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Wandslinger

The Wandslinger is a master of arcane combat, not through the study of complex spells or the intuition of bloodlines, but through the precision of the Wand. To a Wandslinger, a wand is not just a focus—it is a weapon, a tool of destruction to be mastered, modified, and unleashed.

Important: Wandslingers use Arcane Magic and the Arcane Mana System. They use Mana to power Trick Shots and Arcane Arts.

Class Features

As a Wandslinger, you gain the following class features.

Hit Points

  • Hit Dice: 1d8 per Wandslinger level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Wandslinger level after 1st

Proficiencies

  • Armor: Light armor, Medium armor, Shields
  • Weapons: Simple weapons, Wands, Staves
  • Tools: Tinker's tools, Arcana tools
  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose two from Acrobatics, Arcana, Athletics, Deception, Insight, Intimidation, Perception, Sleight of Hand, Stealth, and Spellcraft.

Equipment

You start with the following equipment, in addition to the equipment granted by your background: - (a) a simple weapon and shield or (b) two simple weapons - (a) leather armor or (b) scale mail - (a) a dungeoneer's pack or (b) an explorer's pack - Two Standard Wands or one Combat Staff

The Wandslinger

Level Proficiency Bonus Features Trick Shots Known
1st +2 Wandsmithing, Arcane Armament, Mana Pool -
2nd +2 Trick Shots 2
3rd +2 Wandslinger Code 2
4th +2 Ability Score Improvement 2
5th +3 Extra Attack 2
6th +3 Quickdraw 2
7th +3 Evasion 3
8th +3 Ability Score Improvement 3
9th +4 Code Feature 3
10th +4 Brutal Knowhow 4
11th +4 Double-Tap 4
12th +4 Ability Score Improvement 4
13th +5 Code Feature 4
14th +5 Magic Item Savant 4
15th +5 Code Feature 5
16th +5 Ability Score Improvement 5
17th +6 Ace up the Sleeve 5
18th +6 Magic Item Master 6
19th +6 Epic Boon 6
20th +6 Gun-Witch Supreme 6

Class Features

Arcane Mana Pool

You have a pool of Arcane Mana that represents your ability to overcharge your wands and perform feats of magical dexterity. - Mana Calculation: (Intelligence Modifier × Wandslinger Level) / 2 (round down, minimum 1). - Recovery: You regain all expended Mana on a Long Rest. - Arcane Recovery: Once per day when you finish a Short Rest, you can recover Mana equal to half your Wandslinger level (rounded up).

Wandsmithing

At 1st level, you can craft and modify wands. You can maintain your weapons, repairing them during rests.

Arcane Armament

Also at 1st level, you treat Wands and Staves as martial ranged weapons. - Wand: Range 60/120, Damage 1d8 Force. Light. - Staff: Range 100/300, Damage 1d10 Force. Two-Handed, Heavy. - Attacks: You make ranged weapon attacks with these weapons. You can use your Dexterity or Intelligence modifier for attack and damage rolls (your choice). - No Ammo: Basic attacks with these weapons do not consume resources. They fire bolts of pure arcane energy.

Trick Shots

At 2nd level, you learn to perform Trick Shots. - Cost: Each Trick Shot costs Arcane Mana to use. - Save DC: 8 + Proficiency Bonus + Intelligence Modifier. - Learning: You learn 2 shots at 2nd level, and more as you level up.

Wandslinger Code

At 3rd level, choose a code: The Desperado or The Wand Mage.

Extra Attack

At 5th level, you can attack twice whenever you take the Attack action.

Quickdraw

At 6th level, you can draw or stow two wands when you would normally be able to draw or stow only one. You add your Intelligence modifier to Initiative rolls.

Wand Mastery

At 7th level, your mastery over wands allows you to channel more power through them. When you hit a creature with a wand or staff attack, you deal additional Force damage equal to your Intelligence modifier (minimum 1).

Brutal Knowhow

At 10th level, your wand attacks score a critical hit on a roll of 19 or 20.

Double-Tap

At 11th level, when you reduce a creature to 0 HP, you can make one additional wand attack as a bonus action.


Wandslinger Codes

The Desperado

Masters of rapid fire and dual wielding.

Akimbo

At 3rd level, you can dual wield wands even if they don't have the Light property. When you engage in two-weapon fighting with wands, you can add your ability modifier to the damage of the second attack.

Rapid Fire

At 3rd level, you can spend 1 Mana to make an additional attack as part of your Attack action.

Fan the Hammer

At 9th level, as an action, you can spend 3 Mana to fire a barrage. Make a separate attack roll against every creature within 10 feet of a point you can see within range.

Bullet Time

At 15th level, when you are subjected to a Dexterity saving throw to take half damage, you take no damage if you succeed, and only half damage if you fail.

The Wand Mage

Wandslingers who weave spells into their gunplay.

Spellcasting

At 3rd level, you learn to cast spells using your wands as a focus.

Cantrips You learn two cantrips of your choice from the Arcane spell list. You learn another Arcane cantrip at 10th level.

Grimoire of the Gun-Witch At 3rd level, you have a grimoire containing a number of 1st-level Arcane spells equal to 2 + your Proficiency Bonus + your Intelligence modifier.

Arcane Mana You use your Wandslinger Arcane Mana pool to cast these spells. - Cost: To cast a spell, you must expend mana equal to the spell's level. - Max Spell Level: You can cast spells of a level equal to your Wandslinger level divided by 4 (rounded up), up to a maximum of 4th level.

Learning New Spells Each time you gain a Wandslinger level, you can add a number of Arcane spells of your choice to your grimoire equal to your Proficiency Bonus + your Intelligence modifier.

Spellcasting Ability Intelligence is your spellcasting ability for your Wandslinger spells. - Spell save DC = 8 + your proficiency bonus + your Intelligence modifier - Spell attack modifier = your proficiency bonus + your Intelligence modifier

Arcane Shot

At 3rd level, when you hit a creature with a wand attack, you can spend 1 Mana to deal an extra 1d6 elemental damage (Fire, Cold, Lightning).

War Magic

At 9th level, when you use your action to cast a spell, you can make one wand attack as a bonus action.

Spell Sniper

You specialize in the use of the Combat Staff, turning it into a weapon of extreme precision and devastating power. You prefer to engage from a distance, placing shots with surgical accuracy.

Staff Specialist

At 3rd level, you master the Combat Staff. - Heavy Hitter: Your Combat Staff damage die increases to 1d12. - Critical Precision: Your attacks with a Combat Staff score a critical hit on a roll of 19 or 20. If you later gain the Brutal Knowhow feature, your critical hit range with a Combat Staff becomes 18-20.

Sniper's Stance

At 3rd level, as a bonus action, you can enter a sniper's stance. Until the start of your next turn: - Your range with a Combat Staff is doubled (200/600). - Your attacks ignore half cover and three-quarters cover. - You cannot move.

Long Shot

At 9th level, attacking at long range doesn't impose disadvantage on your attack rolls with a Combat Staff. Additionally, you can spend 1 Mana to gain advantage on a ranged attack roll with a staff if you haven't moved this turn.

Headshot

At 15th level, your critical hits are truly devastating. When you score a critical hit with a Combat Staff, you roll the damage dice three times instead of twice. Additionally, you can spend 3 Mana when you score a critical hit to force the target to make a Constitution saving throw (DC = 8 + Prof + Int) or be Stunned until the end of your next turn.


Trick Shots

  • Disarming Shot (1 Mana): Target makes a STR save or drops one held item of your choice.
  • Pushing Shot (1 Mana): Target makes a STR save or is pushed 15 feet away from you.
  • Tripping Shot (1 Mana): Target makes a STR save or is knocked prone.
  • Winging Shot (1 Mana): Target's movement speed is reduced by 10 feet until the end of their next turn.
  • Dazing Shot (2 Mana): Target makes a CON save or can't take reactions until the end of their next turn.
  • Ricochet Shot (2 Mana): Hit a second target within 10 feet of the original target (separate attack roll).
  • Piercing Shot (2 Mana): Attack passes through the first target to hit all creatures in a 30-foot line (DEX save for half damage).
  • Explosive Shot (3 Mana): Hit all creatures in 10ft radius of target point (DEX save for half damage).
  • Silencing Shot (3 Mana): Target makes a CON save or is silenced (cannot speak or cast spells with verbal components) for 1 minute.
  • Stunning Shot (4 Mana): Target makes a CON save or is stunned until the end of your next turn.