Base Class: Gunslinger
Trained in Espionage and Assasination if need be; these forces are people reckon with and not to be trifled with or pissed off otherwise youll be paranoid after they mark you and put you on their….. list….
Level 3: Spellcasting
You complement your bullets with the ability to cast spells.
Cantrips. You know two cantrips of your choice from the Wizard spell list. Fire Bolt and Message are recommended. Whenever you gain a Gunslinger level, you can replace one of these cantrips with another cantrip of your choice from the Wizard spell list.
When you reach Gunslinger level 10, you learn another Wizard cantrip of your choice.
Spell Slots. The Spellslinger Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Wizard spell list. Chromatic Orb, Jump, and Shield are recommended.
The number of spells on your list increases as you gain Gunslinger levels, as shown in the Prepared Spells column of the Spellslinger Spellcasting table. Whenever that number increases, choose additional spells from the Wizard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 Gunslinger, your list of prepared spells can include five Wizard spells of levels 1 and 2 in any combination.
Changing your Prepared Spells. Whenever you gain a Gunslinger level, you can replace one spell on your list with another Wizard spell for which you have spell slots.
Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells.
Spellcasting Focus. You can use an Arcane Focus or a Ranged weapon as a Spellcasting Focus for your Wizard spells.
| —Spell Slots per Spell Level— | |||||
|---|---|---|---|---|---|
| Gunslinger Level | Prepared Spells | 1 | 2 | 3 | 4 |
| 3 | 3 | 2 | — | — | — |
| 4 | 4 | 3 | — | — | — |
| 5 | 4 | 3 | — | — | — |
| 6 | 4 | 3 | — | — | — |
| 7 | 5 | 4 | 2 | — | — |
| 8 | 6 | 4 | 2 | — | — |
| 9 | 6 | 4 | 2 | — | — |
| 10 | 7 | 4 | 3 | — | — |
| 11 | 8 | 4 | 3 | — | — |
| 12 | 8 | 4 | 3 | — | — |
| 13 | 9 | 4 | 3 | 2 | — |
| 14 | 10 | 4 | 3 | 2 | — |
| 15 | 10 | 4 | 3 | 2 | — |
| 16 | 11 | 4 | 3 | 3 | — |
| 17 | 11 | 4 | 3 | 3 | — |
| 18 | 11 | 4 | 3 | 3 | — |
| 19 | 12 | 4 | 3 | 3 | 1 |
| 20 | 13 | 4 | 3 | 3 | 1 |
Level 3: Ranged Spell Strike and Arcane Shot
At 3rd level, The Spell Shot Instead of a light or one-handed melee weapon, the Spell Shot Subclassed Gunslinger must use a Firearms or Guns. She doesn’t need a free hand for ranged spell combat. The spell shot cannot accept the war caster feat period, and does not have advantage on concentration checks at all, no matter what.
Ranged Spell Strike:
whenever the spell shot casts a spell that calls for a ranged attack, you can deliver the spell through a Firearms or Guns she wields as part of a ranged attack. Instead of the free ranged attack normally allowed to deliver the spell, the spell shot can make one free ranged attack with a Firearms or Guns as part of casting this spell. The attack does not increase the spell’s range.
If the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies each attack; if the spell allows multiple attacks and the eldritch archer can make additional ranged attacks as the spell dictates , one additional ray, missile, or effect from the spell accompanies each subsequent ranged attack the spell shot makes in her attacks until all attacks allowed by the spell are made. Unused missiles, rays, or effects remaining at the end of the spell shots’s turn are wasted.
Also with Ranged Spell Strike, This can be used in conjunction with spells that don't deal damage as well, such as command and hold person and counter spell
Arcane Shot. When you hit a target with a ranged spell strike attack, you can expend one Risk Die as a Bonus Action and add it to the damage roll.
Level 6: Fire Arm Bond
At 6th level the spell shot can bond with as per the wizard’s arcane focus. it must be a Firearm or Gun, and you may three times per day enact a ritual to have the firearm bonded to you Holding the bonded item does not prevent the Spell Shot from providing somatic components for their spells and cannot be forcibly disarmed from you. Though you may have only 2 bonded Firearms upon your use of this feature; if you enact this ritual again with the max amount of bonded firearms- you must choose to drop one bond from the either two.
Additionally, you may call the bonded firearm to you from wherever you are or no matter the distance so long as you are on the same plane.
Level 10: Counter-Mage
Your experience in combating spellcasters grants you the following benefits.
Abjuration-Breaker. Whenever you make a ranged attack roll, you temporarily disrupt protective magic affecting the target. For the duration of the attack, the effects of spells targeting the creature, such as Mage Armor, as well as the properties and powers of magic items worn or carried by the creature, are suppressed and don’t function. The target of the attack can’t take a Reaction to cast spells such as Shield in response to the attack or damage.
Antimagic Shot. When you score a 19-20 on the die roll and your using the ranged spell strike feature it also impedes the target’s ability to cast spells. While the projectile is lodged in the target, it can’t cast spells at all. Additionally, the target has Disadvantage on Constitution saving throws it makes to maintain Concentration.
Inured to Magic. When you fail a saving throw against a spell or magical effect, you can take a Reaction to roll 1d8 and add it to the roll, potentially turning the failure into a success.
Level 14: Focused Spell Strike and Archaic Magic Shot
Focusing Ranged Spell Strike. the spell shot can use ranged spellstrike to deliver a cone- or line-shaped, or area of effect spell as a ray, affecting only one creature or object struck.
Archaic Magic Shot. When you make a spell attack roll, you can expend one Risk Die as a Bonus Action to substitute the spell attack with a ranged attack using a weapon. Add the Risk Die to the attack roll: On a hit, the attack deals the double the risk dies damage , in addition to the effects of the spell attack roll.







Comments