The Spellslinger A Tiefling rides into town, on the back of her horse the still smoldering corpse of a Half-orc has been lashed in place, the townspeople recognize the woman by the strange weapon she carries on her hip, something not unlike a hand crossbow, but different, and frightening. A half-elf sits in the corner of a nearly empty tavern, hands placed near a small set of steel cylinders. What could easily be mistaken for bizarre shot glasses given the location. They sit alone, the other patrons going about their business avidly avoiding the side of the bar where the half-elf resides. Slowly the five cylinders reveal previously hidden patterns traced across them. Swiftly the Half-elf slides the now glowing cylinders back into the pockets on their chest and strides out into the night. A Dwarf works feverishly in his workshop, not the usual load clanging of a smithy but instead soft, almost inaudible scraping and carving. Finishing up, he takes a moment to admire his work, what appears to be a mess of scratches and gouges cover the strange weapon in his hand, he smiles, it's finally perfect. An Abnormal Arcana Wizards amass powerful arcane knowledge but so fall in love with their tomes they often spend more time studying the magic then making practical use of it, on the other hand those of the Sorcerous origin are always seeking to test their mettle but the natural ability they have inherited saps their drive for greater knowledge, the space in between is where the Spellslinger resides. Naturally talented like any other Sorcerer, yet unable to match the raw might of their ilk, the Spellslingers strength lies not in power but precision. Precision so fine and controled they are able to make use of long forgotten methodology known as Runic Magic Runic Magic Spellslingers do not flick fireballs from their fingers or poison from their palms like most others of the arcane schools, instead, making use of ancient and rare carvings and symbols that, when properly imbued with magical energy, can take on effects multiple times more powerful than the original energy supplied. These runes are the power behind every Caster Shell fired and the reason why these relatively simple Caster Pistols don't simply explode when unleashing a spell.

The Spellslinger Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Extra Proficiency, Destabilizing Magic, Rune Scribing, Shell Crafting, Runic magic 2 2 — — — — — — — — 2nd +2 Arcane Echo 2 2 — — — — — — — — 3rd +2 Intricate Patterns 2 2 2 — — — — — — — 4th +2 Ability Score Improvement 2 2 2 — — — — — — — 5th +3 ─ 3 2 2 1 — — — — — — 6th +3 Ghostly Echo 3 2 2 2 — — — — — — 7th +3 Cantrip damage increase 3 2 2 2 1 — — — — — 8th +3 Ability Score Improvement 3 2 2 2 2 — — — — — 9th +4 ─ 3 2 2 2 2 1 — — — — 10th +4 Metamagic 4 2 2 2 2 2 — — — — 11th +4 ─ 4 2 2 2 2 2 1 — — — 12th +4 Ability Score Improvement 4 2 2 2 2 2 2 — — — 13th +5 Cantrip damage increase 4 2 2 2 2 2 2 1 — — 14th +5 Rune Marked 4 2 2 2 2 2 2 2 — — 15th +5 ─ 4 2 2 2 2 2 2 2 1 — 16th +5 Ability Score Improvement 5 2 2 2 2 2 2 2 2 — 17th +6 Metamagic 5 2 2 2 2 2 2 2 2 1 18th +6 Overcharged Shell 5 2 2 2 2 2 2 2 2 2 19th +6 Ability Score Improvement 5 2 2 2 2 2 2 2 2 2 20th +6 Sorcerous Restoration 5 2 2 2 2 2 2 2 2 2 In opposition to a typical Sorcerer, whos magic ebbs and flows with their emotion, the Spellslingers work is a delicate and controlled art, carefully constructed shells produce exactly the correct result when the proper amount of magic is supplied, to little and the shell won't ignite, too much and it burns itself out. Due to this the amount of study and practice required can take years before they are able to properly mimic more advanced spell effects, most seek out reserves of knowledge left behind by Slingers of old and teach themselves the art, though this is often has disasterous results. Some lucky few however are able to track down a master who has finally reached the end of his path and is willing to take on a pupil, these masters will often allow the student to train with their personal Caster, but in the end every Slinger will craft their own to meet their specific requirements. The innate need to craft a Caster is not simply a matter of pride, but of necessity, as only the user will know exactly how to calibrate the weapon to their specific magical signature. Creating a Spellslinger When creating a Spellslinger think about what drove your character to continue striving to gain power, people that show signs of natural magic but a weaker level often opt to live lives repairing simple items or performing tricks, perhaps your character suffered a terrible loss at the ends of a violent creature or person. Perhaps they are tracking someone or something and so sought new means of protecting themselves. Maybe they were born into a rare line of Sorcerers and, lacking the typical prowess vowed to find even greater strength. Typically Spellslingers work solo and are often have selfish goals in mind, what drives your Spellslinger to form bonds or seek out others to travel with, or are you perhaps forced together due to some twist of fate. Quick Build You can make a Spellslinger quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Urban Bounty Hunter background. Third, choose the Runic Firebolt and Runic Shocking Grasp Cantrips, along with the 1st-level shells Magic Missle and Burning Hands.

Spellslinger Similar to a Sorcerer but with much less natural magic, the incredible precision and control of their magic allows for the ability to craft the very intricate runes used in crafting their Shells and perfectly energize the engravings on their Caster Pistols Proficiencies Upon taking this Origin at level 1 you gain proficiency with firearms, you also gain the Mage hand cantrip for free and gain access to the Spellslinger Spell list and Spellslinger Table Destabilizing Magic The energy contained in the Shells stored about your person weave a chaotic web of magic which can slightly repel the direction of attacks, increasing AC to 11 + your Charisma modifier when wearing no armor, the base value increases at levels 10 and 17. Shell Crafting A Rune crafters/Tinkerers kit can be used during a long rest to craft a number of shells up to your charisma Modifier + 1, or 1 during a short rest provided you have the blank shells to do so, you can carry on your person the number of shells per spell level as show on the Spellslinger table, you are able able to craft excess shells up to your Charisma mod + half your spellslinger level, thse excess shells are stored in a Crag Cat skin bag the Sligner carries Runic magic Runes work similarly to their spell counterparts but have their effects altered to work more effectively when attached to a shell, these changes are explained under the appropriate "Runic" versions of spells. Due to the chaotic web of magic caused by shells being in close proximity, Slingers are only able to carry so many shells at one time. Expore to more then your max carriable shells as shown on the table for longer then 4 turns will require the Slinger to make a Charisma save with a DC equal to the Spellslingers level and the amount of shells over their max they are exposed to, on a save they suffer no consequences, on a failure they are struck with short-term madness. Excess shells are must be stored in an anti-magic pack carried by the Slinger, these cases can be accessed on your turn to equip a number of shells up to your Dex mod, this takes the entire turn. Rune Scribing Spellslingers Gain the ability to convert spells into Runes similar to a Wizard scribing spells into their spellbook. Scribing Runes into your Runic Tome does not require any special inks or parchment but due to the precision required does take a steadied and practiced hand, you are able to only add one rune to a spellbook per long rest, anytime you attempt to convert a spell into a rune you must make a check with a DC equal to 8 + the spells level, you use proficiency + half your Spellslinger level for this check. On a failed check the conversion fails and the time is wasted, on a successful check the spell is converted to a rune and can be used the next time you craft a Shell, all known Runes are stored in your Runic Tome. Arcane echo At 2nd level you are no longer able to expend sorcery points to refil spell slots, instead you can spend 1 Sorcery per spell level (minimum of 1) to re-create the magical effect of the last shell used to target a second creature as a bonus action, this effect cannot target the same creature as the initial attack. Cover Fire Your Mage Hand cantrip gains unique properties: • Your Magehand can draw and stow your Caster • Your Magehand can draw and stow your Caster • Your Mage Hand can now move up to 60 feet away • Your Mage Hand can now move up to 60 feet away • When weilding your Caster it can fire the currently loaded shell, if it within 5 feet of you it can reload and do so again • When weilding your Caster it can fire the currently loaded shell, if it within 5 feet of you it can reload and do so again • When you cast Mage Hand again it dissapears and your Caster appears in your hand again Intricate Patterns • When you cast Mage Hand again it dissapears and your Caster appears in your hand again At 3rd level Sorcery points can now be used when crafting any Shell, aside from a cantrip shell, to modify them with extra features, akin to the metamagic ability, You gain one of the following Spellslinger Metamagic options of your choice. You gain another one at 10th and 17th level. Distant Shell When you craft a shell you can either spend 1 sorcery point to double the range of the Shell or if the spell imbued has an AoE or second target you can double that range instead Empowered Shell When crafting a shell, you can spend 1 sorcery point to add a single die to the spell effect (be it damage or any other roll) of the attack, up to half your Charisma modifier (minimum of one). Once this has been used it can not be done again until you take another short rest Extended Shell When you craft a shell that contains a spell with a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. Subtle Shell When you craft a shell, you can spend 1 sorcery point to remove the usual sound of firing a Shell, this removes the damage of the shells initial impact. Ghostly Echo At 6th level if your Magehand has been summoned, you can transform it into a ghostly duplicate of your Caster, when using Arcane Echo duplicate the last shell cast, this attack uses your Prof + Cha to hit, on a hit it will deal 1d4 + Cha damage as force damage instead of bludgening. The ghostly Caster can be fired a number of times up to your Charisma modifier before you will require a short rest to use it again. This ability can target the same creature as the initial attack. When casting Mage Hand again with this ability active the Ghostly Caster instead returns to your off-hand if it is empty, or within 5 feet of you if it is not.

Rune Marked At 14th level you have been exposed to the chaotic weave of runic magic for so long that your body has become marked much like the weapon you carry, you are now able to learn and imbue an expanded amount of spells into shells, these shells can only be used by holding them in your hand and channeling magic through them directly, these spells can only be prepared one at a time during a long rest and cannot be prepared at all during a short rest, you cannot use Arcane Echo on shells used like this. Overcharged Shell At 18th level you have become a living weapon, you are able to weave the natural runic magic that now flows across your body and the intricate carvings of your Caster together, while Mage hand is within 5 feet of you it can function as a medium fusing the magic of your body and weapon. You are able to overcharge one of your shells, all of the damage for this shell is doubled but it takes a massive amount of energy, it will reduce your current and max hit point value by 10 as well as reduce the amount of shells you are able to craft per long rest by half, these effects fade in one week, after which this ability can be used again. Modified Spellslinger Spell List cantrips Acid Splash Chill Touch Fire Bolt Poison Spray Ray of Frost Shocking Grasp 1st level Burning Hands Color Spray Magic Missile Sleep Thunderwave 2nd level Acid Arrow Flaming Sphere Gust of Wind Hold Person Ray of Enfeeblement Scorching Ray Shatter 3rd level Fireball Hypnotic Pattern Lightning Bolt Magic Circle Sleet Storm Vampiric Touch 4th level Banishment Black Tentacles Blight Ice Storm Phantasmal Killer Wall of Fire 5th level Cone of Cold Hold Monster Planar Binding Wall of Force Wall of Stone 6th level Chain Lightning Circle of Death Disintegrate Flesh to Stone Freezing Sphere Wall of Ice 7th level Delayed Blast Fireball Finger of Death Forcecage Reverse Gravity 8th level Control Weather Feeblemind Incendiary Cloud Power Word Stun Sunburst 9th level Imprisonment Meteor Swarm Power Word Kill True Polymorph Rune Marked Expanded Spell List 1st level Comprehend Languages Detect Magic Disguise Self Feather Fall Jump Longstrider Mage Armor Protection from Evil and Good