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Wizard - Spellslinger

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0% found this document useful (0 votes)
91 views2 pages

Wizard - Spellslinger

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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Quickcast

Arcane Tradition 6th-level Spellslinger feature


At 2nd level, a Wizard gains the Arcane Tradition feature. The You have learned that the first mage to cast a spell is often
following additional Arcane Tradition is available, along with the victory. You cannot be surprised while you are conscious.
those in Player's Handbook and other official options: Also, when you roll initiative, you can use your reaction to
Spellslinger
cast one Wizard cantrip that requires a spell attack roll.
Improved Spellcasting Style
Spellslinger 10th-level Spellsinger feature
In high magic societies, noble disputes are often settled with You have honed your signature style of spellcasting to better
spell duels. The rules vary from culture to culture, but often, suit your combat needs. Your Style gains the benefits below:
the Wizard to cast the first spell finds themselves victorious. Component Pouch
The Wizards known as Spellslingers eschew the traditional When you cast a spell with a material component, you gain
schools of magical study to instead focus on their potency in temporary hit points equal to your Intelligence modifier.
spell duels, even developing their own style of spellcasting.
Wizard Level Feature Rod Focus
2nd Duelist Savant, Spellcasting Style When you cast a Wizard spell that requires an attack roll, you
add your Intelligence modifier to one damage roll of the spell.
6th Quickcast
10th Improved Spellcasting Style Staff Focus
When you are forced to make a saving throw to resist the
14th Residual Magic effects of a spell, you can use your reaction to spend a spell
slot of 1st-level or higher. Any creature making a saving throw
Duelist Savant against that same spell, including you, gains a bonus to its
2nd-level Spellslinger feature saving throw roll equal to the level of the spell slot you spent.
You are an adept at the spells required to survive encounters
with hostile spellcasters. The gold and time you must spend Wand Focus
to copy spells that have a casting time of 1 reaction, or spells When you cast a cantirp that requires a spell attack roll, you
that require a spell attack roll is halved. can treat a spell attack roll of 5 or lower on the d20 as a 6.
Spellcasting Style Residual Magic
2nd-level Spellslinger feature 14th-level Spellslinger feature
In your study of spell duels, you have developed your own You have learned to make use of every drop of magic when
style of arcane combat. You gain one of the Spellcasting you find yourself in combat. When you cast a Wizard spell of
Styles listed below, each of which based on your choice of 1st-level or higher, and the spell misses or fails to take effect,
Arcane Focus. Once chosen, this Style cannot be changed: you gain the benefit below that corresponds to its school:
Abjuration. You gain temporary hit points equal to your
Component Pouch Intelligence modifier (minimum of 1 temporary hit point).
You are adept at combining the many strange and esoteric Conjuration. You can teleport to an unoccupied space you
material components that make up spells. When you use your can see within 15 feet without provoking opportunity attacks.
action to cast a Wizard spell, you can take the Search or Use Divination. The next time you are force to make a saving
an Object action as a bonus action on that turn. throw you can roll 1d4 and add the result to your roll.
Enchantment. You can instantly turn invisible until the end
Rod Focus of your current turn, or until you attack or damage a creature.
The Rod allows you to channel the full force of your power. Evocation. You can force one creature within 15 feet to
When you cast a Wizard spell that requires a spell attack roll, make a Dexterity saving throw. On a failed save, it takes force
you gain a +2 bonus to your damage roll for that spell. damage equal to 1d6 + your Intelligence modifier.
Staff Focus Illusion. You create an illusory duplicate of yourself at a
The staff encourages both balance and defense. You gain a +1 point within 30 feet that lasts until the start of your next turn.
bonus to saving throws to resist the effects of spells when you Necromancy. One creature of your choice within 15 feet
can see the creature casting the spell. cannot regain hit points until the start of your next turn.
Transmutation. Until the end of your current turn your
Wand Focus walking speed increases by 10 feet and opportunity attacks
The subtle movements of wands grant your spells increased made against you have disadvantage.
accuracy. When you cast a Wizard spell that requires a spell
attack roll, you gain a +2 bonus to your spell attack roll.
License
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5. Representation of Authority to Contribute: If You are contributing System Reference Document 5.1 Copyright 2016, Wizards of the
original material as Open Game Content, You represent that Your Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins,
Contributions are Your original Creation and/or You have sufficient Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb,
rights to grant the rights conveyed by this License. Bruce R. Cordell, Chris Sims, and Steve Townshend, based on
original material by E. Gary Gygax and Dave Arneson.
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