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Sample File Table of Contents If You Buy the Product I Would Appreciate Your Opinion at the 1 Introduction

Sample File Table of Contents If You Buy the Product I Would Appreciate Your Opinion at the 1 Introduction

Sample file Table Of Contents If you buy the product I would appreciate your opinion at the 1 Introduction ...... 2 reviews good or bad, so I can improve. :)

2 Ranger: Slinger ...... 3

3 Feats ...... 5 Credits Author: Spyros Kanellopoulos 3.1 Alchemical shots ...... 5 Special thanks: To Nikolas Kalavros for his insights and 3.2 Artillerist ...... 5 advises. 3.3 Slingshot Expert ...... 5 Art: (Cover) Otto Semler 4 The staff sling ...... 5 (pg. 2) jeffjacobs1990, pixabay (pg. 3) Clker-Free-Vector-Images, pixabay 5 Improved sling ammunition ...... 5 (pg. 5) Daniel F. Walthall, DMs Guild 6 Magic items ...... 6 (pg. 7) Weapons Of Legacy, by Bruce Cordell (pg. 8) DMs Guild Creator Resource - Adventurers Art The following D&D books provided me material and 7 Νpc stat blocks ...... 9 inspiration: Weapons Of Legacy, by Bruce Cordell 7.1 Slinger ...... 9 Designed by The Homebrewery 7.2 Veteran Slinger ...... 10

DUNGEONS & DRAGONS, D&D, , , , , the dragon ampersand, and alSamplel other Wizards of the Coast product names, and their respective logos are trademarks of Wizarfileds of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2020 by Spyros Kanellopoulos and published under the Community Content Agreement for Dungeon Masters Guild.

1 Introduction he sling weapon is rarely used by players in the That does not mean that other races cannot master this 5th edition of D&D. This is for a good reason humble weapon. A lot of gnomes Artificers use slings to since it provides no real benefit over any other throw their alchemical mixtures to enemies from safety. weapon. And this is fine. Not all weapons Humans also use slings for various activities including should be equal and if you believe the sling is a hunting, combat and sport Either because they have no one weapon for peasants, kobolds or untrained to teach them a more complicated weapon, or they saw Tmilitia this is totally cool with me. potential in this type of fighting some people chose to focus But if you believe that this weapon is currently their training in the sling and shield. This procedure takes misrepresented and has potential to be explored more or if many years but once completed that person can call himself a there is a player at your table that wants to make a sling true Slinger. based character this supplement is for you! In the following Slingers are warriors that have mastered the simple sling pages you will find a new Ranger subclass, new feats, three and the shield. Most folks believe these are a child's weapons different options for the staff sling weapon, magic weapons but to the slinger's arms they are an instrument of and Slingers NPC stat blocks to help or antagonize your destruction, and they can achieve extraordinary feats with players. See this supplement as a source to steal ideas and them. Slinger's seek to protect the common people from the implement them into your campaign and not as one packet savage wild and the monsters they inhabit it. Such rangers that only goes together. Thus, the variety of options is here to are often found protecting villages or fending off monsters for make sure that at least one of them will intrigue you, and you the kingdom they serve, but they will go anywhere there is will want to include it on your campaign. people who need them. Some of them work at imperial armies or as mercenaries. In a battle they are very effective Slings: Who uses them and where to find again archer units since they have the protection of the shield them. and the range ton inflict them damage. The race that utilize the sling weapon the most is the The slingers have a special connection with the earth race. These small creatures usually have no skilled weapon where they found the materials to create their ammunition. smith's, so they often resort to leather and stone to defend They use earth's minerals in many ways including creating a their homes. Being a small weapon is ideal for that powder that can camouflage their armours and make their can use their dexterous hands to even hurt giants. ammunition explode. Finally, they draw energy from the Elemental plane of earth harnessing magic that focuses on the element of earth.

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Ranger: Slinger Weapon specialist " You see, I know that they are laughing at me. I never had a At 7th level you learn to utilize your typical slinger weapons proper training and my sling and my shield are the only to create additionally effects. You learn two of the following weapon I've ever known. My simple weapons seem childish specializations of your choice: compared to their shining armor and their elegant longbows, Explosive bullets: Your sling bullets explode at contact which makes them feel joy. But, I assure you when their dealing an extra 1d4 fire damage arrows are blocked by my shield and their armors cannot Mud bullets: You can throw a mud bullet to impair the protect them from my shots breaking their bones like a twig vision of an enemy. As bonus action you force an enemy to in a hurricane, joy is the last thing they feel. " save a Dexterity saving throw equal to your Ranger class -- A Slinger to a small child asking him about his weapons DC or be blinded until he takes an action to clear the mud of choice compared to the other soldiers. from his eyes. You can use this feature a number of times Slinger Features equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. Ranger Level Feature Battle hardened: You can use your shield so well, that even if an attack hits, you can lessen its effect. If you have 3rd Slinger Magic, Slingshot expert, Master Of equipped a shield, you have resistance to piercing damage. Stone Swirling sling: Once per short rest you can imbued your 7th Weapon Specialist (2) sling with magic so you can move it in a circling motion to 11th Ricochet, Weapon Specialist (3) cast the Gust of Wind spell. You regain this ability when you finish a short rest. 15th Slinger's Vigilance, Weapon Specialist (4) You learn an additional specialization at 11th and 15th Slinger Magic level. Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Slinger Ricochet spells table. The spell counts as a ranger spell for you, but it At 11th level you let no attack go to waste. Once on each of doesn't count against the number of ranger spells you know. your turns, when you miss with a weapon attack, you can make another weapon attack as part of the same action but to Slinger Spells a different target within 60 feet of the first target. The new Ranger Level Spell attack starts from the first target for the purposes of determining the cover of the second target. 3rd Catapult 5th Warding bond Slinger's Vigilance 9th Slow At 15th level you are able to punish those who walk carelessly at your normal range. When a creature enters or 13th Stone Shape moves within your normal range without taking the 17th Wall of Stone disengage action you can as a reaction either: Make a ranged attack roll using your sling against it or, Slingshot Expert Force it to have disadvantage at its next attack roll At 3rd level, you master the sling weapon and you get the following benefits:

If you are using a sling in one hand and a shield in the other, you can still reload your weapon, even if you don't have a free hand When you use a sling, its normal and long range are doubled. Damage dealt with slings you wield is increased by one extra die of its damage. Master Of Stone When you choose this archetype at 3rd level, you gain proficiency with the mason's tools. If you already have proficiency with them you double your proficiency bonus when you use them. Also, you can use the mason's tools to create a special type of powder that when it is applied to metal armors it makes them Sampleshine less and make less sound. After a long rest you file can apply this powder up to three different armors that grand disadvantage to Stealth checks. They no longer grand disadvantage to the one who wears them.

3 7th Level: The features at this level have very But is this balanced? different uses, and they are difficult to compare. Hello green box! That is a very good question. To The horizon walker can use a high level spell but in answer that, we will compare the Slinger subclass a limited way. It is very useful at exploration, to the two (in my opinion) best subclasses of the scouting and fighting creatures that go to ethereal. Ranger: The Horizon walker and the Gloom stalker. The Gloom stalker gains proficiency at the Wisdom Spells: All three subclasses have thematically saving throw which is very common and will be appropriate spells. The Horizon walker's spells are probably a life saving feature. The slinger can combat and travel focused. The Gloom stalker's choose from a variety of specializations, pitching spells are mostly illusions to keep him hidden and his slinger defensively or offensively. All these misdirect his enemies. Finally, the slinger's Spells abilities are great, but due to the multiple choices are mostly used to control the battlefield and for and the evolution in the next levels the slinger's support, and they are all linked to the earth, since weapon specialist I give the win of this level to the they draw their magic from the Elemental plane of Slinger. earth. So, it of course depends on the campaign 11th level: All these features are combat but I believe the Horizon walker's spell will have focused, and they give extra attacks to the Ranger most uses than the other classes, so I give him the class. The horizon walker gets an increase at his win at the spells section. damage by an extra 1d8 while getting the ability to 3rd Level: For the rest of the abilities lets teleport between his attacks and also an extra imagine a Horizon walker equipped with a rapier attack if he attacks at least three different targets. and a shield a Gloom stalker equipped with a This gives him a lot of mobility and offensive longbow (even though I always picture Gloom power. The Gloom stalker gets an extra attack if he stalkers with a heavy crossbow and the crossbow misses which makes even easier to hit two attacks expert feat, but let's not complicate this more per round. The slinger's ability is similar but the including feats) and a Slinger equipped with a sling extra attack must be to a different creature and and a shield. Also, lets assume they have +3 also close to the first one. This ability is better than Dexterity modifier and are armored with scale mail, the Gloom stalker's only if there is a monster with studded leather and scale mail respectively. Lastly, cover that you want to hit. Overall, the Horizon the ranged heroes have the Archery fighting style walker wins this round since there is so much and the Horizon walker the Dueling fighting style. going on for him in this level. Including, the features they get at 3rd level their 15th level: All these abilities are reactions, and combat stats are: they either punish enemies or protect the Ranger. Horizon's walker ability is defensive and can absorb Armor Attack huge chunks of damage. Gloom stalker punish Subclass Class roll Damage Range enemies missing their attacks on him by attacking them back. The slinger creates a 60 ft. zone around Horizon 18 + 5 14 (2d8 +5) Meele him that can attack enemies or give them walker disadvantage, so he can protect his teammates. Gloom 16 + 7 7,5 (1d8 +3) + 120/600 Comparing the last two features, the Gloom stalker 12 (2d8 +3) in stalker's is better if the enemy is a ranged the first round combatant and the Slinger's is better versus melee Slinger 18 + 7 8 (2d4 +3) 60/240 enemies that move a lot. These three abilities are in a tie in my humble opinion but if I had to give the win to one that would be Slinger's vigilance since it These number show that the different types of gives the player a choice making the combat more rangers excel at different things and none of them interesting and engaging. is actually superior. Thee Horizon walker is an In conclusion, these subclasses have strong and excellent close combat fighter with high armor and weak points that make them stand out from each big chunks of damage while the Gloom stalker has other. Even if the weapons and the fighting styles very good range and more reliable attacks. The changes from the examples the differences are Slinger on the other hand, is a combination of the minuscule and the differences in power (In my two with good armor and accurate attacks but opinion again, can't stretch this enough.) depend mediocre range and damage. on the type of the campaign. The other 3rd level abilities of the Horizon If you still believe the Slinger subclass is Walker and the Slinger are mostly flavored, and overpowered you can remove your least favorite they will rarely be used in a campaign but it will be specialization and have the slinger learn one each neat when they are useful. On the contrary, the at levels 7, 11 and 15. If you think he is under Gloom stalker's abilities are very powerful powered you can allow the player to have the distinguishing him from the other two archetypes. specializations earlier (2 at level 7 and 2 at level The initiative and speed bonus is a good way to 11) or provide them with the magic items eliminate enemies before they can act and the contained in this supplement. superior and potentially invisibility make the gloom stalker very dangerous at battle not to mSampleention their stealth and scouting capabilities. So, file unless the campaign always takes place in sunny places the Gloom stalker gets the win at 3rd level by a long shot.

4 When you cast a cantrip that requires a melee spell attack roll you can instead store it in a sling bullet. When you Feats attack with that sling bullet, if the attack hits, the target is The following feats give extra choices during combat for the affected like it has also been hit by the cantrip stored in sling users. The last one (Slingshot Expert) is here for the bullet in addition to the normal damage done by the Dungeon Masters and Players who don't want to incorporate sling bullet the Slinger subclass to their campaign but like their most basic ability (Great synergy with halfling/Gnome Fighters, Rangers and War clerics). This feat is not recommended if you allow the Slinger subclass at your table since it steals him from his unique nature. Alchemical shots If you have proficiency with the sling when you attack with it you can use different options as ammunition. You gain the following benefits:

Increase your Dexterity score by 1, to a maximum of 20. You gain proficiency with the Alchemical tools. If you already have proficiency with them you double your proficiency bonus when you use them. When you make a ranged weapon attack using a sling you can use as ammunition Alchemist fire, Acid, Oil or another similar object. You use the proficiency and the range of the sling normally during the attack roll and instead of dealing damage the effect of these items take place. Artillerist If you have proficiency with the sling you can use it to inflict damage in unforeseeable ways. You gain artillerist charges equal to your Dexterity modifier (a minimum of once) and you can expend them to gain one of the following benefits:

Once per turn when you miss an attack using a sling you still deal damage equal to your Dexterity modifier Once per turn when you hit another creature with a ranged weapon attack using a sling, the target must Ammunition Crafter succeed on a DC 13 Constitution saving throw or be You have mastered the art of crafting ammunition for your stunned until the end of your next turn. sling and you have expanded in more exotic types. You gain You regain all expended uses when you finish a long rest. the following benefits: Increase your Wisdom score by 1, to a maximum of 20. Slingshot Expert As part of a short rest, you can craft up to five baked clay You master the sling weapon and you get the following or cast lead sling shots. As part of a long rest, you can benefits: craft up to twenty. You must have enough material on your environment to produce them. If you are in a possession If you are using a sling in one hand and a shield in the of a diamond (500 gp) you can destroy it and create 20 other, you can still reload your weapon, even if you don't diamond shards in four short rests (5 diamond shards per have a free hand short rest) or one long rest. When you use a sling, its normal and long range are doubled. Damage dealt with slings you wield is increased by one The staff sling extra die of its damage. The staff sling, is a weapon that consists of a staff with leather at one end that acts as a sling. Staff slings are very Arcane slinger valuable weapons since they take advantage of the long staff to throw a powerful shot. The staff sling has a superior range You learn to imbued your sling shots with magic and you get to the usual sling, and can throw bigger projectiles dealing the following benefits: greater damage, but it needs both weapons to operate. You learn a cantrip of your choice from any class's spell It is not a heavy weapon and is traditionally used by listSample, that includes a melee spell attack. halflings, though it is not r are to bfilee mastered by a member of another race. Here are presented three options for the staff sling in the hopes that the DM and the players can agree to the favorite one to use.

5 Weapon Option Cost Damage Weight Properties Staff 1 20 1d6 4 lb. Ammunition Magic items sling gp bludgeoning (range Coin thrower 60/480), two- Weapon (sling), very rare (requires attunement) handed Staff 2 30 1d6 4 lb. Ammunition You gain a +2 bonus to Attack and Damage Rolls made with sling gp bludgeoning (range this Magic Weapon. 100/720), This weapon can use coins as ammunition. Instead of special, two- loading this sling with sling bullets you can use ten coins of handed the same type. These coins melt inside creating a sling bullet Staff 3 30 1d6 4 lb. Ammunition consisting of the respective metal. This ammunition causes sling gp bludgeoning (range effects that depend on the type of the coin used. When a 60/240), creature is struck by this ammunition it must make a DC 15 special, two- Constitution saving throw or: handed Copper Coin. Gain vulnerability on acid damage. Silver Coin. Gain vulnerability on cold damage. Option 1 This is the simplest and my favorite option. The Electrum Coin. Gain vulnerability on lightning damage. price is set this way because even though the materials are Gold Coin. Gain vulnerability on fire damage. cheap, the staff sling is a rare weapon crafted by a dew Platinum Coin. Gain vulnerability on radiant damage. carpenters, thus the 20 gp price. The damage type is changed You can use coins as ammunition in this way 3 times per to bludgeoning and its weight is increased to match that of day and you regain all expended uses at dawn. the quarterstaff. The long range is greater than the shortbows but the normal range is 20 ft. shorter. These changes make sense since the lever created by the staff provides the shot Dazing ammunition Weapon (sling bullets), uncommon force enough travel further in the expense of accuracy. Option 2 This option gives the biggest range but has a This type of ammunition dazes the opponent it hits. A great disadvantage. Special: This weapon needs free space creature hit by the ammunition must succeed on a DC 13 to operate properly. You have disadvantage when you use a Constitution saving throw or it can’t take reactions until the staff sling to attack If there is any creature or a big object (like start of its next turn. a statue, a wall, etc.) within 5 ft. of you. Option 3 This option has low range but it can be used for Fierce Weapon melee combat. Special: You can also use this weapon as a Weapon (sling), rare (requires attunement) quarterstaff. You gain a +1 bonus to Attack and Damage Rolls made with this Magic Weapon. Improved sling ammunition When you roll a 20 on your attack roll with this magic Material Cost Damage Weight Properties weapon, the target takes an extra 14 (4d6) damage of the weapon’s type and its speed is halved. Baked Clay 1 gp 1d4 2 lb. Reveals invisible bludgeoning creatures Gravity orb Casted 5 gp 1d4 4 lb. Does not end Wondrous item, legendary Lead bludgeoning stealth when you miss This tiny black orb is always warm to the touch and has red Diamond 500 1d10 2 lb. _ runes engraved on it. This orb can either be thrown as an Shards gp piercing improvised action within 60 ft. of the thrower or be thrown with a sling up to the long range of the sling, both as an Baked Clay The baked clay ammunition shatters upon action. As a bonus action the wielder of the orb can say the impact, covering the target in dust negating the invisible command word to make the protective layer of the orb crack condition (if it has it) until the end of its next turn. Baked clay and unleash its magical power. Every creature starting its sling bullets take more time and effort to craft compared to turn within 60 ft. of the orb must make a DC 20 Strength their stone counterparts and thus cost more gold saving throw or get pulled 30 ft. closer to the orb and it is Casted Lead Casted lead bullets have the advantage of restrained until the start of its next turn. When a creature transparency so they do not betray the position of the shooter. starts its turn within 10 ft. of the orb, it takes 5d8 When you are hidden from a creature and miss it with a bludgeoning damage. ranged weapon attack using casted lead as ammnition, When the orb deals a total of 50d8 damage to creatures or making the attack doesn't reveal your position. when 1 minute passes from its activation the orb explodes. Crumbled Diamond The diamond shards are lighter and Every other creature within 60ft. of the orb must make a DC can pierce through shields, armor and skin like butter dealing 20 Dexterity saving throw. On a failed save, a creature takes destructive wounds. Their cost reflects the cost of the an amount of damage based on how far away it is from the diamoSamplend they are created from. point of the orb, as shown in the filefollowing table. On a successful save, a creature takes half as much damage:

6 Distance from If you aren't a halfling, you gain the following additional Orb Damage benefits while wearing the belt: 10 ft. away or 2 x the number of dices rolled for damage You can move through the space of any creature that is of closer from the orb a size larger than yours. 11 to 30 ft. 1 x the number of dices rolled for damage You have advantage on saving throws against being away from the orb frightened. 31 to 60 ft. 0,5 x the number of dices rolled for You can speak, read, and write Halfling. away damage from the orb Seeking Ammunition After the explosion the orb turns to ash and cannot be used Weapon (sling), rare (requires attunement) again. These sling bullets put a mark on the target making it easier for them to hit it. You gain a +1 bonus to Attack and Damage Mage bane Rolls for every Seeking ammunition that has already hit the Weapon (sling), rare (requires attunement) target. This bonus cannot get higher than +5. This weapon is designed to deal with enemy spellcasters. You gain a +1 bonus to Attack and Damage Rolls made with this Ear Burster Magic Weapon. A creature has disadvantage at Constitution Weapon (sling), rare (requires attunement) Saving throws to maintain concentration when its dealt You can use an action to speak the sling's command word damage from this weapon. and then move it in a circling fashion, which produces an Additionally this sling has 3 charges. The wielder can echoing blast in a 30-foot cone that is audible one mile away. choose to spend 1 charge to cast either Dispel magic or Each creature in the cone must make a DC 15 Constitution Counterspell. The sling regains 1d3 expended Charges daily saving throw. On a failed save, a creature takes 8d6 thunder at dawn. damage and is Deafened permanently until healed by a Lesser Restoration spell or similar magic. On a successful Magnetic bullets save, a creature takes half as much damage and isn't Weapon (sling bullets), uncommon Deafened. You can use this ability once per long rest. This type of ammunition is imbued with magic, and it is attracted by metal objects. When a ranged weapon attack is Sling of the air wielder made against a creature wearing metal armor using this Weapon (sling), rare (requires attunement) ammunition, the attacker has advantage. You gain a +1 bonus to Attack and Damage Rolls made with this Magic Weapon. Rolling ammunition This weapon needs no ammunition to fire an attack. Weapon (sling bullets), common (requires attunement) Instead, it gathers the air around it creates little bullets of air This type of sling bullets rolls back to the you after you make that can be thrown at enemies instead of sling bullets. The an attack if no creature prevents it from returning physically. attacks made with this weapon never have disadvantage from It can roll on any surface even vertical nad travels 30 ft. per winds, magical or not, that grand disadvantage to range round. weapon attacks.

Transforming sling Sling of the giants Weapon (sling), common (requires attunement) Weapon (sling), very rare (requires attunement)

When you hold this sling and use an action to speak the These weapons are created from ancient slings used by command word, it transforms into an ordinary belt. As a giants to throw boulders at battle at an extraordinary range. bonus action you can say a second command word and turn The leather from these ancient slings can be used to create the belt into a sling again which conveniently jumps to your small slings of the giants which are used from humanoids. arm. You gain a +2 bonus to Attack and Damage Rolls made with this Magic Weapon. Sling of halflingkind Once each day you can transform a sling bullet mid-air into Weapon (sling), rare (requires attunement) a giant boulder. If it hits, change its damage to 4d10 + your Strength modifier. You regain this feature each day at dawn. While you are attuned to this sling, you gain the following The person attuned to the shield also gains bonuses that benefits: depend on the type of the giants that created the original sling: Your Dexterity score increases by 2, to a maximum of 20. Hill giant You count as one size larger for the purposes of You have advantage on Charisma (Persuasion) checks determining the grapple checks. made to interact with Halflings. Stone giant You gain immunity to the petrified condition In aSampleddition, while attuned to the sling, you have a 50 Frost giant You gain re sistancfilee to cold damage percent chance each day at dawn to wake up and have an Fire giant You gain resistance to fire damage urge to eat an extra breakfast before your typical breakfast. Cloud giant You never take damage from falling Storm giant You gain resistance to lightning damage

7 Magic Weapon. The Sling of the dire winds is a magic Whistling bullets weapon that grants a +3 bonus to attack and damage rolls Weapon (sling bullets), common made with it. The sling also functions as a Giant Slayer. Random Properties. The Sling of the Dire winds has the These sling bullets are filled with holes that make a terrifying following random properties: noise when they fly through the air instilling fear in the heart of the enemies. A creature hit by this ammunition must 1 minor beneficial property succeed on a DC 10 Wisdom saving throw or be frightened of 2 minor detrimental properties the one firing the Whistling bullets until the end of its next 1 major beneficial property turn. Spells. The Sling of the Dire winds has 7 charges and regains ld4 + 3 expended charges daily at dawn. If you are Sling of the dire winds attuned to the sling you can use an action and expend 1 or Weapon (sling), artifact (requires attunement) more charges to cast one of the following spells (save DC 16) The sling of the Dire Winds was crafted by a young boy from it: Conjure elemental (air elemental only) (3 charges), named Cyril. His father had given up the art of war and Gasseous form (2 charges), Gust of wind (1 charge), refused to teach his son how to use weapons. Thus, the Investiture of Wind (3 charges), Wind Walk (3 charges), Wind young boy decided to devote himself to the humble sling. Wall (2 charges) Searching for the materials to craft his weapon Cyril found Pebble to boulder. The ammunition of the weapon gets some extremely rare element which lead to the creation of stronger as the wielder of the Sling of the dire winds gets the Sling of the dire winds. Some sages claim that this stronger. The damage die of the sling increases with the level element comes from an unexplored area of the elemental of the wielder: plane of Air. Cyril practiced his weapon without rest and when bandits Sling damage attacked his homeland, with his loyal sling at hand, he Level Damage die successfully defended the village becoming a local hero. After 3rd The sling's damage die is changed to 1d6 this heroic feat, he quickly faced more and more prominent foes to protect his people and eliminated them all with 7th The sling's damage die is changed to 1d8 nothing more than leather, cord, stone and without ever 11th The sling's damage die is changed to 1d10 missing his mark. As the years passed, his fame grew larger 15th The sling's damage die is changed to 1d12 with every foe defeated, but he stayed humble trying to just protect his people and his family. Stunning shot. The force of the bullets from the Sling of Sadly, his fame reached the King's ears who decided to the dire winds is enough to immobilize an enemy, even if it take advantage of the man with the sling. He made Cyril's does not kill him. Three times per day, you can declare a location known to all the monsters in his kingdom and bullet you are about to sling to be a stunning shot. If the provoked them to challenge him, hoping that Cyril would bullet hits, the target must succeed on a DC 16 Constitution become an unwitting exterminator of the crown. saving throw or be stunned until the end of his turn. You Cyril had dispatched many monsters in his life, making regain all charges after a long rest. more than a few enemies. Now these foes knew exactly Forceful Strike Once per day you can declare a bullet you where to find the man and his sling. Life quickly became are about to sling to be a Forceful Strike. If the bullet hits the unbearable in the little village, repeated attacks plaguing the target must succed on 20 Strength saving throw or be place as if the creatures sought Cyril out. In the last attack a pushed up to 50 feet away from you. If the target hits an group of trolls killed Cyril's wife. When he found out he killed object big enough to stop him it takes 1d6 bluedgeoning them without mercy, but he managed to extract the truth damage per 10 ft. it traveled. You regain this ability after a from the last one. Filled with hatred, Cyril rode to the capital long rest. and with the Sling of the dire winds destroyed the majority of Curse. The sling bears a curse that affects anyone who the castle and the guards. Before, he could kill the king he attunes to it. As time passes, contesters start to challenge the succumbed to his wounds, and he died feeling joy that he wielder of the sling to a fight to the death, The contesters get would be reunited with his wife. As Cyril's life force was stronger and more persistent. The curse can end with the fading, air spirits took away the sling and tried to hide it so no defeat of the 12 groups of contesters (The following table has other creature has the fate of this young man. examples, but the DM can change them to fit in their campaign.). Additionally, the curse can end with the permanent death of the wielder or a loved one of his as a result of the curse. Destroying the sling. The Sling of the dire winds must be swallowed and digested by the tarasque in order to be Sampledestroyed. file

8 Order Contesters Slinger Order Contesters 1 1d4 Ogres Slingers are usually simple folk who live near remote villages 7 1d2 Veteran slingers protecting their people with their trusted weapons at hand. 2 1d2 Manticores 8 Storm giant Some are found in armies as anti-archer units utilizing their 3 Gladiator shield to block and the sling for range. Rarely they are hired 9 1d6 Assasins 4 1d2 Frost giant as mercenaries and hitmen. 10 Marilith 5 1d4 Trolls 11 Empyrean 6 Fire giant and 1d6 Hell hounds 12 Tarrasque Slinger Medium humanoid (any race), any alignment

Armor Class 18 (Scale mail, shield) Νpc stat blocks Hit Points 32 (5d8 + 10) The following stat blocks are here to create ally NPC slingers Speed 30ft. for your players or villains to antagonize them. These stat blocks are designed for 5th level Slinger and 16th level slinger respectively, but you can change that to make them STR DEX CON INT WIS CHA less or more dangerous. If you want to make them more 10 (+0) 16 (+3) 14 (+2) 11 (+0) 14 (+2) 10 (+0) special, you can either give them a feat or a magic item presented in this supplement. Saving Throws Str +3, Dex +6 Skills Stealth +6, Perception +5 Senses passive Perception 14 Languages Common Challenge 2 (450 XP)

Slingshot Expert. The Slinger gets the following benefit when he uses a sling: He can use a sling in one hand and a shield in the other and still reload his weapon, even if he doesn't have a free hand When he use a sling, its normal and long range doubles. Damage dealt with slings he wields is changed from 1d4 to 2d4. Archery. The slinger gains a +2 bonus to attack rolls you make with ranged weapons. Master Of Stone. The slinger does not have disadvantage at Stealth checks no matter what armor he wears. Spellcasting. The Slinger is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The slinger has the following ranger spells prepared: 1st level (4 slots) : Absorb Elements, Catapult, Hunter's mark, Longstrider 2nd level (2 slots) : Waring bond, Darkvision Actions Multiattack. The slinger makes two sling attacks or two shortsword attack: Sling. Range Weapon Attack: +8 to hit, range 60ft./240, one target. Hit: 8 (2d4 + 3) bludgeoning damage. Shortsword. Melee Weapon Attack: +6 to hit, reach Sample5 ft., one target. Hit: 6 (1d6file + 3) piercing damage.

9 They are usually found in the wild, eliminating dangers Veteran Slinger before they arrive at the civilization. Often, they used to lead Veteran slingers are excellent warriors that are exceptionally other slingers in battle but now have a new cause. Seldomly, rare to find, since their training takes decades to be complete. they are hired as bodyguards.

Veteran Slinger Ricochet. Once on each of Veterans Slinger's turns Medium humanoid (any race), nay alignment when he miss with a weapon attack, he can make another weapon attack as part of the same action but Armor Class 19 (half plate, shield) to a different target within 60 feet of the first target. Hit Points 120 (16d8 + 48) The new attack starts from the first target for the Speed 30ft. purposes of determing the cover of the second target. Spellcasting. The Slinger is a 16th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to STR DEX CON INT WIS CHA hit with spell attacks). The slinger has the following 14 (+2) 20 (+5) 16 (+3) 14 (+2) 17 (+3) 13 (+1) cleric spells prepared: 1st level (4 slots) : Absorb Elements, Catapult, Saving Throws Str +7, Dex +10 Ensnaring strike, Hunter's mark Skills Athletics +7, Perception +8, Survival +8 2nd level (3 slots) : Darkvision, Waring bond Damage Resistance Piercing Damage 3rd level (3 slots) : Conjure Barrage, Lightning Senses passive Perception 18 Arrow, Slow, Wind Wall Languages Common, Terran 4th level (2 slots) : Grasping Vine, Stone Shape, Challenge 9 (5000 XP) Stoneskin

Slingshot Expert. The Veteran Slinger gets the following Actions benefit when he uses a sling: Multiattack. The slinger makes two sling attacks or two He can use a sling in one hand and a shield in the shortsword attack: other and still reload his weapon, even if he doesn't Sling Ranged Weapon Attack: +12 to hit, range have a free hand 60ft./240, one target. Hit: 10 (2d4 + 5) bludgeoning When he use a sling, its normal and long range damage and 2 (1d4) fire damage. doubles. Damage dealt with slings he wields is changed from Shortsword. Melee Weapon Attack: +10 to hit, reach 5 1d4 to 2d4. ft., one target. Hit: 8 (1d6 + 5) piercing damage. Archery. The slinger gains a +2 bonus to attack rolls Reactions you make with ranged weapons. Slinger's Vigilance When a creature enters or moves Master Of Stone. The slinger does not have within the Veteran's Slinger normal range without disadvantage at Stealth checks no matter what armor taking the disengage action he can as a reaction either: he wears. Make a ranged attack roll using your sling against it Weapon Specialist. The Veteran Slinger adds 1d4 fire or, damage (included in the attack) when he makes a range Force it to have disadvantage at its next attack roll weapon attack with a sling and has resistance to piercing damage Sample file

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