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Subclass Gunslinger Spellslinger

yoonmoonsik edited this page Aug 19, 2026 · 14 revisions

Spellslinger

What Is the Spellslinger?

The Spellslinger is a Gunslinger subclass that fuses arcane spellcasting with firearms. It is the only Gunslinger subclass with Wizard spellcasting — channeling cantrips directly through the attack sequence and turning Critical Hits into anti-magic tools.

Class Features

Progression Overview

LEVEL FEATURE
3 Spellcasting, Bang, You're Dead!
6 Spellshot
10 Counter-Mage

Level 3 Features

Spellcasting

You gain the ability to cast spells from the Wizard spell list, using Intelligence as your spellcasting ability.

At Level 3 you learn two Wizard cantrips and three Level 1 spells from the Abjuration and Evocation schools, and you start with two Level 1 spell slots. The pool grows to Level 2 spells and slots at Level 7, and you gain a third cantrip at Level 10.

Bang, You're Dead!

You can use magic in place of guns:

  • Finger Guns. You learn the Finger Guns cantrip.
  • Ballistic Smite. You also learn the Ballistic Smite spell, always prepared. On a ranged weapon hit, choose Acid, Cold, Fire, Lightning, Poison, or Thunder damage to add to the attack.
  • Arcane Shot. When you hit a target with a Finger Guns attack, you can expend one Risk Die and add it to the damage roll.

Bang, You're Dead! integrates Finger Guns into the Risk economy and sets up the Counter-Mage synergy at Level 10.

Level 6 Features

Spellshot

When you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your Wizard cantrips that has a casting time of an action.

Spellshot is a direct cantrip-for-attack substitution within the Extra Attack sequence. From Level 6, every Attack action can include a Wizard cantrip in place of one shot.

Level 10 Features

Counter-Mage

Your experience in combating spellcasters grants you two benefits:

  • Concentration-Breaker. Whenever you deal damage with a ranged attack to a Concentrating target, its Concentration breaks automatically. It keys off damage, so the shot has to land.
  • Inured to Magic. When you fail a saving throw against a spell or magical effect, you can take a Reaction to roll a d6 and add it to the result, potentially turning the failure into a success.

Counter-Mage provides automatic Concentration-breaking on ranged hits and a reactive save improvement. Against enemy casters, both features apply at once: their control spell drops the moment you land a shot, and their own save-or-suck spells become harder to land on you.

Playstyle Summary

The Spellslinger is a hybrid caster-marksman that uses Wizard cantrips as both weapons and tactical tools.

Your combat loop:

  1. Bang, You're Dead! — spend Risk Dice on Finger Guns hits for bonus damage
  2. Spellshot (Level 6) — replace one attack per Attack action with a Wizard cantrip
  3. Extra Attack (base class, Level 5) — one shot, one cantrip per Attack action from Level 6
  4. Counter-Mage (Level 10) — every ranged hit against a Concentrating target breaks their concentration; failed saves against spells get a Reaction reroll chance

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