Fighter Archetype - Wandslinger

by RhettS

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A Wandslinger Mock Up

The wandslinger doesn’t seek to understand the mysteries of the arcane like the wizard, nor do they invent with the fervor of an artificer. Those fighters who embrace the archetype of the wandslinger learn just what they need to know about the functionality of their magic foci, but they develop magical fighting styles and tactics unmatched by even the greatest war mages and battle smiths.

Tool Proficiency

When you choose this archetype, you gain proficiency with woodcarver’s tools. These tools are used to carve your various wands, rods, and staves.

Wandslinging

When you reach 3rd level, you learn to carve wands and incorporate those wands into your martial techniques. See Spell Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Schools of Magic

At 3rd level, choose one school of magic in addition to evocation. When crafting wands, you are able to select spells from the schools chosen. You choose a third school at 7th level and fourth school at 15th.

Spells Known

You know three wizard cantrips and two 1st level wizard spells of your choice. All but one cantrip must be from the chosen schools of magic. You are not able to cast these spells, but instead craft wands associated with them. The number of cantrips you know at any level equals one third your fighter level plus 2. Any cantrips you learn at later levels must be from the chosen schools. You learn one new leveled spell at 7th, 13th, and 19th levels. The level of the learned spell can be no higher than the highest spell slot that you can store in a wand (see below).

Crafting Wands

You can craft wands storing the spells you know. Each wand is associated with one spell. The number of wands you can have crafted at any one time is your intelligence modifier (minimum of zero) plus one third your fighter level. You can craft more than one wand per spell.

When you choose this archetype, you immediately craft your maximum number of wands without expending any time or raw materials, other than material components.

In order to craft new wands, you must spend 30 minutes per wand using your woodcarver’s tools. This work can be done during a short or long rest.

Creating a new wand requires the consumption of an old wand. If you lose your wands and need to create new ones, this can be done with two hours of work and 50gp spent on raw materials per wand.

If the spell you are trying to store in a wand has consumed material components, it can not be stored in a wand. Otherwise, any material components must also be spent in order to craft the wand.

If you attempt to craft a new wand while there are already the maximum amount in existence, the first wand you crafted will break down to its raw materials.

Casting a cantrip

If a cantrip storing wand is in your hand, you can use that wand to cast the associated cantrip. The wand itself counts as the material component, and the hand holding the wand can make the somatic components, if it can move.

When you take the attack action on your turn, you can replace any number of weapon attacks with cantrip castings, if the casting time of the cantrip is one action.

Casting cantrips as part of the attack action count as a weapon attack with a weapon with the light and finesse properties for feats, class features, racial features, and two weapon fighting rules.

Your cantrips’ damage dice do not increase as you level up and always stay at the base level.

Casting a leveled spell

If you are holding a wand in your free that has a spell of 1st-level or higher stored, then you can use it to cast the spell without material components, once per long rest.

At 7th level, your spells become stronger and you can craft wands for spells of 1st or 2nd level. Additionally, any spells you cast with your wands are casted as if you were expended a 2nd level slot.

This maximum spell level and spell slot increases to 3rd at your 13th fighter level and 4th at your 19th fighter level.

Spellcasting ability

For spells of 1st level or higher, intelligence is your spellcasting ability. For cantrips, intelligence or dexterity can be your spellcasting ability. For cantrips with a range of touch, strength can also be your spellcasting ability.

Spell save DC = 8 + your proficiency bonus + your spellcasting modifier

Spell attack modifier = your proficiency bonus + your spellcasting modifier

Specialized foci

When you store cantrips in your wands, you can decide to make one or more of them a specialized focus. Each can be used normally, and they have a number of charges equal to your intelligence modifier. They regain all charges during a short rest.

Arcane Club

If you expend a charge, this foci acts as a martial weapon with the finesse property until the start of your next turn. Its damage die is a d6, and it uses the same damage type as the cantrip associated with the club.

Disguised Focus

This focused is disguised as a pocket watch, jewelry, or mundane accessory. While it is sheathed, it is indistinguishable from whatever item it is disguised as. If your hand is touching the focus, you can spend a charge to cast the associated cantrip with no material or somatic components. Any verbal components can be disguised as part of casual conversation or whispered.

Distancing staff

When casting a spell with a distancing staff, you can spend one charge to extend the range of the spell. The maximum range of the spell doubles, but you have disadvantage on attack rolls beyond the normal range if you are making a spell attack roll, and creatures have advantage on saving throws caused by this spell if they are targeted beyond the normal range.

Empowering rod

When rolling damage for a spell casted with an empowered rod, you can spend one charge to increase the amount of damage done by 1d4.

Enchanted Quarterstaff

This focus can only be associated with a cantrip with a range of touch. If a charge is expended and the focus is being held with two hands, the range of the cantrip is extended by 5ft. until the start of your next turn, as if it were being delivered by a weapon with the reach property. If a cantrip is casted with this focus during the attack action, you can use your bonus action to make a melee weapon attack with the back end of this focus. The damage die is a d4 and it deals magical bludgeoning damage.

Spell Cannon

If you expend a charge while casting a cantrip with this focus, the targeted creature is pushed 10 ft. away from you.

Sighting Runes

When you take the attack action you can expend a charge, giving you advantage on all attacks with this focus this turn. Alternatively, the creatures targeted by the cantrips casted have disadvantage when a charge is spent.

Wand Shields

If you are targeted by an attack roll while holding this wand, you can use your reaction to spend one charge and increase your AC by +2 until the start of your next turn.

Widening wand

When targeting a creature with a attack roll with this wand, you can spend one charge to also target another creature within 5ft of the target. Make the attack roll once for both creatures.

If the spell creates an area of effect such as a line, cone, cube, sphere, or cylinder, you can spend one charge to widen the area, causing any creature within 5ft. of the area to also be targeted.

Advanced Research

At 7th level, you gain proficiency with the arcana skill. If you already have proficiency with the arcana skill, you can choose one from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.

Wand Invention

Also at 7th level, you can now craft new wands based on spells you find in your adventures. Using a spell scroll or spell book that contains a wizard spell of one of your chosen schools, you can spend 50gp and one hour of work with your woodcarver’s tools to craft a new wand. This new wand counts towards the number of wands you can have crafted at any one time, and follows the same rules as the wands listed in “Wandslinging.” When you craft a wand in this way, you learn the spell permanently and can craft new ones in the future.

Improved foci

At 10th level, the specialized foci you craft are improved. Whenever you store a cantrip in a new wand, you can give it the properties of two different specializations.

Improved spell wands

At 15th level, your spell wands can cast their associated spell once per short or long rest.

Deadeye

At 15th level, if you take the attack action during the first round of combat, you can make one more attack or cast one more cantrip than you normally would. All attack rolls made during this turn are made with advantage, and all saving throws made against your spell save DC are made with disadvantage.

Animated Wand Holsters

At 18th level, you craft a magic wand holster that can draw and sheathe your magic wands for you. Without using your free object interaction, you can switch between any of your foci or weapons. This can be done between attacks taken during the attack action.

Part 2 | Your Introduction
 

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