Base Class: Gunslinger
Breaching is a beautiful thing. The feeling of a perfectly placed shape charge on a reinforced door… or the smell of an expertly crafted IED going off cannot be beat!
you have pursued the knowledge of engineering and of the capabilities of gunpowder and spells and have perfected it. You can easily calculate the strength and structural integrity of structures and objects and determine week points and load distribution… and how much of a boom you need to effect them.
you can improvise explosives and munitions in a pinch with great effect. You live to support your team in all things destruction and demolition… though some might only believe you to be a bomb nut
You know that whoever controls the battlefield controlls the battle. You’ve dedicated yourself to understanding the battlefield and and supporting your teamin any roles needed. Breaching? area denial? You’ve got it covered. Demolition? You’re the guy.
spotting weaknesses in enemy structures or creatures and having the means to exploit them is your craft.
Level 3: Level 3: Spellcasting
You blend alchemy and arcana to turn your firearm into a versatile tactical engine.
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 demolitions expert 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: Signature piece
During a rest you may bond with 1 weapon, a bonded weapon can be used as your Spellcasting Focus. If you bond with another weapon the bond with the first weapon is broken. Starting at 6th Level you can bond with up to 2 weapon, and at 14th level you can bond with up to 3 weapons
As a bonus action, a bonded weapon can be summoned to your hand from anywhere as long as it is on the same material plane as you
Level 3: Alchemical Crafting
you gain proficiency with Alchemist’s Supplies.
Hasted crafting:You are able to craft for up to 30 minutes during a short rest and 1hr during a long rest without effecting your rest. This improves to 1hr during a short rest and 2hr during a long rest at 6th level, and to 1hr during a short rest and 4hrs during a long rest at 10th level. Additionally, pick two items that can be crafted with Alchemist’s Supplies, these items become memorized recipes and take half the normal time to craft. You gain two additional memorized recipes at 6th, 10th, and 14th level.
Primary Crafting Recipes:
-Suture Round: A willing creature regains HP equal to Risk Die + Int mod+ proficiency.
- Flashbang Slug: Target takes the weapons damage and must make a constitution saving throw or be Blinded till the start of your next turn.
-Choking Gas: Creates a 10ft radius of smoke; enemies inside must make a constitution saving throw or be Poisoned till the start of your next turn.
-Concussive Payload: Target takes the weapons damage and is pushed 10ft. The target makes a strength saving throw, On a failed save the target is knocked Prone.
Level 6: Level 6: Munitions tactician
Demolition Sense:
You gain advantage on perception and investigation checks to discern weaknesses in structures and terrain.
Level 6: Munitions Superiority
Additionally, upon reaching level 6 you pick between either:
-Distant Deployment: you may expend one risk die to give an evocation spell with a range of "self" a 30ft range instead.
-Rapid Payload: As a Bonus Action, spend 1 Risk Die to cast a spell with a casting time of one action. Add the Risk Die to the Damage of the spell.
Level 10: Level10: Efficient Demolition
Structural Insights: Your attacks and spells deal double damage to objects and structures.
Sculpted Blast: you may expend one risk die to magically protect creatures from your spells. You may protect a number of creatures up to your spell ability modifier. Creatures protected by this ability take no damage but can suffer other effects.
Level 14: Level 14: apex chain reaction
you gain the following features: Sustained Volley, and Master Detonator.
-Sustained Volley: When you hit a creature with a ranged firearm attack, you may make an additional attack against a second creature within 10 feet of the first. When you score a critical hit against a creature with a ranged firearm attack, you may make an additional attack against all creatures within 10ft of the first.
-Master Detonator: Once per short or long rest, you may spend 2 Risk Dice to maximize a spell's damage.
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