Arcane Tradition: Arcane Archer

So I homebrewed this for a friend who wanted to play an arcane archer. Many people who want to play arcane archers make archetypes for fighters or rangers, but I just thought that since bladesingers are a thing, let's not give a bunch of abilities to deal 1d8 damage of any elemtal type 5 times per short rest or whatever. I think you know what I am talking about. Let's just use the wizards large number of spell slots instead. So I made the Arcane Archer an Arcane Tradition for Wizards to choose from.

Arcane Archer

Be it a bow, a throwing knif, a crossbow or even javalins, you once thought that there must be a better way of hurting your foes than simply burning them with fire so you picked up your weapon of choice an started studying how to intertwine your projectiles with your magical abilities. You charge your projectiles with magic, dealing incredibly damage.

Simple War Training

At 2nd level you gain proficiency in light armor, simple weapons and one ranged weapon of your choice.

Charged Projectiles

At 2nd level, when you cast a spell with an Action, you can choose to make ONE ranged weapon attack and deliver the spell through that attack. This ability does not work with cantrips.

The targeted creature takes damage from the weapon before the effects of the spell takes place.

The effect of the spell is centered around and targeted by whomever the projectile hits. This means that if you charge an arrow with a fireball and you miss, the fireball might explode at the wall behind your target.

If you cast a spell that requires you to make one or more spell attacks, such as Scorching Ray, all of the charges are loaded in the one projectile. For example, if you cast Scorching Ray through an arrow with a 2nd level spell slot and you hit, you will deal the arrow's damage and then 6d6 fire damage. If you miss, nothing happens to the target.

If you charge your arrow with a spell that allows a creature to make a save to half the damage, that creature automatically fail that save if they are struck by the arrow.

Any spell you would normally be able to deal critical damage through a critical hit can deal critical damage with charged projectiles, such as Scorching Ray, but spells that normally cannot, such as Fireball, still cannot deal critical damage.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

War Magic

Beginning at 10th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Improved Techniques

Starting at 14th level, whenever you make a ranged weapon attack, you deal your Intelligence modifier in extra damage in addition the normal damage.

Cantrips

Just like the bladesinger gets some fun cantrips, some cantrips should be made with this archetype in focus. I think that taking the bladesinger cantrips and twisting them to work with ranged weapon attacks will work fine enough.

A Rough Draft

This is just a rough draft. I think it works, but there might be some qualities that are open to abuse. Feel free to come with suggestions about how it could be made better, worded more elegantly or any fun cantrips you think would work with this.