Spellshooter

Spellshooters are those who have melded the pursuits of magic and engineering in search of greater potential that neither are able to deliver by themselves. By means of preparation, they are able to condense and store the energies of spells in material vessels, creating dangerous weapons that act not merely as conduits but enhancers.

Spellcasting

When you reach 3rd level and choose the Spellshooter Principle, you gain the ability to cast magic from the Wizard or Sorceror Spell List. The list you choose is permanent.

Spellcasting Conduit. Spellshooter cannot directly cast spells. See the Arcane Ammunition feature for more information.

Cantrips. You learn two cantrips from your chosen list of spells.

Spell Slots. The Spellshooter Spellcasting table shows how many spell slots you have to use your spells of 1st level and higher. See Flexible Preparation on how to use these slots. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st-Level and Higher. You know two 1st-level spells of your choice from your chosen spell list, which must be chosen from the Evocation, Transmutation, Conjuration or Enchantment spells on respective spell list.

The Spells Known column of the Spellshooter Spellcasting table shows when you learn more Wizard spells of 1st level or higher. Each of these spells must be a Conjuration, Enchantment, Evocation or Transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 6th 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.

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

Spellcasting Ability Intelligence is your spellcasting ability for your spells, as even though your magic may either be innate or learned via studying, you cast it using the mental prowess you used to master the training of firearms. 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 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