If the attack misses, Essence points are still expended. If the spell attack hits, it is cast at one higher level per Essence point spent. For each Essence point spent, that Attack gains +1 to the weapon’s Misfire number. Starting at 7th Level, the Spell Gunner can spend 1 or more Essence points before rolling a Spell Attack. Starting at 3rd level, the Spell Gunners can spend 1 Essence point to add their firearm weapon damage + dexterity modifier to the damage from a spell that requires an attack roll. A Spell Gunner can only use flourish effects that they meet the required level for, and cannot combine multiple flourish effects into a single attack. Some flourish effects last as long as the Spell Gunner has 1 Essence Point. Some flourish effects are instant bonuses or attacks, while others are bonuses that can last for a period of time. Spell Gunners use Essence points to flourish. If the death was due to a Critical Hit, you only get the 1 Essence, not two. When the Spell Gunner reduces a creature to 0 or fewer hit points with a Spell that requires an attack roll, they regain 1 Essence point. The Spell Gunner can regain Essence points in the following ways:Įach time the Spell Gunner scores a Critical Hit with a Spell that requires an attack roll while in the heat of combat, they regain 1 Essence point.
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The number of Essence points the Spell Gunner has can never exceed their Intelligence modifier. Spell Attack Modifier = your proficiency bonus + your Dexterity modifierĪt the end of each Short Rest, a Spell Gunner gains a number of Essence points equal to their Intelligence Modifier (minimum 1). These spells do not count against the limit of spells known.ģrd Level: Chromatic Orb, Ray of Sickness, Magic Missileĥth Level: Melf’s Acid Arrow, Ray of Enfeeblement, Scorching Rayīeing a Spell Gunner, their spell attack modifier and spell save DC for their Ranger Spells changes to Dexterity.ĭC = 8 + your proficiency bonus + your Dexterity modifier Spell Gunners automatically learn bonus spells depending on their ranger level. Spell Gunners automatically know the Eldritch Blast, Firebolt, and Ray of Frost cantrips. When you reach 3rd level, you augment your firearms with the ability to cast spells. After making a Ranged Weapon Attack using their Firearms they can also cast a Cantrip as part of the same action. Starting at 11th level the Spell Gunners ability to Infuse Magic has improved, enabling them to create spell effects quickly. Starting at 7th level, the Spell Gunners attacks with firearms are always magical, and effects that would go off when hitting with a ranged weapon attack with their firearm also apply on ranged spell attacks. They also gain the following benefits at 7th and 11th level to Infuse Magic into their firearms. Furthermore, whenever an effect targets an arrow or bolts, the effect can also affect firearm ammunition. In addition, Spell Gunners can use their firearms as a focus for their spells, and when they do so they can cast their Spells which require an attack roll with the same range as the firearm they are using. Starting at 3rd level, the Spell Gunner gains proficiency with Firearms and Tinker’s Tools and is able to use the tools to craft ammunition, repair damaged firearms, or even draft and create them. They usually use their talent in the hunting arts, either chasing prey, or taking mercenary contracts. Armed with a new threat, these individuals are often dispised by court wizards and other spellcasters. Spell Gunners see their inventions as an improvement of the original design, though both inventions can be equally lethal. In turn this improves some of the ways the Spell Gunners can use spells compared to other spellcasters, but still limits them in variety.
![stick ranger wiki gunner stick ranger wiki gunner](https://static.wikia.nocookie.net/fanball/images/f/f0/SRCC_V2dot6.png)
They turned their firearms into magic devices, capable of being used as a spell focus.
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While being a ranger they are limited in the amount of destructive spells they can cast, but after some research, the invention of the firearm solved this problem for them. Where the Gunslingers use their expertise to skillfully fire their gun and pick on specific targets, the Spell Gunner takes an entire different approach. The difference lies in the way the Spell Gunner uses his firearms. It is possible to infuse bullets with magic. That is until a couple of Rangers experimented with the firearms, and made a groundbreaking discovery. Gunslingers started popping up around the lands, and their use became more and more common.
![stick ranger wiki gunner stick ranger wiki gunner](https://static.wikia.nocookie.net/fanball/images/0/00/Class_WEAPON_Vault_2.png)
Spell Gunners came forth out of the invention of the firearm.