The SpellSlinger
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Spellcasting 2 1
2nd +2 Tenacity 2 2
3rd +2 Spellslinger Archetype 2 3
4th +2 Ability Score Improvement 3 3
5th +3 Extra Attack 4 4 2
6th +3 SpellSlinger Archetype Feature 4 4 2
7th +3 All for One 5 4 3
8th +3 Ability Score Improvement 6 4 3
9th +4 7 4 3 2
10th +4 Quick Reload 7 4 3 2
11th +4 SpellSlinger Archetype Feature, Improved All for One(12d6) 8 4 3 3
12th +4 Ability Score Improvement 9 4 3 3
13th +5 10 4 3 3 1
14th +5 Improved All for One(16d6) 11 4 3 3 1
15th +5 SpellSlinger Archetype Feature 12 4 3 3 2
16th +5 Ability Score Improvement 12 4 3 3 2
17th +6 13 4 3 3 3 1
18th +6 Spellslinger Archetype Feature 14 4 3 3 3 1
19th +6 Ability Score Improvement 14 4 3 3 3 2
20th +6 Dual Imbuing 15 4 3 3 3 2

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(5) + your constitution modifier per spellslinger level after 1st

Proficiencies


  • Armor: None
  • Weapons: All Firearms
  • Tools: None
  • Saving Throws: Charisma, Dexterity
  • Skills: Choose two from persuasion, intimidation, acrobatics, athletics, arcana, stealth, and perception

Equipment

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

  • any firearm and 20 bullets
  • (a) an explorer's pack or (b) a dungeoneer's pack

Spellcasting

Spell Slots

The SpellSlinger table shows you how many spell slots you have to cast your spell slots of 1st level and higher. To cast one of these spellslinger 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. For example, if you know the 1st-level spell and have a 1st-level and 2nd-level spell slot available, you can cast it with either slot.

Spellcasting Focus

You can use a firearm as a spellcasting focus for your spellslinger spells.

Spells Known Of First Level And Higher

You know one 1st level spell of your choice from the spellslinger spell list.

The Spells Known column of the SpellSlinger table shows when you learn more spellslinger spells of your choice, Each of these spells must be for a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the spellslinger spells you know and replace it with another spell from the spellslinger spell list, which also must be of a level for which you have spell slots.

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 us your Charisma modifier when setting the saving throw DC for a spellslinger spell you cast and when making an attack roll with one

Tenacity

Starting at 2nd level, you gain a number of tenacity points equal to your spellsinger level. You can spend these points to fuel various features. You currently have access to two of these features: Imbued Spells and Otherworldly Aim. You learn more as you gain levels in this class.

You regain all of your tenacity points at the end of a short or long rest.

Some of the features that use Tenacity require a saving throw or attack roll. You use your spell save DC and spell attack bonus for theses features.

Otherworldly Aim

Beginning at 2nd level, you can guide bullets you fire with magic. Whenever you make an attack with a firearm, you can spend 1 Tenacity point to gain advantage on that attack roll.

Imbued Spells

Starting at 2nd level, you learn how to place spells within the ammunition for your gun. As a bonus action, you spend 2 Tenacity points to imbue a spellslinger spell with a single target within your bullet when you fire it. On a hit, the attack has the effects of both the attack and the spell. If the attack misses, you still consume the spell slot. The magic fades from the bullet immediately after hitting a creature or object. Using this feature still triggers any features that require a spell to be cast.

SpellSlinger Archetype

Choose one of the following spellslinger archetypes: Artillery Specialist, Sniper, or Tactician. Each is detailed at the end of the class description. Your choice grants features when you choose it at 3rd level. It also grants additional features at 6th, 11th, 15th, and 18th level.

Ability Score Improvement

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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action ony our turn.


All For One

Starting at 7th level, as an action, you expend all ammo still remaining in your weapon's chamber and expend 5 Tenacity points, causing the attack to deal an extra 6d6 damage. You do not roll these dice twice on a critical hit. This damage increases to 12d6 at 11th level, and 16d6 at 14th level.

Quick Reload

When you reach 10th level, you can use a bonus action to reload a firearm.

Dual Imbuing

Beginning at 20th level, you can store more spells in a single bullet. You can spend Tenacity points equal to the level of two spells you choose to imbue them both as normal.

Spellslinger Archetypes

Artillery Specialist

Archetype Spells

You gain archetype spells at the spellslinger levels listed.

Artillery Specialist Spells
SpellSlinger Level Spells
3rd Burning Hands
5th Flaming Sphere
9th Fireball
13th Cluster Bomb
17th Cone of Cold

Demolitions Expert

At 3rd level when you choose this archetype, You gain proficiency in explosives. You can also imbue ammunition with area of effect spells. When you do this, the target of the attack is the source of the effect. If the source is not in the center of the area of effect, then you choose the direction it is from the target of the attack. Only the target of the attack automatically fails their saving throw or is automatically hit.

Controlled Explosions

Beginning at 3rd level, you can protect creatures of your choice from harm when you throw an explosive or cast a spell with an area of effect. When you cast a Spellslinger spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. These creatures automatically succed their saving throws against the effect, and take no damage if they would normally take half damage on a success.

FlashBang

Starting at 6th level, when you make an attack with a firearm or explosive, you can spend 1 tenacity point and cause all creatures within a 10 foot radius of the target to make a Constitution saving throw against your spell save DC. On a failed save, they are blinded and deafened until the end of your next turn.

Bigger Boom

At 11th level, you learn to use your magic to increase the effectiveness of your explosives. When you throw an explosive or cast a spellslinger spell with an area of effect, you can choose to use 2 Tenacity points to double the radius of the effect or add half of the spell or explosive's damage dice to the damage dealt on the first turn it deals damage.

Repellant Reload

When you reach 15th level, when you reload, you can spend 1 tenacity point to cause all creatures within 10 feet of you to make a strength saving throw. On a failed save, a creature takes 2d10 fire damage and is pushed back 10 feet. On a successful save, a creature takes half as much damage and isn't pushed.

Shrapnel Shot

Beginning at 18th level, when you make an attack with a ranged weapon, all creatures within 5 feet of the target take 2d4 fire damage.

Sniper

Archetype Spells

You gain archetype spells at the spellslinger levels listed.

Sniper Spells
SpellSlinger Level Spells
3rd Magic Missile
5th Melf's Acid Arrow
9th Primordial Bolt
13th Blight
17th Mislead

Deadeye

Beginning at 3rd level when you choose this archetype, you gain the following benefits:

  • As an action, you can make an attack on a creature with a firearm and spend 3 tenacity points to deal force damage to the target, in addition to the weapon's damage. The extra damage is 1d4 for every 10 feet of space between you and the target, with a maximum of 5d4. You can not use Imbued Spells on the same turn you use this feature. This damage increases to 1d6 per 10 feet at 11th level. The maximum damage increases by 1 die each level, until you can deal a maximum of 15 dice.

  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.

Hunker Down

Starting at 6th level, when you are prone, attackers within 5 feet of have disadvantage on attack rolls against you, rather than advantage.


Keen Eye

Beginning at 11th level, you receive no penalty to checks made in order to see something that is lightly obscured. In addition, you gain proficiency in perception. If you already have proficiency in perception, then your proficiency bonus is doubled for perception checks.

Piercing Rounds

When you reach 15th level, when you make an attack, you can expend 1 tenacity point to make your attacks ignore full cover until the end of the current turn. This feature does not tell you where any targets already behind full cover are.

Consistent Shot

Starting at 18th level, you can use your deadeye feature without expending tenacity points. When you use Deadeye in this way, the additional damage dealt is halved, and you can use it as a single attack rather than an action. You can still only use Deadeye once per turn.

Tactician

Archetype Spells

You gain archetype spells at the spellslinger levels listed.

Tactician Spells
SpellSlinger Level Spells
3rd Tasha's Hideous Laughter
5th Ray of Enfeeblement
9th Bestow Curse
13th Polymorph
17th Hold Monster

Overwatch

Beginning at 3rd level when you choose this archetype, you learn to magically hone your senses to find any drop in your enemies guard. As a bonus action, you can extend the range from which you can make opportunity attacks to 15 feet, and gain the ability to make opportunity attacks with ranged weapons. In addition, you can make an opportunity attack on any creature that moves 5 feet or more within your reach. These effects least until the start of your next turn.

Strategic Repositioning

When you reach 6th level, whenever you use Overwatch, you can spend 1 tenacity point and allow a creature within 30 feet of you that you can see to move up to their speed without provoking opportunity attacks.

Instinctual Imbuing

Starting at 11th level, you can use your Imbued Spells feature as a free action when you make an opportunity attack. This still costs tenacity points and spell slots as normal. You can use this ability once, and regain the ability to use it at the beginning of your next turn.

Debilitating Rounds

Beginning at 15th level, when you hit an attack with a firearm, you can spend 1 tenacity point to lower the target's armor class by 2 for 1 minute. Further applications of this feature do not cause the same target's armor class to be reduced further while the effect is active.

Vigilant Defender

Starting at 18th level, you respond to danger with extaordinary vigilance. In combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can't use it on the same turn you use your normal reaction.

Heavy

Archetype Spells

You gain archetype spells at the spellslinger levels listed.

Heavy Spells
SpellSlinger Level Spells
3rd Shield
5th Blur
9th CounterSpell
13th Fire Shield
17th AntiLife Shell

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency with medium armor.

Spellslinger spells

1st level
  • Cause Fear
  • Chaos Bolt
  • Chromatic Orb
  • Charm Person
  • Detect Magic
  • Disguise Self
  • Dissonant Whispers
  • Evasive Retreat
  • Expeditious Retreat
  • Faerie Fire
  • Hex
  • Hunter's Mark
  • Identify
  • Inflict Wounds
  • Jump
  • Longstrider
  • Mage Armor
  • Ray of Sickness
  • Shield
  • Thunder Shot
  • Tasha's Hideous Laughter
  • Unseen Servant
  • Witch Bolt
2nd Level
  • Absorb Elements
  • Blindness/Deafness
  • Catapult
  • Crown of Madness
  • Enlarge/Reduce
  • Hold Person
  • Invisibility
  • Levitate
  • Magic Weapon
  • Melf's Acid Arrow
  • Mind Spike
  • Misty Step
  • Pass Without Trace
  • Phantasmal Force
  • Ray of Enfeeblement
  • Scorching ray
  • Skill Empowerment
3rd Level
  • Bestow Curse
  • CounterSpell
  • Dispel Magic
  • Enemies Abound
  • Elemental Weapon
  • Flame Arrows
  • Fly
  • Lightning Bolt
  • Phantom Steed
    
    
4th Level
  • Banishing Smite
  • Blight
  • Dimension Door
  • Elemental Bane
  • Greater Invisibility
  • Phantasmal Killer
5th Level
  • Bigby's Hand
  • Contagion
  • Endless Ammunition
  • Enervation
  • Far Step
  • Hold Monster
  • Immolation
  • Negative Energy Flood
  • Wall of Force

Cluster Bomb

4th-level evocation

Casting Time: 1 action

Range: 30 feet

Components: V,S,M(A stick of dynamite or other explosive)

Duration: Instantaneous

Choose a point within range.Each creature within a 20 foot radius sphere centered on that point must make a dexterity saving throw. On a failed save, a target takes 4d8 fire damage, or half as much on a successful one. On your next turn, the second set of explosives explodes. All targets within a 30 foot radius sphere of the point you chose when you cast the spell must make a dexterity saving throw. They take 5d8 fire damage on a failed save, or half as much on a successful one. At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the damage of each blast inceases by 1d8 for each slot level above 4th.

Endless Ammunition

5th-level transmutation

Casting Time: 1 bonus action

Range: Touch

Components: V,S

Duration: concentration, up to 1 minute

You touch a gun and transmute it to never run out of ammo. On each of your turns for the duration, you can use a bonus action to make two attacks with the weapon. In addition, you can reload as a free action. If the gun leaves your possesion, the spell ends.

Evasive Retreat

1st-level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V,S
  • Duration: Concentration, up to 10 minutes

This spell decreases your reaction time greatly, giving you the effects of the disengage action for the rest of this turn and allowing you to take the disengage action as a bonus action for the spell's duration.

Thunder Shot

1st-level evocation

  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The first time you hit with a ranged weapon attack during this spell's duration, your ammunition blasts out thunder that is audible to everyone within 300 feet of the target, and the attack deals an addtional 2d4 thunder damage to the creature. All creatures within a 15 foot radius of the creature must make a constitution saving throw. On a failed save, they take 2d4 thunder damage, or half as much on a successful one. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.

Primordial Bolt

3rd-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

A bolt of pure elemental energy fires from you to a creature within range. Make an attack roll against the target. On a hit, the creature takes 4d6 fire, lightning, acid, or cold damage (your choice) and 4d6 damage of a different one of those types.

Firearms

Firearm Properties

Most firearms have special properties related to their use, as shown on the firearms table.

Reload. A weapon with the reload property requires an action to be used loading ammunition into it every time a number of attacks are made with it. The number of attacks that are made before reloading is displayed next to the word reload.

Spread. Firearms with spread do not have disadvantage on attack rolls against targets within 5 feet of the wielder.

Explosive. All creatures within a 10 foot radius of the target of a weapon with this property must make a Dexterity saving throw(DC 8 + your proficiency bonus + your dexterity or strength modifier). On a failed save, they take 1d4 fire damage.

Firearms
Name Cost Damage Range Properties
Revolver 30 gp 1d8 Piercing 100/350 Reload 6,Ammunition
Hunting Rifle 70 gp 1d10 Piercing 200/700 Reload 4, Two-Handed,Ammunition
Shotgun 60 gp 1d10 Piercing 20/60 Reload 2, Two-Handed, Spread,Ammuntion
Pocket Pistol 15 gp 1d8 Piercing 15/50 Reload 1, Light,Ammunition
Dynamite 5 gp 1d6 Fire 30/60 Thrown,Explosive,
Bullet 1gp(10)