Base Class: Ranger
Gundo Mages are different from any other normal mage. They are artificers that share the need of the hunt and adventure the way rangers do. These artificers use tools for spellcasting, these tools are called Gundo's. They are created to simplify rituals and incantations for the casting of spells. That being said they have a weaker physique than normal rangers but make up for it in tracking skills, magical awareness, and overall skill.
Magical Knowledge
Due to your magical studying before you went on the hunt you have proficiency with arcana and gain advantage with Wisdom (Perception) and (Survival) checks.
Gundo
At 3rd level, use the power of your Gundo to let fly magical spells and bullets at your foes. When you gain this feature you learn two Gundo spells of your choosing. Once per turn when your fire an arrow or bullet you can apply one of your Gundo spells to the attack as a part of that action. You decide to use the option when the projectile hits, unless the option doesn't involve an attack roll. You have a number of uses of this ability equal to 1+ your intelligence modifier (minimum of 1), and you regain all expended uses when you finish a short or long rest.
You gain additional Gundo spells when you reach certain levels in the class, 6th level, 9th level, 12th level, 15th level, and 18th level.
The Annihilator
Go, that which exterminates! The Annihilator! As an action your projectile turns into a large beam with a 5 ft width and 5ft length that extends out to 15ft. This beam does 3d8 radiant damage on a failed save, at higher levels 9th level 4d8, 15th level 5d8.
The Blinder
Exploding light, Go! The Blinder! As an action you let fly a magic bullet that explodes into a ball of light and blinds any creature within a 25ft sphere where the bullet has been shot. Wisdom Save DC 14.
The Boiler
Explode! Seething Heat, The Boiler! As an action when you fire a projectile splash boiling hot water in a 10ft area that stays on the surface of a ground for 3 turns. If the surface is corrodible it will corrode away as if eaten by acid. This spell does 3d6 acid damage, 4d6 at 9th level, 5d6 at 12th level.
The Breaker
Explode! Fracture and crush, The Breaker! As an action break through magical barriers and dispel curses.
The Burner
Exploding Blaze, Go! The Burner! As an action send out a burst of flame. All creatures in a 15ft sphere centered where the projectile is shot takes 3d6 fire damage, 5d6 at 12th level, 7d6 at 18th level.
The Cloaker
Come! Invisible Shroud! The Cloaker! As an action you turn allies in a 5ft sphere around you and yourself invisible for 4 turns.
The Commander
Come, the controller which stops! The Commander! As an action you silence enemies and can counterspell enemies.
The Floater
Come, Exhilarating Air! The Floater! As an action you and all creatures within 5 ft sphere of you start floating for 3 turns. If under water it will create a 5ft sphere in the water that allows the user and others in it to breathe. Wisdom Save DC 15.
The Intruder
Come! The Intoxicating air, The Intruder! As an action you poison the surrounding air of a target for 30ft sphere with a 15ft radius dealing 3d8 poison damage on a failed save. This intoxicating air moves away from you 5ft on the end of your turn.
The Locator
Come, Resounding Perception! The Locator! As an action you let fly a magic bullet that locates objects and creatures with magical sonar. It senses everything and maps it out to you within a 50ft area where the bullet is shot. Wisdom Save DC 14.
The Ripper
Fly! Blade! The Ripper! use a magic bullet as an action to let fly the ripper. The ripper deals magical bullet damage and 3d4 slashing damage which upgrades to 4d4 at level 9 and 5d4 at level 15.
The Silencer
Come silence which speaks not. The Silencer. As an action you can mute sound and increase your stealth for 4 turns.
The Slugger
Come, strike and crush! The Slugger! As an action you let fly a magic bullet that does the magic bullets initial damage plus 3d6 bludgeoning damage that increases at later levels. Level 9 4d6, at level 15 5d6 damage. This spell does critical damage to items and objects.
The Sucker
Come! Canceller of Sounds! The Sucker! As an action you can cast a silence over an area.
Magical Hunter
Studying magical creatures all your life has given you advantage against them. When hunting or attacking a creature with a spellcasting ability you gain advantage against attacking and advantage against their spell attacks.
Spell Hunter
Upon studying ways to counter magical beings while on the hunt you have learned to steal spells. When you cast a spell against a creature and it fails a saving throw you regain 1 gundo spell for every failed save.
Niva Meraviglios
While on the hunt your gundo has evolved after absorbing magic from the creatures you've killed. You now gain the ability to go into Niva Meraviglios mode. This mode allows you to shoot Meraviglios, a large scale beam that which does 5d10 radiant damage in a 10ft beam that ranges 50ft. In addition all creatures have disadvantage on all spell attacks against you for 2 turns.