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Spellslinger

Some creatures are born with an innate connection to the Weave and can use their own bodies as a spellcasting focus. These sorcerers often find their abilities well suited to life in the wild frontier or as clandestine agents for powerful organizations.   Any number of factors can bestow this gift upon a creature. Known spellslingers often cite events such as the following for their gifts: surviving a magical cataclysm, a blessing of a powerful fey monarch, an ancestor’s bargain with an otherworldly being, or sheer dumb luck.

Natural Focus

1st-level Spellslinger feature
You are a natural spellcasting focus. You can ignore the material components of your sorcerer spells, if those material components lack a cost and aren’t consumed by the spell. You must still have a free hand to perform the somatic components of spells.

Quickdraw

1st-level Spellslinger feature
When you roll initiative, you can use your reaction to cast a cantrip that normally has a casting time of 1 action.

Slings

6th-level Spellslinger feature
You have the unique ability to twist your magic in ways no other sorcerer can. These are called Slings, and many enhance or modify your spells in some way. You gain two of the following Slings of your choice and an additional one at 14th level. When you gain Metamagic options at 10th and 17th levels, you can choose from either the Metamagic list or Sling list.   You can use only one Sling or Metamagic option on a spell when you cast it, unless otherwise noted.
Cautious Caster
As a reaction when you make a saving throw, you can expend 1 sorcery point to roll 1d4 and add the number rolled to your result.
Cover Shooter
When you make a ranged spell attack roll, you can expend 1 sorcery point to gain advantage on the roll. You must have half or three-quarters cover from the target when you cast the spell to use this Sling.
Distracting Spell
When you cast a spell that targets one creature, you can spend 1 sorcery point as a bonus action to distract the target. The next attack roll made against the creature before the start of your next turn is made with advantage.
Extra Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s entire force. To do so, you spend 2 sorcery points and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw, and takes no damage if it would normally take half damage on a successful save.   If you know the Careful Spell Metamagic option when you take this Sling, you can replace that option with a different Metamagic option. You can’t replace it with a Sling.
Piercing Spell
When you cast a spell that targets one creature and uses an attack roll, you can spend 1 to 5 sorcery points to deal additional piercing damage. Your spell attack deals an additional 1d8 piercing damage for each point expended. You must choose to add this damage before making your attack roll. If the spell requires you to make multiple attack rolls, this benefit only applies to one of those attacks.
Moving Spell
When you hit a creature with a spell attack roll, you can expend 1 sorcery point to force that creature to succeed on a Strength saving throw or else be pushed up to 10 feet in a horizontal direction of your choice.
Quick Feet
You can spend 1 sorcery point to take the Dash, Disengage, or Dodge action as a bonus action.
Shootout
When a creature misses you with a ranged attack, you can spend 2 sorcery points as a reaction to make a ranged spell attack with a cantrip against the attacker. This cantrip must normally have a casting time of 1 action.
Switcharoo
Immediately before or after you use an action to cast a spell of 1st level or higher, you can use a bonus action to spend 2 sorcery points to magically trade places with a willing creature within 30 feet that you can see.

Fancy Feet

14th-level Spellslinger feature
You gain proficiency in Dexterity saving throws.

Metamagician

18th-level Spellslinger feature
Whenever you finish a long rest, you can exchange one of your Metamagic options or Slings for a different Metamagic option or Sling of your choice.

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