Spellslinger (5e Class)
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Cornered by the enemy, their companion shouts out "Sir, we are surrounded!". With a cocky smirk, the Spellslinger replies "Good. That means I don't have to aim". And with blinding speeds, he unloaded his revolver's chamber into his opponents, dropping them all in a single second with arcane bullets that hit true.
A Spellslinger is not amused at the price of the illegal goods offered to him. He reaches for his coin pouch and pulls out a single gold piece, making the trader's face light up. But in the blink of an eye, he flicks the coin behind the trader and shoots a bullet that pierces straight through the heart, only to bounce off the coin and hit the trader right in the head, ensuring a clean, quick kill.
Creating a Spellslinger
Spellslingers seek to combine the magic of the ether with their outlandish ability to wield guns. When creating a Spellslinger, consider what made your character interested in these two topics, and how they studied them to end up combining the two.
- Quick Build
You can make a Spellslinger quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma.
As a Spellslinger you gain the following class features.
- Hit Points
Armor: Light armor, Medium armor
Weapons: Simple Weapons, Martial Weapons, Firearms
Tools: Tinker's Tools
Saving Throws: Dexterity, Charisma
Skills: Choose two from the following: Acrobatics, Sleight of Hand, Arcana, Insight, Survival, Deception, Intimidation, and Performance
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Musket and 20 Bullets or (b) Any two simple weapons
- (a) Leather Armor or (b) Hide Armor
- (a) A dungeoneer's pack or (b) an explorer's pack
- Revolver, 2 Speed loaders, 60 Bullets and Tinker's Tools
|Arcane Firearm||Features||Cantrips and Spells Known||Spell Slots||Slot Level||Imbued Bullets|
|1st||+2||1d8||Spellcasting, Arcane Firearm, Imbue Bullets||2 / 2||1||1st||2|
|2nd||+2||1d8||Blank Shot||2 / 3||2||1st||2|
|3rd||+2||1d8||Spellslinger Archetype||2 / 4||2||2nd||2|
|4th||+2||1d8||Ability Score Improvement||3 / 5||2||2nd||4|
|5th||+3||1d8||Cylinder Spin||3 / 6||2||3rd||4|
|6th||+3||1d8||Archetype Feature||3 / 7||2||3rd||4|
|7th||+3||1d10||—||3 / 8||2||4th||6|
|8th||+3||1d10||Ability Score Improvement||3 / 9||2||4th||6|
|9th||+4||1d10||—||3 / 10||3||5th||6|
|10th||+4||1d10||Archetype Feature||4 / 10||3||5th||8|
|11th||+4||1d12||Ricoshot||4 / 11||3||5th||8|
|12th||+4||1d12||Ability Score Improvement||4 / 11||3||5th||8|
|13th||+5||1d12||Disguised Magic||4 / 12||3||5th||10|
|14th||+5||1d12||Archetype Feature||4 / 12||3||5th||10|
|15th||+5||2d8||Magical Prowess||4 / 13||3||5th||10|
|16th||+5||2d8||Ability Score Improvement||4 / 13||4||5th||12|
|17th||+6||2d8||Elemental Weaponry||4 / 14||4||5th||12|
|18th||+6||2d8||Archetype Feature||4 / 14||4||5th||12|
|19th||+6||2d10||Ability Score Improvement||4 / 15||4||5th||14|
|20th||+6||2d10||Hollow Point||4 / 15||4||5th||14|
At first level, you are able to cast spells by drawing power straight from the ether, needing to rest to regain your spell slots.
- Cantrips. At first level, you know two cantrips of your choice from the sorcerer spell list. You learn additional Sorcerer cantrips of your choice at higher levels, as shown in the Cantrips and Spells Known column of the Spellslinger table (the number on the left).
- Spell Slots. The Spellslinger table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Spellslinger spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
- Spells Known of 1st Level or Higher. You know two 1st-level spells of your choice from the sorcerer spell list. The Cantrips and Spells Known column of the Spellslinger table shows when you learn more Sorcerer spells of your choice from this feature (the number on the right). A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. Additionally, when you gain a level in this class, you can choose one of the Spellslinger spells you know from this feature and replace it with another spell from the Sorcerer spell list. The new spell must also be of a level for which you have spell slots on the Spellslinger table.
- Spellcasting Ability. Charisma is your spellcasting ability for your Spellslinger spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Spellslinger spell you cast and when making an attack roll with one.
- Spellcasting Focus. You can use an arcane focus as a spellcasting focus for your spells.
Starting at 1st level, during a short or long rest you may choose 2 Bullets to imbue with a spell and load them into a speed loader, consuming a spell slot. Multiple bullets imbued with different spells may be loaded into the same speed loader, but they must respect the order in which they are loaded when shot (going from left to right in the chamber, starting at the top). Your bullets count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, as well as counting as a magical focus for your spellcasting. The number of imbued bullets you can maintain at any one time is listed under Imbued Bullets on the Spellslinger Table. If an imbued spell would require a saving throw, it does so as normal using your Spellslinger DC. Additionally, spells cast using this feature do not need somatic components.
Starting at 1st level, you may choose a firearm you wield or that is within 5ft of you, and create an ethereal copy of it on an empty hand. The form of the Arcane Firearm will be the same of the chosen firearm and must be wielded like you would the original, however, its damage will be equal to the dice shown under Arcane Firearm in the Spellslinger table. Additionally, the Arcane Firearm is unable to misfire, and does not require ammo to fire. As such, it cannot fire magical bullets from Imbue Bullets. Any damage dealt with the Arcane Firearm is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. If the Arcane Firearm is more than 5ft away from you for any reason for more than 1 minute, it vanishes. You can only have one Arcane Firearm at a time, and it vanishes during your next long rest.
Starting at 2nd level, you have learned about the mechanical nuances of firearms and bullets, and are able to take a bullet out of a cartridge to make it a blank. On your turn, you may spend an action to remove the currently loaded bullet, replacing it with a blank, then fire it at an enemy within 30ft that you can see, causing that target to be distracted by the sound and flash, giving all allies advantage on attack rolls against them until the start of your next turn. This ability can be used once per short or long rest. At 5th level, due to Cylinder Spin, you may load a Blank without removing a bullet, if there is a free space in your cylinder, additionally, starting at 11th level, you may use this ability two times per short or long rest.
Starting at 3rd level, you may choose a Spellslinger Archetype. The Marksman Archetype focuses on shots that hit true on their target, prioritizing the accuracy and deadliness of their shots. The Outlaw Archetype is more erratic and unpredictable, having a focus on shooting at blinding speeds and dealing with large crowds. You gain features from your chosen archetype at levels 3, 6, 10, 14 and 18. These Archetypes are detailed at the end of this chapter.
Ability Score Increase
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.
Starting at 5th level, you have learned to spin your revolver's cylinder with precision, and are now able to ignore the order of your bullets in the chamber. You may shoot any bullet with your firearm, as long as it is loaded into the chamber.
Starting at 11th level, you have learned to ricochet your shots off of coins to hit your enemies with precise angles. You may spend 1GP and throw a coin up to 10ft away. The coin counts as a creature with an AC of 12, and if shot, will always guarantee a hit on the desired target. Your damage dice are downgraded by one (1d12 becomes 1d10, 1d10 becomes 1d8, and so on) when ricocheting off the coin, and this penalty is lost at 15th level. Additionally, an ally may take a reaction to shoot the coin if they can and so desire, but the coin will have an AC of 16 instead.
Starting at 13th level, you have perfected the relationship between magic and physical damage. During an attack with an imbued bullet, you may choose to make it deal piercing damage instead of magical damage, while still retaining their imbued spell's properties and effects.
Starting at 15th level, you have honed your magic to improve your Arcane Firearm. You may spend 1 action to imbue your Arcane Firearm with any spell of your choice that you know, consuming a spell slot as usual, using it as a focus for the spell as per Imbue Bullets. Your next two shots using your Arcane Firearm will have the same effect as if you fired bullets imbued with that spell. If your Arcane Firearm vanishes for any reason, the spells imbued in it are lost as well. You can use this feature 1 time per short or long rest.
Starting at 17th level, you have figured out how to imbue your firearm with elemental powers. Once per long rest, you may focus for 1 hour to imbue your firearm with one of the following elements: Acid, Cold, Fire or Lightning. That firearm becomes bound to you, you know its location at all times, and you may summon it at will by concentrating for 1 minute as long as it is on the same plane as you. Damage done with that firearm will deal an additional 1d12 damage of the chosen element, along with the normal damage. Additionally, if this weapon is copied by Arcane Firearm, the Arcane Firearm will also be imbued with the element, letting it deal the additional damage like normal. You may change the elemental focus of your firearm once each long rest.
At 20th level, you have designed a bullet whose only directive is to kill. Once per long rest, you may take an hour to craft 6 hollow point bullets. Once shot, these bullets will always deal critical damage on hit and lodge themselves inside a creature, forcing them to bleed. On the target's next turn, they make a Constitution Save, on a failure they take 1D10 damage due to blood loss, with another save each following round. On a success the bleed effect ends immediately before any additional damage is dealt. Any amount of magical healing ends the bleed effect. Creatures that drop below 0 hit points while bleeding out are not able to heal in any way, and creatures that have been hit with a hollow point bullet will receive half the healing they normally would.
A specialist in accuracy, you take your time with your shots to make sure they are perfectly placed, granting massive damage that can take out targets in an instant.
- Deadly Aim
At 3rd level, you take careful aim at a target's weakpoint, granting you advantage on an attack roll, as well as advantage on your damage roll. This ability can be used once every short rest at 3rd level, twice at 12th level, three times at 19th level.
- Blinding Shot
At 6th level, you have learned that vision is something you can impair by using bullets made of magnesium. By shooting this bullet at a surface, you are able to ignite it and cause a blinding flash of light, causing any creature within 10ft of its origin to become blinded if they fail a constitution saving throw. You must reload in order to fire this bullet, and you can only do so once per short rest.
- Piercing Shot
At 10th level, you have developed magical gunpowder that gives your bullets extra penetration and speed, allowing your shots to pierce through enemies. Once per long rest, you may apply this gunpowder to any of your bullets, be they imbued or otherwise. These shots can pierce up to two creatures, stopping at a third. These creatures must all be in a direct line from the angle of the bullet. Any creatures pierced must make a constitution saving throw, beginning to bleed on a fail, taking 1d10 damage per turn until it is able to pass its save. Additionally, if a coin from ricoshot is targetted behind the creature you intend on piercing, your shot may ricochet back to it, acting as a critical hit, and they must instead make a constitution saving throw with disadvantage.
- Disarming Shot
At 14th level, your aim has been honed enough to hit a target's hand to disarm them. As an action, you may use this ability as part of a ranged weapon attack, and it is made as if the creature has +2 AC, and the target takes normal damage on hit. The creature must make a dexterity saving throw or drop their weapon 5ft away from them in a random direction, as well as giving any ally advantage on attack rolls against that creature until the start of that creature's next turn. This attack cannot be made with an Imbued Bullet or imbued Arcane Firearm.
- Critical Shot
At 18th level, your understanding of creatures' weak points has been perfected, allowing you to land critical hits more easily. Your critical range for firearms is permanently increased by 2, allowing lower dice rolls to deal critical damage to a target more easily. Additionally, once per long rest, you may choose an attack to guarantee a critical hit, at the cost of a guaranteed misfire, forcing you to spend an action to repair your firearm before it can be used again.
Specialising in speed, Outlaws are tricksters and charlatans, taking out unsuspecting enemies in the blink of an eye to get what they want.
- Fanning Shot
At 3rd level, you have studied in depth how your gun's firing mechanism works, leading you to understand you don't need to pull the trigger to fire, and you learn to fan your hammer to shoot. By using this ability, you must shoot all rounds left in your chamber as an action in a 40ft cone in front of you. Roll to hit each creature within the cone normally, respecting the order of rolled dice for the purpose of misfiring. Your weapon has a +1 to misfire per target, up to a max of +6. At 10th level, your misfires from this ability will always count as the last (or closest to the last) bullet in the chamber, letting you fire all of your successes. This feature cannot be used on a two-handed weapon, while using two-weapon fighting, or with Arcane Firearm.
Starting at 6th level, your reflexes are improved immensely. Whenever one of your allies gets an Attack of Opportunity on a creature, if they are within 40ft of you, you may use your reaction to attack the triggering creature with disadvantage. At 10th level you lose the disadvantage on this ability, and at 14th level you gain advantage.
- Quick Maintenance
Starting at 10th level, you have practiced your reloading and studied your firearm's inner workings. You may repair your weapon as a bonus action or reload your weapon as a free action, once each per short rest at 10th level, twice at 18th level.
Starting at 14th level, you've practiced your coin throwing and are now able to throw multiple coins at once, up to a maximum of 6. Each coin counts as a target with an AC of 12. If only one coin is shot, you may choose to ricochet your shot to another coin, adding +2 to your damage per ricochet, but you must also roll for to hit for each coin. If one of your attack rolls fails when chaining, any further coins are ignored and the shot is immediately ricocheted onto the desired target. If you roll your weapons misfire value on a chained hit, the weapon does not misfire. You may use this feature two times per long rest.
- Trigger Finger
Starting at 18th level, your speed is incomparable. You may take two actions or bonus actions per turn instead of just one. Additionally, if your first action is an attack or an attacking ability, it gains advantage on attack rolls, and you may use any kind of action or bonus action on a reaction.
Prerequisites. To qualify for multiclassing into the Spellslinger class, you must meet these prerequisites: Dex 13 and Cha 13
Proficiencies. When you multiclass into the Spellslinger class, you gain the following proficiencies: Firearms, Light armor and Medium Armor
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