Base Class: Fighter
For those incapable of the art of spell casting, weather that be of an arcane nature or a divine one, many would reach for a sword to satisfy. The art of melee, once properly developed, can be just as formidable and terrifying as a caster and can be appealing in its own right.
For those that are still unsatisfied however, the art of science may satiate their hunger for power, in many various ways and forms. Not many are so envious of magic as to recreate it however.
The Spellslinger archetype focuses on the theft and re-application of the magic of others, through the means of scientific gadgets. Through creative innovation and intense ingenuity, you become a variable force of death on the battlefield. However, not being a perfect science, the art of spell-stealing has an inherent lack of foundation that leaves you without the ability to cast without previously siphoning and storing magic. This is the danger of new, untested technologies in a world where the arcane energies that rule the elements are ever selective.
Should this path of thievery, ingenuity, and arcane jealousy call to you, keep your wits about you, hold on to your convictions as an arcane fighter, and let skill meet luck to guide your spells to strike true.
Spell-stealer Proficiency
Starting when you choose this archetype at 3rd level, you gain proficiency with spell-stealing, allowing you to add your proficiency bonus to attacks made with spells cast with this technology.
Spell-stealing
Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft and repair spell-stealing technology (DM’s discretion). Some extremely experimental and intricate technology are only available through crafting.
Spell-stealing Properties
Spell-stealing is a new and volatile technology, and as such brings its own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Spell diffusers count as all types of spell focuses.
Absorb. This technology can store a number of charges of various types of spells. Once a battery of the correct type is constructed, the specific type of spell charge can be stored until used. The maximum number of charges is determined at the creation of the battery. A charge of spell can be gained by absorbing a spell directed at the character, in which you must succeed on an absorb save which must beat the spell DC of the attacker. The proficiency modifier is added to the absorb modifier of the spell compressor, which is determined from a tinkering check when creating the item. If a spell has been absorbed, its damage is halved (after applying resistances and saves) as well as any effects are null. If a spell would require a saving throw, the character must succeed the saving throw before attempting to absorb, and if failing to absorb, will take the effects of the spell WITHOUT any of the damage.
Spell-casting. When a charge of spell energy is acquired, you can use said charge to release a Science spell. The Science spell must be of the same energy type as the charge used to release said spell. The caster must also have crafted a Spell dispenser of the same energy type. Once casted, the spell effects take the Spell Attack Bonus or Spell DC of the Spell dispenser.
Science Spells
A list of Science spells that are created by observing and imitating real spells.
Quickdraw
When you reach 7th level, you add your proficiency bonus to your initiative. You can also use your reaction to counter a spell at the cost of a charge of the same type of magic. This counter acts as a counter spell of the same level as the spell you are countering.
Rapid Reflux
Upon reaching 10th level, you learn how to quickly react to others magic. Upon successfully absorbing a magic attack, you regain your reaction after that turn.
Lightning Reflux
Starting at 15th level, you can use a bonus action to cast a spell.
Jealous Intent
At 18th level, your spell attacks score a critical hit on a roll of 19-20, and you gain an additional absorb charge on a critical absorb save.
Overloading Critical
Upon reaching 18th level, whenever you score a critical hit on an attack with a spell, the spell charge is refunded.
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