# SpellSlinger ### A powerful Duo Since guns were introduced into the world many have sought to make improvments to these new weapons of war to stay ahead of their enemies. This includes some wizards. Few in numbers these wizards were outcast from their colleges and had to study alone. With growing exantion into desert towns and uncharted territoies many of these new SpellSlingers became guns for hire. ### Unlikly Peoples The Wizards have never cared much for Gunslingers, and the feeling is mutual. The Wizards preferred learning things from books, sitting in libraries and learning ultimate arcane power, staying away from the fight until they knew just how to end every one of their foes. The Gunslingers eschewed this in favour of taking up a volatile weapon and firing upon their enemies, leaping from cover to cover while blasting down their foes with reckless abandon. To combine these two styles of fighting would be absurd: almost heretical. That, however, is exactly what the Spellslingers do. Bold and fearless, they combine magic and firearms in a way that few would have dreamed of - not merely the use of enchanted firearms, but moreover the use of firearms to fire spells at their enemies. \page
##### The SpellSlinger | Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 |SpellSlinging, Spellcasting| 3 | 1 | 2 | — | — | — | — | — | — | — | — | | 2nd | +2 | Bonding | 3 | 2 | 4 | — | — | — | — | — | — | — | — | | 3rd | +2 | Specialist, Advanced Learning | 4 | 3 | 4 | 2 | — | — | — | — | — | — | — | | 4th | +2 | Ability Score Improvement | 5 | 3 | 4 | 3 | 1 | — | — | — | — | — | — | | 5th | +3 | +1 Enchantment | 6 | 3 | 4 | 3 | 1 | — | — | — | — | — | — | | 6th | +3 | Specialist Improved | 6 | 4 | 4 | 3 | 1 | — | — | — | — | — | — | | 7th | +3 | ─ | 7 | 4 | 4 | 3 | 1 | — | — | — | — | — | — | | 8th | +3 | Ability Score Improvement | 7 | 4 | 4 | 3 | 3 | — | — | — | — | — | — | | 9th | +4 | Specialist Improved | 8 | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — | | 10th | +4 | +2 Enchantment Bonus | 9 | 4 | 4 | 3 | 3 | 3 | — | — | — | — | — | | 11th | +4 | ─ | 9 | 5 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | | 12th | +4 | Ability Score Improvement | 10 | 6 | 4 | 3 | 3 | 3 | 3 | — | — | — | — | | 13th | +5 | Blood Sweat and Tears (7th) | 10 | 6 | 4 | 3 | 3 | 3 | 3 | — | — | — | — | | 14th | +5 | Specialist Improvment | 10 | 7 | 4 | 3 | 3 | 3 | 3 | 1 | — | — | — | | 15th | +5 |Blood Sweat and Tears (8th)| 10 | 8 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | — | — | | 16th | +5 | ─ | 11 | 8 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | — | — | | 17th | +6 | Blood Sweat and Tears (8th), +3 Enchantment Bonus | 12 | 8 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | — | | 18th | +6 | ─ | 13 | 8 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | | 19th | +6 | ─ | 14 | 9 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | | 20th | +6 | Adrenaline Rush, Specialist Improvment | 15 | 9 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
## Class Features As a SpellSlinger, you gain the following class features: #### Hit Points ___ - **Hit Dice:** 1d8 per SpellSlinger level - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 6) + your Constitution modifier per SpellSlinger level after 1st #### Proficiencies ___ - **Armor:** Light - **Weapons:** All Simple weapons, Whip, Blow Gun, Spell-Slingers - **Tools:** None ___ - **Saving Throws:** Dexterity, Intellegence - **Skills:** Choose three from Arcana, Acrobatics, Athletics, Perception, Survival, Stealth, Deception. #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* whip or *(b)* one simple weapon - *(a)* Spellslingers (Pistol and Rifle) - *(a)* Dungeoneer's pack or *(b)* Explorer's pack Leather armor, and two daggers ### SpellSlinging As a Spell-Slinger you have learned to create and maintain two different types of weapons. Either a revolver, that has a 6 shot clip, or a 8 shot revolving clip, rifle. These weapons are your tools, and arcane implements they can act as Arcane focus as well, to cast your magic through. Each bullet is a spell that you have loaded into the gun. These are magically created bullets, that are made your last short or long rest. It takes a full round of concentration to load your gun when it is empty. if you are hit during that time, you must make a Intelligence Saving throw, the damage taken is the DC, to keep reloading your gun if you fail, you drop all your rounds and must spend a movement action to pick them up. The range of your Guns supersedes the range of your spells. The range of the revolver, is 120 ft for a ranged Spell, while touch spells from this gun become 30 ft. the range of the Rifle is 240 ft, and 60 ft for touch spells. For spells that have an AoE or Area of Effect, the spell overrides the range restrictions of the gun. \page ### Spellcasting You may only choose spells from the wizard's Spell list that are of the Evocation school. All your spell slots, recharge after every short or long rest, Saves for Spells are based on Intelligence, following the traditional Formula. **Save DC = **8+Profiency Bonus+ Attribute Modifier Attack based Spells can be based off either Intelligence or Dex, this includes when you use your guns to cast Spells. Though all spells you cast are cast at the spell level that is listed on the chart equal to your class level. you may also not pick spells higher then your maximum Spell level. Spells known of 1st and higher: At first level you know two 1-st level spells of your choice that are Evocation, from the Wizard spell list. The spells known column of the table shows when you learn more Spell-slinger spells of your choice, of 1st level or higher. 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. Your Spellslingers are your arcane focus You may cast spells without your Spellslingers, but doing so means you must follow proper Somatic and material costs for said spells, as well as you cast them at their lowest possible spell level despite your Class level. ### Guns and their ammunition The Spell-slinger can at anytime make an already existing bullet, into a cantrip. Spellslingers, the guns, have an AC of 15, and an HP of 15. If a spellslinger is destroyed it takes 8 hours of concentration and 50 GP worth of materials to make a new rifle or two revolvers. the cost and time goes up when your spellslingers gain enhancement bonuses, double time and cost for each enhancement. If the guns are in an anti magic field or their bullets enter an anti magic field the function just like their weapon from the DMG page 268. A Spellsplinger can also choice with they are shooting out a magic bullet or normal bullet. Base Gun damage as per the DMG does not stack with spells used by the gun, you use either the gun damage or the spell damage output. For finer detail the Revolver is like the revolver from the book while your rifle is like the hunting rifle. It cost 3 gp for the materials needed for 10 bullets, and take 1 hour to make at most 50 bullets. You as a spellslinger know how to make your bullets as well as your guns. #### Weapon Bond At 3rd levei, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conc1usion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. lf It is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantiy to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two. ### Advanced Learning You may now learn from one more school of spells from the Wizard Spell List. ### Enhancement Bonus Your Spellslingers, are now magically enchanted weapons while in your hands with a +1 bonus to all attacks and save DCs. This increases at level 10 to +2 and then again at level 17 to +3 ### Blood, Sweat, and Tears Starting at lvl 13 you have worked and toiled long enough to know a 7th level spell that you can cast once per Long rest without expending a spell slot. You gain this again for an 8th level spell at level 15, and again at level 17 for a 9th level spell. each spell does not count for another. ergo you can not cast your 8th spell twice and use your 7th level spell or vice versa. ### Adrenaline Rush At level 20 you have learned to harness the quick actions of combat to your advantage. You can another Round instantly and can use it as you wish. Like Slow Time Spell only you can effect others, and gain only 1 additional round.) You can do this once per Short or Long Rest