Spellslinger The Spellslinger Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th 1st +2 Gunpowder Alchemy, Firearm Bond — — — — — — 2nd +2 Spellcasting, Runic Bullet, Fighting Style 2 2 — — — — 3rd +2 Spellslinger Gang, Magical Knack 3 3 — — — — 4th +2 Ability Score Improvement 3 3 — — — — 5th +3 Extra Attack 4 4 2 — — — 6th +3 Gang Feature, Magical Knack 4 4 2 — — — 7th +3 Evasion 5 4 3 — — — 8th +3 Ability Score Improvement 5 4 3 — — — 9th +4 ─ 6 4 3 2 — — 10th +4 Quick Draw 6 4 3 2 — — 11th +4 Gang Feature 7 4 3 3 — — 12th +4 Ability Score Improvement 7 4 3 3 — — 13th +5 ─ 8 4 3 3 1 — 14th +5 Purging Runic Bullet, Magical Knack 8 4 3 3 1 — 15th +5 Gang Feature 9 4 3 3 2 — 16th +5 Ability Score Improvement 9 4 3 3 2 — 17th +6 ─ 10 4 3 3 3 1 18th +6 Last Shot 10 4 3 3 3 1 19th +6 Ability Score Improvement 11 4 3 3 3 2 20th +6 Bullet Time 11 4 3 3 3 2

Spellslinger A bullet soars just shy of a gray grizzled beard as its owner sits in his cover, steadily reloading his six shooter with ominous glowing rounds. In the instant after, the old man appears behind his attacker in a haze of mystic smoke, firing bullet after bullet into the scoundrel's hide as he draws a sword. A tall beauty of a woman rests perched on a cliff face with an ornate rifle, spying the war path of a rampaging beast through an immaculate lense. She holds her breath just a moment before a ray of pulsing black energy erupts from her gun and strikes the beast, riddling it with an unnatural fatigue. Another moment, another breath and a ringing shot from her rifle finds its home in its savage skull. A small, stout face grins a cheeky smile as she moves to collect her prize from the card table. Her eyes meet the tense glares of her two opponents and with lightning quick reaction two pistols blur into existence in her hands, popping off rounds just as the fools pull for their own. Spellslinging is a dangerous profession, an art combining arcane intuition with cutthroat dexterity to create remarkably lethal marksmanship. Not as studious as wizards, spellslingers rely on magical techniques felt out through personal instinct to give the gunpowder weapons they wield an advantage over the other outlaws, desperados, and roughnecks that come bearing lead propelled death. Quick Build You can make a spellslinger quickly by following these suggestions. First, make your highest stat Dexterity, followed by Charisma. Second, choose the variant Sailor background. Class Features As a spellslinger, you gain the following class features Hit Points Hit Dice: 1d8 per spellslinger level

1d8 per spellslinger level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per spellslinger level after 1st Proficiencies Armor: Light armor

Light armor Weapons: Simple weapons, firearms

Simple weapons, firearms Tools: Tinker's tools, one gaming set Saving Throws: Dexterity, Charisma

Dexterity, Charisma Skills: Choose two from Acrobatics, Arcana, Deception, Intimidation, Perception, Sleight of Hand Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a rifle, (b) a carbine or (c) two revolvers.

(a) a dungeoneer's pack or (b) an explorer's pack

Leather armor, a bandolier containing 30 bullets, and tinker's tools. Gunpowder Alchemy At 1st level you learn the ability to maintain your firearms and craft ammunition using your tinker's tools and some magical elbow grease. You may repair any broken firearm fully as well as craft 30 rounds of ammunition during any short rest using your tinker's tools. You must spend atleast 30 minutes of this short rest focusing on these tasks to gain this benefit. In addition, you gain the Mage Hand and Mending cantrips. Firearm Bond At 1st level, you learn a ritual capable of binding a firearm magically to you. You perform the ritual over the course of 1 hour, which can be done during a short rest. The firearm must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, the firearm does not require a free hand to reload. If it is on the same plane of existence, you can summon that firearm as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded firearms, 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.

Spellcasting By the time you reach 2nd level, you have learned to manifest your arcane talent. See Chapter 10 of the Player's Handbook on general rules for spellcasting. Spell Slots The Spellslinger table shows how many spell slots you have to cast your spellslinger spells of 1st level and higher. To cast one of these 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 Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot. Spells Known of 1st Level or Higher You know two 1st-level spells 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 of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one 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 use your Charisma modifier when setting the saving throw DC for a spellslinger spell you cast and when making an attack roll with one. Spell Save DC = 8 + your proficiency bonus + your Charisma modifier Spell Attack Modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus You may use a firearm as your spellcasting focus for your spellslinger spells. Runic Bullet At 2nd level, you learn to imbue your shots with latent magical energy. Before you make a ranged weapon attack with a firearm you may expend a spell slot to gain advantage on the attack and extra force damage. This extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6. This attack is considered magical for the purpose of overcoming resistances and immunities. Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. Dual-Weapon Fighting (Two-Weapon Fighting) You may use one-handed firearms as part of two-weapon fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Marksman (Archery Style) You gain a +2 bonus to attack rolls you make with ranged weapons. Heavy Caliber You gain a +2 bonus to damage rolls with two-handed ranged weapons. Spellslinger Gang At 3rd level, you choose a Spellslinger Gang from which to focus your gunfighting style upon. Choose the Rattling Thunder, Steel Fang, or Keen Eye Gang. Your choice grants you features at 3rd, 6th, 11th, and 15th level. Magical Knack At 3rd level, you learn a cantrip of your choice from the Wizard spell list. You gain an additional choice of cantrip at 6th and 14th 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. If your DM allows the use of feats, you may instead take a feat. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Evasion Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Quick Draw Starting at 10th level your reflexes have heightened to a state that allows you to get the first shot in. When initiative is rolled but before the first round starts, you may immediately move half your speed, draw a weapon and make a single attack as a reaction. If multiple creatures have this feature, the order they take this reaction follows the results of their initiative rolls. Purging Bullet When you reach 14th level you master empowering your rounds with neutralizing energy. You may spend a spell slot of 3rd level or higher when making a ranged weapon attack with a firearm to fire a Purging Bullet, replicating the effects of Dispel Magic equal to the level of the spent spell slot on a hit in addition to dealing ordinary weapon damage. This attack can target magical effects and is an automatic hit when used to attack magical effects, but does not deal damage. Last Shot At 18th level, your final Runic Bullet becomes especially potent. When you use your last available spell slot on a Runic Bullet, the attack is an automatic critical. Bullet Time At 20th level your mixture of lightning quick reflexes and mystic knowledge allows you to warp time just enough to release an unrelenting barrage of lead and pain. When you take the Attack action, you may spend a spell slot to enter Bullet Time, gaining additional attacks equal to the level of the spell slot spent. Once you use this feature, you cannot do so again until you finish a long rest. Spellslinger Gang The path of the Spellslinger is volatile and dangerous. Those who survive their first tastes of violence find themselves invariably drawn to gangs, kindred spirits who have diverged and refined their arcane gunplay into their own unique styles. Rattling Thunder Gang The spellslingers of the Rattling Thunder Gang are consummate daredevils, poised to outmanuever and outgun any foe they come across. Enraptured by the capricious nature of lightning, they use their magic to bolt in and out of danger and ride through the storm of battle in a hail of bullets. Rattling Thunder Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class shown on the Rattling Thunder Spells table. The spell counts as a spellslinger spell, but doesn't count against the number of spellslinger spells you know. Rattling Thunder Spells Spellslinger Level Spells 3rd Zephyr Strike * 5th Blur 9th Thunder Step * 13th Storm Sphere * 17th Far Step * Ride the Lightning When you reach 3rd level you can convert yourself momentarily into a magical jolt of electricity that shocks nearby enemies. You may teleport up to 15 feet into an unoccupied space as a bonus action. When you do, you discharge a bolt of lightning when you arrive, causing a hostile creature of your choice within 10 feet to make a Dexterity save. On a failure, the target takes lightning damage equal to your spellslinger level + your Charisma modifier. You may use this feature twice before you must finish a short rest. Bullet Ballet At 6th level you practically glide compared to other marksmen. You gain proficiency in Acrobatics if you do not already have it. You now gain a running start on jumps after moving only 5 feet and a bonus to your jump distance equal to your Charisma modifier. Standing up from prone now only costs you 5 feet of movement, instead of half. Arc Rounds At 11th level your bullets spark with lightning. Whenever you hit an enemy with a ranged weapon attack, they take an additional 1d8 lightning damage. Ride the Tempest At 15th level, your Ride the Lightning is improved. You may now teleport up to 30 feet and may choose three hostile creatures within 15 feet of your arrival to strike with bolts of lightning when you use Ride the Lightning.

Steel Fang Gang The Steel Fang Gang are the closest to 'proper' among Spellslingers, frequently pulled from the ranks of upper crust duelist academies and spellblade circles by the appeal of merging their techniques with new gunpowder weapons. Trained to shift their attacks with the flow of combat, they turn sword, gun, and spell into a lethal trifecta. Steel Fang Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class shown on the Steel Fang Spells table. The spell counts as a spellslinger spell, but doesn't count against the number of spellslinger spells you know. Steel Fang Spells Spellslinger Level Spells 3rd Absorb Elements * 5th Branding Smite 9th Blinding Smite 13th Staggering Smite 17th Steel Wind Strike * Duelist's Grace At 3rd level when you take this subclass you learn how to combine the art of swordplay with the traditional spellslinging techniques you've acquired. You gain proficiency with medium armor and martial weapons. Your Firearm Bond class feature may now be used on a single one handed melee weapon. This melee weapon may be summoned with a bonded one handed firearm in the same bonus action. You may use the Runic Bullet and Purging Bullet class features with this melee weapon. Being within five feet of a hostile creature no longer imposes disadvantage on attacks made with a firearm. Combination Strike Starting at 3rd level you learn to mix your magic, gunplay, and swordsmanship together. When you make a ranged weapon attack, you may choose to magically empower your next melee weapon attack. When you make a melee weapon attack, you may choose to magically empower your next ranged weapon attack. A weapon attack empowered in this way gains advantage and a bonus to damage equal to your Charisma modifier until the end of your next turn. You may use this feature twice before you must finish a short rest. Gunman's Poise At 6th level your presence alone gives you an edge in calling bluffs. You gain proficiency in Insight if you do not already have it. Whenever you make a Wisdom (Insight) check, you gain a bonus to the check equal to your Charisma modifier. In addition, you gain advantage on any Charisma (Intimidation) check that involves showing your firearm. Return Fire When you reach 11th level you may use your reaction in response to an attack missing you to make a ranged weapon attack of your own against the attacking creature. Triad Strike At 15th level you master using your magic, firearm, and swordplay together. When you empower a weapon attack, it gains an additional 2d6 force damage.

Keen Eye Gang Keen Eye spellslingers consider accuracy as the first and final concern of any gunfighter, seeking to ensure that no foe in their sight gets away. Marksmen and snipers, the Keen Eye gang's magic focuses on binding their foes and improving their aim to perform shots that others would consider impossible. Keen Eye Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class shown on the Keen Eye Spells table. The spell counts as a spellslinger spell, but doesn't count against the number of spellslinger spells you know. Keen Eye Spells Spellslinger Level Spells 3rd Faerie Fire 5th Hold Person 9th Clairvoyance 13th Dimension Door 17th Hold Monster Suppressing Fire Beginning at 3rd level when you take this subclass you learn how to stymie your foes with enchanted gunfire. When you hit a hostile creature with a ranged weapon attack, you can choose to magically suppress it. The target must succeed at a Constitution save. On a failure, its speed is reduced by 15 feet and its next attack is made at disadvantage until the end of its turn. You can use this feature twice before you must finish a short rest. Sharp Sight At 6th level your instinct hones your eye, improving your vision. You gain proficiency in Investigation if you do not already have it. Whenever you make an Intelligence (Investigation) check, you gain a bonus to the check equal to your Charisma modifier. Additionally, dim light doesn't impose disadvantage on your Perception checks. Ricochet Shot At 11th level your bullets seem to have a mind of their own. When you miss with a ranged weapon attack, you can make another weapon attack with the same round of ammunition as part of the same action. This additional attack ignores half and 3/4ths cover. You may only gain this additional attack once per turn. Withering Fire Starting at 15th level, your Suppressing Fire is improved. Hostile creatures that fail your Suppressing Fire's save are now stunned until the end of their turn.