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The Spellbomber
\pagebreak # The Spellbomber A lone traveler charges through the feywild, blasting hordes of sprites into ashes with endless explosions of flame before confronting their leader, an ancient winter eladrin elf. They exchange a few words, then they fight. Two spellcasters engage in ritual combat near an old shrine, flying through the air and unleashing carpets of magical bolts and holy rays. When the friendly battle reaches a conclusion, they both laugh off their injuries and join each other for some tea indoors. A holy warrior faces off against a great vampire, standing her ground as the vampire attempts to attack. When the vampire’s ancient blade phases right through the warrior’s body without leaving a hint of injury behind, she finishes casting her spell and lets out a holy blast that reduces the vampire to nothingness. Spellbombers are powerful combat-oriented spellcasters from a distant land where certain forms of ritual spell combat are commonly practiced. Occasionally, casters fitting the spellbomber archetype arise elsewhere or migrate to other lands; your character may be one such spellbomber. A spellbomber is characterized by their unusual forms of defense and their reliance on spells that deal damage, but the sources of their power vary wildly. ### Ritual Combat Spellbombers often settle petty disputes or entertain themselves with nonlethal magical duels; the winner is the one who knocks their opponent unconscious or gets their opponent to surrender first. Despite their capacity for nonlethal dueling, a spellbomber's magical skillset is still perfectly suited for outright destroying dangerous monsters or horrible villains. ### Dual Expertise Because spellbomber magic is less versatile than the magic used by other spellcasters, spellbombers tend to pick up some other side profession. They may be herbalists, skilled craftsmen, journalists, priests, decorative plush manufacturers, thieves, or something else. Even spellbombers working as mercenaries or in armies tend to have a small side hustle. The desire to improve in their craft is often part of a spellbomber's motivation to go adventuring; seeking out new techniques and resources will improve their skills. ### Creating a Spellbomber Ask yourself whether you'd like to focus more on defense, offense, or some mysterious third thing, and also decide how you got your abilities. Are you a distant descendant of a god, allowing you to channel your power through training and meditation? Are you a holy warrior who gets their divine power from an oath? Did you study in a wizard academy and take an unconventional, combat oriented road of study? Did you cobble together magic power from countless sources to build up an arsenal of spells? Do you get your powers from ingesting hallucinogenic mushrooms? What about something else? ### Quick Build You can make a spellbomber quickly by following these suggestions. First, pick either intelligence or charisma as your casting stat and make it your highest ability score, followed by dexterity, then constitution. Next, take the sage background. Third, choose the Frostbite, Acid Splash, and Prestdigitation cantrips, as well as the 1st level spells Magic Missile and Burning Hands. > ##### Multiclassing (Probably don't) > **This class is not multiclassing approved**; the base class is meant to be on par with a moderately optimized party, so using a multiclass to make it stronger might be unwise. Only try it after a long discussion with your DM. A powerful multiclass is probably fine in an extremely optimized party or in a party that uses other powerful homebrew, while a weaker yet silly multiclass is probably fine in silly parties who don't have difficult combats. If you do multiclass into Spellbomber, you must have a 13 or higher in the spellcasting ability you choose for this class (unless your table has decided to ignore this requirement), and you gain this class's tool and weapon proficiencies. > ##### Long Rest Spellbomb Variant > Not all parties take short rests, even when they have a lot of rounds of combat in a day. For gaming tables with this tendency, we recommend doubling your total uses of your Spellbomb feature but only letting them be recharged on a long rest. \pagebreak
##### Spellbomber Table | Level | Proficiency Bonus | Features | Spellbombs | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Spellcasting, Spellbomb, Unarmored Defense | 1 | 3 | 2 | 2 | — | — | — | — | — | — | — | — | | 2nd | +2 | Path Feature | 1 | 3 | 3 | 3 | — | — | — | — | — | — | — | — | | 3rd | +2 | Professional Expertise | 2 | 3 | 4 | 4 | 2 | — | — | — | — | — | — | — | | 4th | +2 | Ability Score Improvement | 2 | 4 | 5 | 4 | 3 | — | — | — | — | — | — | — | | 5th | +3 | Enhanced Spellbomb | 2 | 4 | 6 | 4 | 3 | 2 | ─ | — | — | — | — | — | | 6th | +3 | Path Feature | 2 | 4 | 7 | 4 | 3 | 3 | — | — | — | — | — | — | | 7th | +3 | Cantrip Versatility | 2 | 4 | 8 | 4 | 3 | 3 | 1 | — | — | — | — | — | | 8th | +3 | Ability Score Improvement | 2 | 4 | 9 | 4 | 3 | 3 | 2 | — | — | — | — | — | | 9th | +4 | Backup Spellbomb | 2 | 4 | 10 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | | 10th | +4 | Path Feature | 2 | 5 | 10 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | | 11th | +4 | Reverberating Spell | 2 | 5 | 11 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 12th | +4 | Ability Score Improvement | 2 | 5 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 13th | +5 | Extra Reverberating Spell | 2 | 5 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 14th | +5 | Path Feature | 2 | 5 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 15th | +5 | Craft Master | 3 | 5 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 16th | +5 | Ability Score Improvement | 3 | 5 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 17th | +6 | ─ | 3 | 6 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 18th | +6 | Extra Life | 3 | 6 | 17 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 19th | +6 | Ability Score Improvement | 3 | 6 | 18 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th | +6 | Path Feature | 3 | 6 | 19 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
## Class Features As a spellbomber, you gain the following class features. #### Hit Points ___ - **Hit Dice:** 1d4 per Spellbomber level - **Hit Points at 1st Level:** 4 + your Constitution modifier - **Hit Points at Higher Levels:** 1d4 (or 3) + your Constitution modifier per spellbomber level after 1st #### Proficiencies ___ - **Armor:** None - **Weapons:** Simple weapons - **Tools:** One tool proficiency of your choice - **Saving Throws:** Dexterity, and the ability score chosen for your spellcasting ability modifier - **Skills:** Choose two from Acrobatics, Arcana, Intimidation, Nature, Medicine, and Religion #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - (a) a quarterstaff or (b) a shortbow and a quiver with twenty arrows - (a) a holy symbol or (b) an arcane focus or (c) a component pouch - (a) a scholar’s pack or (b) an explorer’s pack - A really cool hat or other decorative headpiece worth 5 gp ### Spellcasting Your specialized magical potential and/or training have given you the ability to cast spells. See chapter 10 of the PHB for general spellcasting rules and the end of this document for your spell list. #### Cantrips You know three cantrips of your choice from the spellbomber spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the spellbomber table. \pagebreak #### Spell Slots The spellbomber table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spellbomber 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 spells of your choice from the spellbomber spell list. The Spells Known column of the spellbomber table shows when you learn more spellbomber 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 spellbomber spells you know and replace it with another spell from the spellbomber spell list, which also must be of a level for which you have spell slots. #### Spellcasting Ability Your spellcasting ability can be either intelligence or charisma (select one when you gain your first level in this class). You use this modifier whenever a spell refers to your spellcasting ability, and use it for setting saving throw DCs and making attack rolls with your spells.
**Spell Save DC** =
8 + your proficiency bonus +
your chosen ability score modifier
**Spell attack modifier** =
your proficiency bonus +
your chosen ability score modifier
### Spellbomb Starting at 1st level, you can quickly cast spells in an emergency and use their energy to save yourself; when you take damage, you can use your reaction to immediately cast one spellbomber spell of 1st level or higher with a casting time of one action and an instantaneous duration, expending a spell slot as usual. If you do so, you can reduce the damage taken to zero, and if a creature damaged you, that creature cannot damage you again until the start of its next turn, as the energy of your spell creates a temporary protective ward. You can use this ability once and gain additional uses as you gain levels in this class, as shown in the Spellbomb Uses column of the spellbomber table. You regain all uses after a short or long rest. Additionally, you can use your mastery over the energy of your spells to knock creatures unconscious instead of killing them, even if the spell says it kills creatures outright. ### Unarmored Defense Starting at 1st level, your spellbomber training has granted you enhanced dodging abilities; while not wearing armor or a shield, you can choose to set your armor class equal to your dexterity score. Additionally, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw. \columnbreak ### Spellbomber Path By 2nd level, you've gained enough fighting experience and magical know-how to enhance your abilities through a focused spellbomber path. Select one of these paths; their features are located at the end of the main class description. ### Professional Expertise By 3rd level, your travels have allowed you to enhance your skillset; you double your proficiency bonus for one tool of your choice that you are proficient with. > ##### Reminder: Read Xanathar's! > Xanathar's Guide to Everything has an entire segment describing how tool proficiencies can give characters situational benefits and alter the way they see the world; make sure to read this book, as there are some bonkers things you can do with tool proficiencies. You can get advantage on skill checks, create objects, or do other, more exotic things. ### 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. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. ### Enhanced Spellbomb Starting at 5th level, when you expend a use of your Spellbomb feature, you have resistance to all damage until the end of your next turn. ### Cantrip Versatility Starting at 7th level, whenever you finish a long rest, you can replace any of your known spellbomber cantrips with other spellbomber cantrips granted by this class's spell list or your selected spellbomber Path. ### Backup Spellbomb At 9th level, you start keeping an extra Spellbomb around in case of emergencies. When you're out of uses of your Spellbomb feature, you can use it one additional time, but can't do so again until you finish a long rest. \pagebreak ### Reverberating Spell At 11th level, you gain the ability to repeatedly cast certain spells over and over. When you cast a spell of 8th level or lower with an instantaneous duration, you can choose to give yourself the ability to cast the same spell once on your next turn without expending a spell slot. When you do so, it's obvious to intelligent enemies that you're likely about to use the same spell a second time, so they may try to act accordingly. You can use this ability once per long rest. At 13th level you gain a second use of this feature. ### Craft Master By 15th level, you have accumulated numerous secrets and tricks and have reached a legendary level of skill in your side-profession. Choose one tool proficiency that you double your proficiency bonus for; you now triple your proficiency bonus for that tool. > ##### What does a +23 even mean? > At the DM's discretion, you may be able to do extreme or unusual things with your tool proficiencies. Triple proficiency in cook's utensils may let you turn mud and grass into a delicious, nutritious dish. Triple proficiency in an herbalist's kit may let you craft unusual potions as part of a rest. And, triple proficiency in weaver's tools may allow you to start cults centered around your marketable plushies. > > Also at the DM's discretion, other characters may be able to apply triple their proficiency bonus for some skills or tools at this level, since it seems appropriate for rogues and bards to have access to an ability like this too. ### Extra Life By 18th level, your successes and failures have given you the experience needed to push yourself beyond your normal limits. When you reach zero hit points, or as an action on your turn, you can immediately regain half of your maximum hit points and one use of your Spellbomb feature. You can use this ability once per long rest. \pagebreak ## Spellbomber Paths A spellbomber's particular combat specialization is referred to as their path; spellbombers have wildly diverse training, power sources, origins, abilities, and so on, and the following paths apply to only a fraction of spellbombers in the world. This isn't Pathfinder, so not all paths have been found and recorded yet. Paths are sometimes forced upon a spellbomber by the origin of their power, and other times they're deliberately chosen. Regardless, a spellbomber of any path can expect to gain wildly different abilities from spellbombers of other paths. ### Path of the Reckless Blaster Reckless Blaster spellbombers focus on one thing above all else: dealing damage. A spellbomber following this path can expect to, whether for good or evil, blast everything in sight on a regular basis. They tend to be proud of their immense damage potential, and delight in casting the biggest, flashiest spells. While spellbombers of this path tend to use arcane power, some can also have a divine origin, but this usually does not change how they use their abilities and spells. When they take on a side-profession, this profession is often something flashy or an excuse to acquire more powerful magic. ### Arcane Missiles Starting at 2nd level, you learn the Eldritch Blast cantrip as a spellbomber spell. When you cast this spell as a spellbomber spell, you can add one extra ray to the number of rays you can normally create with it. ### Spell Wallop Also at 2nd level, the raw potential of most of your spells increases, and you gain a bonus to spellbomber spell damage rolls equal to half your spellcasting ability modifier; a spell must have an instantaneous duration to receive this benefit. ### Oppressive Spells Starting at 6th level, you've learned how to combine your weaker spells with your reliable cantrips: when you use a spell slot to cast a spell of 1st or 2nd level, you can immediately cast a cantrip with a casting time of one action (other than Eldritch Blast) immediately before or after casting that other spell. ### Point-Blank Shot By 10th level, you have mastered specialized, risky combat techniques: if you end your turn within 5 feet of a creature, you have advantage on spell attack rolls against that creature, and it has disadvantage on dexterity and constitution saving throws against your line and cone shaped spells. These benefits last until you are more than 5 feet away from that creature. Additionally, being within 5 feet of a hostile creature no longer imposes disadvantage on your ranged attack rolls. \columnbreak ### Focus Shot Starting at 14th level, you can focus the energy of some of your spells and enhance their precision and power: when you deal damage with a spell that can only target one creature, it deals extra damage equal to your level. ### Nuclear Spell At level 20, you can overcharge your strongest spells by tapping into an enormous stockpile of energy you bring with you at all times; when you cast a damaging spell that uses a 9th level spell slot, you can add 20d6 force damage to the first damage roll you make with it. You can only use this ability once per long rest. \pagebreak ### Path of the Holy Defender Holy Defenders tend to have a divine origin that fuels their protective abilities, and generally feel at home alongside paladins, clerics, and good-aligned religious orders. Their powers turn them from a questionably fragile spellcaster into someone capable of standing on the front lines and negating attack after attack on behalf of their allies. ### Holy Seeker Starting at 2nd level, you learn the Sacred Flame cantrip as a spellbomber spell. When you cast it, you can increase its damage by 1d8. ### Holy Focus Also at 2nd level, you master sacred protection techniques; when you move or are moved no more than 10 feet during your turn, you enter a focused stance and gain a bonus to dexterity saving throws equal to your proficiency bonus until the end of your next turn; this is in addition to your usual saving throw proficiencies. Additionally, while you have this bonus to dexterity saving throws, your armor class can't be lower than your dexterity score + 1 + one third of your spellbomber level (rounded down as usual). You can teleport on your turn or move or be moved outside of your turn and still gain these benefits. ### Supernatural Resistance Starting at 6th level, you've trained your mind and body to resist the spells of your foes: you add half of your proficiency bonus (rounded up) to any saving throw that doesn't already add your proficiency bonus. ### Holy Exorcism By 10th level, you have gained the power to protect yourself and your allies from magical tomfoolery, allowing you to focus on straightforward combat; you and creatures of your choice within 10 feet of you have advantage on wisdom, intelligence, and charisma saving throws. \columnbreak ### Divine Phasing At 14th level, your protective powers have granted you a semblance of divine invulnerability. When you take damage, roll a d4: on a 4, you instead take none of the damage, and the attack or other damaging effect phases through you or otherwise fails to harm you in any way. You can use this feature before deciding whether or not to use your Spellbomber feature. ### Supreme Invincibility At level 20, you can protect yourself with overwhelming divine energy. You can use an action to become immune to all damage; you concentrate on this effect as if it were a spell. It lasts for one minute, until your concentration is broken, or until Dispel Magic is cast on you with a spell slot of 9th level. After the effect ends, you gain two levels of exhaustion. \pagebreak ### Path of the Spellsinker Spellbombers who go down the Path of the Spellsinker attain a kinship with the invisible minor nature spirits that dwell in all things; with effort, these spellbombers manage to gather swarms of these spirits from the environment and merge them into a single visible entity known as a Spellsinker. The Spellsinker is often more than a combat ally; after being created, they usually develop a personality of their own and have unique appearances that vary depending on their constituent spirits, and almost always develop a deep friendship with their creator. ### Blade of the Primal Spirits Starting at 2nd level, your mastery of ambient spirits lets you weaponize them in battle; you learn the Booming Blade cantrip as a spellbomber spell. When you deal damage with this spell, you can deal force damage instead of thunder damage. Additionally, if you use a bonus action to imbue your weapon with ambient spirits and then cast the spell later that turn, on a hit, you trigger the additional damage that triggers when the target moves. ### Spellsinker Starting at 2nd level, you gain an incorporeal companion known as a Spellsinker. It is Small and immune to all damage and other harmful effects, but is too insubstantial to interact with the physical world in most ways. Your Spellsinker can understand and speak all the languages you know, and is loyal to you and follows your commands. Once during your turns, you can have your Spellsinker fly up to 40 feet (no action required). When you cast a spell that doesn't rely on an attack using a weapon you're holding, you can have the spell originate from either you or your Spellsinker, as long as there isn't total cover between the two of you. If the spell moves with or is centered on the caster, such as the Spirit Guardians spell, treat the Spellsinker as the caster for this purpose. At the start of each of your turns, you can create a line of energy between you and your Spellsinker, dealing force damage equal to your spellbomber level to creatures in the line. Although your Spellsinker is incorporeal and immune to everything, it is still visible to other creatures; at the DM's discretion, enemy creatures who don't know about the properties of your Spellsinker may try to attack it. If they do so, they usually instantly discover that attacking it is pointless. Work with your dungeon master to determine your Spellsinker's appearance and personality. \columnbreak ### Suppression Radius At 6th level, your alliance with ambient nature spirits allows you to gather them in a field that counteracts harmful magic. When the area of a spell overlaps with any point within a 15 foot radius of you, you can use your reaction to create an aura of safety. Make an ability check with proficiency using your spellcasting ability modifier; the DC is equal to 10 + the spell's level. On a success, you create a 15 foot area around yourself where the spell (but not other spells) has no effect; the area moves with you and lasts until the spell ends. You can use this ability a number of times per long rest equal to your proficiency bonus. ### Narrow Pierce At 10th level, you discover how to properly time the casting of some of your spells to render them semi-incorporeal. When you cast a cantrip that uses a single spell attack roll, you can ignore the spell's usual range and target all creatures in a 60 foot long and 5 foot wide line extending from you with the spell, making one attack roll and comparing the result to each target's AC. The line is blocked by total cover, but it ignores other forms of cover. As usual, you can have the line originate from your Spellsinker. ### Life Divide At 14th level, you manage to split the state of being alive into several parts; when you take damage greater than one third of your maximum hit points (rounded up), you reduce the damage taken to one third of your maximum hit points. Additionally, if an effect would kill you instantly without dealing damage, it only instantly kills you if you have one third or fewer of your maximum hit points remaining; otherwise you lose hit points equal to one third of your maximum hit points instead of dying. If your maximum hit points have been changed somehow, such as through a polymorph spell, a vampire's bite, or a constitution-boosting magic item, compare your current maximum hit points and your original, unmodified maximum hit points for the level, and use the larger number for the purpose of these features. ### Overaccumulation At 20th level, your Spellsinker turns into a nearly inexhaustible source of energy. You can cast Fireball without consuming a spell slot; when you cast it in this way, the spell deals force damage and must originate from and be centered on your Spellsinker. \pagebreak
##### Cantrips (0 Level) - Acid Splash - Chill Touch - Control Flames - Create Bonfire - Dancing Lights - Fire Bolt - Frostbite - Gust - Light - Lightning Lure - Poison Spray - Prestdigitation - Produce Flame - Ray of Frost - Shape Water - Sword Burst - Thaumaturgy - Thorn Whip - Thunderclap - Toll the Dead - Word of Radiance ##### 1st Level - Arms of Hadar - Burning Hands - Catapult - Chaos Bolt - Chromatic Orb - Color Spray - Compelled Duel - Earth Tremor - Expeditious Retreat - Feather Fall - Frost Fingers - Guiding Bolt - Hail of Thorns - Hellish Rebuke - Ice Knife - Magic Missile - Ray of Sickness - Tasha’s Caustic Brew - Thunderwave - Witch Bolt - Zephyr Strike ##### 2nd Level - Aganazzar's Scorcher - Cloud of Daggers - Cordon of Arrows - Dragon’s Breath - Dust Devil - Flame Blade - Flaming Sphere - Gust of Wind - Maximilian’s Earthen Grasp - Melf’s Acid Arrow - Moonbeam - Pyrotechnics - Scorching Ray - Shatter - Snilloc's Snowball Swarm - Spiritual Weapon ##### 3rd Level - Call Lightning - Conjure Barrage - Erupting Earth - Fireball - Fly - Hunger of Hadar - Lightning Arrow - Lightning Bolt - Melf’s Minute Meteors - Pulse Wave - Spirit Guardians - Spirit Shroud - Tidal Wave ##### 4th Level - Blight - Elemental Bane - Evard’s Black Tentacles - Gravity Sinkhole - Guardian of Faith - Ice Storm - Sickening Radiance - Storm Sphere - Vitriolic Sphere - Wall of Fire ##### 5th Level - Antilife Shell - Bigby’s Hand - Cloudkill - Cone of Cold - Conjure Volley - Dawn - Destructive Wave - Flame Strike - Immolation - Insect Plague - Maelstrom - Steel Wind Strike - Swift Quiver - Synaptic Static - Wall of Light - Wrath of Nature \columnbreak ##### 6th Level - Blade Barrier - Bones of the Earth - Chain Lightning - Circle of Death - Disintegrate - Gravity Fissure - Harm - Investiture of Flame - Investiture of Ice - Investiture of Stone - Investiture of Wind - Otiluke’s Freezing Sphere - Sunbeam - Wall of Thorns ##### 7th Level - Crown of Stars - Delayed Blast Fireball - Finger of Death - Fire Storm - Mordenkainen’s Sword - Prismatic Spray - Whirlwind ##### 8th Level - Abi-Dalzim’s Horrid Wilting - Dark Star - Earthquake - Illusory Dragon - Incendiary Cloud - Maddening Darkness - Reality Break - Sunburst - Tsunami \columnbreak ##### 9th Level - Blade of Disaster - Foresight - Invulnerability - Meteor Swarm - Prismatic Wall - Psychic Scream - Ravenous Void - Storm of Vengeance
\pagebreak # FAQ > "Where is the art from?" Cover art is by user crossryou on Deviantart: character is Patchouli Knowledge from Touhou Project and is property of team Shanghai Alice. https://www.deviantart.com/crossryou/art/patchouli-knowledge-597787980 > excuse me is that hit die a **D4** yeah lmao isnt that crazy > Why are there some weapon-oriented blasts like Lightning Arrow and Conjure Volley on the spell list? They're probably weaker than the other options, but i see no reason not to add them since they could be fun. Also, I wanted to expand the spell list to keep it from being pathetically small at some levels. > Why Compelled Duel? Compelled Duel is on there as a joke since it sort of simulates touhou boss fights. Could be good on the Holy Defender. > Holy Focus is sort of like barkskin. Do all the weird barkskin rulings also apply to Holy Focus's armor class thing? yes > What do you suggest doing if my DM won't let me play this class? Cast fireball on them