Wandslinger Holding his gaze on the opponent at the other side of the street and gripping his wand. In a flash, he is sending multiple blasts of energy and dashing forward, backwards, and sideways. His leather trenchcoat moving with his quick and powerful motion, and his wand glowing bright. While a ball of fire moves through the air, she graciously guides the path of the fire, conducting the flame with her wand like an orchestra. As she commands the sphere, she draws another wand from her sleeve and begins to send beams of force towards the incoming group of undead. Summoning a shield to halt the attack of his opponent, he sends four arcane blasts of energy from his wand, and from his other hand, a wand sends a bolt of lightning screaming to the same target. Wandslingers are experts in magical crafting. They dedicated their lives to the study of the magic weave of the multiverse, and discovered how to craft a tool to manipulate it. The wand is the tool and the weapon of every wandslinger, and each is uniquely crafted for just one individual. Arcane Pursuits Relinquished Wandslingers are magic users that have left the long pursuit of arcane power via the study of spells and have focused their lives on the creation of a magical focus of a wand. This wand is the focus of their arcane power, both as a weapon, but a tool to cast spells. Wandslingers begin their arcane studies much like a wizard, based in books, lore, and hard work. The draw of creating a unique and powerful wand appeals to all who become wandslingers. Wandslingers do not give up all study of magic upon creating the wand of their design. Wandslingers focus their studies to a selection of magical schools in order to better train and focus as a wielder of a wand. For House and Honor Wandslingers hold a high standard of honor based in ritual dueling with other wandslingers. Most wandslingers hail from noble houses or wand guilds. Because of these origins and backgrounds a highly riltualized and heavily ruled dueling system emerged. One of these rules in a duel between wandslingers is that no spell or attack is done on the first turn of combat to harm the opponent. Wandslingers maintain this honor code throughout their lives, even when choosing an adventurer's life. Wandslingers that choose to be adventurers do so to test their skills, knowledge, and prowess on the field of combat. They seek to represent their house or guild well and honorably. Creating a Wandslinger Creating a Wandslinger character demands a backstory dominated by at least one extraordinary event. How did your characeter first come into contact with magic? How did you discover wandcraft and your aptitude for it? What has drawn you to a life of adventure? Did you leave your crafting and studies to test your skills in the face of danger? Do you pursue more knowledge and power? Perhaps you seek to prove yourself to a rival wandslinger duelist. Quick Build You can make a wandslinger quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by dexterity or constitution. Second, choose the noble or sage background. Third, choose the mage hand and prestidigitation cantrips, along with the following 1st level spells: shield, jump, and feather fall. 1

The Wandslinger Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 1st +2 Spellcasting, Wandcraft 2 3 2 - - - 2nd +2 WandLore 2 4 3 - - - 3rd +2 Wandslinger Technique 2 5 4 - - - 4th +2 Ability Score Improvement 2 6 4 2 - - 5th +3 Extra Attack 2 6 4 2 - - 6th +3 Wandcraft Improvement 2 7 4 3 - - 7th +3 ─ 2 7 4 3 - - 8th +3 Ability Score Improvement 2 8 4 3 2 - 9th +4 — 2 8 4 3 2 - 10th +4 Wandslinger Technique 3 9 4 3 2 - 11th +4 Extra Attack (2) 3 9 4 3 3 - 12th +4 Ability Score Improvement 3 10 4 3 3 - 13th +5 — 3 11 4 3 3 1 14th +5 Wandcraft Improvement 3 11 4 3 3 1 15th +5 — 3 11 4 3 3 1 16th +5 Ability Score Improvement 3 12 5 4 3 2 17th +6 Wandslinger Technique 3 12 4 3 3 2 18th +6 Wandcraft Mastery 4 13 4 3 3 2 19th +6 Ability Score Improvement 4 13 4 3 3 3 20th +6 Extra Attack (3) 4 13 4 3 3 3 Class Features As a Wandslinger, you gain the following class features. Hit Points Hit Dice: 1d8 per Wandslinger level

1d8 per Wandslinger 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 Wandslinger level after 1st Proficiencies Armor: Light armor

Light armor Weapons: Wands, Simple weapons

Wands, Simple weapons Tools: Woodcarver's tools, jeweler's tools Saving Throws: Dexterity, Intelligence

Dexterity, Intelligence Skills: Choose two from Arcana, Acrobatics, History, Insight, Investigation, and Perception Equipment You start with the following equipment, in addition to the equipment granted by your background: Your crafted wand

A dagger

Leather Armor

Woodcarver's tools Spellcasting You began your arcane studies early, but progression into the arcane arts became only a secondary pursuit to your study of wandlore and wandcrafting. Cantrips At 1st level, you know two cantrips from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level and at 18th level. Spell Slots The Wandslinger table shows how many spell slots you have to cast your 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. Spells Known of 1st Level and Higher You know three 1st level wizard spells of your choice, you must choose from the abjuration, conjuration, and transmutation spells on the wizard spell list. 2

The spells known column of the Wandslinger table shows you when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration, conjuration, or transmutation spell of your choice and must be a level for which you have spell slots. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration, conjuration, or transmutation spell. Spellcasting Ability Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your intelligence whenever a spell refers to your spellcasting ability. In addition, you use your intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your intelligence modifier. Spell attack modifier = your proficiency bonus + your intelligence modifier Spellcasting Focus Your wand is your spellcasting focus, and it is required for you to cast spells of 1st level and higher. Wandcraft Most warriors and martial combat specialists spend years perfecting swordplay, archery, or pole arm tactics. You have dedicated your mind and energy to the art and lore of wandcraft. Your research, study, and experimentation has led you to the creation of a wand that is the pinnacle of your arcane talents. This wand is in your possession at 1st level. You wield this wand during battle and unlock greater arcane power through it. Your wand produces a ranged attack with which your are proficient and use your spellcasting ability for attack and damage rolls. The wand has a range of 90 feet. The wand deals 1d8 + your intelligence modifier of force damage on a hit. This damage die increases to 1d10 at 6th level and to 1d12 at 14th level. Your wand is magically bonded to you and can be dismissed and summoned to your hand as a bonus action. You cannot be disarmed from your wand unless you are incapacitated. Your wand is such a vital part of your arcane power that you must use it as a focus to cast all spells. You can cast spells when you have it in your hand and your other hand is free or has another wand in it. If your wand is destroyed for any reason, you will have to craft or bond to a new one. Any wand can be bonded to you to become your crafted wand with the previous wand loosing its power. Bonding a wand this way takes one hour and can be done during a short rest. You have advantage on any checks to identify wands and history checks regarding wands. WandLore At 2nd level, you have learned how to use your magic to empower your wand even further. When you hit with a wand attack you can choose to expend a spell slot and deal one additional wand damage die per spell slot level spent. Wandslinger Technique At 3rd level, you have deepened your arcane understanding of wandcraft and lore. You choose a wandslinger technique that best fits your combat sytle. Choose Duelist or Conductor, both detailed at the end of the class description. The technique you choose grants you features at 3rd level and again at 10th and 17th 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 on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. Wandcraft Mastery At 18th level, you have mastered your Wandcraft magic and techique. Any wand that you have proficiency with that requires your action to use, you may now use as a bonus action on your turn, activating the wand's magical ability as normal. You also now add your proficiency bonus to the save DC for any wand you use.

Wandslinger Techniques Duelist This technique focuses on the powerful abilities that make the wandslinger excel in one versus one combat. Rigourous training and dedication to wandcraft is a necessary component of this technique. Arcane Potency Beginning when you choose this technique at 3rd level, when you expend a spell slot to add damage to your wand attack, as per your Wandlore feature, you may add an additional arcane affect to the hit. You gain two of the following affect options of your choice. You gain another two options at 10th level and another one option at 17th level. Some arcane affects require a particular level of spell slot to be expended to work. This is shown in the arcane potency affect section. This spell slot level is the minimum, and the affect can be used with a higher level spell slot. You can only use one arcane affect per wand attack. Arcane potency affects require the target to make a saving throw. The save DC is calculated this way: Arcane Potency Save DC = 8 + your proficiency bonus + your intelligence modifier 3 Arcane Potency Affects Area Blast Spell Slot Level 2 Required Any creatures within 5 feet of the target hit by the triggering attack must succeed on a dexterity saving throw or take the same damage as the target hit by the triggering attack. On a successful save, the creature takes half damage. Blinding Blast Spell Slot Level 2 Required The target must succeed on a constitution saving throw or is blinded until the end of your next turn. Cursing Blast Spell Slot Level 3 Required The target must succeed on a constitution saving throw or be curse until the end of your next turn. While cursed the target takes an additional 1d8 necrotic damage for each attack and spell that hits it. Dazing Blast Spell Slot Level 2 Required The target must succeed on a wisdom saving throw or have disadvantage on attack rolls and ability checks made until the end of your next turn. Disarming Blast Spell Slot Level 1 Required The target must succeed on a strength saving throw or it is forced to drop one item of your choice to its feet that it is holding. Drawing Blast Spell Slot Level 1 Required The target must succeed on a strength saving throw or be pulled towards you 10 feet. Expelling Blast Spell Slot Level 1 Required The target must succeed on a strength saving throw or be pushed back 10 feet away from you. Knocking Blast Spell Slot Level 1 Required The target must succeed on a dexterity saving throw or be knocked prone. Lockdown Blast Spell Slot Level 4 Required The target must succeed on a dexterity saving throw or be trapped within a sphere of magical force for 1 minute. This lasts as long as you maintain concentration, as if you were concentrating on a spell. Nothing can pass through the sphere. The creature within the sphere cannot affect anything outside of the sphere nor be affected by anything outside of the sphere. The sphere is immune to damage. The sphere is weightless, and can be moved. A disintegrate spell targeting the sphere destroys it without harming anything inside it. Slowing Blast Spell Slot Level 1 Required The target must succeed on a wisdom saving throw or its movement is halved until the end of your next turn. Stunning Blast Spell Slot Level 3 Required The target must succeed on a constitution saving throw or be stunned until the end of your next turn. Teleporting Blast Spell Slot Level 4 Required The target must succeed on a charisma saving throw or be magically teleported to any location you can see within 60 feet of you. The target is magically kept in the new location regardless of support or lack of support for the target. On the target's first turn in the new location, it must succeed on a strength saving throw or it is restrained until your next turn. On a success, the target is released from this affect.