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Wandslinger


Hit Points

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

Proficiences

Armor: Light armor, shields
Weapons: All simple weapons, wands and staves
Tools: None
Saving Throws: Dexterity, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Arcana, Insight, Intimidation, Perception and Survival

Class Features

Weapon and Armor Proficiency

Wandslingers are proficient with all simple and martial weapons, mage rifles and battle wands. They are proficient with all light armor.    

The Wandslinger Table

     
Level Proficiency Bonus Features
1st +2 Deeds, grit, wandsmith
2nd +2 Nimble +1, spells
3rd +2 Deeds
4th +2 Ability Score Improvement
5th +3 Spell Training 1
6th +3 Nimble +2, spells
7th +3 Deeds
8th +3 Ability Score Improvement
9th +4 Spell Training 2
10th +4 Nimble +3, spells
11th +4 Deeds
12th +4 Ability Score Improvement
13th +5 Spell Training 3
14th +5 Nimble +4, spells
16th +5 Ability Score Improvement
17th +6 Spell Training 4
18th +6 Nimble +5, spells
19th +6 Deeds
20th +6 Ability Score Improvement, true grit
           

Wandsmith

At 1st level, a wandslinger gains an eternal wand. Ther starting weapon is battered, and only they knows how to use it properly. All other creatures treat their wand with disadvantage. This starting weapon can only be sold for scrap (it’s worth 40 gp when sold).       The wandslinger begins play with two cantrip infused crystals and one level-1 crystal. The wandslinger must choose cantrips and spells from a limited spell list, to put in their crystals. The spells chosen can be infused into crystals crafted and polished by the wandslinger or a professional wandsmith.      

Spell List

At 1st level, a wandslinger may choose four cantrips from the following list and add them to their wandsmithing spell list:   fire bolt, ray of frost, thorn whip, acid spray, chill touch, frost bite, shocking grasp, infestation, thunderclap.       At 2nd level, a wandslinger may choose two from the following list and add them to their wandsmithing spell list:   catapult, cause fear, inflict light wounds, shocking grasp, sleep, grease, ice knife, magic missile.       At 6th level, a wandslinger may choose three from the following list of second level spells and add them to their wandsmithing spell list:   blindness/deafness, darkness, glitterdust, inflict moderate wounds, scorching ray, shatter.       At 10th level, a wandslinger may choose three from the following list of third level spells and add them to their wandsmithing spell list:   fireball, hold person, inflict serious wounds, lightning bolt, sleet storm, stinking cloud.       At 14th level, a wandslinger may choose three from the following list of 4th level spells and add them to their wandsmithing spell list:   black tentacles, ice storm, inflict critical wounds, shout, spike stones       At 18th level, a wandslinger may choose three from the following list of 4th level spells and add them to their wandsmithing spell list:   black tentacles, ice storm, inflict critical wounds, shout, spike stones  

Grit

A wandslinger makes their mark upon the world with daring deeds. Some wandslingers claim they belong to a mystical way of the wand, but it’s more likely that the volatile nature of eternal wands/staves simply prunes the unlucky and careless from their ranks. Whatever the reason, all wandslingers have grit. In game terms, a gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.       Critical Hit with an Wand/Staff: Each time the wandslinger confirms a critical hit with a wand/staff attack while in the heat of combat, they regain 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the wandslinger's character level does not restore grit.       Killing Blow with a Wand/Staff: When the wandslinger reduces a creature to 0 or fewer hit points with a wand/staff attack while in the heat of combat, they regain 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the wandslinger’s character level to 0 or fewer hit points does not restore any grit.      

Deeds

Wandslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of their level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.       Deadeye: At 1st level, the wandslinger can spend 1 Grit point per 15 ft. to gain a +2 to their next attack roll. Must be stated before the attack has been rolled.       Wandslinger's Dodge: At 1st level, the wandslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, they can spend 1 grit point to move 5 feet as a reaction; doing so grants a +2 bonus to AC against the triggering attack. This movement does provoke attacks of opportunity.       Quick Clear: At 1st level, the wandslinger can spend 1 grit point to repair their eternal wand/staff as an action. This only works if it was broken by a misfire.       Wandslinger Initiative: At 3rd level, as long as the wandslinger has at least 1 grit point, they gain the following benefits. First, they gain a +2 bonus on Initiative checks. Furthermore, they can draw a single ranged or simple weapon as part of a Free Action.       Improvised Melee: At 3rd level, the wandslinger can spend 1 grit point to make a surprise melee attack with their eternal weapon as an action. When they do, they are considered proficient with it as a melee weapon and gains the appropriate bonuses. The damage dealt is determined by the size of the weapon. Wands deal 1d6 points of bludgeoning damage and staves deal 1d8 points of bludgeoning damage.       Dead Shot: At 7th level, spending both their full action and bonus action, the wandslinger can spend 3 grit points to take careful aim and pool all of their attack potential into a single, deadly shot. If the attack hits, it deals the damage of a critical hit. This does not work for Area of Effect spells such as fireball.       Targeting: At 7th level, as an action, the wandslinger can spend 2 grit points to make a single ranged attack and choose a specific body part to target. They gain the following effects depending on the part of the body targeted. If the creature does not have a listed body location, that part cannot be targeted.      
  • Arms: On a hit, the target takes no damage from the hit but drops one carried item of the gunslinger's choice, even if the item is wielded with two hands. Certain equipment can block this effect (at the DM's discretion).
  • Head: On a hit, the target is damaged normally, and is also confused for 1 round.
  • Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs are immune to this effect.
  • Torso: Targeting the torso threatens a critical on a 18-20.
  • Wings: On a hit, the target is damaged normally, and must make a DC 16 Dexterity check or fall 20 ft. If the creature hits the ground from the fall, it takes the appropriate fall-damage.
    Expert Loading: At 11th level, whenever the wandslinger rolls a misfire with a broken eternal weapon, they can spend 1 grit point to keep the gun from exploding, though it retains the broken condition.       Lightning Reload: At 11th level, as long as the wandslinger has at least 1 grit point, they can reload a single eternal ranged weapon as a free action.       Menacing Shot: At 15th level, the wandslinger can spend 1 grit point, fire one shot into the air, and affect all living creatures within a 30-foot-radius burst as if they were subject to the fear spell. The DC is equal to 10 + your proficiency bonus.       Evasive: At 15th level, when the wandslinger has at least 1 grit point, they gain the benefit of Uncanny Dodge and Evasion from the Rogue class features.       Slinger's Luck: At 15th level, the wandslinger can spend grit to reroll a saving throw or a skill check. It costs 2 grit points to reroll a saving throw, and 1 grit point to reroll a skill check. The wandslinger must take the result of the second roll.       Cheat Death: At 19th level, whenever the wandslinger is reduced to 0 or fewer hit points, they can spend all of their remaining grit points (minimum 1) to instead be reduced to 1 hit point.       Death's Shot: At 19th level, when the wandslinger scores a critical hit, they can spend 2 grit point to deal normal damage, and the target must succeed at a constitution saving throw with a DC equal to 10 + 1/2 of the wandslinger's level. On a failed saving throw, the target dies. This is a death attack and does not allow the wandslinger to regain grit from confirming a critical hit or making a killing blow.       Stunning Shot: At 19th level, when a wandslinger hits a creature, they can spend 2 grit points to stun the creature for 1 round. The creature must make a Constitution saving throw (the DC = 10 + 1/2 the wandslinger's level).      

Nimble

Starting at 2nd level, a wandslinger gains a +1 to AC while wearing light or no armor. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).      

Spell Training

Starting at 5th level, a wandslinger can select one spell (from their spell list). They gain a bonus equal to their Dexterity bonus on damage rolls when firing that spell from their weapon. Furthermore, they can not misfire with the chosen spell.       Every four levels thereafter (9th, 13th, and 17th), the wandslinger chooses another spell, gaining these bonuses for that one as well.      

Daring Act

The following method for regaining grit points requires a measure of DM judgment, so it is an optional rule.       Daring Act   Each time a wandslinger performs a daring act, they can regain grit. As a general guideline, a daring act should be risky and dramatic. It should take a good deal of guts, and its outcome should have a low probability of success. If it is successful, the wandslinger regains 1 grit point.       Before attempting a daring act, the player should ask the DM whether the act qualifies. The DM is the final arbiter of what’s considered a daring act, and can grant a regained grit point for a daring act even if the player does not ask beforehand whether the act qualifies.  
 


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • an eternal wand
  • A smithing kit
  • (a) a scholar's pack or (b) an explorer's pack
  • leather armor, any simple weapon and two daggers
  • two cantrip crystals and one spell crystal
     
 


Created by

Marcoooz.

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