chosen and prepared as normal.
Wallop!
Starting at 6th level, magical ammunition fired form your sling gains the walloping shot effect. If the shot hits, the target must make a Strength Saving throw (against your spell DC). if they succeed no addition effects are taken, but if they fail you can chose to either knock them back 10ft or to knock them prone.
Skulking in the Gutter.
Starting at 10th level, You life spent in the lower rungs of society has helped you learn to stay hidden. You gain the Skulker feat.
Explosivo!
Starting at 14th level, you learn how to make the Magic Stones created by the Magic Stone Cantrip explode on impact.
When you use an Action or Bonus Action to fire one of you Magic Stones form your sling, but before the attack roll is made, you can chose to either apply the walloping shot gained earlier in this class or have the stone explode on impact. If you chose to have it explode, choose an elemental energy type from Acid, Cold, Fire, Lightning or Thunder and roll to hit as normal, if you hit, roll damage as normal. Whether you hit or miss, the target and all creatures within 10ft of the target must then make a Dexterity Saving throw (against your Spell DC).
If they succeed no addition damage is taken, on a failure they take an additional 2d6 damage of the elemental energy type you selected and if their saving throw is 5 or lower they are also knocked prone.
This explosion can be heard up to 100ft away.
If you combine this effect with the Guttersniper ability, the bonus damage from using a spell slot does not apply to the explosive effect.
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