Elemental Slinger (5e Class)

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Elemental Slinger[edit]

While other spellcasters focus on either more power or more complex spells, elemental slingers focus on sheer amounts of attacks done at once while using the most basic of elemental spells. This allows them to have the power of a whole party of spellcasters while still being able to pass through the world seen by other more experienced casters as a mere peon in comparison to them allowing you to sneak your way into magic restrictive areas without being tied down by lack of ability.

Creating an Elemental Slinger[edit]

Elemental slingers are sorcerers who were unable to cast higher-level spells due to how long it has been since the event which gave your family access to magic, thus you were left out of the power loop of your family. But as you were experimenting with cantrips one day, you discovered that you were able to multiply your cantrips and thus becoming an elemental slinger. What class were you practicing to be, how did you discover your abilities, and how were you treated because of how you used magic?

Quick Build

You can make an Elemental Slinger quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Disgrace background. Third, choose light crossbow, arcane focus, explorer's pack, and two daggers.

Class Features

As a Elemental Slinger you gain the following class features.

Hit Points

Hit Dice: 1d6 per Elemental Slinger level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Elemental Slinger level after 1st


Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Two daggers

Table: The Elemental Slinger

Level Proficiency
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Split Spell, Spellcasting 2
2nd +2 Arrow Alteration 3
3rd +2 Empowered Spell 1 4 2
4th +2 Ability Score Improvement 4 3
5th +3 Extra Attack 4 3 2
6th +3 Arrow Alteration Feature 4 3 3
7th +3 Empowered Spell 2 4 3 3 1
8th +3 Ability Score Improvement 4 3 3 2
9th +4 Empowered Spell 3 4 3 3 3 1
10th +4 Arrow Alteration Feature 4 3 3 3 2
11th +4 Extra Attack (2) 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 3 3 3 2 1
13th +5 Empowered Spell 4 4 3 3 3 2 1 1
14th +5 Arrow Alteration Feature 4 3 3 3 2 1 1
15th +5 Empowered Spell 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 3 3 3 2 1 1 1
17th +6 4 3 3 3 2 1 1 1 1
18th +6 Imbue Weapon 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 3 3 3 3 2 1 1 1
20th +6 Extra Attack (3) 4 3 3 3 3 2 2 1 1

Split Spell[edit]

Starting at 1st level you can expend one of your spell slots to change the number of arrows are fired when you cast your cantrip. Each level of spell slot used adds that many extra arrows.


You come from a large family of sorcerers who go back hundreds of years. Because of this there has become a power vacuum and you are left on the edge of the once plentiful abilities.


Starting at 1st level you have access to the elemental arrow cantrip.

Spell Slots

The Elemental Slinger table shows how many spell slots you have to cast 1st level and higher spells. You regain all spell slots after a long rest.

Spellcasting Ability

Charisma is the spellcasting ability for your elemental slinger spells.

Spell attack modifier = your proficiency bonus + your Charisma modifier

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

Arrow Alteration[edit]

At 2nd level, you chose an Arrow Alteration. Choose either Fragment or Pierce detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th and 14th level.

Empowered Spell[edit]

Starting at third level you can expend one first level spell slot to increase the damage of elemental arrow from d8 to d10 a number of times equal to your Empowered Spell Level per long rest.

Ability Score Increase[edit]

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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Imbue Weapon[edit]

At 18th level as a ritual you can flow your magic abilities into a weapon. When the weapon lands a hit it explodes into arrows that attack any enemy within range and in a similar fashion to a normal cast and is effected by the same features as it would normally have applied to it.


Your knowledge of uses for your spells have allowed you to alter the elemental arrow cantrip such that it turns into an area-of-effect spell.

Arrow Burst

At 2nd level when you hit an enemy with the elemental arrow cantrip the arrow explodes into a cloud of fragments dealing elemental damage equal to half of your elemental slinger level to everyone in a 5-foot radius aside from the initial target.

Explosive Force

Starting at 6th level, when the Arrow Burst feature is activated the initial target is dealt 1d4 force damage when the arrow explodes. The damage is increased to 2d4 at 12th level.

Chain Reaction 1

Starting at 10th level, those who are caught in the initial Arrow Burst will have a burst centered around them as well and will also take the damage dealt by the Explosive Force Feature.

Chain Reaction 2

Starting at 14th level, the original burst from the Arrow Burst feature will instead do the full damage of the original spell to those caught in the way. As well as this, those caught in the secondary burst will themselves be acted on as if the secondary source was an unaltered original thus making three bursts in total, each of decreasing effect.


Your knowledge of uses for your spells have allowed you to alter the elemental arrow cantrip such that it is able to pass through enemies at will.

Zero Resistance

At 2nd level when the elemental arrow cantrip hits a creature, the spell will pass through them and will hit any creature directly behind the initial target from where the spell was cast dealing normal damage.

Seek and Destroy

Starting at 6th level, when the arrow pierces through an enemy it will redirect to the nearest enemy instead of continuing in a straight path.

Clear the Way

Starting at 10th level, the arrow can pass through an amount of extra enemies equal to your level divided by 3.

Crossing the Streams

Starting at 14th level, you can have any number of your arrows combine into one dealing combined damage to a single creature. As they pass through the creature they will scatter into a cloud of dust with up to to a radius that is equal to 5 ft times the amount of arrows combined in this way doing half damage to anyone in the cloud but will not continue to pass through creatures afterwards.

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