Spell Slinger
Hit Points
Hit Dice: d4 per Spell Slinger level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
Gem Extracter
You've made a remarkable discovering, from great focus and research, you have found a way to extract the innate magical potential of all gemstones and channel it through a specialized device, THE SPELL SLINGER, a gauntlet that allows you to slot in gemstones and then channel their innate potential without a magical reagent or arcane means!
TOOL PROFICIENCY
When you adopt this specialization at 3rd level, you gain proficiency with Jeweler's' tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Extended Spell List
Lvl 3 |
Magical Missile & Hail of Thorns |
Lvl 5 |
Aganazzar’s Scorcher & Misty Step |
Lvl 9 |
Haste & Lightning Arrow |
Lvl 13 |
Elemental Bane &
Resilient Sphere |
Lvl 17 |
Far Step & CONJURE VOLLEY |
Focus Gauntlet
At Third level you learn to create a focus gauntlet with you'r Jeweler's tools, the focus gauntlet counts as ranged weapon that you may use your intelligence modifier for instead of dexterity, the damage type of the gauntlet is decided based upon the gems implaced into it, the gauntlet has a range of 80/320. You can have 3 gems inserted into your gauntlet, and may replace them during a short rest. When you choose this subclass, you one gemstone worth 10 gold, in accordance with one of the following colours; Red, Blue or Green.
Attacks made with gauntlet deal 1d6+intelligence modifier or dexterity in damage, when you shoot, you must decide which gemstone you channel with, and thereby it's damage type. The damage dice for the gauntlet increases as follows: 1d8 in fifth level and 1d10 in ninth level with it's range increasing to 150/600.
White Gem |
Cold Damage |
Red Gem |
Fire Damage |
Blue Gem |
Lightning Damage |
Green Gem |
Acid Damage |
Diamond |
Radiant Damage |
Black Sapphire |
Psychic Damage |
Alexandrite |
Necrotic Damage |
Spell Slinging
Starting at Third level you learn to increase the output of your gauntlet, you per turn, as a part of your attack action, you can apply one of your spell slinging options, You decide to use the option when the arrow hits
a creature, unless the option doesn’t involve an attack roll. Then you replace an attack with said option.
Red Gemstones: By channeling magic into the red gemstone you imbue the shot a fiery and volatile energy, upon impact the target and every creature within 10 feet must make dexterity saving throw or take 2d6 fire damage, or half as much on a successful saving throw.
Blue Gem: By channeling magic into the breen gemstone you imbue the shot a Crackling and chaotic energy, upon impact the target takes 2d6 lightning damage, after which you roll a 1d20 on a roll of a 10 or above the lighting leaps to a target that has not been hit before by the lightning and deals 2d6 lighting damage continue this process until the roll fails or the lightning has no viable targets.
White Gem: By channeling magic into the red gemstone you imbue the shot a frigid and churning energy upon impact the target takes 1d6 cold damage and a snow storm forms around the target in a 15 feet radius, within said snowstorm all targets are heavily obscured and terrain counts as difficult. The snow storm last until the start of your next turn.
Green Gemstones: By channeling magic into the green gemstone you imbue the shot a corrosive and cruel energy upon impact the target takes 1d6 acid damage and must make a constitution saving throw, if it fails the target takes 2d6 acid damage at the start of it's turn, the target may repeat it's saving throw at the end of it's turn for one minute.
Quick Mind, Quick Fingers
Starting at 5th level, you can attack twice, rather than
once, whenever you take the Attack action on your turn.
And you'r spell spelling options deal and additional 1d6 damage.
Radical Overcharge
Starting at ninth level you can overcharge your Spell slinging options, if you do so you destroy the chosen gem, but the gemstone effect deals an additional 3d6 damage, afterwards your attacks deal 1d6 ekstra damage of the same type corresponding to the gem you destroyed.
Your Spell Slinging options all have an increase range of 10, in addition you have an additional charge of spell slinging.
Spell Slinger Surpreme
Starting at 15th you
Your spell slinging options all have their damage dice increased to D8's including the overcharge and ekstra damage from overcharge.
In addition you gain a new feature
Grand Channel
Once per long rest you can as an action use one of the following options:
Alexandrite: A great black and opaque mist suddenly manifests in a 30 feet radius, every target within it must make a constitution saving throw or take 8d6 necrotic damage on a failed save. or
half as much damage on a successful one. Every creature which ends it's turn within the cloud takes 3d6 necrotic damage and counts as being blinded while remaining within it. The cloud remains for 1 minute.
Black Sapphire: Blast your opponent with a psychic onslaught, leaving them dazed and confused, the target takes 8d8 Psychic damage must make a Intelligence saving throw on failed saving throw the target becomes unable to take an action or move for a minute, the target may repeat this saving throw at the start of every following round.
Diamond: You channel radiant energy in a 20 radius around you while in the aura, each non hostile creature in the aura (including you) deals an extra 1d6 radiant damage when it hits with a weapon attack. in addition each creature which starts their turn within the aura also heal 2d6 hitpoints for 1 minute.