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Subclass Gunslinger Spellslinger

yoonmoonsik edited this page Jun 29, 2026 · 12 revisions

What Is the Spellslinger?

The Spellslinger is a Gunslinger subclass that fuses arcane spellcasting with firearms. Not all Gunslingers walk the mundane path — the Spellslinger has unlocked a secret most arcane scholars refuse to acknowledge: a firearm can be a spellcasting focus, and a bullet can be a spell delivery system.

This is the only Gunslinger subclass with real spellcasting, and the only one that channels Wizard cantrips directly through the attack sequence — replacing shots with spells and turning Critical Hits into anti-magic weapons.

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 using the Wizard spell list.

Spellcasting is the foundation that makes the rest of the archetype work. The Spellslinger is the only Gunslinger who can prepare and cast Wizard spells, giving them access to cantrips and levelled spells that interact directly with the class's attack sequence from Level 6 onward.

Bang, You're Dead!

You can use magic in place of guns:

  • Finger Guns. You learn the Finger Guns cantrip.
  • 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! gives the Spellslinger a magic-based ranged attack that integrates with the Risk economy. Finger Guns is the delivery system; Arcane Shot makes it worth spending dice on. This sets up the synergy with Counter-Mage at Level 10, where Finger Guns attacks gain additional anti-magic properties.

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 the Spellslinger's version of War Magic — a direct cantrip-for-attack substitution within the Extra Attack sequence. Unlike most classes, the Spellslinger doesn't need the War Caster feat or a specific subclass feature to mix spells and attacks. 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 the following benefits:

  • Concentration-Breaker. Whenever you make a ranged attack roll, you disrupt protective magic affecting the target and break its concentration.
  • Antimagic Shot. When you score a Critical Hit against a target affected by your Gut Shot feature, the projectile also impedes spellcasting. While lodged, the target can't cast spells or take the Magic action.
  • 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 is three features in one — automatic concentration-breaking on every ranged attack, a silence-on-crit through Gut Shot, and a reactive save-improvement for when enemy magic does land. Against enemy casters, the Spellslinger becomes the single most disruptive presence on the field.

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 attack breaks concentration; crits through Gut Shot silence the target

Other casters worry about losing concentration in melee. The Spellslinger doesn't have that problem — their best spells are delivered at the speed of a bullet, and enemy casters can't maintain theirs while being shot at.


Gunslinger, High Roller, Spellslinger, White Hat

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