Gunslinger Focus: Spellslinger

***With the intelligence of a mage and the skills of a soldier, the Spellslinger is a force to be reckoned with. Utilizing the realm of the arcane in conjunction with powerful ordinance makes these shootists wily and dangerous.***

### Improvise, Adapt, Overcome

At 1st level, you may use firearms as an arcane focus for your Spellslinger spells. You also gain proficiency in the Arcana skill. If you already possess this skill, you instead gain expertise in it.

### Cantrips

At 1st level, you start with 2 cantrips from the wizard spell list. At level 10 you gain a 3rd cantrip known.

Spell Slots The Spellslinger Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known You know two 1st level wizard spells of your choice, one must come from the divination or evocation spell schools. The other spell can be from any Wizard school of magic.

The Spells Known column of the Spellslinger Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a divination or evocation spell of your choice, and must be of a level for which you have spell slots.

The spells you learn at 8th, 14th, and 20th level 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 divination or evocation spell, unless you're replacing the spell you gained at 1st, 8th, 14th, or 20th level.

Spellcasting Ability Intelligence is your spellcasting ability for your wizard spells. You use your Intelligence whenever a spell refers to your spellcasting ability.

**Spell save DC** = 8 + proficiency bonus + Intelligence modifier

**Spell attack mod** = proficiency bonus + Intelligence modifier

### Explosive Recovery

At 2nd level, when you slay a hostile creature with a firearm, you can regain a spell slot of 3rd level or lower. You must complete a long rest before you can use this feature again.

### Intercepting Shot

Beginning at 6th level, whenever you or a creature within the first range increment of your firearm is struck by a ranged attack, you can expend your reaction to deflect the projectile with another. When you do so, you expend one shot from your firearm, and the damage of the targeted projectile is reduced by 1d10 + your Dexterity modifier + your Gunslinger level. If you reduce the damage to 0, both projectiles are destroyed and you don’t lose your reaction this round. Successfully reducing a second projectile during the same round expends your reaction regardless of whether the damage was negated or not.

### Arcane Rounds

Starting at 8th level, attacks with firearms are considered magic for overcoming resistances and immunities. Additionally, you can expend a spell slot of 1st level or higher to enhance a chambered bullet. If the bullet hits, it deals an additional 2d8 damage of a type you choose: Acid, Cold, Fire, Force, or Lightning.

### Eldritch Focus

At 17th level, on your turn, when you hit with a firearm attack, you can choose to deal a critical hit regardless of the actual roll. You may expend a spell slot of 1st level or higher to apply your Arcane Round feature to this shot after hitting the target as well when using this feature. You must complete a long rest before you can use this feature again.