TEXT: Eberron Sidekicks:
  The Wandslinger
  Eberron Sidekicks:
  The Wandslinger
  
  Design & Layout: Sven Truckenbrodt (@SvenWrites)
  Editing & Eberron Lore Consultant: Stuart Broz (@zorbtrauts)
  Cover & Character Art: Dana Braga (@danaxbraga)
  Other Interior Art: Storn Cook, Jürgen Retzer, Christian Janke, 
  visnezh, rawpixel.com, freepik, DMs Guild Creator Resources
  Credits and 
  Foreword
  Credits and 
  Foreword
  Credits
  Eberron is a world of swashbuckling adventure, full of 
  high-stakes pulp jeopardy and noir intrigue. How can 
  exploring this world become even more exciting? With a 
  competent and compelling ally by your side, of course!
  Sidekicks are an awesome addition to any D&D game, 
  be it a solo adventure or traditional adventuring par-
  ty: they can be used as traditional NPCs but also stick 
  around and grow in power with the group, help to 
  balance out encounters, provide story seeds and adven-
  ture hooks, help solve problems the player characters are 
  not equipped for, or provide a partner in crime for small 
  groups or solo adventurers.
  To make sidekicks even more exciting, I created a 
  whole dozen archetypes specifically rooted in Eberron. 
  You’ll soon be able to find them all, with leveling from 
  1 to 8 and an example NPC with original art by Dana 
  Braga, in the upcoming The Wayfinder Foundation’s 
  Register of Extraordinary Individuals on DMs Guild. 
  These twelve sidekicks will be organized into four catego-
  ries, each comprising three archetypes: Eberron Profes-
  sions, Eberron Factions, Eberron Locations, and Pulp Noir.
  The wandslinger in this little teaser for the project is 
  probably one of the most iconic character archetypes 
  from the Eberron setting. When you need a competent 
  warrior, but one who has a few magic tricks up their 
  sleeve, look no further!
  Foreword
  on the cover
  Cameron “Calamity” Jones, a grizzled veteran of the Last War, is the example NPC 
  for the wandslinger sidekick archetype. She has been brought to life in all her 
  presence by Dana Braga. Try not to get on Calamity’s bad side – she has not earned 
  that name for nothing!
  1
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the 
  Coast product names, and their respective logos are trademarks of Wizards 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 2019 by Sven Truckenbrodt and published under the Community Content Agreement for Dungeon Masters 
  Guild.
  
  During the Last War, all adversaries desperately sought ways to gain an advantage over their foes.
  Common soldiers were trained in magic – creating a new breed of soldiery: the wandslingers.
  A
  s the Last War continued to rage, the rivaling factions 
  grew increasingly desperate for any possible edge 
  over their enemies. Aundair ushered in new arms 
  programs to embed soldiers trained in the arcane 
  arts into their regular troops. These elite warriors 
  were equipped with wands to channel their abilities 
  – the wandslingers were born.
  While the investment of time and resources to train a 
  mundane soldier to be able to use magic was significant, 
  the results could not be argued with. A pitched battle 
  between armies hacking away at each other with swords, 
  spears and crossbows could easily be decided by one fire-
  ball spell exploding in the enemies’ backline. A desperate, 
  hasty retreat could be transformed into an organized line 
  Wandslinger
  1st-level humanoid (any race)
  Armor Class 15 (chain shirt)
  Hit Points 12 (1d10 hit die)
  Speed 30 ft.
  STR
  12 (+1)
  Saving Throws Dex +4, Con +4
  Skills Arcana +4, Athletics +3, Medicine +3
  Proficiencies light armor, medium armor, shields; simple 
  weapons, martial weapons
  Senses passive Perception 11
  Languages Common, plus one of your choice
  Actions
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage.
  Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) piercing damage. Ranged Weapon Attack: 
  +4 to hit, range 20/60, one target. Hit: 4 (1d4 + 2) piercing 
  damage.
  DEX
  14 (+2)
  CON
  14 (+2)
  INT
  14 (+2)
  Wand. The wandslinger owns a wand which they require as 
  a magic focus to cast their spells; the wand must be held in 
  one hand for that purpose.
  Wandslinger Specialization. A wandslinger chooses a 
  specialization: Blaster, Controller or Spellsword. See the 
  Wandslinger Specialization feature for details.
  Spellcasting. The wandslinger can cast spells depending on 
  their Wandslinger Specialization. See the Wandcaster feature 
  for details.
  CHA
  10 (+0)
  WIS
  12 (+1)
  of defense to break the enemy assault within minutes by 
  a few soldiers trained in digging trenches using the mold 
  earth spell – work that would take hours if performed by 
  a platoon of ordinary soldiers.
  Other nations soon emulated the training programs 
  pioneered in Aundair, and those soldiers who carried 
  a wand on their hip together with their sword became 
  a common sight throughout Khorvaire. Wandslingers 
  remained an elite force, however, and they are both 
  admired and feared today.
  After the Last War ended, many wand-
  slingers found themselves out of pay. 
  Some became common bandits, 
  others work as more legiti-
  mate mercenaries. In any 
  case, you would do 
  well not to get on 
  the bad side of 
  one.
  2
  Wandslinger
  Wandslinger
  "“Like shootin'“ fish in a barrel“."
  
  The wandslinger gains one of the following magic items, 
  which the wandslinger can use as a spellcasting focus:
  Imbued Wood. Trees growing in zones suffused with 
  planar energy make for wands 
  that are especially effective 
  at chan-
  wandslinger gear
  2nd-level Wandslinger feature
  During the Last War, all adversaries desperately sought ways to gain an advantage over their foes.
  Common soldiers were trained in magic—creating a new breed of soldiery: the wandslingers.
  Wandslinger
  Specialization
  1st-level Wandslinger feature
  The wandslinger’s spellcasting ability is Intelligence (spell 
  save DC 12, +4 to hit with spell attacks). The wandsling-
  er’s spell selection is dependent upon their Wandslinger 
  Specialization, below. The wandslinger can cast any 
  cantrips they know at will. The wandslinger has a num-
  ber of Wand Points equal to their level available to them.  
  When the wandslinger casts a spell of 1st level or higher, 
  they have to expend one Wand Point per spell level. 
  They regain all expended Wand Points upon completing 
  a long rest. When a wandslinger gains a level, they can 
  substitute one of their spells of 1st level or higher for 
  another spell of the same level from their Wandslinger 
  Specialization.
  Wandcaster
  1st-level Wandslinger feature
  Cantrips (choose two): control flames, frostbite, mold 
  earth, ray of frost
  1st level (choose one): faerie fire, guiding bolt, sleep
  Spellsword. While most wandslingers like to keep their 
  distance, the spellsword brings the action to the enemy.
  Cantrips (choose two): blade ward, booming blade, 
  green-flame blade, lightning lure
  1st level (choose one): armor of Agathys, shield, wrathful 
  smite
  Level
  Proficiency
  Bonus
  Features
  Wandslinger Sidekick Features
  Hit Points
  44 (5d10 hit dice)
  +3
  5
  Cantrip Specialist
  Improved Wandslinger Gear
  Dual Wielder
  Cantrips
  Known
  2
  3
  3
  Wand 
  Points
  3
  5
  7
  60 (7d10 hit dice)
  +3
  7
  28 (3d10 hit dice)
  +2
  3
  Wandcaster, Wandslinger Specialization
  12 (1d10 hit die)
  +2
  1
  2
  1
  Wandslinger Gear
  20 (2d10 hit dice)
  36 (4d10 hit dice)
  52 (6d10 hit dice)
  +2
  +2
  +3
  2
  4
  6
  Improved Wandcasting, ASI: Dex +2 or Int +2
  68 (8d10 hit dice)
  +3
  8
  Potent Cantrips
  2
  3
  3
  3
  2
  4
  6
  8
  Improved Wandcasting, ASI: Dex +2 or Int +2
  Choose a specialization for the wandslinger: Blaster, Con-
  troller or Spellsword. Your choice determines which spells 
  you learn. Select two cantrips and one 1st level spell from 
  your specialization below:
  Blaster. Blasters excel at blowing stuff up.
  Cantrips (choose two): fire bolt, 
  prestidigitation, produce flame, 
  ray of frost
  1st level (choose one): burning hands, 
  chromatic orb, ray of sickness
  Controller. Controllers can swing battles by 
  manipulating the battlefield in ways others can 
  exploit.
  3
  Wandslinger
  Wandslinger
  Maximum
  Spell Level
  1
  2
  2
  1
  1
  2
  2
  3
  
  neling a particular type of energy. Choose one 
  type of damage (except bludgeoning, piercing or 
  slashing). When the wandslinger casts a spell that 
  deals damage of that type, they add +1 to the 
  damage of a spell dealing damage of that type.
  Wand of Pyrotechnics. This wand has 7 charges. 
  While holding it, you can use an action to expend 
  1 of its charges and create a harmless burst of 
  multicolored light at a point you can see up to 60 
  feet away. The burst of light is accompanied by a 
  crackling noise that can be heard up to 300 feet 
  away. The light is as bright as a torch flame but lasts 
  only a second.  The wand regains 1d6 + 1 expend-
  ed charges daily at dawn. If you expend the wand’s 
  last charge, roll a d20. On a 1, the wand erupts in a 
  harmless pyrotechnic display and is destroyed.
  4
  During the Last War, all adversaries desperately sought ways to gain an advantage over their foes.
  Common soldiers were trained in magic – creating a new breed of soldiery: the wandslingers.
  Cantrip specialist
  3rd-level Wandslinger feature
  The wandslinger’s dedicated training using cantrips in 
  combat grants it the following benefits:
  • when a hostile creature’s movement provokes an op-
  portunity attack from the wandslinger, the wandsling-
  er can use their reaction to cast a cantrip targeting the 
  creature, instead of making an opportunity attack 
  • the wandslinger may reroll one damage die from a 
  cantrip they cast on their. If the wandslinger does so, 
  they must use the new roll
  Wandslinger
  Wandslinger
  Name: Cameron “Calamity”   Jones
  Profession: Wandslinger
  Nationality: Cyre
  Age: 52
  Pronouns: she/her
  Race: Human
  Calamity went into wandslinging after be-
  ing pressed into service for Cyre during the 
  Last War. She is a highly decorated war hero, 
  but none of that matters now that Cyre is no 
  more. She made a name for herself as a mer-
  cenary in the wastes after the Day of Mourn-
  ing – no matter how dirty a job, she’d get it 
  done. And she rarely left anything behind in 
  her wake – anything but… well, calamity.
  Calamity is in her early fifties now, and 
  there’s nobody left alive who remembers her 
  ever cracking a smile. She has a dry sense 
  of humor, but you wouldn’t believe that as 
  she stares at you with pinched eyes below her 
  signature rancher hat from across a dusty 
  street.
  Personality Traits. “I have a reputation 
  to uphold – but contrary to it, there are 
  things I won’t do for money. My approach to 
  a problem is massive overkill – I have no 
  questions that need asking.”
  Flaw. “I cannot back down from a 
  confrontation. In my line of work, reputation 
  is everything, and I can’t afford to look 
  weak.”
  Bond. “I have a daughter who believes me dead 
  – it better stay that way, but I take care of 
  her through proxies so she can live a better 
  life.”
  
  During the Last War, all adversaries desperately sought ways to gain an advantage over their foes.
  Common soldiers were trained in magic—creating a new breed of soldiery: the wandslingers.
  Improved 
  wandslinger gear
  7th-level Wandslinger feature
  The wandslinger gains one of the following magic items, 
  which the wandslinger can use as a spellcasting focus:
  Wand of Magic Missiles. This wand has 7 charges. 
  While holding it, the wandslinger can use an action to 
  expend 1 or more of its charges to cast the magic mis-
  sile spell from it. For 1 charge, the wandslinger casts 
  the 1st-level version of the spell. The wandslinger can 
  increase the spell slot level by one for each additional 
  charge they expend. The wand regains 1d6 + 1 expended 
  charges daily at dawn. If the wandslinger expends the 
  wand’s last charge, roll a d20. On a 1, the wand crumbles 
  into ashes and is destroyed.
  Dual Wielder
  5th-level Wandslinger feature
  The wandslinger can now effectively dual wield a wand 
  and a weapon. When the wandslinger uses their action 
  to cast a spell they can make a weapon attack with a 
  one-handed weapon that has the light property as a 
  bonus action on the same turn.
  Potent Cantrips
  6th-level Wandslinger feature
  The wandslinger can add their Intelligence modifier to 
  the damage they deal with any cantrip.
  Wandslinger
  Wandslinger
  5
  Improved 
  wandcasting
  4th-level Wandslinger feature
  The wandslinger learns one 2nd-level spell, depending on 
  their Wandslinger Specialization.
  Blaster (choose one): scorching ray, shatter, Snilloc’s 
  snowball swarm
  Controller (choose one): darkness, silence, spike growth
  Spellsword (choose one): magic weapon, mirror image, 
  misty step
  The wandslinger also learns another cantrip associated 
  with their Wandslinger Specialization that they do not 
  already know (see cantrip lists under the Wandslinger 
  Specialization feature above).
  
  During the Last War, all adversaries desperately sought ways to gain an advantage over their foes.
  Common soldiers were trained in magic—creating a new breed of soldiery: the wandslingers.
  Wandslinger
  Wandslinger
  Wand of Web. This wand has 7 charges. While holding 
  it, the wandslinger can use an action to expend 1 of its 
  charges to cast the web spell (save DC 15) from it. The 
  wand regains 1d6 + 1 expended charges daily at dawn. 
  If the wandslinger expends the wand’s last charge, roll 
  a d20. On a 1, the wand crumbles into ashes and is 
  destroyed.
  Wand of Defense. This wand has 5 charges. 
  While holding it, the wandslinger can use a 
  reaction to expend 1 of its charges to cast the 
  shield spell from it. The wand regains 1d4 
  + 1 expended charges daily at dawn. If 
  the wandslinger expends the wand’s 
  last charge, roll a d20. On a 1, the 
  wand crumbles into ashes and is 
  destroyed.
  Improved 
  wandcasting
  8th-level Wandslinger feature
  The wandslinger learns one 3rd-level spell, depending on 
  their Wandslinger Specialization.
  Blaster (choose one): fireball, lightning bolt, Melf’s 
  minute meteors
  Controller (choose one): counterspell, erupt-
  ing earth, wind wall
  Spellsword (choose one): blink, ele-
  mental weapon, thunder step
  6
  The wandslinger is part of The Wayfinder Foundation’s 
  Register of Extraordinary Individuals, a supplement of 
  a whole dozen Eberron sidekick archetypes and NPCs, 
  coming to DMs Guild soon! If you don’t want to miss 
  the release and are interested in more Eberron adven-
  tures, follow me on Twitter @SvenWrites!
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Eberron Sidekicks The Wandslinger.pdf