Wizard
Base Class: Wizard

Gunsingers are arcane masters who see the firearm not as a simple weapon, but as a perfect conduit for raw magical power. They master a tradition of wizardry that blends high-speed duelist reflexes with precision marksmanship, culminating in the ultimate arcane artillery.

In combat, a Gunsinger's focus is absolute, channeling the flowing energy of their Gunsong to weave protection and enhance their speed. This intense concentration allows them to perform their signature maneuver: infusing a single, perfectly crafted bullet with a spell of their choice. They then unleash the full might of their magic down the barrel of their weapon, delivering effects ranging from destructive elemental energy to complex enchantments at the extreme range of their firearm. The result is a display of elegant, deadly precision that few can survive.

Level 2: Training in Arcane Marksmanship

You gain Profficiency in Firearms, Tinkerer's Tools, and Light Armor.

You also gain the Armor of Agathys  spell.

Fighting Style Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.

Level 2: Gunsong

Starting at 2nd level, you can invoke an Arcane magic called the Gunsong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.

You can use a bonus action to start the Gunsong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield. You can also dismiss the Gunsong at any time (no action required).

While your Gunsong is active, you gain the following benefits:

  • You gain a bonus to your AC equal to your Intelligence modifier. (minimum of +1)
  • Your walking speed increases by 10 feet.
  • You have advantage on Charisma(Persuasion) and Tinkerer's Tools checks.
  • You gain the ability to imbue your Arcane Bullet with a spell of your choice. (you must expend the chosen spells spell slot to imbue the bullet)

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Level 6: Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Additionally, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm, and reload as a Bonus Action on your turn.

Level 10: Absolute Concentration

At 10th level your firearm attacks score a critical hit on a roll of 19-20

Level 14: It's High Noon!

Starting at 14th level, While Gunsong is active you can target upto 4 targets dealing  and make a singular ranged attack action. Taking this action automatically ends Gunsong.

In addition Gunsong gains an attack bonus equal to your Intelligence Modifier (Minimum +1)