Base Class: Artificer
You've learned to empower guns, and can use bullets to activate your spells for greater effect. Using your magical and technical expertise, you can fill the gap on a battlefield with useful utilities or exceptional explosions with ease.
After founding their stronghold and setting up their shops in whetever city that can support their trade, the GunFusers have been fighting and building non stop to prove what they're capable of.
Firearm Specialist
You know the in and out of guns better than most, and you know how to use them better than that.
You gain proficiency with all guns.
Aprentice Infuser
You're trained to use your gun as a spell casting focus. You have to spend an hour studying a new gun for it to be your spellcasting focus. You can add any prepared spell with the instant action tag to a ranged weapon attack from your gun.
The spell must be stated before firing at the specified target. Roll each shot as a ranged weapon attack when used this way.
A single target type travels with the bullet and strikes with the bullet.
A line or cone spell type activates from the barrel of the gun in the direction the bullet is going but travels its standard distance.
An area of effect type spell activates with the center point being the point of impact of the bullet.
When using a spell over 1st level, the guns misfire score raises by one each time.You use the ammo loaded, and expend the spell slot used for the spell.
Mechanical Efficiency
Your off hand is still important, and you've developed a good way to fuse tech or magic into using it efficiently.
You've learned to reload and maintain your weapons efficiently, using technology and/or magic.
Develop a system to unjam, reload, or lower your misfire score by 1 with one hand as a bonus action. You cannot lower the guns misfire score lower than its original amount.
Free Infusions
Through study and experience you've learned to channel with your gun more easily.
You can infuse and shoot one more shot each round when you attack with your gun
You can only use a spell of 1st level or lower, and if you use a centrip it's used as if it were lvl 1.
Ammo is used as normal.
Critcal Mass Explosion
A critical counts if you roll a 19-20.
Either half of the damage you deal total, effects the same target at the start of their next turn OR you deal half of the total damage to targets within 10ft of the original target.