Homebrew:Spellslinger: Difference between revisions

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[[file:improviser.jpg|right|thumb|500px]]
{{ooc note|This is an implementation of the Spellslinger subclass from [[Tasha's Crucible of Everything Else]] volume 1}}
{{ooc note|This is an implementation of the Improviser subclass from [[Tasha's Crucible of Everything Else]] volume 1}}
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{{base class|rogue|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
{{base class|sorcerer|blockquotestyle=width:100%}}
Improvisers strive to never be caught off guard and to be able to think of solutions most wouldn’t consider. Able to utilise their environment and mundane objects, these genius rogues can fashion complex traps and helpful tools at a moment’s notice. Many dabble in arcane magic to further augment their attacks and contraptions and often attempt to outsmart their enemies, preparing tactics far in advance of any conflict.
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.


== Improvised Trap ==
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.
''3rd-level {{PAGENAME}} feature''


You gain proficiency with tinker’s tools if you don’t already have it. You can use your action to make an Intelligence check using your tinker’s tools to create an improvised trap in an unoccupied space within 5 feet of you, using the environment and supplies you have gathered. The trap is hidden, but can be spotted on a successful Perception check with a DC equal to your tinker’s tool check result. You may only have one trap active at a time and can only lay another by dismantling and using parts of the first.
== Natural Focus ==
''1st-level {{PAGENAME}} feature''


The trap lasts for one hour. If a creature enters the space in that time it must make a Dexterity saving throw with a DC equal to 8 + your proficiency bonus + your Intelligence modifier. On a failed save the creature takes 2d6 acid, poison, bludgeoning, piercing, or slashing damage (your choice when you set the trap) and you can add your Sneak Attack dice, which deal the same damage type as the trap. Alternatively, you can sacrifice your Sneak Attack damage to instead cause the target to be restrained until the end of its next turn or to be knocked prone.
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.


Beginning at 9th level, the damage of your traps counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
== Quickdraw ==
''1st-level {{PAGENAME}} feature''


== Quick Contraption ==
When you roll initiative, you can use your reaction to cast a cantrip that normally has a casting time of 1 action.
''3rd-level {{PAGENAME}} feature''


You can spend 1 minute using your tinker’s tools to create the right item for a task at hand. Using the materials gathered from your surroundings, you can craft a nonmagical piece of adventuring gear worth no more than 25 gp. The item lasts for one hour, after which it breaks down into its constituent pieces.
== Slings ==
''6th-level {{PAGENAME}} feature''


== Escape Expert ==
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.
''9th-level {{PAGENAME}} feature''


You have mastered the art of escaping from bonds. While your tinker’s tools are on your person, you have advantage on ability checks and saving throws made to escape from effects that would have you grappled or restrained. Additionally, you have advantage on checks made to hide or hold on to your thieves’ tools or tinker’s tools.
You can use only one Sling or Metamagic option on a spell when you cast it, unless otherwise noted.


== Arcane Augmentation ==
=== Cautious Caster ===
''13th-level {{PAGENAME}} feature''
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.


You have learned to augment your attacks and traps with magical effects. Whenever you roll Sneak Attack damage for a weapon attack or a trap, you can choose to deal acid, cold, fire, lightning, poison, or thunder damage, instead of the normal damage type.
=== 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.


== Flash Bomb ==
=== Distracting Spell ===
''17th-level {{PAGENAME}} feature''
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.


You are able to improvise a powerful explosive that can be thrown to disorient and subdue your enemies. As an action, you throw the explosive to a point you choose within 30 feet of you. Each creature within 10 feet of it must make a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Intelligence modifier. On a failed save, each creature takes radiant damage equal to your Sneak Attack dice and is stunned and blinded for 1 minute. On a successful save, a creature takes half damage and isn’t stunned or blinded.
=== 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.


Creatures that are stunned and blinded by this feature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once you use this feature, you can’t do so again until you finish a long rest.
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.


[[category:homebrew rogue subclasses]]
=== 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 {{PAGENAME}} feature''
 
You gain proficiency in Dexterity saving throws.
 
== Metamagician ==
''18th-level {{PAGENAME}} 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.
 
[[category:homebrew sorcerer subclasses]]

Revision as of 06:02, 13 November 2023

(OOC: This is an implementation of the Spellslinger subclass from Tasha's Crucible of Everything Else volume 1)

Base Class: Sorcerer

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.