For those who would rather not go to the google doc, here is the sub class.
Arcane Marksman
Wizards of the Arcane Marksman tradition blend the arcane with the art of ranged weaponry, turning bullets, arrows, and bolts into channels for magical energy. Unlike other wizards who master only spells, Arcane Marksmen enhance firearms, bows, and crossbows with their magic, combining precision shooting with arcane power. On the battlefield, they can fire not just projectiles but spells, using their ranged weapons as conduits for their mystical abilities.
2nd-Level: Arcane Weapon Mastery
At 2nd level, when you adopt this tradition, you gain proficiency with firearms, bows, and crossbows. Additionally, you can use your Intelligence modifier, rather than Dexterity, for attack and damage rolls when using any of these weapons.
You also learn to infuse your ranged weapons with magical energy. As a bonus action, you can expend a spell slot to enhance your weapon.
- Firearms: When you reload a firearm, you can expend a spell slot to enhance the shots fired until you must reload again. Each infused shot deals an additional 1d4 force damage for a 1st-level spell slot, with the damage increasing by 1d4 for each spell slot level above 1st.
- Bows and Crossbows: When you infuse a bow or crossbow, the infusion lasts for your next 6 shots fired from that weapon. Each infused shot deals an additional 1d4 force damage for a 1st-level spell slot, with the damage increasing by 1d4 for each spell slot level above 1st.
You can use this feature twice per long rest. Starting at 6th level, you can use this feature a number of times equal to your proficiency bonus per long rest.
The damage die for this feature increases as you gain levels in this class, becoming a d6 at 6th level, a d8 at 10th level, and a d10 at 14th level.
6th-Level: Arcane Stunner