Since the earliest mortal launched a stone through the air to strike down a distant foe, since the first words of power slipped past the lips of the ancients, there have been spellslingers. An oft forgotten tradition which languishes for centuries before it is rediscovered, the spellslinger combines arcane power with ever more modern weapons to strike down their enemies.
While the archetypical spellslinger is an archer or gunslinger that uses arcane magic, you could also play a spellslinger that fights with melee and thrown weapons interchangeably. You can wield magic through your maneuvers, or go for a less mystical spellslinger who sneaks through shadows to rob enemies. Consider your culture, and how the people around you would react to an arcane powered combatant who still relies on weaponry.
Table: Spellslinger
Level | Proficiency Bonus |
Features | Maneuvers Known |
Maneuver Degree |
Innovative Knacks |
Cantrips Known |
---|---|---|---|---|---|---|
1st | +2 | Arcane Ammunition, Cantrips, Combat Maneuvers | 2 | 1st | — | 3 |
2nd | +2 | Innovative Knacks, Mystical Power | 3 | 1st | 1 | 3 |
3rd | +2 | Combat Arcanist I, Spellslinger’s Style | 3 | 2nd | 2 | 3 |
4th | +2 | Ability Score Increase | 4 | 2nd | 3 | 4 |
5th | +3 | Spellsling, Split Shot | 4 | 2nd | 3 | 4 |
6th | +3 | Extra Attack, Reputed Spellslinger | 5 | 2nd | 4 | 4 |
7th | +3 | Combat Arcanist II, Eye for Detail | 5 | 3rd | 4 | 4 |
8th | +3 | Ability Score Increase, Legendary Spellslinger | 6 | 3rd | 5 | 5 |
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
Armor: Light Armor, Medium Armor
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Dexterity, Charisma
Skills: Choose three from Animal Handling, Acrobatics, Athletics, Deception, Insight, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth
You begin the game with 110 gold which you can spend on your character’s starting weapons, armor, and adventuring gear. You can select your own gear or choose an equipment package from the bard or warlock class. Also consult the Suggested Equipment section of your chosen background.
The most basic skill of any Spellslinger is the ability to utilize mystical ammunition. 1st level spellslingers gain the ability to cast cantrips through a ranged weapon that you are holding, which changes the attack into a ranged weapon attack rather than a spell attack. These attacks use the weapon’s range increments as normal.
Cantrips cast in this way take the shape of mystic arrows, bolts, throwing weapons, or bullets, and any somatic components are replaced by the act of aiming and firing or throwing the weapon. So long as you possess at least one Javelin, Throwing Axe, Throwing Dagger, or other thrown weapon you may create such throwing weapons with Arcane Ammunition.
At 1st level you know 3 cantrips of your choice from the Sorcerer spell list. Your spellcasting ability modifier for these cantrips and all Spellslinger spells is Charisma. The saving throw DC of your spells is 8 + Proficiency + your Charisma modifier. However when used as a ranged weapon attack, or as part of a combat maneuver, you may use Strength or Dexterity as normal.
Also at 1st level you gain access to combat traditions and maneuvers. You begin play with two combat traditions chosen from Biting Zephyr, Mist and Shade, and Arcane Artillery.
You select two combat maneuvers taken from the traditions that you’ve chosen and gain additional maneuvers at 2nd level and every even numbered level after that. Whenever you gain a level you may choose one maneuver you know and replace it with another maneuver of your choice which may be of the highest degree you are capable of, or lower.
Also at 2nd level you gain access to your first Innovative Knack. This feature allows you to take Arcane Innovations from the Sorcerer class or Exploration Knacks from the Ranger Class. You gain additional innovative knacks at 3rd, 4th, 6th, and 8th level.
Mystical Power
Also at 2nd level you gain the ability to choose a selection of spells that you can use once per long rest. Once you have used one of these spells, you can’t use it again until you’ve used 4 exertion points on maneuvers or for other purposes.
If you have the ability to cast spells through another class, these spells are considered to be known or always prepared and do not count against your class limit of spells known. You may use the spell slots to cast these spells normally.
Choose one of the following options:
Combat Arcanist I
At 3rd level, your acuity in spellcasting grows, though it tends to be slightly out of step with other spellcasters. You gain two additional spells that you can cast once per long rest. Once you have used one of these spells, you can’t use it again until you’ve used 4 exertion points on maneuvers or for other purposes. If you have the ability to cast spells through another class, these spells are considered to be known or always prepared and do not count against your class limit of spells known. You may use the spell slots to cast these spells normally.
Choose one of the following options:
At 3rd level you gain a reputation for a unique way to use magic in battle, your dramatic flair off the field, and your mystical talents. Choose one from the following options:
Spellsling
At 5th level you gain the unique ability to bind your magical spells to your ranged weaponry. When you throw a weapon or fire a piece of ammunition not augmented by Arcane Ammunition you can instead imbue a spell into your arrow and fire it as an action.
Spells cast in this way replace any saving throw or spell attack roll against the primary target with the ranged weapon attack. Saving throws on subsequent rounds, or by creatures in an area affected by the spell, against spells cast in this way are made against your maneuver DC. Spells which strike an area use your target as the center of the spell’s area.
Spells which utilize multiple attacks require a separate piece of ammunition for each attack roll.
Also at 5th level, you’re able to split the arcane power of your cantrips across multiple arrows. When you use your arcane ammunition class feature with a cantrip that deals more than one die of damage you may split the damage to make attacks against multiple targets.
For example a 5th level spellslinger using Firebolt can split the attack to deal 1d10 fire damage to one target and 1d10 fire damage to a second target by making two attack rolls.
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
By 6th level your skills and talents are known far and wide, and have a significant impact on how people view you. Choose from one of the following options:
At 7th level your use of spells grows further, giving you access to greater spells. You gain two additional spells that you can cast once per long rest. Once you have used one of these spells, you can’t use it again until you’ve used 4 exertion points on maneuvers or for other purposes.
If you have the ability to cast spells through another class, these spells are considered to be known or always prepared and do not count against your class limit of spells known. You may use the spell slots to cast these spells normally.
Choose one of the following options:
Eye for Detail
Also at 7th level, your accuracy and arcana have long relied on powerful eyesight, and your training has paid off. You may detect magic as the spell. To use this ability, you must make an Arcana check. At a DC of 10 you are aware of magical auras in your area. Should you choose to focus on a specific aura on a following turn, make an Arcana check DC 10 plus the spell level of the magical effect as an action to identify the school of magic it belongs to. This ability does not provide a passive or constant awareness of magical effects.
In addition, you no longer take disadvantage on perception checks due to distance.
At 8th level your reputation as a spellslinger has reached its pinnacle but your reputation can only grow from here. You gain a +1 bonus to your renown, 2 additional exertion, and you may choose one of the following options.
Ranger Spellslinger: You immediately learn a new school and maneuver of your choice, neither of which count against your limit of maneuvers or schools known.
Sorcerer Spellslinger: You gain an additional selection from Combat Arcanist, Combat Arcanist II, or Mystical Power. And all spells granted by these features are added to your Spells Known for the purpose of sorcery.
To multiclass into the spellslingr motif class, a character must meet both of the following prerequisites:
Multiclassing Proficiencies
Multiclassing into spellslinger grants the following proficiencies: firearms.
If you multiclass into a class that allows for spellcasting, you count three-fourths of your spellslinger levels (rounded down, minimum value of 1) for the purposes of determining how many spell slots you get.
If you multiclass into ranger, you may use Charisma for any ranger ability that typically requires Wisdom.
If you multiclass into sorcerer, you may add together your spellslinger and sorcerer levels to determine the size of your Font of Magic feature.