[Amphibious] - You can breathe air and water.
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[Control Air/Water] - You can cast Fog Cloud with this trait. Starting at 3rd level, you can cast the Gust of Wind spell with this trait. Starting at the 5th level, you can also cast the Wall of Water spell with it. Once you cast any of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level.
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Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
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[Darkvision] - You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
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[Emissary of the Sea] - You can communicate simple ideas to any Beast, Elemental, or Monstrosity that has a swimming speed. It can understand your words, though you have no special ability to understand them in return.
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[Guardian of the Depths] - Adapted to the frigid ocean depths, you have resistance to cold damage.
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[Bad Reputation] - If your character has a pirate background, you may select this background feature instead of Ship's Passage.
No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.
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[Class Features & Traits]
[Expertise] - At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
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At the 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.
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[Sneak Attack] - Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have an advantage on the attack roll. The attack must use a finesse or a ranged weapon.
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You don't need an advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have a disadvantage on the attack roll.
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The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
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[Thieves' Cant] - During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves cant understand such messages. It takes four times longer to convey such a message than it does to speak the same idea.
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In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
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[Class Features & Traits]
[Artificer] - [Artillerist]
[Optional Rule: Firearm Proficiency] - The secrets of gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in the Dungeon Master's Guide and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them.
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[Magical Tinkering] -At 1st level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines, and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
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You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.
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[Tools Required] - You produce your artificer spell effects through your tools. You must have a spellcasting focus - specifically thieves' tools or some kind of artisan's tool - in hand when you cast any spell with this Spellcasting feature (meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way. See the equipment chapter in the Player's Handbook for descriptions of these tools.
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[Infuse Item] - At 2nd level, you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.
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[Infusions Known] - When you gain this feature, pick four artificer infusions to learn. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.
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Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.
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[Infusing an Item] - Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master's Guide).
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Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after several days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.
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You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.
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If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.
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[The Right Tool for the Job] - At 3rd level, you've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.
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[Ability Score Improvement] - When you reach the 4th level, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
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[Tool Expertise] - At the 6th level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.
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[Flash of Genius] - At the 7th level, you've gained the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.
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You can use this feature several times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
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[Magic Item Adept] - When you reach the 10th level, you achieve a profound understanding of how to use and make magic items:
You can attune to up to four magic items at once.
If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
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[Spell-Storing Item] - At the 11th level, you can now store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't have it prepared).
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While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it's been used several times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.
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[Magic Item Savant] - At the 14th level, your skill with magic items deepens more:
You can attune to up to five magic items at once.
You ignore all class, race, spell, and level requirements on attuning to or using a magic item.
Starting at the 18th level, you can attune up to six magic items at once.
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[Soul of Artifice] - At the 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:
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You gain a +1 bonus to all saving throws per magic item you are currently attuned to.
If you're reduced to 0 hit points but not killed outright, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.
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[Tool Proficiency] -When you adopt this specialization at the 3rd level, you gain proficiency with woodcarver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan tool of your choice.
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[Artillerist Spells] - Starting at the 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Artificer Level|Artillerist Spells
5th|Scorching Ray, Shatter
13th|Ice Storm, Wall of Fire
17th|Cone of Cold, Wall of Force
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[Eldritch Cannon] - Also at 3rd level, you've learned how to create a magical cannon. Using a woodcarver's tools or Smith's tools, you can take action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand. Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one cannon at a time and can't create one while your cannon is present.
The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and several hit points equal to five times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.
When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.
[Cannon Activation] - Flamethrower The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
Force Ballista Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.
[Protector] - The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it several temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).
[Arcane Firearm] - At the 5th level, You know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.
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You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.
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[Explosive Cannon] - Starting at the 9th level, every eldritch cannon you create is more destructive:
The cannon's damage rolls all increase by 1d8.
As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one.
[Fortified Position] - By the 15th level, you’re a master at forming well-defended emplacements using Eldritch Cannon:
You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits.
You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can't create a third cannon while you have two.
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[Class Features & Traits]
[Gunslinger] - [Spellshooter]
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[No Coward's Weapons] - You are often given the moniker of being nothing more than a boisterous coward who uses a fool's weapon. This couldn't be further from the truth. If anything, your weapon fills you with more courage than even the angriest barbarian or the most stalwart paladin. Starting at 1st level when you choose this class, you have an advantage on saving throws against being frightened. If you are frightened, you can take action to gaze down at your firearm if you have it drawn, instilling you with nearly supernatural courage, ending the effect on yourself, and gaining temporary hit points equal to d8 + your gunslinger level.
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[Gun Tactics] - At 1st level, you adopt a tactic with your guns that emphasizes your unique skill with them. You can’t take a gun tactic more than once, even if you get the option to choose again.
[Sniper] - If you attack with a two-handed firearm beyond 30 feet, you get a +2 bonus to damage rolls. The firearm cannot have the scatter property to gain this benefit.
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[Basic Gun Stunts] - Gunslingers learn unique skills that set them apart from anyone else who can point and shoot a gun. At 2nd level, you can perform various daring feats with your firearms. You can use the following abilities during your turn.
[Analytical Shot] - You can use a bonus action to train your firearm's sights on a creature's vitals before you fire. When you do, you can use your Intelligence modifier, instead of your Dexterity modifier, when making an attack roll.
[Run 'N Gun] - If you make an attack roll with a firearm, you can use a bonus action to move 10 feet in any direction.
[Quick Clear] - You can use a bonus action to clear your firearm's chamber if it misfires.
[Speed Loader] - You can reload any firearm with the long load property as a bonus action, unless it has the heavy property, or load all shells instead of three for a firearm with the shell loading property as a bonus action.
[Slinger's Senses] - You can make a Wisdom(Perception) check as a bonus action, as long as you have a gun drawn.
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[Quickdraw] - At 2nd level, your hands are fast as lightning in a shootout. You can holster a firearm and draw a different firearm as part of your movement or action before needing to use your Use Object action. Additionally, you can use your firearms to make opportunity attacks at enemies who have moved out of melee range, if you have the ammunition to do so.
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[Lucky Item] - When you reach the 3rd level, the personal effect you chose at the 1st level, such as a cigar, a trench coat, or a ten-gallon hat, has become a defining aspect of your personality. Choose from one of the following traits below. If your lucky item is lost or destroyed, it mysteriously reappears on you at the end of your next long rest. You cannot choose the Gunslinging Trail-specific lucky item options until the 13th level.
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When you reach the 13th level, you can choose one additional trait.
[Savvy] - Choose a skill you are proficient in. Double your proficiency bonus for checks made with that skill.
[Eloquent] - You learn two languages of your choosing.
[Adroit] - You learn a tool proficiency of your choosing or double your proficiency bonus for one tool proficiency.
[Erudite (Myth Breaker Only)] - You get the hunter's mark spell and you can cast it once per long rest without expending a spell slot.
[Sly (Virtuoso Only)] - You gain one Battlemaster Maneuver and treat it as a Virtuoso Trick.
[Taboo (Spellshooter Only)] - You learn the thaumaturgy and mage hand cantrips. *
[Gunslinging Trail] - At 3rd level, you can choose from one of three Gunslinging Trails to begin training in. You can choose from either Myth Breaker, Virtuoso, or Spellshooter, all detailed at the end of the class description. The trail you choose grants you features at the 3rd level, and again at the 9th, 13th, and 17th levels.
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[Ability Score Improvement] - When you reach 4th level, and again at 6th level, 8th level, 12th level, 16th level, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As usual, you can’t increase an ability score above 20 using this feature.
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[Overwatch] - At the 5th level, you can use an action to lie in wait to make an opportunity attack against any enemy that moves, attacks, or casts a spell while in your firearm’s normal range if you have the ammunition to do so. (For example, 30 feet for a Flintlock Pistol.) You cannot use Basic Gun Stunts Or Advanced Gun Stunts in conjunction with this feature. A successful attack gives the following penalties based on when you use it:
If the creature is moving, its speed is halved until the end of your next turn.
If the creature is making an attack roll, the attack is made with disadvantage.
If the creature i casting a spell, any creatures targeted by the spell have advantage on saving throws to resist the spell.
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[Bulletstorm] - At the 5th level, you can attack twice, instead of once when you take the attack action on your turn. This can only be done with firearms if they have at least one round left in them.
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The number of these attacks increases to 2 at the 20th level, but you can only make the third attack with a firearm.
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You ignore the reload action or loading time for firearms when and only when making a Bulletstorm attack.
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[Bullet Time] - At the 7th level, your reflexes are as fast as any bullet you fire from your gun. You can now take the Dodge action using a bonus action. While dodging, the damage you take from ranged weapon attacks is reduced by half.
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Additionally, when you make a Dexterity Saving Throw to take half damage from a damaging effect, such as a shotgun's scattering shells or a black dragon's acid breath, you take no damage on a successful save and only half damage on a failed save.
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[Iron Intuition] - Gunslingers pride themselves as being folks who can tell an honest person from a cheat from a mile away. The strange weapons in their holsters also give them the air of someone who can deal with many dangers. At the 7th level, you can spend one minute talking to a creature or observing it to glean knowledge on its tics to gain an advantage on any Insight checks to discern intent or disposition on any topic. You can also use your Intelligence instead of Wisdom for your Insight roll modifier. You can spend ten minutes gathering info about a creature to gain this benefit, so long as there are a few people who know at least basic information about them. You can also spend ten minutes in a community to find any information on bounties or contracts to hunt down nasty things such as bandits or monsters.
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Additionally, when you make Wisdom(Perception), Intelligence(Investigation), or Intelligence(History) checks involving firearms, double your proficiency bonus for those checks.
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[Shootout Sense] - Gunslingers live for the possibility of danger at any moment. At the 10th level, you get an advantage on initiative rolls. If you are surprised, you can take your turn as normal but must use your action to go into Overwatch.
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[Advanced Gun Stunts] - At the 11th level, you get access to new and more advanced gun stunts. When you use an Advanced Gun Stunt as your bonus action, you can also use a Basic Gun Stunt as part of that bonus action. Alternatively, you can now use two Basic Gun Stunts at once as a bonus action.
Vital Strike. You can spend a bonus action to decrease your firearm attack critical hit number by 3. If you do this, your gun's misfire number goes up by 1, to a maximum of 10. Add damage to your critical hit damage equal to half your gunslinger level.
Luck of the Craft. You can reroll a failed ranged attack roll with your firearms as a bonus action.
Marksman's Stance. When you attack with a longarm, you can draw a sidearm and fire again at any target of your choosing as a bonus action. You do not add your Dexterity modifier to the damage of this attack unless your modifier is negative. You can use the sidearm to make a Bulletstorm attack if you have not done so already with your two-handed firearm. You must holster either the sidearm or the two-handed firearm afterward as part of the bonus action.
Expert Shot. When you use Analytical Shot, you can then add half your Dexterity modifier to the first attack roll you make during your turn as part of that bonus action if you have not already used another Advanced Gun Stunt during your turn. If your Dexterity modifier is higher than your Intelligence modifier, then add half your Intelligence modifier instead.
Powershot. You can use a bonus action to concentrate your shots onto your target's center mass. The first attack you hit with on your turn now deals extra damage equal to half your gunslinger level (rounded down). This raises your gun's misfire number by 1, to a maximum of 10.
[Superior Overwatch] - At level 14, your Overwatch attack can target any creature out to your weapon’s maximum range. You can use one Basic Gun Stunt in conjunction with the reaction you use to make the attack. This attack now adds extra penalties on a hit:
If a creature is moving, its speed drops to 0 and it can't take reactions until the end of your next turn.
If the creature is making an attack roll, it deals half damage if it hits.
If the creature is casting a spell or making an area of effect attack, it deals no damage to creatures that succeed the saving throw to resist it and half damage to creatures that fail the saving throw.
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[Final Stand] - Starting at the 15th level, when your hit points are brought to 0 and you do not die outright, you can, once per long rest, enter a state of pure grit to keep fighting on before death takes you. You fall prone and can draw any firearm you wish without using an action. You can only reload or use Basic Gun Stunts as a bonus action, and take the attack action with your weapon. You can only move 5 feet while in Final Stand, and you cannot Dash or stand up. You make death-saving throws at the end of your turns while in Final Stand.
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If you manage to kill a creature or roll a natural 20 on an attack roll while in Final Stand, you regain 1d8 + your gunslinger level hit points and can use your reaction to stand up, a surge of adrenaline and stamina throwing you up on your feet so you can dive back into the fray, guns blazing.
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If you succeed in three death saving throws while in the final stand, you are knocked unconscious and stabilized as normal.
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[Superhuman Reflexes] - At the 18th level, you have sharpened your reflexes to supersonic proportions. You now get the following benefits:
You can take the Disengage action as a bonus action, except when in Final Stand.
The damage you take from ranged attacks and ranged spell attacks can be reduced to 0 when taking the Dodge action once per short or long rest.
You can use two Advanced Gun Stunts as a bonus action. Once you use this feature, you cannot use it again until you complete a short or long rest.
You can use your Overwatch action as a bonus action once per short or long rest. When you make a successful Overwatch attack, you can make one additional attack against the same creature with an advantage. You do not add your ability score modifier to the damage of this attack unless that modifier is negative.
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[Gunslinging Supreme] - By the time you reach the 20th level, you have become an undisputed expert with firearms. Add your proficiency bonus to your firearm's damage rolls, except when in Final Stand or making an attack that does not apply your ability score modifier to its damage. (For example, making an offhand attack with a light firearm, or using Six-Gun Ace's bonus action attacks.)
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Additionally, if you use a gun's automatic or burst fire action, you can make one weapon attack as a bonus action.
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[Gunslinging Trails] - Gunslingers at level 3 begin to train themselves toward various principles of gunfighting. These choices are less like classical training and more like lifestyle decisions. They're what Gunslingers attempt to devote themselves to as a part of their adventuring lifestyle. You may choose from the Myth Breaker, Virtuoso, or Spellshooter trails. These principles grant you various features to enhance your gunslinging ability to legendary levels.
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[Spellshooter] - Spellshooters are those who have melded the pursuits of magic and engineering in search of greater potential that neither can deliver by themselves. Using preparation, they can condense and store the energies of spells in material vessels, creating dangerous weapons that act not merely as conduits for magic, but as enhancers.
[Spellcasting] - When you reach the 3rd level and choose the Spellshooter Principle, you gain the ability to cast magic from the wizard Spell List. You channel the energy of your spells through your memorization of spells and pure mental acuity.
[Spellcasting Conduit] - Spellshooters can cast spells as normal or infuse them within their bullets for increased range or more powerful effects. See the Arcane Ammunition feature for more information.
[Cantrips] - You learn two cantrips from the wizard spell list. Spell Slots. The Spellshooter Spellcasting table shows how many spell slots you have to use your spells of 1st level and higher. See Flexible Preparation on how to use these slots. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st-Level and Higher. You know two 1st-level spells of your choice from the Wizard spell list, which must be chosen from the evocation or transmutation spells on the respective spell list. The Spells Known column of the Spellshooter Spellcasting table shows when you learn more Wizard spells of 1st level or higher. Each of these spells must be a transmutation or evocation spell of your choice and must be of a level for which you have spell slots. For instance, when you reach the 10th level in this class, you can learn one new spell of the 1st or 2nd level.
The spells you learn at the 8th, 14th, and 20th levels can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the Wizard spells you know with another spell of your choice from the Wizard spell list. The new spell must be of a level for which you have spell slots, and it must be a transmutation or evocation spell unless you’re replacing the spell you gained at the 8th, 14th, or 20th level.
[Spellcasting Ability] - Intelligence is your spellcasting ability for your spells, as you study the ways of science and magic through learning and experimentation, and your sheer intellect powers your arcane potential. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell Attack Modifier = your proficiency bonus + your Intelligence modifier
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[Arcane Ammunition] - Spellshooters can condense the magical energy of spells into their guns and can fuse the spells into their ammunition for their attacks. Their firearms are therefore modified to withstand the energy of powerful spells within their confines. At 3rd level you can, over two hours out of a long rest, infuse several spells into your gun as you have available spell slots, instead of just casting the spell as normal. Your gun contains this magic until you next complete a long rest, upon which the magic dissipates. During your turn, when you cast a spell, you can instead cast it through your gun as a spell bullet. Each spell bullet has the following properties:
You must make a ranged spell attack roll against the target of your spell to cast it successfully.
Somatic, verbal, and material components for spells are fulfilled while infusing the spell into the gun, and thus you do not need to expend them when it is cast through the bullet.
All spells prepared in this manner have the same range as the range of the firearm.
If the bullet misses the target, the spell is wasted and not cast. If the spell has an area of effect, it is cast against the nearest object or wall in the same direction as your attack.
Spell bullets do not deal damage on their own. If the spell being cast through it deals damage or heals, the bullet does not compound with the damage, as the bullet must break apart to cast the damaging spell.
Any spell that requires a single spell attack roll automatically succeeds if the bullet hits its target. Spells with multiple attack rolls are cast as normal, although if the first spell attack roll is made against the target of the bullet, it automatically succeeds.
If you are wielding two light firearms at once, then only one gun can fire a spell bullet at a time.
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[Flexible Preparation] - Starting at the 3rd level, you entirely alter the properties of spells you infuse into your bullets.
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When you prepare a spell for your gun that deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, you can substitute that damage type with another damage type from this list by altering its properties before you infuse it within your ammunition.
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[Arcane Smith] - When you reach the 9th level, you have become adept at creating your magic munitions far more quickly than normal. As long as you have spell slots and mundane ammunition left, you can prepare spell bullets equal to half your Intelligence modifier (rounded up) throughout a short rest.
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Additionally, you have improved your gun to be able to handle spell bullet magic far more easily. When you take the attack action during your turn, you can replace one of the attacks with a spell bullet attack.
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[Blueprints] - At the 13th level, Spellshooters have become well-learned in the studies of the arcane and can use this knowledge to create blueprints containing new spells to cast or infuse into their ammunition. You get proficiency in Intelligence(Arcana) checks if you don't have it already. If you do, double your proficiency bonus for checks you make with that skill.
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If you have a piece of parchment and fine ink, you can create blueprints for several spells equal to your Intelligence modifier. The spells you mark into the blueprint must be a level of which you can cast. Making these blueprints works just like logging spells into a wizard’s spellbook, and you can keep them in a binder or stack that holds them all together. (See “Your Spellbook” in the Wizard section in the player’s handbook.) You can mark spells in your book from the Wizard and Cleric spell list.
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[Eye For An Eye] - When you reach the 17th level, you gain the ability to glean the knowledge from any spellcaster into the ammunition of your weapons as long as you throw yourself right into the line of fire to collect it. Once per long rest, when you are the target of a spell of 1st level or higher, you can use your reaction to hone your gunslinger wits to resist and study the spell and copy its knowledge to harness its effects into a single bullet. If the spell is a spell attack roll, it is made with a disadvantage. If the spell requires you to make a saving throw to resist its effects, you make the save with advantage.
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After the spell is cast, roll an Intelligence(Arcana) check. The DC is 10 + twice the spell's level. If you succeed, you immediately create a blueprint or a spell bullet that has the spell infused within it. This happens even if the spell reduced your hit points to 0, as long as it did not kill you outright. This bullet or blueprint has the spell inside it for another 8 hours, after which the magic fades.