Soul-Slinger (5e Class)

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Soul-Slinger[edit]

Gunplay, theatrics, and a great sense of justice. A soul-slinger embodies these things, using magic and skills to exercise their own code of ethics and moral law, be that delusions of grand escapades as a sheriff, saving your people through the sacrifices of what you love, or giving one's own life to protect many others.

Creating a Soul-Slinger[edit]

How did your character go about learning the skills of a soul-slinger? Why do they act the way they do? What is their meaning of justice?

Quick Build

You can make a Soul-Slinger quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by either Intelligence, Wisdom or Charisma based on your subclass. Second, choose the Criminial background. Third, choose Revolver and 60 bullets, Any 2 simple weapons, Studded Leather, Explorers Pack, Dagger and a clover as a trinket.

Class Features

As a Soul-Slinger you gain the following class features.

Hit Points

Hit Dice: 1d8 per Soul-Slinger level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Soul-Slinger level after 1st

Proficiencies

Armor: Light and Medium
Weapons: Simple weapons, Firearms, Scimatars, Shortswords and whips
Tools: Tinker's tools
Saving Throws: Dexterity and you use your subclass-chosen modifier
Skills: Choose three from Acrobatics, Insight, Perception, Performance, Slight of Hand, Stealth, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Revolver and 60 bullets, or (b) Blunderbuss and 30 bullets, or (c) Rifle and 30 bullets,
  • (a) Shortsword, Whip or Scimitar, or (b) Any 2 simple weapons,
  • (a) Studded Leather Armor, or (b) Hide Armor,
  • Explorers Pack, Dagger and a clover as a trinket.
  • If you are using starting wealth, you have 3d4 x 10 in funds.

Table: The Soul-Slinger

Level Proficiency
Bonus
Features Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Soul Tone, Spellcasting 2
2nd +2 Soulmite Creation 2 2
3rd +2 Soulsmith 2 3
4th +2 Ability Score Improvement 2 3
5th +3 3 4 2
6th +3 Soul Tone 3 4 2
7th +3 Lasso Recall 3 4 3
8th +3 Ability Score Improvement 3 4 3
9th +4 Extra Attack 3 4 3 2
10th +4 Soul Tone 3 4 3 2
11th +4 SNS 4 4 3 3
12th +4 Ability Score Improvement 4 4 3 3
13th +5 4 4 3 3 1
14th +5 Soul Tone 4 4 3 3 1
15th +5 The Triple BOOM 4 4 3 3 2
16th +5 Ability Score Improvement 4 4 3 3 2
17th +6 4 4 3 3 3 1
18th +6 Soul Tone 4 4 3 3 3 1
19th +6 Ability Score Improvement 4 4 3 3 3 2
20th +6 JUDGES BIG SHOT 4 4 3 3 3 2

Spellcasting[edit]

By 1st level, you have learned to cast Soul-Slinger spells.

Spell Slots

The Soul-Slinger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known

At 1st level, you know a number of spells equal to your Intelligence, Wisdom or Charisma plus your half your level.

Additionally, when you gain a level in this class, you can choose three of the Soul-Slinger spells you know and replace them with another spell from the Soul-Slinger Spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your Spell-Slinger spells. You use your subclass-chosen modifier whenever a spell refers to your spellcasting ability. In addition, you use your subclass-chosen modifier when setting the saving throw DC for a Spell-Slingerspell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + You use your subclass-chosen modifier

Spell attack modifier = your proficiency bonus + You use your subclass-chosen modifier

Spellcasting Focus

You use a firearm or a Soul-Gun as a spellcasting focus for your Soul-Slinger spells.

Soul Tone[edit]

At 1st level, you chose a Soul Tone. Choose between Gold, Mustard and Lemon. All are detailed at the end of the class description. Your choice grants you features at 1st and again at 6th, 10th, 14th and 18th.

Soulmite Creation[edit]

At 2nd level, you can create dynamite out of your soul a number of times equal to your spell casting modifier. You lose all of your Soulmites made after a long rest and regain any used amounts after a long rest or half after a short rest.

  • It has a range to throw of 30/90 feet.
  • Explosion radius of 30 feet.
  • Make a Dexterity check against the spell casters DC, on a fail take 1d6 force damage (Damage increases for every 10 feet near the middle of the dynamite)
  • If you are within 10 feet of the centre of the throw, roll with a disadvantage.

Soul-Gun[edit]

Starting at 1st level, you can use your action to create a Soul-Gun in your empty hand. You can choose a firearm on your person to turn into your Soul-Gun, you must preform a 1 hour ritual to chain it to your soul. This weapon deals a type of damage that your subclass says. When you attack with your pact weapon, you use your subclass-chosen modifier, instead of Dexterity, for the attack and damage rolls.

Your Soul-Gun disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Soulsmith[edit]

Starting at 3rd Level, you have the capability of making and repairing your own Firearms as well as their ammunition. You can craft bullets and mix gunpowder for all types of firearms for half the cost and repair damages with your Tinker's Tools. You can also use your Tinker's tools to create new ones from the list below and others (DM’s discretion). Repairing a firearm takes 1 hour and requires material at the cost of 1/4 of the listed price of the firearm, the process counting as light activity for the purposes of resting.


Firearm Properties

Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.

  • Reloading - The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
  • Misfire - On a natural roll of 2 or 3, the gun misfires making the gun useless until it cleared, taking an action to clear it out. On a natural 1 the gun breaks and must be mended out of combat at a quarter of the cost of the firearm.
  • Ammunition - All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Crafting ammunition for firearms would usually cost 4GP's worth of materials for 30 rounds of ammunition.
  • Pocket - Firearms of this make are quite small in size, making them easy to conceal, but at the cost of range and firepower. You have advantage on any Stealth or Sleight of Hands checks to hide the firearm on your person.
  • Rapid Fire - Firearms of this make are capable of firing its entire magazine, but at the cost of accuracy. As an action, you may attack a number of times equal to your proficiency modifier, of which all attack rolls will be made at disadvantage, but you may add your ability modifier to all damage rolls. You may only use this action if you have two or more rounds in the magazine.
  • Semi-Auto - Firearms of this make uses the excess energy made from firing the firearm to automatically load a bullet into the chamber with no need of help from the user, allowing the firearm to possess a high rate of fire that nothing before it can achieve. Firearms with this property can do the following unique action. As an attack, you may instead fire a three round burst instead of a single round, granting advantage on the attack. You may only use this attack once per turn and may only do so if you have three or more rounds in the magazine.


Firearms
Name Type Cost Dmg Range Reload Weight Properties Special
Single-Action Revolver Handgun 185 gp 1d10 Piercing 60/120 6 4 lbs. Ammunition, Light, Rapid Fire
Early Rifle Rifle 250 gp 1d12 Piercing 200/600 2 9 lbs. Ammunition, Two-Handed
Double Barrel Shotgun Shotgun 250 gp 2d4 Piercing 40/150 2 9 lbs. Ammunition, Two-Handed
Sawn-Off Double Barrel Shotgun Shotgun 200 gp 2d6 Piercing 10/30 2 6 lbs. Ammunition, Light
Derringer Handgun 150 gp 1d8 Piercing 50/100 2 2 lbs. Ammunition, Light, Pocket -
Pocket Revolver Handgun 220 gp 1d6 Piercing 50/100 5 3 lbs. Ammunition, Light, Rapid Fire, Pocket -
Double-Action Revolver Handgun 550 gp 1d8 Piercing 60/120 6 4 lbs. Ammunition, Light, Rapid Fire, Semi-Auto -
Bolt Action Rifle Rifle 600 gp 1d12 Piercing 200/600 5 9 lbs. Ammunition, Two-Handed, Rapid Fire
Pump-Action Shotgun Shotgun 600 gp 2d4 Piercing 40/150 5 9 lbs. Ammunition, Two-Handed, Rapid Fire -
Semi-Auto Pistol Pistol 1000 gp 1d8 Piercing 60/120 13 5 lbs. Ammunition, Light, Rapid Fire, Semi-Auto -
Semi-Auto Rifle Rifle 1200 gp 1d12 Piercing 200/600 10 10 lbs. Ammunition, Two-Handed, Rapid Fire, Semi-Auto -
Semi-Auto Shotgun Shotgun 1200 gp 2d4 Piercing 40/150 10 11 lbs. Ammunition, Two-Handed, Rapid Fire, Semi-Auto

Upgrades[edit]

Starting at 3rd Level, you can now craft upgrades to further improve the lethality of your firearms. At Level 3 you will have access to Tier I Upgrades. You'll gain more access as you level up to Level 5 (Tier II), 10 (Tier III), 14 (Tier IV), and 18 (Tier V). You can use your Tinker's tools to craft these upgrades on to a firearm, of which the DC is 10 + Upgrade Tier. You may remove these upgrades once applied to a firearm, of which it is stored into your inventory.

All upgrades have their own specific Categories and Limitations. Only one upgrade of each category can be applied to a firearm at any time, of which it can only be applied to a certain type of firearm if it has a limitation. You may though replace an upgrade with a new one, with the old one being stored in your inventory. Crafting an upgrade counts as light activity for the purposes of resting. A failure at an attempted modification wastes the time and materials but does not damage the firearm. A critical failure breaks the firearm, requiring it to be repaired.


Tier 1 Upgrades
Name Category Cost Effect Limitation
Trigger Safety Safety 50 gp Misfires now only happen on natural rolls of 2.
Heavy Receiver Receiver 125 gp Increases Damage rolls by +1. Increases Weight by +2 lbs.
Improved Magazine Magazine 125 gp Increases Reload by +2.
Glow Sights Sight 125 gp Increases Attack rolls by +1.
Long Barrel Barrel 100 gp Increases Range by +50ft. Pistol and Rifle
Choke Barrel 50 gp Increases Range by +20ft. Shotgun
Bayonet Barrel 50 gp Allows firearms to be used as a Spear. Rifle and Shotgun.
Tier 2 Upgrades
Name Category Cost Effect Limitation
Safety Mechanism Safety 350 gp The gun would not break on a natural roll of 1, but would instead Misfire.
Hardened Receiver Receiver 400 gp Increases Damage rolls by +2.
Expanded Magazine Magazine 400 gp Increases Reload by +3.
Scoped Sights Sight 400 gp Increases Attack rolls by +2.
Magnum Rounds Ammo 500 gp Increases the firearm's damage tier by 1 (1d8 -> 1d10) / (1d12 -> 2d6). Pistol and Rifle
8 Gauge Pellets Ammo 500 gp Increases the firearm's damage tier by 1 (1d8 -> 1d10) / (1d12 -> 2d6). Shotgun
Tier 3 Upgrades
Name Category Cost Effect Limitation
Incendiary Ammunition Ammo 650 gp Adds an additional +1d4 Fire damage to damage rolls.
Tactical Grip and Stock Stock 650 gp Reduces Weight by 2 lbs. Increases Attack rolls by +1.
Tier 4 Upgrades
Name Category Cost Effect Limitation
Powerful Receiver Receiver 800 gp Increases Damage rolls by +3.
Improved Expanded Magazine Magazine 800 gp Increases Reload by +5.
Improved Scoped Sights Sight 800 gp Increases Attack rolls by +3.
Tier 5 Upgrades
Name Category Cost Effect Limitation
Powerful Magnum Rounds Ammo 950 gp Increases the firearm's damage tier by 2 (1d8 -> 1d12) / (1d12 -> 2d8). Pistol and Rifle
4 Gauge Pellets Ammo 950 gp Increases the firearm's damage tier by 2 (1d8 -> 1d12) / (1d12 -> 2d8). Shotgun

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Lasso Recall[edit]

At 7th level, when a creature exits your gun's non-disadvantage range you can force the creature to roll a Dexterity saving throw against the spellcaster's DC and on a fail the target's speed is reduced to 0. You can do this equal to your proficiency bonus. You regain all uses after a long rest or half of them after a short rest.

Extra Attack[edit]

Beginning at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. (Not with spells)

SNS[edit]

At 11th level, you can now summon SNS (Soul n 'Splosions). Your Soulmite becomes stronger and gain these new features:

  • You can now throw is as a bonus action,
  • The base damage becomes 3d6 and increases the same way,
  • If you fail the saving throw you also fall prone and if you succeed you take half damage instead of nothing,
  • The throwing range increased to 45/115 feet.

The Triple BOOM[edit]

At 15th level, you can now throw three sticks of SNS as a bonus action and shoot them, when done this way the damage to one target takes 6d10 force damage, and the target needs to make a dexterity save against the spell-caster DC and on a save, they take half and on a fail they take full and fall prone. Once you use this you can use it again until a long rest.

JUDGE'S BIG SHOT[edit]

At 20th level, your gun turns into a large gun that is bright yellow and it is a 5-foot beam at a range of 100 feet that forces any creature in that line to make a Dexterity save against the spellcaster DC save. On a success, you take half damage and on a fail, you take the full 12d10 force damage and if you kill a target they turn to dust and any non-magical items on their person turn to dust.

You can only do this once per long rest.

Mustard Tone[edit]

The True Law

At 1st level, you are what needs to be done in the law, so much so that your Soul-Gun deals necrotic damage or the original damage of the gun. Your spellcasting modifier is Intelligence.

In addition, you have spells that are permanently added to your known spells. You gain more every time you gain a new spell slot level.

Extended Spell List

The following spells are added to the Soul-Slinger spell list for you.

Spell
Level
Spells
Cantrips Chill Touch and Eldrich Blast
1st Inflict Wounds and Compelled Duel
2nd Invisibility and Pass Without Trace
3rd Call Lightning and Fear
4th Blight and Evard's Black Tentacles
5th Danse Macabre and Modify Memory
Bodily Power

At 6th level, At 6th level, you gain the ability to look at a person and see the modifier of their Strength, Dexterity and Constitution and if they attack with ranged attacks or close-up attacks. The target must make a Wisdom save against your spell save DC and on a fail you can see their modifiers, on a pass they know you tried to do something but don't know what exactly. You can do this an amount of times equal to your proficiency bonus. You regain all uses after a long rest or half as much after a short rest.

Non-protective attack

At 10th level, when you shoot at someone you can choose to make your bullets deal double the damage for the turn but you take double the damage from that target's attacks. In addition, you can add your Intelligence to your damage and your dexterity with your Soul-gun.

Wings of Violence

At 14th level, you gain the ability to fly with the same speed as your walking speed and you can attack three, instead of once, whenever you take the Attack action on your turn. (Not with spells)

Zenith Form

At 18th level, you become the flying justice to all that see you, as a bonus action for 1 minute you gain:

  • You gain 100 temporary hit points,
  • You can now attack 4 times instead of three when you take the attack action,
  • You can also fly at double your movement speed,
  • You can finally as well use Whirlwind at 7th level once during this form without using a spell slot

Once used this cannot be used again until a long rest.

Gold Tone[edit]

The Outlaw's Law

At 1st level, you are truly neutral and the embodiment of law, so much so that your Soul-Gun deals force damage or the original damage of the gun. Your spellcasting modifier is Wisdom.

In addition, you have spells that are permanently added to your known spells. You gain more every time you gain a new spell slot level.

Extended Spell List

The following spells are added to the Soul-Slinger spell list for you.

Spell
Level
Spells
Cantrips Resistance and Thorn Whip
1st Alarm and Entangle
2nd Calm Emotions and Find Steed
3rd Major Image and Tiny Servant
4th Charm Monster and Find Greater Steed
5th Far Step and Reincarnate
Let us judge your soul

At 6th level, you gain the ability to look at a person's soul and the colour stands for what they live for. (The DM can say what the colour is, how well known and how common that soul type is but you know the basic things of it). The target must make a Wisdom save against your spell save DC and on a fail you can read their soul, on a pass they know you tried to do something but don't know what exactly. You can do this an amount of times equal to your proficiency bonus. You regain all uses after a long rest or half as much after a short rest.

Defender of the weak

At 10th level, you can as a reaction to a target within 60 feet of you being attacked by a weapon or spell cause the user/attacker to make an attack at disadvantage. You can do this an amount of times equal to your proficiency bonus. You regain all uses after a long rest or half as much after a short rest.

Kitsune's Blessing

At 14th level, You gain immunity to being charmed or frightened and also can cast charm person and major image without using a spell slot once per long rest. In addition, you can cast a cantrip as a bonus action after shooting with a gun.

Kitsune's Gift

At 18th level, you finish your next long rest after levelling up a kitsune mask in your bag, once worn as a free action you gain 9 black and red fox tails as well as a kimono and any additional accessories of your choice, during this transformation you gain:

  • You gain 120 temporary hit points,
  • You can choose three targets that are in combat that you can see to be "Judged" and when selected as a free action, they have disadvantage to attacking you and you have advantage to attack them, when these targets die you can pick three more,
  • You can also add 2d10 Force damage to all Soul-gun attacks.

However this form ends when you lose all your temporary hit points, become incapacitated or another creature pulls the mask off you with an athletics check against your spell save DC as in this form when you sense a target that has done "Bad" in your eyes you have to attack them no matter how bad. To avoid this you must roll a wisdom save every turn dc 10 but it increases every time you pass and once you fail you attack the closest person to you.

Lemon Tone[edit]

Good Of Soul

At 1st level, you are good of heart and so good that your Soul-Gun deals radiant damage or the original damage of the gun. Your spellcasting modifier is Charisma.

In addition, you have spells that are permanently added to your known spells. You gain more every time you gain a new spell slot level.

Extended Spell List

The following spells are added to the Soul-Slinger spell list for you.

Spell
Level
Spells
Cantrips Guidance and Sacred Flame
1st Cure Wounds and Healing Word
2nd Heat Metal and Misty Step
3rd Haste and Revivify
4th Banishment and Guardian of Faith
5th Contact Other Plane and Holy Weapon
Minor Memory Access

At 6th level, when you touch or damage a creature you can choose to try and access the target's mind, the target must make a Wisdom save against your Spell save DC and on a fail you learn (Of the DM's choice) and dark memory or secret the target has, on a pass they know you tried to do something but don't know what exactly. You can do this an amount of times equal to your proficiency bonus, you regain all of them after a long rest.

Cowboys Dash

At 10th level, you can dash as a bonus action and if you pass a dexterity saving throw you take half on a fail or no damage on a pass. In addition, you add 15 feet to your movement speed.

Holy Defience

At 14th level, you can once per long rest ignore two condition, saving throw or attack made by a creature. In addition, you can shoot as a bonus action with your gun.

Determined Justice

At 18th level, when you need to, you can call the determination of your soul to come out temporarily when you use a bonus action and for 1 minute you gain the following abilities:

  • You gain 75 temporary hit points,
  • You can choose 3 targets within 30 feet of you to heal 3d20 hp if lower than max or gain that as temporary, any leftover hp turns into temporary hp,
  • Any used things like SNS or Minor memory access regain all their uses.

Once used this cannot be used again until a long rest.

Soul-Slinger Spell List[edit]

You know all of the spells on the basic Soul-Slinger spell list and additional spells based on your subclass.

Cantrips

chill touch, create bonfire, friends, guidance, mage hand, minor illusion, thorn whip, vicious mockery

1st Level

absorb elements, armor of agathys, arms of hadar, charm person, compelled duel, dissonant whispers, distort value, expeditious retreat, find familiar, goodberry, hellish rebuke, hex, hunter's mark, identify, mage armor, shield, snare, speak with animals, tasha's hideous laughter, unseen servant

2nd Level

alter self, beast sense, blindness/deafness, calm emotions, cordon of arrows, darkness, detect thoughts, enhance ability, find steed, find traps, gust of wind, locate animals or plants, locate object, maximillian's earthen grasp, pass without trace, see invisibility, spiritual weapon, summon beast, vortex warp, zone of truth

3rd Level

bestow curse, conjure animals, conjure barrage, counterspell, fear, fly, hunger of hadar, leomund's tiny hut, major image, plant growth, revivify, speak with plants, tiny servant, tongues, vampiric touch

4th Level

conjure minor elementals, freedom of movement, guardian of nature, polymorph, summon elemental, watery sphere

5th Level

conjure elemental, dispel evil and good, modify memory, scrying, steel wind strike, wrath of nature

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Soul-Slinger class, you must meet these prerequisites: 13 Dexterity and have a sense of Justice

Proficiencies. When you multiclass into the Soul-Slinger class, you gain the following proficiencies: Light armor, Firearms and Perception

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