Fighter
Base Class: Fighter

Through the careful combination of arcana and technology, Artificers have developed a way that even those not naturally inclined to magic can wield a small portion of the immense power of the world’s arcane nature; this marvel of modern arcanology is called an Arcane Amplifier.  An individual who is implanted with an arcane amplifier when their training begins. This device allows the user to artificially pull from the magics in the surrounding area for use in controlling magical tools. This device also allows the user to direct that energy into an object for storage and later usage like a battery.  At its core this energy is raw unfocused magic, but with the proper training in spell theory and mathematics this energy can be converted into a myriad of spell-like forms. Perhaps the most effective example of this process can be found in the Spellslingers of the Andoros Imperium.

Fully Loaded

Starting at 10th level when you use your Action Surge, you can choose to fire a second Arcane Ammunition shot.

Rapid Fire

Beginning at 18th level you can use Arcane Ammunition twice when you take the Attack action. Additionally when you Action Surge you can spend a total of 4 Arcane Ammunition between both Attack Actions.

Advanced Spell Scribe

At 7th level you further hone your inscription skills allowing for the creation of more powerful objects. You can now create spell scrolls of 3rd level and below. You can also create  an Arcane Grenade using your Arcane Ammunition points.  Arcane Grenades can be used by any character after they have been made. Grenades must be readied before setting out for the day. An arcane grenade costs a base of 5 points to make plus the cost of modifiers as seen on the Arcane Ammunition table.

Arcane grenade saving throw = 8+Proficiency Bonus + Dex (effects all creatures within 10ft of impact)

Arcane grenade base damage 1d8 force damage.

Expert Spellscribe

At 15th level you have mastered the ability to imbue objects with magical effects. The cost of all Arcane Ammunition “Effects” are reduced by 1 (to a minimum of 1). You can now create Spell Scrolls of 5th level and below.

Arcane Amplifier

At 3rd level, you are implanted with an Arcane Amplifier, allowing you to store magical energy and direct it into objects for later use. You gain Proficiency in Arcana and Tinker’s tools. Additionally, expending a use of Action surge will allow you to reload your weapon as a free action.

Spellscribe

At 3rd level you learn how to imbue an object with specific spell effects. This skill allows you to create magical projectiles for use with your chosen Spellslinger Weapon and to create scrolls for  Cantrips and 1st level spells from the Evocation and Conjuration schools of magic. This ability improves at 7th and 15th levels. The difficulty of scroll creation is based on the spell level.

Scroll DC=15+Spell Level

Arcane Ammunition

At 3rd level you learn how to inscribe offensive spells into your ammunition.  Choose one or more effects from the Arcane Ammunition list below. Arcane Rounds must be prepared before setting out for the day. You have a pool of points =  (Int Modifier + Proficiency Bonus + Level)  per day to use to create these bullets.  These points are regained on a long rest. During Combat you can choose to fire one Arcane Round per turn, this must be done before the attack roll is made. Rounds lose their effectiveness at the end of each day and cannot be carried over to additional days.

Additional Damage Dice (Max 1 of each damage dice per Arcane Round)

Cost

Effect

Cost/Round of Effect

0

0

Damage Type (Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder) 

1

d4

1

Blind (CON Save)

2

d6

2

Deafened (CON Save)

1

d8

3

Frightened (CHA Save)

2

d10

4

Paralyzed (CON Save)

4

d12

5

Petrified (CON Save)

4

   

Poisoned (CON Save)

2

   

Prone (STR Save)

1

   

Stunned (CON Save)

2

   

Exhaustion (CON Save)

3

   

Silenced (INT Save)

2

   

Bleeding (CON Save)

2

   

Slowed (DEX Save)

2

 

 

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