Spellslinger Wielding two evokers, crackling as magic courses through the runes carved on the metal, a human on a wooden beam is hidden from sight in the structure of the church, as he prepares to intercept an assassination attempt. A sharp ring echoes throughout the halls as a bell signals the assassins to move, but before the first step is taken, six bodies are frozen in their tracks. The assassins slump over lifeless, each with a bullet wound through their hearts. An unknown creature darts around the cavern as a flaming dart makes contact and explodes, but the creature emerges unfazed with light burns, dashing towards the fire's source. An elf, gathers her focus for a brief moment of clarity and the air around them shifts to a slight chill. Confident and smirking, she raises her arm once more as a small layer of frost falls from her hand and another shot rings out in the dark. Navigating the tombs benteach the city, a half-elf's vison adjusts to the dimly lit halls of the underground as he realizes that he and his companions are surrounded. Weaving between the undead, he fires divine rounds that rupture their rotting flesh. Noticing his companions getting bombarded with a flurry of attacks, his holy symbol glows as his body fills with divine speed, swiftly dashing through a horde of undead unscathed. Finally, seeing a lich prepare to unleash an unholy spell upon the city, the spell fizzles and his arcane defenses easily dispelled as a barrage of divine rounds destroy the lich. The path a spellslinger takes will reveal much about their character and how they choose to express their potential. Their answer to problems is the evoker, using new technology and the arcane arts to forge a weapon to channel their power. Skilled Sharpshooter Skilled at making the best of their situation, spellslingers look to be at peak performance. With a steady hand, careful aim, and arcane magics, they utilize their magic in creative ways. Able to infuse magic into their rounds, spellslingers have created a technique to turn existing magic into a variety of ammunition. Hunters of the Arcane A spellslinger hungers for the arcane secrets held by lost structures and powerful people. Somewhat adept in the arcane arts, a life devoted to the study of magic was not a life for them. Seeking to reform the society of magic with their spell casting technique, these ambitious people sought new technology to take advantage of, taking firearms and reforging them to their needs in the form of an evoker. Able to fufill a vast majority of occupations, spellslingers are excited by travel to new locations and new opportunities to find unknown magic they may be able to bend to their will. Along their travels, they chase rumors of ancient magic hidden in ruins and temples regardless of danger, confident in their ability to handle any obstacle and dodge any blade. Creating A Spellslinger As you create your spellslinger character, consider what motivates you to seek a certian kind of magic and what kind of training you endured to become perceptive and nimble. Think about your reasons why your character chose to wield evokers or why a spellslinger was more appealing to them than a sorcerer or wizard. Did you join a guild of spellslingers and train with a master? Did you leave your life of magical studies behind and seek adventure in ruins, dungeons, and temples? Or perhaps you sought magic to defeat any kind of enemy? You might even be motivated to hunt down a certain enemy to eliminate their kind in pursuit of revenge. Quick Build You can make a spellslinger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Intelligence. Second choose the sage background. Class Features As a spellslinger, you have the following class features. Hitpoints Hit Dice: 1d8 per spellslinger level

Hit Points at 1st Level: 8 + your Constitution modifier

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

Weapons: Crossbows, Daggers, Evokers(Firearm), and Hand Crossbows

Tools: None

Saving Throws: Dexterity, Intelligence

Skills: Choose two from Acrobatics, Arcana, Insight, Investigation, Stealth, Survival, Perception, Persuasion Equipment You start with the following equipment, in addition to the equipment granted by your background: Leather armor

(a) Evoker

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

Two daggers Evoker Properties Reload. An evoker can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 reload. You do not need a free hand to reload an evoker. 1

The Spellslinger Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th 1st +2 Manifest Rounds, Weapon Bond — — — — — — 2nd +2 Fighting Style, Spellcasting 2 2 — — — — 3rd +2 Spellslinger Archetype, Radar Sense 3 3 — — — — 4th +2 Ability Score Improvement 3 3 — — — — 5th +3 Extra Attack 4 4 2 — — — 6th +3 Swift Reload 4 4 2 — — — 7th +3 Spellslinger Archetype 5 4 3 — — — 8th +3 Ability Score Improvement 5 4 3 — — — 9th +4 Evoker's Veil 6 4 3 2 — — 10th +4 Evasion 6 4 3 2 — — 11th +4 Bullet Time 7 4 3 3 — — 12th +4 Ability Score Improvement 7 4 3 3 — — 13th +5 Evoker's Veil 8 4 3 3 1 — 14th +5 Sidestep 8 4 3 3 1 — 15th +5 Spellslinger Archetype 9 4 3 3 2 — 16th +5 Ability Score Improvement 9 4 3 3 2 — 17th +6 Evoker's Veil 10 4 3 3 3 1 18th +6 True Aim 10 4 3 3 3 1 19th +6 Ability Score Improvement 11 4 3 3 3 2 20th +6 Spellslinger Archetype 11 4 3 3 3 2 The Evoker Name Cost Damage Weight Range Properties Evoker 300gp 1d6 (piercing) 5lb (60/100) One-Handed, Reload 6 1

Manifest Ammunition Creating ammunition is the first thing an Spellslinger must learn to do as it is hard to use evokers without it. Starting at the 1st level, the Spellslinger gains the ability to conjure 6 arcane bullets which store energy and explode on contact. Weapon Bond At 1st level, you know a ritual that creates a magical bond between yourself and one ranged weapon. You perform the ritual over the course of 24 hours. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, 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. You may use your bonded weapon as a spellcasting focus for your Spellslinger Spells. 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. Close Quarters Shooter You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks. Spellslinger's Defense While you are wielding an evoker, you gain a +1 bonus to AC. Evoker Dueling When you are wielding an evoker in both hands and no other weapons, you gain a +1 bonus to damage rolls with each weapon. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Spellcasting When you reach 2nd level, you augment your martial prowess with the ability to cast spells. See chapter 10 of the Player’s Handbook for the general rules of spellcasting. Spellslingers have created their own personal spells from existing spells to be utilized with an evoker. Spell Slots The Spellslinger 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 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 Intelligence is your spellcasting ability for your Spellslinger spells. 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 Spellslinger 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

Spellslinger Archetype At 3rd level, you choose an archetype that you strive to emulate: Marksman, Exorcist, and Phantom, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Radar Sense Beginning at the 3rd level, you can use your action and expend one spellslinger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell lot you expend, you can sense the number and approximate location of creatures present within 100 feet of you. Creatures are considered close at 0 to 20 feet, moderate at 21 to 60 feet, and far at 61 to 100 feet. 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 Starting at the 5th level, you can attack twice instead of once, whenever you take the Attack action on your turn. Swift Reload Starting at the 6th level, you can reload your ranged weapons as a bonus action. Evoker's Veil Starting at 9th level, when you are touching an evoker, their magics coat your presence by masking your intentions, stilling your fears, and concealing your location. While you are physically touching an evoker, a creature's Wisdom (Insight) checks towards you are at a disadvantage. At 13th level, while you are physically touching an evoker, a creature's Charisma (Intimidation) checks toward you are at a disadvantage. At 17th level, while you are physically touching an evoker, a creature's Wisdom (Perception) checks toward you are at a disadvantage. Bullet Time Starting at 11th level, your heightened senses and reaction speed seem to slow down time. You can either use your reaction to deflect a missile when you are hit by a ranged weapon attack or you can use your reaction to dodge a melee attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier. Evasion Beginning at the 13th 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. Sidestep Starting at 14th level, you can use the Disengage action as a bonus action on your turn. True Aim Starting at 18th level, you can only use this feature while you wield an evoker and close your eyes. Your sense of hearing is drastically enhanced while in this state and you have advantage on Wisdom (Perception) checks that rely on hearing. If you are able to hear, you are aware of the location of any hidden or invisible creature within 100 feet of you and do not have disadvantage on attack rolls against a creature within 100 feet of your ranged weapon attacks. In addition, when you are using this feature to listen for a creature's footsteps, you can determine its size and exact location, but cannot determine what type of creature is present.

Spellslinger Archetype The three Spellslinger Archetypes define the values of a spellslinger. Each spellslinger decides whether or not they want to rain bullets on their enemies, exploit enemy weaknesses, or to punish dark entities. All three styles rely on the same basic techniques, diverging to suit the user's needs. Thus, a spellslinger need choose an archtype upon reaching 3rd level. Marksman Marksman are the fastest attackers in the realm. Not a single soul can hide from their barrage of arcane bullets and their precise aim quickly down the foe. Able to track multiple enemies in the chaos of battle, a marksman can accurately shoot down every enemy in sight. Tracing Shot Starting at 3rd level, when you hit a creature with a ranged weapon attack you may magically mark them for 1 minute. You always know where marked enemies are and gain a +2 bonus to attack rolls against a marked enemy. Starting at the 15th level, you can have marked creatures take an additional 1d8 piercing damage from your evoker's ranged attack. In addition, when you hit a marked creature with an evoker's ranged attack, you can trigger the mark to explode and deal 4d8 force damage. The mark is then removed. You may use this feature a number of times equal to 1 + your Intelligence Modifier. When you finish a long rest, you regain all expended uses. Echoed Shots At 7th level, the spellslinger's ability to fire arcane bullets in quick succession create an echo-like sound. You gain one of the following features of your choice. Parallel Fire. Once on each of your turns when you make a ranged weapon attack with an evoker, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. Quickdraw. Before initiative is rolled or before combat is entered, you can use your action to make a ranged attack against any number of creatures within your evoker's attack range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. You cannot use this feature if you are surprised. When you use this feature, you cannot take any action for 1 round. Critical Rounds At 20th level, when wielding with an evoker, you can use your attack action to create and prepare unstable arcane ammunition. Firing an unstable arcane bullet, any hit you score against a creature is a critical hit. You may use this feature a number of times equal to 1 + your Intelligence Modifier. When you finish a long rest, you regain all expended uses. Phantom Phantoms are always adapting to their targets and are masters at exploiting enemy weaknesses. They learn to infuse the elements into their bullets and more exposure to different types of creatures allows them to prey on all kinds of dangerous foe. Phantoms can peer into a creature's very being, providing them with vital knowledge about their enemy. Expose Weakness At the 3rd level, when you hit a creature with a ranged weapon attack you may magically mark them for 1 minute. Marked creatures have their resistances, vulnerabilities, and immunities revealed. Your ranged spell attacks have adavantage against a marked creature. You may use this feature a number of times equal to 1 + your Intelligence Modifier. When you finish a long rest, you regain all expended uses. Adaptive Rounds At the 7th level, you can infuse magic into your ammunition to change the damage type of your ranged weapon attacks for 1 minute. Choose from Acid, Cold, Fire, Lightning, or Thunder. At the 15th level, you can also choose from Necrotic, Poison, Psychic, or Radiant. You may use this feature a number of times equal to 1 + your Intelligence Modifier. When you finish a long rest, you regain all expended uses. Impose Vulnerability At the 20th level, you can impose a vulnerability on a creature that is in your line of sight for 1 minute. Choose from Acid, Cold, Fire, Lightning, Thunder, Necrotic, Poison, Psychic, or Radiant. If a creature has a resistance or immunity of the same type of vulnerability you choose, they are treated as having no resistance or immunity of that type instead.

Exorcist Exorcists hunt evils across the land. By forming a bond with a deity of Light, these spellslingers become divine agents. They are able to resist temptaion and face the darkness as long as the light of life is with them. Exorcists are nimble runners and have no trouble dealing with magical beings and curses. Anointed One At 3rd level, you acquire a holy symbol, worship a deity of Light, and now choose spells from the Cleric spell list instead of the Spellslinger spell list. Any 1st level and 2nd level spell you know from the Spellslinger spell list is swapped with 1st level and 2nd level Cleric spells of your choosing. You have advantage on saving throws against being blinded, charmed, and frightened while wielding an evoker. At 15th level, you become immune to being blinded, charmed, and frightened while wielding an evoker. Divine Rounds At 7th level, you gain the ability to infuse divine energy into an arcane bullet. Once on each of your turns when you hit a creature with a ranged weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. If the target is undead, a wave of divine energy erupts from the creature. Each creature in a 15-foot radius Sphere centered on that creature must make a Dexterity saving throw. A target takes 1d8 divine damage on a failed save, or half as much damage on a successful one. Godspeed At 15th level, you can use your action to pray and fill your body with divine energy for 5 minutes, making your body as light as a feather. Your speed increases by 20 feet, you have advantage on Dexterity (Acrobatics) checks, and gain advantage on Dexterity saving throws. Creatures cannot make an opportunity attack against you and you cannot be surprised. You may use this feature a number of times equal to 1 + your Intelligence Modifier. When you finish a long rest, you regain all expended uses. Expel Magic At 20th level you gain counterspell, remove curse, and dispel magic, if you dont already know those spells, and only need to expend a 1st level spell slot to cast those spells. You may use this feature a number of times equal to 1 + your Intelligence Modifier. When you finish a long rest, you regain all expended uses.

1st level Alarm

Burning Shot

Charm Person

Chromatic Shot

Color Spray

Comprehend Languages

Detect Magic

Disguise Self

Expeditious Retreat

False Life

Feather Fall

Fog Cloud

Grease

Identify

Illusory Script

Jump

Longstrider

Magic Missile

Protection from Evil and Good

Shield

Silent Image

Sleep

Tasha's Hideous Laughter

Tenser's Floating Disk

Thunder Shot

Witch Bolt 2nd Level Acid Shot

Alter Self

Arcane Lock

Blindness Deafness

Blur

Continual Flame

Crown of Madness

Dagger Shot

Darkness

Darkvision

Debilitating Shot

Detect Thoughts

Enlarge/Reduce

Flaming Sphere

Gentle Repose

Gust of Wind

Hammer Shot



Hold Person

Invisibility

Knock

Levitate

Locate Object

Magic Mouth

Magic Weapon

Mirror Image

Misty Step

Nystul's Magic Aura

Phantasmal Force

Rope Trick

Scorching Ray

See Invisibility

Shatter Shot

Spider Climb

Suggestion

Web 3rd Level Animate Dead

Curse Shot

Blink

Clairvoyance

Counterspell

Dispel Magic

Explosive Shot

Fear

Feign Death

Fly

Gaseous Form

Glyph of Warding

Haste

Hypnotic Pattern

Leomund's Tiny Hut

Lightning Shot

Magic Circle

Major Image

Nondetection

Phantom Steed

Protection from Energy

Remove Curse

Sending

Sleet Storm

Slow

Stinking Cloud

Tongues

Vampiric Shot

Water Breathing 4th Level Arcane Eye

Banishment

Blight Shot

Confusion

Conjure Minor Elementals

Control Water

Dimension Door

Evard's Black Tentacles

Fabricate

Fire Shield

Greater Invisibility

Hallucinatory Terrain

Ice Storm

Leomund's Secret Chest

Locate Creature

Mordenkainen's Faithful Hound

Mordenkainen's Private Sanctum

Otiluke's Resilient Sphere

Phantasmal Killer

Polymorph

Stone Shape

Stoneskin

Wall of Fire 5th Level Animate Objects

Bigby's Hand

Blizzard Shot

Cloudkill

Conjure Elemental

Contact Other Plane

Creation

Dominate Person

Dream

Geas

Hold Monster

Legend Lore

Mislead

Modify Memory

Passwall

Planar Binding

Rary's Telepathic Bond

Scrying

Seeming

Telekinesis

Teleportation Circle

Wall of Force

Wall of Stone

Burning Shot 1st-level evocation

Casting: 1 action

Range: 60 feet

Components: V, M (an evoker and an arcane bullet)

Duration: Instantaneous

You infuse fiery energy into an arcane bullet and fire it at one creature within range. Make a ranged attack with an evoker you are wielding. On hit, the target suffers the attack's normal effects, plus an additional 2d6 fire damage and 1d6 fire damage at the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage (both initial and later) increases by 1d6 for each slot level above 1st. Luminous Shot 1st-level evocation

Casting: 1 action

Range: 60 feet

Components: V, M (an evoker and an arcane bullet)

Duration: Instantaneous

You infuse shimmering energy into an arcane bullet and fire it at one creature within range. Make a ranged attack with an evoker you are wielding. On a hit, the target suffers the attack's normal effects, plus an additional 1d6 radiant damage. A creature must make a Wisdom saving throw. On a failed save, the creature begins to glow brightly and has disadvantage on its attacks for 1 minute. On a successful save, the creature glows, does not have disadvantage on its attacks. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Thunder Shot 1st-level evocation

Casting: 1 action

Range: 60 feet

Components: V, M (an evoker and an arcane bullet)

Duration: Instantaneous

You infuse resonating sound energy around an arcane bullet and fire it at one creature within range. Make a ranged attack with an evoker you are wielding. On a hit, the target suffers the attack's normal effects, plus 2d6 thunder damage. A creature hit by this spell must make a Constitution saving throw. On a failed save, a creature cannot move for 1 turn. On a successful save, the creature can only move half their speed for 1 minute. In addition, the spell emits a thunderous boom audible out to 300 feet. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Dagger Shot 1st-level evocation

Casting: 1 action

Range: 60 feet

Components: V, M (an evoker and an arcane bullet)

Duration: Instantaneous

You infuse transmutative energy into an arcane bullet, giving it blade-like properties, and fire it at one creature within range. Make a ranged attack against the target with an evoker you are wielding. On hit, the target suffers the attack's normal effects, plus an additional 3d4 slashing damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st Hammer Shot 1st-level evocation

Casting: 1 action

Range: 60 feet

Components: V, M (an evoker and an arcane bullet)

Duration: Instantaneous

You infuse transmutative energy into an arcane bullet, giving it hammer-like properties, and fire it at one creature within range. Make a ranged attack with an evoker you are wielding. On a hit, the target suffers the attack's normal effects, plus an additional 3d4 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st Spear Shot 1st-level evocation

Casting: 1 action

Range: 60 feet

Components: V, M (an evoker and an arcane bullet)

Duration: Instantaneous

You infuse transmutative energy into an arcane bullet to enhance the piercing property of your bullet and fire it at one creature within range. Make a ranged attack with an evoker you are wielding. On a hit, the target suffers the attack's normal effects, plus an additional 3d4 piercing damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st

Acid Shot 2nd-level evocation

Casting: 1 action

Range: 60 feet

Components: V, M (an evoker and an arcane bullet)

Duration: Instantaneous

You infuse acidic energy into an arcane bullet and fire it at one creature in range. Make a ranged attack against the target with an evoker you are wielding. On a hit, the target suffers the attack's normal effects, plus an additional 3d6 acid damage and 1d6 acid damage at the end of its next turn. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d6 for each slot level above 2nd. Debilitating Shot 2nd-level evocation

Casting: 1 action

Range: 60 feet

Components: V, M (an evoker and an arcane bullet)

Duration: Instantaneous

You infuse a black energy into an arcane bullet and fire it at one creature within range. Make a ranged attack against the target with an evoker you are wielding. On a hit, the target suffers the attack's normal effects. A creature hit by this spell has their Armor Class reduced by the level spell slot used to cast this spell for 1 minute. At the end of each of the target’s turn, it can make a Constitution saving throw against the spell. On a success, the spell ends. Shatter Shot 2nd-level evocation

Casting: 1 action

Range: 60 feet

Components: V, M (an evoker and an arcane bullet)

Duration: Instantaneous

You infuse resonating sound energy around an arcane bullet and fire it at one creature in range. Make a ranged attack against the target with an evoker you are wielding. On a hit, the target suffers the attack's normal effects, plus an additional 3d6 thunder damage. Each creature in a 10-foot radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature cannot take any action during their turn for 1 turn. On a successful save, the creature can move 10 feet for 1 minute. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell's area. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Curse Shot 3rd-level evocation

Casting: 1 action

Range: 60 feet

Components: V, M (an evoker and an arcane bullet)

Duration: Instantaneous

You infuse a curse into an arcane bullet and fire it at one creature in range. Make a ranged attack with an evoker you are wielding. On a hit, the target suffer's the attack's normal effects, plus an additional 3d6 necrotic damage and that creature must succeed on a Wisdom saving throw or become cursed for 1 minute. When you cast this spell, choose the nature of the curse from the following options.

• Choose one ability score. While cursed, the target has disadvantage on Ability Checks and saving throws made with that ability score.

• While cursed, the target has disadvantage on Attack rolls against you.

• While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. • While the target is cursed, your attacks and Spells deal an extra 1d8 necrotic damage to the target. A Remove Curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect. At Higher Levels: If you use a spell slot of 4th level or higher, the Duration is increased by 1 minute and the damage increases by 1d6. The Duration increases by 1 minute and the damage increases by 1d6 for each spell slot above 3rd.