Wizard
Base Class: Wizard

This school of wizardry was founded by artificers who learned the Bladesong, but grew to miss their ranged weapons. This school combines the use of spells, martial weapons, and ranged weapons (firearms too if your DM allows). You become an expert at wielding a one-handed ranged weapon in one hand and a one handed melee weapon in another.

Hellish Training

2nd-level Small Arms feature

Honoring the origins of this school of magic, Artificers turn Bladesingers, you train to proficiently use light armor as well as simple weapons, martial weapons, and firearms (per DM approval). You also gain proficiency using Thieves' Tools and Tinker's Tools. Once per long rest you may choose up to two weapons, a one handed melee weapon and a ranged weapon, and you are able to use your Intelligence for your weapons instead of Strength or Dexterity. If you choose to do so, those weapons can be used as a spell focus for any type of spell. This lasts until your next long rest.

Dance For Me

2nd-level Small Arms feature

This school's origins are in the Bladesong, a beautiful and elegant song with its users movements flowing like a stream. A smooth clockwork-esque dance evolved from the elegant origins of Bladesinging.

Beginning at 2nd level you begin to hum, murmur, or begin cursing to yourself and as a bonus action you activate the Grease Monkey's Slide which lasts for up to one minute, proficiency bonus times per long rest. It ends early if you are incapacitated, if you don medium armor, heavy armor, a shield, or if you use two hands to make a melee attack with a weapon. You may stop the dance at any time, doing so doesn't require an action. If you take the mobile feat, the third benefit also applies if you shoot at an enemy within 10 ft.

You gain a bonus to your AC equal to your INT modifier, your walking speed increases by 10 ft., you have advantage on Acrobatics checks, and you gain a bonus to any DEX saving throw, equal to your INT modifier. 

Extra Attack

6th-level Small Arms feature

You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Magic of Artifice

6th-level Small Arms feature

At 6th level the following spells are added to your Wizard spell list, are always prepared, and do not count against your spells known: Guidance, Cure Wounds, Heat Metal, and Dispel Magic. You also gain the ability to alter two weapons with magic. These weapons must be the weapons that you have chosen from your Hellish Training feature. You may choose a one handed melee weapon to alter with a magical bonus of +1, if it does not already have a bonus to attack and damage. You may choose a ranged weapon, granting it a +1 magical bonus, if it does not already have a bonus to attack and damage, and the ability to magically reproduce standard ammunition for the weapon. You may still load ammunition if you so choose. Your weapons lose any bonuses or additional features applied to them, from any class feature, if wielded by anyone else. 

Spell Slinging

10th-level Small Arms feature

At 10th level you gain the ability to place a spell, that you are able to cast with a spell slot of 1st or higher, into your ranged weapon from Hellish Training. The spell cannot come from another magic item, unless you were the original caster (ex: a Wand of Magic Missile would not work with this feature, but a spell you cast into a Ring of Spell Storing would). You fire it the next time you make an attack roll with that weapon. The attack roll uses the weapons normal modifiers and is unaffected by the spell stored or any modifiers from the spell. The spell is cast into the weapon as if it were being cast normally, including casting time and material components, with you being considered as the caster. To store spells in your ranged weapon of 6th level and above that weapon must be of a rarity of Rare or higher. Others cannot store their spells in your weapon.

If you miss the attack roll the spell is lost, even if the spell does damage on a successful save or has an area of effect (AOE). If you roll a 1 on your attack the spell safely discharges from the ranged weapon, automatically hits you, then dissipates with only you being affected and no concentration required. If the spell has a saving throw associated with it to reduce damage, you may still have the damage reduced if you succeed on your saving throw. No class feature or magical item may reduce this damage to 0. If you critically hit your target, the dice rolls are doubled for all creatures affected by the spell. If the spell has an AOE, such as Fireball's 20 foot radius, it will still take effect if the attack roll is successful. The AOE begins from the target's position with the target being centered as much as possible. If the AOE is a cone or a wall the direction is the one most perpendicular from yourself to the target. Creatures that are in the AOE must make their saving throws like normal, aside from the initial target of the attack. You may only store one spell at a time in your ranged weapon. Spells that do not cause damage or negative status effects are compatible with this ability and do not require an attack roll to be successful. If the spell requires concentration, you must maintain concentration for the duration of the spell from the time the attack is made, like normal. 

This feature can change the effects of the spell and not all spells may prove useful or retain all of their functionality if used in this fashion. As an example if the 3rd level spell Tiny Hut is stored in your weapon and then fired, the dome would immediately disappear if you aren't within its radius. The spell Steel Wind Strike would normally allow up to five creatures to be targeted, however only one creature may be targeted at a time by this feature, spell AOE aside. Spells such as Magic Missile, Scorching Ray, and Crown of Stars would apply each of their darts or beams simultaneously. 

Victory Pose

14th-level Small Arms feature

At 14th level you can add your Intelligence modifier (minimum of +1) to the damage of your weapon attacks while your Grease Monkey's Slide is active.

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