Spellslinger
Spellslinger
Introduction: With the advent of technology and science across the planes, there have been some
who have attempted to meld the advances with established traditions of arcane study. New weapons
are beginning to creep into the hands of adventurers, and individuals of a wizardly bent have taken
these new implements to enhance their magical prowess. Prepare to meet the spellslinger.
NOTE: This class is intended to be played in conjunction with the rules for firearms as
presented in the Gunslinger Martial Archetype for Fighters from Matthew Mercer, found
at http://www.dmsguild.com/product/170778/Gunslinger-Martial-Archetype-for-Fighters
by Jack Gregory
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1
The Spellslinger
Proficiency Spells - Spell Slots per Spell Level -
Level Bonus Known Features 1st 2nd 3rd 4th 5th
1st +2 2 Chamber Spin, Savvy Shot, Rescription 1
2nd +2 3 2
3rd +2 3 Spellfire Range, Spellslinger School 3
4th +2 4 Ability Score Improvement 3 1
5th +3 4 4 2
6th +3 5 Arcane Arsenal 4 2
7th +3 5 Quickdraw 4 3
8th +3 6 Ability Score Improvement 4 3 1
9th +4 7 4 3 2
10th +4 7 School Feature 4 3 2
11th +4 8 4 3 3
12th +4 9 Ability Score Improvement 4 3 3 1
13th +5 9 School Feature 4 3 3 1
14th +5 10 4 3 3 2
15th +5 11 Lightning Reload 4 3 3 2 1
16th +5 12 Ability Score Improvement 4 3 3 3 1
17th +6 13 4 3 3 3 1
18th +6 14 4 3 3 3 2
19th +6 15 Ability Score Improvement 4 3 3 3 2
20th +6 15 School Feature 4 3 3 3 2
2
Equipment inscribes four chambers on his pistol with two 1st-level
You start with the following equipment, in addition to the slots for chromatic orb, one 1st-level slot for ray of
equipment granted by your background: sickness, and one 2nd-level slot for hold person, He may
cast those spells through the gun at any time. However, he
• a pistol and 20 rounds of ammunition cannot elect to cast ray of sickness at 2nd-level in lieu of
• a) a shortsword or b) two simple weapons hold person, since he did not inscribe it at that level during
his preparation period. He also could not have inscribed
• a) an explorer's pack, b) a dungeoneer's pack, or both ray of sickness and hold person at 2nd-level, as he
c) a scholar's pack only has one 2nd-level slot to expend during his
preparations.
• leather armor and tinker's tools
To cast a spell, you must throw or fire the inscribed
weapon or ammunition at a target, using whatever action is
A Note on Preparation required by the spell (action, bonus, or reaction). If the
attack hits, weapon damage is dealt to the target before the
The Spellslinger functions on a variant methodology to other
spell takes effect. If the spell description states the effect
spellcasting classes. Individuals familiar with 5th Edition
spellcasting will still want to review the following section in
begins at or is centered upon a point, that point is
detail, as it differs significantly from the standard ruleset. considered to be the target of your shot. If the spell's
description does not state that an attack roll is necessary
for the normal casting of the spell, the spell will still take
Spellcasting effect even if the shot misses.
As a student of both science and magic, you have learned Spellcasting Ability
to use a ranged weapon as a spellcasting implement. Each Intelligence is your spellcasting ability for your
time you prepare a spell, you inscribe runes onto a single spellslinger spells, so you use your Intelligence whenever
piece of ammunition, a chamber on your firearm, or even a a spell refers to your spellcasting ability. In addition, you
thrown blade, imbuing a measure of magical enchantment use your Intelligence modifier when setting the saving
upon it. The spell itself is stored until the weapon is throw DC for a spellslinger spell you cast.
thrown or fired. The spells you may learn are contained on
the spellslinger spell list later in this document. Spell save DC = 8 + your proficiency bonus + your
Intelligence modifer
Preparing and Casting Spells
The Spellslinger table shows how many spell slots you can Spellcasting Focus
use for inscription. To cast a spell through your firearm, Your guns serve as your spellcasting foci, and therefore
the spell must have been imbued, expending the slot in the any magical enchantment they possess is applied to your
process of inscription, which cannot be changed. You spell attack modifier and your spell save DC.
regain all expended spell slots when you finish a long rest,
during which any existing inscriptions vanish from your A Note on Spellslinger Mechanics
weapons and ammunition. Due to the nonstandard casting technique and the narrative
flavor of the Spellslinger, a brief description on certain game
You know one 1st-level spell of your choice from the interactions is probably needed to avoid potential confusion.
spellslinger spell list. The Spells Known column of the
Spellslinger table shows when you learn more spellslinger Actions that suppress or interrupt spellcasting sequences can
spells of your choice. Each of these spells must be of a still be utilized against a Spellslinger; however, these only
affect the spells cast, not the weapon attacks that accompany
level for which you have spell slots. For instance, when
them. Inscriptions and spell preparation are not considered
you reach 4th level in this class, you can learn one new magical effects for the purposes of such spells, however.
spell of either 1st or 2nd level.
For instance, a counterspell or a dispel magic would only
Additionally, when you gain a level in this class, you can affect a spell that is currently being cast or has already taken
choose one of the spellslinger spells you know and replace effect (respectively). Casting dispel magic on a Spellslinger's
it with another spell from the spellslinger spell list, which prepared weapon(s) or ammunition, however, would not
also must be of a level for which you have spell slots. negate the prepared spells created during the character's prior
inscriptions.
Preparing your spells requires time spent engraving the
Attacks that miss also generally result in spells fizzling. If an
arcane formulae on either the weapon or ammunition you
Arcane Artillerist fires a fireball-imbued bullet at an enemy
will use: at least 1 minute per spell level for each spell on and misses, the fireball is not intended to detonate somewhere
your list. downrange. Misfires and weapon jams, however, do not
As an example, Gareth is a 4th-level spellslinger and has expend spell slots.
three 1st-level and one 2nd-level spell slots. If Gareth
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Chamber Spin Spellslinger Schools
Your familiarity with your weapons allows you to At 3rd level, a spellslinger can choose one of three
quickly adjust which round you use during battle. A schools to follow as they continue to improve their
spellslinger can choose which barrel, chamber, or loaded merging of magic and technology.
round to fire as part of any action.
Triggermancer
Savvy Shot The Triggermancer excels at highly lethal single-target
Spellslingers rely equally on their mental acuity and attacks, singling out their quarry and continually harrying
reflexes. When making a ranged weapon attack, you may them toward destruction.
choose to use either your Dexterity or Intelligence
modifier for the attack and damage rolls. You must use Focused Fire
the same modifier for both rolls. Your honed skill has allowed you to single out the
weaknesses of individual foes you face. Beginning when
you choose this school at 3rd level, you can use a bonus
Rescription action to gain advantage on a single attack roll or impose
If a spellslinger needs to change their prepared arsenal, disadvantage on a single saving throw against your spell
they are trained to have a limited flexibility to re-inscribe save DC. You can use this feature a number of times equal
to a different weapon or ammunition. As an action, you to your Intelligence modifier (a minimum of once). You
may nullify a single inscribed spell and replace it with a regain any expended uses when you finish a long rest.
spell of the same level on a different thrown weapon or
piece of ammunition. You may do this a number of times Infused Ammo
equal to your Intelligence modifier per long rest Starting at 10th level, when you hit a creature with a ranged
(minimum 1). attack from a non-inscribed weapon chamber, you may
expend one or more spell slots you have left over from
your last preparation to deal extra force damage to the
Spellslinger Range target. The extra damage is 2d6 for a 1st-level spell slot,
plus 1d6 for each spell level higher than 1st, to a maximum
At 3rd level, your knowledge of arcane imbuement has
of 6d6.
advanced to the point where you can merge the range of
a spell and that of your weapon. If a spell's range differs
Overcharge
from the normal range of your gun, you may utilize the
Starting at 13th level, a triggermancer can overcharge their
longer of the two as the normal range of both the weapon
attack once per long rest. An overcharge must be declared
and the spell for that action.
before the attack roll is made. If it hits, both the weapon
damage and any associated spell damage deal the
Arcane Arsenal maximum amount of damage. If the attack misses, the
overcharge is expended until the spellslinger completes a
At 6th level, the merging of magic and mechanics in your long rest.
hands allows for a seamless transfer of arcane energy.
Any attack from a firearm or crossbow you wield is Deadeye
considered magical for the purposes of overcoming At 20th level, the triggermancer's attacks crit on a roll of
damage resistance. 18-20.
4
Spellslinger Spells Available Evasion: When you are subjected to an effect that
Level allows you to make a Dexterity saving throw to take only
half damage, you instead take no damage if you succeed
3rd sleep, faerie fire on the saving throw, and only half damage if you fail.
4th shatter, silence
8th fireball, stinking cloud Uncanny Dodge: When an attacker that you can see
12th ice storm, Evard's black tentacles hits you with an attack, you can use your reaction to halve
15th cloudkill, cone of cold the attack's damage against you.
Tactical Withdrawal Careful Retreat: Opportunity attacks against you are
th
Starting at 10 level, the arcane artillerist can use their made with disadvantage.
reaction to move their speed. Any attacks against them
while moving are at disadvantage. Once this ability is Overwatch
used, it cannot be used again until the arcane artillerist has At 20th level, the riflemaster can react with frightening
completed a short or long rest. speed to changes in the battlefield. You may use your
action to designate an area with a 20-foot radius.
Lethal Bombardment Whenever a creature first enters the area on their turn, you
Starting at 13th level, the arcane artillerist can add their may make a single firearm attack against them, using
Intelligence modifier to the damage roll for a single spell. whatever ammunition (imbued or otherwise) you have at
The spell also deals double damage to inanimate objects your disposal. This effect can be sustained for a number of
that are not magical in nature. Once they use this ability, rounds equal to your Intelligence modifier (a minimum of
they cannot do so again until they finish a short or long once). Maintaining this effect does not require
rest. concentration or affect any additional actions you take on
your ensuing turns. Once you have used this feature, you
Arcane Barrage must complete a long rest before using it again.
At 20th level, the arcane artillerist can rain down immense
destruction in a very brief time. Once per long rest, you Spellslinger Spells
can use your bonus action to fire your weapon and cast
either a 1st- or 2nd-level spell you have prepared each round
for a number of rounds equal to your Intelligence modifier 1st-level
(a minimum of once). This ability cannot be used again cable shot
until you complete a long rest. chromatic orb
fog cloud
Riflemaster
maleficence
The Riflemaster uses more powerful weaponry to enhance
their expertise and precision of spellcasting. pacification
ray of sickness
Field Training
Beginning when you choose this school at 3rd level, you Tasha's hideous laughter
gain proficiency with light and heavy crossbows and all
types of firearms, and you double your proficiency
2nd-level
modifier with tinker's tools when working with ranged crown of madness
weapons. hold person
Additionally, your ranged attacks ignore up to half cover if frost heave
your target has no cover from at least one of your allies.
Melf's acid arrow
Intensive Fire ray of enfeeblement
Starting at 10th level, when you hit a target with an attack,
you may use your bonus action to ignore all damage scorching ray
resistances your target may have to your weapons and stunshot
spells for 1 minute. You must complete a long or short rest
before using this feature again. 3rd-level
bestow curse
Duck & Cover
At 13th level, you gain one of the following features of bullet siphon
your choice. counterspell
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dispel magic Duration: Instantaneous
scattershot When you hit a target with this spell, they suffer 8d4
necrotic damage, and you are healed for half the
reactive blast
damage sustained.
slow
At Higher Levels: When you cast this spell using a
th spell slot of 4th level or higher, the damage increases
4 -level
by 2d4 for each slot level above 3rd.
banishment
blight Cable Shot
1st-level transmutation
confusion
Casting Time: 1 reaction, which you take when a
phantasmal killer character within your weapon's normal range
polymorph moves or attacks.
planar redeployment Range: 60 feet
tracking shot Components: V, S
Duration: Concentration, up to 1 minute
5th-level
bite When you hit a target with this spell, a shining
metallic cable wraps around them and then anchors
contagion to the nearest ground surface. The target must
dominate person succeed on a Strength saving throw against your
spell save DC in order to move more than 5 feet from
explosive shot the location where they were struck. A Large or
hold monster larger creature has advantage on the saving throw. If
the target succeeds on the throw, the spell ends.
incandescence
Explosive Shot
wall of force
5th-level evocation
Casting time: 1 action
New Spells for Spellslingers Range: 60 feet
Components: V, S
Bite
5th-level transmutation Duration: Instantaneous
Casting Time: 1 action You imbue your bullet with elemental energy that
erupts at the moment of impact. Choose either cold,
Range: 60 feet lightning, or thunder energy. When your attack hits,
Components: V, S each creature in a 40-foot radius, 20-foot high
cylinder centered on your target must succeed on a
Duration: Instantaneous Dexterity saving throw. A creature takes 8d8 damage
of the chosen type on a failed save, or half as much
When you hit a target with this spell, the attack digs
on a successful one.
deeper to weaken them, fueled by arcane energies.
The target suffers 6d10 force damage and must Frost Heave
make a Constitution save against your spell save
DC. On a failure, the target suffers half the damage 2nd-level conjuration
again at the beginning of its following turn. Casting time: 1 action
Bullet Siphon Range: 60 feet
3rd-level necromancy Components: V, S
Casting Time: 1 action Duration: Concentration, up to 1 minute
Range: 60 feet
Components: V, S
6
Thick ice spikes jut upward from the ground in a 20- saving throw against your spell save DC. If it fails,
foot square centered on a point you can see within you may force the target to drop one item it carries.
range and turn it into difficult terrain for the duration.
At Higher Levels: When you cast this spell using a
Creatures in the square when it appears or who are spell slot of 2nd level or higher, the damage increases
within its area on their turn must immediately by 1d6 for each slot level above 1st.
succeed a Dexterity save against your spell save DC.
If any fail, they suffer 3d4 cold damage and are Planar Redeployment
knocked prone. 4th-level conjuration
At Higher Levels: When you cast this spell using a Casting time: 1 action
spell slot of 3rd level or higher, the damage increases
by 1d4 for each slot level above 2nd. Range: 60 feet
Components: V, S
Incandescence
5th-level evocation Duration: Instantaneous
Casting Time: 1 action When you hit a target with this spell, your bullet rips
through the planar boundaries en route, spilling
Range: 80 feet energies into one end of the rift. Either you or your
Components: V, S target (your choice) is teleported up to 30 feet to an
unoccupied space that you can see. Additionally, all
Duration: Instantaneous creatures within 5 feet of the subject of the teleport
When you hit a target with this spell, it suffers 4d8 must make a Dexterity save against your spell save
fire damage and 4d8 radiant damage. The area DC. If any fail, they suffer 6d6 damage of either
between you and your target remains brightly lit for fire/cold/thunder/lightning (your choice). If any
40 feet and then dimly lit for another 40 feet for a succeed, they suffer only half damage.
number of rounds equal to your Intelligence modifier. At Higher Levels: When you cast this spell using a
Maleficence spell slot of 5th level, the damage increases by 2d6.
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When you hit a target with an attack, the fired When you hit a target with this spell, you form a
ammunition magically reduplicates, spreading out in mental link and can sense the distance and direction
a 60-foot cone expanding along the initial shot's to the target for the duration of the spell.
established trajectory. Each creature in the cone
At Higher Levels: When you cast this spell using a
must make a Dexterity saving throw. A creature
spell slot of 5th level, the maximum duration of
takes 3d8 force damage on a failed save, or half as
concentration increases to 8 hours.
much damage on a successful one.
Stunshot
2nd-level enchantment
Casting time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
When you hit a target with this spell, they are
overwhelmed by debilitating psychic energies. The
target must make a Constitution saving throw. On a
failure, they take 2d4 psychic damage and are
stunned for one round. On a success, they take half
damage and are not stunned.
At Higher Levels: When you cast this spell using a
spell slot of 3rd level or higher, the damage increases
by 1d4 for each slot level above 2nd.
Tracking Shot
4th-level divination
Casting time: 1 reaction, which you take when a
character within your weapon's normal range moves
or attacks.
Range: 60 feet
Components: V, S
Duration: Concentration, up to 2 hours