cavalieredraghi
2015-07-06, 07:08 PM
I have attempted to recreate the lovely Jormengand's SpellSlinger (http://www.giantitp.com/forums/showthread.php?327549-The-Spellslinger-3-P-base-class-PEACH) in 5e. I would love feedback, and help to optimize this wonderful creation.
Lvl
Prof.
Description
Cantrips known
Spells known
Spell Slots
Spell level
1st
+2
Spellslinging, Spellcasting
4
2
2
1st
2nd
+2
Bonding
4
3
2
1st
3rd
+2
Specialist, Advanced Learning
4
4
2
2nd
4th
+2
ability score increase
5
5
3
2nd
5th
+3
+1 enchantment
5
6
3
3rd
6th
+3
Specialist Improvement
5
7
3
3rd
7th
+3
Ability Score Improvement
5
8
4
4th
8th
+3
Ability Score Improvement
5
9
4
4th
9th
+4
Specialist Improvment
5
10
4
5th
10th
+4
+2 Enhancement Bonus.
6
10
4
5th
11th
+4
Ability Score Improvement
6
11
5
5th
12th
+4
Ability Score Improvement
6
11
5
5th
13th
+5
Blood Sweat and Tears (7th)
6
12
5
5th
14th
+5
Specialist Improvement
6
12
5
5th
15th
+5
Blood Sweat and Tears (8th)
6
13
5
5th
16th
+5
Ability Score Improvement
6
13
6
5th
17th
+6
Blood Sweat and Tears (9th)+3 Enchancement Bonus
6
14
6
5th
18th
+6
Ability Score Improvement
6
14
6
5th
19th
+6
Ability Score Improvment
6
15
6
5th
20th
+6
Adrenaline Rush Specialist Improvement
6
15
6
5th
Health and Hit Dice:
at level 1 your Hit Points are 8 Plus your Constitution Modifier, Your Hit Die is a D8
Proficiency:
Saving Throws: Dexterity, Intelligence
Skills Choose 3: Arcana, Acrobatics, Athletics, Perception, Survival, Stealth, Deception.
Armor: Light
Weapons: All Simple weapons, Whip, Blow Gun, Spell-Slingers
Starting wealth Same as Warlock
Starting Equipment if you choose to go with background equipment
(a) whip or (b) one simple weapon
Spellslingers (Pistol and Rifle)
(a) Dungeoneer's pack or (b) Explorer's pack
Leather armor, and two daggers
Class Features:
Spell-Slinging: As a Spell-Slinger you have learned to create and maintain two different types of weapons. Either a revolver, that has a 6 shot clip, or a 8 shot revolving clip, rifle. These weapons are your tools, and arcane implements they can act as Arcane focus as well, to cast your magic through. Each bullet is a spell that you have loaded into the gun. These are magically created bullets, that are made your last short or long rest. It takes a full round of concentration to load your gun when it is empty. if you are hit during that time, you must make a Intelligence Saving throw, the damage taken is the DC, to keep reloading your gun if you fail, you drop all your rounds and must spend a movement action to pick them up. The range of your Guns supersedes the range of your spells. The range of the revolver, is 120 ft for a ranged Spell, while touch spells from this gun become 30 ft. the range of the Rifle is 240 ft, and 60 ft for touch spells. For spells that have an AoE or Area of Effect, the spell overrides the range restrictions of the gun.
ex. the cone effect of a burning Hands would be a cone of the range of the spell rather then the range of the gun.
Spellcasting: You may only choose spells from the wizard's Spell list that are of the Evocation school. All your spell slots, recharge after every short or long rest, Saves for Spells are based on Intelligence, following the traditional Formula.
8+Profiency Bonus+ Attribute Modifier= Save DC
Attack based Spells can be based off either Intelligence or Dex, this includes when you use your guns to cast Spells. Though all spells you cast are cast at the spell level that is listed on the chart equal to your class level. you may also not pick spells higher then your maximum Spell level.
Spells known of 1st and higher:
At first level you know two 1-st level spells of your choice that are Evocation, from the Wizard spell list.
The spells known column of the table shows when you learn more Spell-slinger spells of your choice, of 1st level or higher. A Spell you choose must be of a level no higher than what's shown in the Table's Slot Level column for your level.
Your Spellslingers are your arcane focus
You may cast spells without your Spellslingers, but doing so means you must follow proper Somatic and material costs for said spells, as well as you cast them at their lowest possible spell level despite your Class level.
Guns and their ammunition: The Spell-slinger can at anytime make an already existing bullet, into a cantrip. Spellslingers, the guns, have an AC of 15, and an HP of 15. If a spellslinger is destroyed it takes 8 hours of concentration and 50 GP worth of materials to make a new rifle or two revolvers. the cost and time goes up when your spellslingers gain enhancement bonuses, double time and cost for each enhancement. If the guns are in an anti magic field or their bullets enter an anti magic field the function just like their weapon from the DMG page 268. A Spellsplinger can also choice with they are shooting out a magic bullet or normal bullet. Base Gun damage as per the DMG does not stack with spells used by the gun, you use either the gun damage or the spell damage output. For finer detail the Revolver is like the revolver from the book while your rifle is like the hunting rifle. It cost 3 gp for the materials needed for 10 bullets, and take 1 hour to make at most 50 bullets. You as a spellslinger know how to make your bullets as well as your guns.
Bonding: Look at Fighter Eldtrich knight, Bonding, It is the same exact rules.
Choose either Desperado or SharpshooterYou have given up your rifle, and now possess two Revolvers. You may cast 2 cantrips each round as one attack action/standard action through your guns. (You can not do this if you do not have your spellslingers) You also gain Cunning Reflex
Cunning Reflex:You may add your Intelligence Modifier to your AC even while wearing Light Armor.
You have given up your Revolver in favor of your rifle. You can once per short or long rest shot a spell at one spell slot higher then you can normally. Also once per round if you use your rifle to cast a cantrip, you can add one more additional damage die to your damage roll.
Exp: Grimdrop shots off a magic missile at lvl three he would normally cast it as a 2nd level spell, with his rifle he now cast it as a 3rd level. you also gain Go to Ground.
Go to Ground: You are now Proficient in Medium Armor as well as shields, you also gain double AC Bonus from cover effects. You can use a shield while wielding your rifle.
Advanced Learning: You may now learn from one more school of spells from the Wizard Spell List.
Ability Score Improvements: Same rules as the book.
Enhancement Bonus: Your Spellslingers, are now magically enchanted weapons while in your hands with a +1 bonus to all attacks and save DCs. This increases at level 10 to +2 and then again at level 17 to +3
You can now Quicken one spell per long or short rest.
Quicken: you can cast a spell as a bonus action if it originally had 1 action as its casting time. despite the bonus casting rule, you can after casting this spell, cast another spell without it being a Cantrip. You also can know evocation spells of any class. (damage based Evocation not healing like a cleric or bard)
you also gain Extra Attack, as per the Fighter Extra Attack in PHB.You may now quicken 2 spells, Per long or Short rest. You may now Quicken three times. You also may reload your guns as a bonus action rather then a Full round action.
You now can Quicken your spells as often as you like
On damage rolls of 1 or 2 you may re roll them once per round. you must keep the rerolled result. You can also now shot 2 spells at one level higher then normal.
Improved Advanced Learning you may now choose another school and spells from any spell casting class. This includes changing your already existing spells. (this includes healing spells unlike Desperado) You may once per round shot an opponent, if they have a cover AC bonus, they no longer have that bonus. You also now can shot 3 spells at a higher spell slot then normal
You now can shot all of your spells at 1 higher level then normal.
Blood, Sweat, and Tears: starting at lvl 13 you have worked and toiled long enough to know a 7th level spell that you can cast once per Long rest without expending a spell slot. You gain this again for an 8th level spell at level 15, and again at level 17 for a 9th level spell. each spell does not count for another. ergo you can not cast your 8th spell twice and use your 7th level spell or vice versa.
Adrenaline Rush: At level twenty you have learned to harness the quick actions of combat to your advantage. You can another Round instantly and can use it as you wish. Like Slow Time Spell only you can effect others, and gain only 1 additional round.) You can do this once per Short or Long Rest.
Ideas thoughts Improvements? Lay it on me guys and gals. IF you use this Class, let me know, i would love to know how it worked in hopes to improve it.
Lvl
Prof.
Description
Cantrips known
Spells known
Spell Slots
Spell level
1st
+2
Spellslinging, Spellcasting
4
2
2
1st
2nd
+2
Bonding
4
3
2
1st
3rd
+2
Specialist, Advanced Learning
4
4
2
2nd
4th
+2
ability score increase
5
5
3
2nd
5th
+3
+1 enchantment
5
6
3
3rd
6th
+3
Specialist Improvement
5
7
3
3rd
7th
+3
Ability Score Improvement
5
8
4
4th
8th
+3
Ability Score Improvement
5
9
4
4th
9th
+4
Specialist Improvment
5
10
4
5th
10th
+4
+2 Enhancement Bonus.
6
10
4
5th
11th
+4
Ability Score Improvement
6
11
5
5th
12th
+4
Ability Score Improvement
6
11
5
5th
13th
+5
Blood Sweat and Tears (7th)
6
12
5
5th
14th
+5
Specialist Improvement
6
12
5
5th
15th
+5
Blood Sweat and Tears (8th)
6
13
5
5th
16th
+5
Ability Score Improvement
6
13
6
5th
17th
+6
Blood Sweat and Tears (9th)+3 Enchancement Bonus
6
14
6
5th
18th
+6
Ability Score Improvement
6
14
6
5th
19th
+6
Ability Score Improvment
6
15
6
5th
20th
+6
Adrenaline Rush Specialist Improvement
6
15
6
5th
Health and Hit Dice:
at level 1 your Hit Points are 8 Plus your Constitution Modifier, Your Hit Die is a D8
Proficiency:
Saving Throws: Dexterity, Intelligence
Skills Choose 3: Arcana, Acrobatics, Athletics, Perception, Survival, Stealth, Deception.
Armor: Light
Weapons: All Simple weapons, Whip, Blow Gun, Spell-Slingers
Starting wealth Same as Warlock
Starting Equipment if you choose to go with background equipment
(a) whip or (b) one simple weapon
Spellslingers (Pistol and Rifle)
(a) Dungeoneer's pack or (b) Explorer's pack
Leather armor, and two daggers
Class Features:
Spell-Slinging: As a Spell-Slinger you have learned to create and maintain two different types of weapons. Either a revolver, that has a 6 shot clip, or a 8 shot revolving clip, rifle. These weapons are your tools, and arcane implements they can act as Arcane focus as well, to cast your magic through. Each bullet is a spell that you have loaded into the gun. These are magically created bullets, that are made your last short or long rest. It takes a full round of concentration to load your gun when it is empty. if you are hit during that time, you must make a Intelligence Saving throw, the damage taken is the DC, to keep reloading your gun if you fail, you drop all your rounds and must spend a movement action to pick them up. The range of your Guns supersedes the range of your spells. The range of the revolver, is 120 ft for a ranged Spell, while touch spells from this gun become 30 ft. the range of the Rifle is 240 ft, and 60 ft for touch spells. For spells that have an AoE or Area of Effect, the spell overrides the range restrictions of the gun.
ex. the cone effect of a burning Hands would be a cone of the range of the spell rather then the range of the gun.
Spellcasting: You may only choose spells from the wizard's Spell list that are of the Evocation school. All your spell slots, recharge after every short or long rest, Saves for Spells are based on Intelligence, following the traditional Formula.
8+Profiency Bonus+ Attribute Modifier= Save DC
Attack based Spells can be based off either Intelligence or Dex, this includes when you use your guns to cast Spells. Though all spells you cast are cast at the spell level that is listed on the chart equal to your class level. you may also not pick spells higher then your maximum Spell level.
Spells known of 1st and higher:
At first level you know two 1-st level spells of your choice that are Evocation, from the Wizard spell list.
The spells known column of the table shows when you learn more Spell-slinger spells of your choice, of 1st level or higher. A Spell you choose must be of a level no higher than what's shown in the Table's Slot Level column for your level.
Your Spellslingers are your arcane focus
You may cast spells without your Spellslingers, but doing so means you must follow proper Somatic and material costs for said spells, as well as you cast them at their lowest possible spell level despite your Class level.
Guns and their ammunition: The Spell-slinger can at anytime make an already existing bullet, into a cantrip. Spellslingers, the guns, have an AC of 15, and an HP of 15. If a spellslinger is destroyed it takes 8 hours of concentration and 50 GP worth of materials to make a new rifle or two revolvers. the cost and time goes up when your spellslingers gain enhancement bonuses, double time and cost for each enhancement. If the guns are in an anti magic field or their bullets enter an anti magic field the function just like their weapon from the DMG page 268. A Spellsplinger can also choice with they are shooting out a magic bullet or normal bullet. Base Gun damage as per the DMG does not stack with spells used by the gun, you use either the gun damage or the spell damage output. For finer detail the Revolver is like the revolver from the book while your rifle is like the hunting rifle. It cost 3 gp for the materials needed for 10 bullets, and take 1 hour to make at most 50 bullets. You as a spellslinger know how to make your bullets as well as your guns.
Bonding: Look at Fighter Eldtrich knight, Bonding, It is the same exact rules.
Choose either Desperado or SharpshooterYou have given up your rifle, and now possess two Revolvers. You may cast 2 cantrips each round as one attack action/standard action through your guns. (You can not do this if you do not have your spellslingers) You also gain Cunning Reflex
Cunning Reflex:You may add your Intelligence Modifier to your AC even while wearing Light Armor.
You have given up your Revolver in favor of your rifle. You can once per short or long rest shot a spell at one spell slot higher then you can normally. Also once per round if you use your rifle to cast a cantrip, you can add one more additional damage die to your damage roll.
Exp: Grimdrop shots off a magic missile at lvl three he would normally cast it as a 2nd level spell, with his rifle he now cast it as a 3rd level. you also gain Go to Ground.
Go to Ground: You are now Proficient in Medium Armor as well as shields, you also gain double AC Bonus from cover effects. You can use a shield while wielding your rifle.
Advanced Learning: You may now learn from one more school of spells from the Wizard Spell List.
Ability Score Improvements: Same rules as the book.
Enhancement Bonus: Your Spellslingers, are now magically enchanted weapons while in your hands with a +1 bonus to all attacks and save DCs. This increases at level 10 to +2 and then again at level 17 to +3
You can now Quicken one spell per long or short rest.
Quicken: you can cast a spell as a bonus action if it originally had 1 action as its casting time. despite the bonus casting rule, you can after casting this spell, cast another spell without it being a Cantrip. You also can know evocation spells of any class. (damage based Evocation not healing like a cleric or bard)
you also gain Extra Attack, as per the Fighter Extra Attack in PHB.You may now quicken 2 spells, Per long or Short rest. You may now Quicken three times. You also may reload your guns as a bonus action rather then a Full round action.
You now can Quicken your spells as often as you like
On damage rolls of 1 or 2 you may re roll them once per round. you must keep the rerolled result. You can also now shot 2 spells at one level higher then normal.
Improved Advanced Learning you may now choose another school and spells from any spell casting class. This includes changing your already existing spells. (this includes healing spells unlike Desperado) You may once per round shot an opponent, if they have a cover AC bonus, they no longer have that bonus. You also now can shot 3 spells at a higher spell slot then normal
You now can shot all of your spells at 1 higher level then normal.
Blood, Sweat, and Tears: starting at lvl 13 you have worked and toiled long enough to know a 7th level spell that you can cast once per Long rest without expending a spell slot. You gain this again for an 8th level spell at level 15, and again at level 17 for a 9th level spell. each spell does not count for another. ergo you can not cast your 8th spell twice and use your 7th level spell or vice versa.
Adrenaline Rush: At level twenty you have learned to harness the quick actions of combat to your advantage. You can another Round instantly and can use it as you wish. Like Slow Time Spell only you can effect others, and gain only 1 additional round.) You can do this once per Short or Long Rest.
Ideas thoughts Improvements? Lay it on me guys and gals. IF you use this Class, let me know, i would love to know how it worked in hopes to improve it.