Base Class: Fighter
Arcane Gunslingers master the use of firearms. While fighting, they use an excellent eye to be able to pick off their targets from afar.
Restriction: Anthro-Canines only
You must be an Anthro-Canine to join this class. Since knowledge of making firearms and gunpowder is limited in its reach to just Anthro-Canines, it makes sense that only Anthro-Canines learn to use it. Your DM can suspend this restriction if it doesn't apply to your specific game.
Firearm expert
You have trained with the effective use of firearms both close up and at range. You have proficiency with Firearms. In addition, you gain proficiency with tinker's tools, and can spend 1 hour using your tools to repair a firearm.
Accurate Shot
At 3rd level, you begin to understand properties of ranged weapons, especially firearms, better.
You ignore disadvantage on attacks with ranged weapons when you are within 5 feet of your target.
In addition, you can try to fire a loading weapon every round. To do this, you must succeed on a Dexterity (sleight of hand) check, with a DC set by the DM. If you succeed, you can ignore the loading property of the weapon for this combat only. If you fail, you waste 3 shots or pieces of ammo trying to load quickly.
Arcane Bullets
At 7th level, you learn how to infuse your shot with magic.
You learn 3 bullet infusions. To copy one of your infusions onto a bullet or other piece of ammunition, you must spend 30 minutes preparing the shot and infusing it with magic. When the bullet hits, it conveys the infusion's affect. Sometimes, a bullet looses its infusion even if it misses. In that case, you cannot use that infusion until the bullet is re-infused.
Sometimes, a bullet infusion requires a saving throw. The DC for that saving throw equals 8 + Your proficiency bonus + Your strength or dexterity modifier.
When you gain a level in this class, you can swap out one of the bullet infusions you know for another one. The number of bullet infusions you know increases to 4 when you get to 15th and all 5 at 18th level.
Binding bullet
The creature the bullet hits is restrained for 1 minute or until they break free.
Dividing bullet.
When your bullet is in mid air, it divides into several smaller bullets. The target the attack hits takes 2d12 piercing damage instead of normal damage from the attack. If the bullet misses, this infusion is wasted.
Flaming Bullet
The bullet deals an additional 1d8 fire damage to the target. If you miss, the bullet loses this infusion.
Stinking bullet
The bullet emits a Stinking Cloud spell when it hits.
Warding Bullet
The creature the bullet hits cannot willing move within 10 feet of you. In addition, the creature has disadvantage on attack rolls against you for 1 minute or until it succeeds of a saving throw against your Arcane Bullets save DC.
Archer's Eye
You are so trained with ranged weapons that you can turn a certain miss into a hit just by aiming right.
You have 3 uses of Archer's Eye. You can expend one use before making a ranged attack roll gain advantage on the roll. The number of uses increases to 5 at 18th level.
You regain all expended uses of Archer's Eye when you finish a short or long rest.
Indomitable Shot
At 18th level you are almost one with your firearm.
You completely ignore an kind of disadvantage, along with 1/2 and 3/4 cover when making a ranged attack. If you miss a target behind cover and you didn't roll a natural 1, you automatically hit the cover instead.
In addition, you can expend 2 uses of your Archer's Eye to make an overpowered shot. You gain a -3 to the attack roll but a +5 to damage for that one shot. If you score a critical hit with an overpowered shot, the target take double the maximum damage possible for the damage dice, ignoring the +5.
Sharpshooter
At 10th level, you learn how to carefully pick off targets with your ranged weapon in hand.
If you don't move on a turn, you can use a bonus action to assume an accurate position. When you do, you must make a Dexterity check as if you were hiding. On a success, you assume a position that is out of other creature's sight lines but that you can still fire from. While in this position, you gain 1/2 cover and a +1 to all ranged weapon attacks.
Each time you attack from your accurate position, you must make another Dexterity check to hide. If you fail, you no longer have 1/2 cover or the +1, and all creatures that can see you know where you are.
Loader Spirit
At tenth level, you can summon a spirit that loads your weapons.
As an action, you can summon a loader spirit. If you are good or neutral, the spirit is a Fey that has immunity to all damage and no effective attacks. If you are evil, the spirit is a Fiend that has immunity to all damage and no effective attacks. When you fire your ranged weapon, the spirit then takes the weapon and reloads it. The spirit conjures up ammunition for each shot, preserving you ammunition. It then deposits the weapon in your hands, ready to fire, at the beginning of your next turn.
The spirit lasts until combat ends or you use a bonus action to dispel it. Either way, you can't recall your loader spirit until you finish a short or long rest.






