Hexslinger

*Hexslingers are unorthodox fighters, having gained a unique connection with a magical entity that allows them to use that entity’s magic for their own aims. They combine martial and magical prowess to overwhelm their enemies with an onslaught of bullets and bewitchment.*

## Class Features

As a hexslinger, you gain the following class features.

##### Hit Points

* **Hit Dice:** 1d10 per hexslinger level
* **Hit Points at 1st Level:** 8 + your Constitution modifier
* **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per hexslinger level after 1st

##### Proficiencies

* **Armor:** Light armor
* **Weapons:** daggers, all firearms
* **Tools:** None
* **Saving Throws:** Dexterity, Charisma
* **Skills:** Choose two from Acrobatics, Arcana, Deception, Insight, Intimidation, Persuasion, Nature, Religion, Sleight of Hand, Stealth, Streetwise and Survival

##### Equipment

You start with the following equipment, in addition to the equipment granted by your background:

* a duster
* (a) a frontiersman's pack or (b) an explorer's pack
* 20 rounds that into your chosen firearm

### Spellcasting

At 1st level, your connection with your entity fuels your spells, allowing you to will their power into the world as your own.

#### Spell Slots

The Hexslinger table shows how many spell slots you have to cast your hexslinger spells of 1st level and higher. To cast one of these hexslinger 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.

For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

#### Spells Known of 1st Level and Higher

The Spells Known column of the Hexslinger table shows when you learn more hexslinger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the hexslinger spells you know and replace it with another spell from the spell list determined by your connection, which also must be of a level for which you have spell slots.

#### Spellcasting Ability

Charisma is your spellcasting ability for your hexslinger spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a hexslinger spell you cast and when making an attack roll with one.

**Spell save DC** = 8 + your proficiency bonus + your Charisma modifier

**Spell attack modifier** = your proficiency bonus + your Charisma modifier

#### Spellcasting Focus

You use your connected weapon as a spellcasting focus for your hexslinger spells.

### Gunsmoke Connection

At 1st level, whether it be through a pact, partnership, servitude, or perhaps even pure happenstance, you have found yourself bonded to a magical entity which forms your spellcasting and fighting style. Your choice grants you features at 1st level, and again at 3rd, 6th, 10th, 14th, and 18th level.

* Divine Deadeye
* Earthshaker
* Pale Rider

### Spell Shot

At 2nd level, when you make a ranged attack with your firearm, you can expend a spell slot to cause magical energy spark upon your bullets. On a hit, you can choose to change the damage type to be one of the following: cold, fire, lightning, necrotic, or radiant. The attack deals extra damage of the chosen damage type. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6.

### Weapon Bond

At 2nd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. You can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

### Ability Score Improvement

When you reach 4th level, and again at 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.

### Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

### Spellstrike

At 10th level, when you cast a spell of 1st level or higher that has a casting time of 1 action, you can make a single ranged weapon attack as a bonus action until the end of your turn.

At 15th level, when you make an attack with this feature, you can choose one of the following options to improve this ability. You must declare your option before knowing if the attack is successful.

* **Restorative Spellstrike.** When you use your Spellstrike feature and hit, you gain temporary hit points equal to your hexslinger level. You cannot use this option on consecutive turns.
* **Quickened Spellstrike.** When you use your Spellstrike feature and hit, you increase your speed by 10 feet until the end of your turn.
* **Distracting Spellstrike.** When you use your Spellstrike feature and hit, the next attack roll made against this target has advantage.

### Spectacular Spellshooter

At 20th level, whenever you hit a creature with a ranged weapon attack, that target either has disadvantage on its next saving throw against one of your spells or your next spell attack roll against the target it made with advantage, whichever is prompted first. Conversely, whenever you hit a target with a spell attack or it fails a saving throw against one of your spells, the next round of ranged weapon attacks you make against that creature have advantage.