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Wizard: Spellslinger

Written by NapoleonBonerfart

The ever-present rivalry between mundane mechanics and arcana makes the adoption of both for combat exceptionally rare until recently. This practice of casting spells alongside firearms was originally begun in Tillenia by Poldi Genovesi and has spread to the surrounding lands since. Spellslingers use their talents to bypass most of the reloading process of their weapons, and many of their firearms don't even feature a working firing mechanism. Spellslingers also use their firearms to focus and enhance their cantrips.

Weapons Training - 2nd Level

Your training as a soldier on the battlefield lets you use armor where others of your kind cannot. When you adopt this tradition at level 2, you become proficient in Light Armor and Tinker's Tools. You also become proficient in a unique weapon: the Spellslinger Pistol. With an hour of work, Tinker's Tools, and 10gp of raw material, you can create a Spellslinger pistol. The properties of the weapon are listed below:
  • Its damage die is 1d6 piercing.
  • It has the properties: Firearm, Light, Range (35/140)
  • This pistol is not useable by any non-Spellslinger
  • You may use it as a spellcasting focus
  • You may use your Intelligence modifier for its attack roll and damage modifier.

Spellshot - 2nd Level

When you cast a spell or cantrip with a casting time of less than one minute and use a ranged weapon as a spellcasting focus, the range of the spell increased by half (rounded up) of the normal range of your weapon. If the spell is a melee spell, it instead receives a range of your ranged weapon's normal range.   Additionally, once per turn, you may redirect a missed spell attack at another target within 15ft of the original target.

Quickdraw - 6th Level

When you cast a spell using your Spell Shot feature, you can deal additional damage. If the spell requires an attack roll, you can add your Intelligence modifier to one damage roll of the spell. If the spell requires a saving throw, you can make a ranged spell attack against one of the targets of the spell. On a successful hit, the target takes force damage equal to your Intelligence modifier. The effects of the spell occur after the attack roll, regardless of the result.

Trickshot - 10th Level

Starting at 10th level, you can add additional effects to your cantrips and attacks with your Spellslinger's Pistol. Once per turn when you cast a cantrip using your Spell Shot feature you can apply one of the following effects:
  • Shrapnel: On hit, creatures of your choice within 5 feet of the target take force damage equal to your Intelligence modifier.
  • Ethereal: The cantrip ignores cover and can pass through up to 5 feet of solid material.
  • Forceful: On hit, the cantrip deals half as much damage, but you can choose if either the target is knocked prone or pushed 15 feet away.
  • Change: If the cantrip requires an attack roll, it instead requires a Dexterity saving throw equal to your spell save DC. If it requires a saving throw, it instead requires an attack roll. In either case, the target takes damage as normal.
  • Ensnaring: On a hit, the target cannot move more than 10 ft from their location, unless they teleport. This lasts until the end of their turn.

High Noon - 14th Level

You can unleash a volley of magical attacks. As an action, you may cast up to three wizard cantrips instead of one. Once you use this ability, you may not use it again until after you have completed a long or short rest.

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