Spellslinging: An Arcane Tradition
A gunslinging spellcaster Arcane Tradition for the Wizard
by Nova.

Arcane Tradition: Spellslinging
Arcane Armaments
When you choose this arcane tradition at 2nd level, you gain proficiency in light armor, firearms, and your choice of tinker's tools or smith's tools. Additionally, during a long rest, you may choose a number of weapons that you are proficient with equal to your Intelligence modifier to become your Arcane Armaments. These weapons now have the following properties:
- You may use your Intelligence modifier for attack and damage rolls and can use them as a spellcasting focus for your wizard spells.
- These weapons can be stored in a pocket dimension and summoned or swapped at will. If the weapon is within 30ft of you, you can spend a bonus action to teleport it to your hand or into its pocket dimension.
- When casting a damaging spell that requires a melee weapon attack, melee spell attack, or touch, you may choose to instead make a ranged weapon attack using one of these weapons if they have the ranged or thrown property, dealing the weapon's normal damage and applying the spell's effect.
Starting at 6th level, you gain improvements to your Arcane Armaments. These weapons now count as magical for the purpose of overcoming damage resistances and immunities
Magic Munitions
At 2nd level, you learn to use newer, more modern tools for your trade and gain access to a devastating arsenal of arcane firepower. You gain the following items and benefits:
Arcane Magazine: You craft a leather bag used to carry your tools and ammunition. Your Arcane Magazine includes the powder, metal for bullets, and other materials needed to keep that weapon functioning.
You can use the Arcane Magazine to magically produce ammunition for your weapons. At the end of each long rest, you can magically produce 40 rounds of ammunition. After each short rest, you can produce 10 rounds.
If you lose your Arcane Magazine, you can create a new one as part of a long rest, using 25 gp of leather and other raw materials.
Magic Bullet: Choose 2 Magic Bullets from the list below. When you make a ranged weapon attack using one of your arcane armaments, you can use one of your Magic Bullets as part of that Attack action. Attempting to do this with any other weapon will impose disadvantage on the attack. Each use must be declared before the attack roll is made and you can use only one Magic Bullet per attack. You can do this a number of times equal to your Intelligence modifier (minimum of 1) and regain all uses after a long rest. During a long rest, you can change which Magic Bullets you have prepared. You may take an additional Magic Bullet options as you gain levels in this class: you may take 1 more each time your proficiency bonus increases.
Magic Bullet Options
Dazing Shot: Your attack deals its usual damage and the creature makes their next attack roll, saving throw, or skill check before the end of your next turn with disadvantage.
Elemental Shot: Your attack deals an additional 2d6 acid, cold, fire, lightning, poison, or thunder damage.
Kinetic Shot: Your attack deals an additional 2d6 force damage and the creature must succeed a Strength saving throw against your spell save DC or be knocked back 10ft.
Hemorrhaging Shot: Your attack deals an additional 2d6 slashing damage and the creature takes this bonus damage again at the end of their next turn unless they spend their action to staunch the bleeding.
Leeching Shot: Your attack deals an additional 2d6 necrotic damage and you heal for half the total damage dealt. While at full hit points, you gain temporary hit points instead.
Precision Shot: Your attack deals its usual damage and firing from the weapon's long range or within 5ft of the targeted creature does not impose disadvantage. This attack also pierces the first target and strikes additional targets behind them up to the end of its normal range if the subsequent creatures fail a Dexterity saving throw. Each subsequent creature hit takes half the damage of the creature hit before them.
Radiant Shot: Your attack deals an additional 2d6 radiant damage and the creature now sheds bright light in a 5ft radius, no longer gains the benefits of being Invisible, and attacks made against them are made with advantage. Lasts until the end of your next turn.
Rupturing Shot: Your attack deals its usual damage and reduces the creature's AC by 2 until the end of your next turn.
Shadow Shot: Your attack deals an additional 2d6 psychic damage and the creature must succeed a Wisdom saving throw against your spell save DC or be Blinded and unable to cast spells until the end of your next turn. Duration-based spells used by the creature are negated until this effect ends.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Armament Mastery
At 10th level, you have mastered your weapons enough to wield them with even greater agility. You gain the following benefits:
- When you misfire or need to reload your weapon, you may use your bonus action instead of your action to repair or reload your weapon.
- When you take the attack action on your turn using your arcane armaments, you may cast a cantrip with a casting time of one action as a bonus action on your turn.
- You can command your arcane armaments to float beside you, freeing your hands, and can command them to fire as normal. You do not need to switch armaments to fire a different one each time.
Blitz Artillery
At 14th level, you gain the ability to summon arcane cannons to bombard your enemies. As an action on your turn, you can summon a number of spectral magic cannons equal to your Intelligence modifier. Attacks made with the cannons and saves made against it's attacks are made separately. When you take the attack action with these cannons, you may choose one of the following attacks (note: these weapons also trigger the spellcasting effect from Armament Mastery):
Attack Options
| Name | Description |
|---|---|
| Destabilizing Ray | Each cannon can fire lasers in a 5 by 30ft line. All creatures in its path must make a Dexterity saving throw against your spell save DC, taking 2d8 force damage on a failed save and half as much if they succeed. Any surfaces struck becomes unstable and explodes again at the start of your next turn, dealing 2d8 Force damage to anyone within 5ft of it. |
| Explosive Barrage | Choose a point for each cannon to bombard with explosive shells. Any creatures within 5ft of that point must make a Dexterity saving throw against your spell save DC, taking 2d8 Force damage on a failed save and half as much on a success. Flying creatures and vehicles must make an acrobatics check against your spell save DC to avoid losing their balance, falling 10ft on a failed save and falling to the ground if the total is less than a 10, taking fall damage as normal. |
| Precision Strike | Each cannon can make a ranged weapon attack against a creature, dealing 3d8 force damage on a hit. This attack has a normal range of 150ft and a long range of 500ft. |
These cannons last for 1 minute or until you dispel them (no action required). Once you use this feature, you cannot use it again until you finish a long rest.

Image credit:
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Wildstar (cover)
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https://www.deviantart.com/thedurrrrian/art/Shattered-Wretched-545395397
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https://twitter.com/KijiArt/status/1086640835200978947