The Spellslinger

An Archetype for the Fighter Class

The Art of Spellslinging

Arcane weapon

Upon choosing this archetype, you gain the ability to make an arcane weapon to cast spells spells through. You can choose from an arcane pistol or musket to start out with and only pay 50 gp for your first weapon, this weapon fulfills any spellcasting requirement that a spell might have (with the exception of a gold requirement) You gain proficiency in Weapons(Arcane Firearms) This weapon deals damage through Spellshots, which are based on your cantrips and spells.

You are able to create additional weapons on the following table, up to a maximum of 2 arcane weapons, both holstering and unholstering an arcane weapon is a bonus action. If you wish to create an additional weapon after the first 2 you must destroy one. You are able to cast range and touch spells with the ranges indicated in the table below. All other spells are cast the way they are written until level 15 when you gain the Airburst ability.

You are allowed to weild 2 arcane weapons at once, provided they are both light, but you are unable to load them with arcane ammunition until you have a free hand.

Arcane Firearm

Weapon Spellshot Range Cost Weight Spellshot Properties Spellshot Damage Arcane Pistol 100/400 250gp 3 lbs Light 1d8 Arcane Musket 200/800 500gp 10 lbs Two-handed, Crit Range 19-20 1d8 Arcane Rifle 300/1200 1000gp 25 lbs Two-handed, Crit Range 19-20 1d8 Arcane Blunderbuss 15/30 500gp 25 lbs Scatter, Misfire 3, Reload 2 1d8

Spellcasting

Cantrips. You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level and 15th. When you learn an additional cantrip you can replace a single cantrip with another.

Spell Slots. Spellslingers use the Eldritch Knight Spellcasting table to show how many spell slots you have to cast/fire your spells of 1st level and higher. To cast one of these spells through your arcane weapon, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You can only cast/fire one scaled cantrip or Spell a turn, and it uses your action to cast a spell.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which must have a range.

The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a range spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th. and 20th level can come from any school of magic and have any range.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be a range spell, unless you're replacing the spell you gained at 8th, 14th. or 20th level.

Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells and through your arcane weapon as their focus, you imbue your arcane weapon with the ability to cast/fire them, You cannot cast spells without an arcane weapon as your arcane focus. You use your intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier

How you imbue your arcane weapon is up to you, you can inscribe runes, or channel magics into it, get creative!

Bonus Proficiencies

When you choose this martial archetype at 3rd level, you gain proficiency with the the Tinker's tools, and the Arcana skill.

Acrane Defence Only you can use your arcane weapon to cast its spells, if another player or creature attempts to use the weapon the weapon has a chance to explode and deal damage equal to each spell currently imbued in the weapon.