Note to group: Don’t forget to upgrade max HP on Lvl 2 characters, and hit dice numbers
So a possible house ruled version of an Arcane Gunslinger:
Ability Adjustment: 1 to Dex, Int, or Con
Starting HP: 6Con modifier
Armor Proficiencis: Light and Medium
Weapon Proficiencies: Pistols, Simple Weapons
Suggested background: Artisan(Blacksmith), Alchemist
Suggested Specialty: Sharpshooter
Equipment: Leather armor, pistol, mace, adventurer’s kit, shell reloading tools, 60 rounds, 35 gp
Pistol stats: 1d10 piercing damage range 45 ft. It takes one action to reload your pistol.
Hit Dice: 1d6 per level
Hit Points: 1d6+con modifier per level
Attack bonus: Follow Ranger chart
Spellcasting: You take your spell like abilities from the Wizard’s evocation list. You are able to learn up to two spells at each level up to 5, and then 1 spell up to level 9 spells. Follow the Wizard’s spell slot progression for when spell levels are available.
Whichever spells you choose to learn are permanent. You do not have the ability to change these, unless it is during the leveling up process.
Six Shooter/Magebound: You have developed, and learned how to use a six chambered firearm. An Arcane Gunslinger gains the ability to bind their firearms to their very essence. He may bind a number of firearms equal to his Intelligence modifier. This ritual takes about 2 hours of focus, and grants the weapon a +1 bonus enhancement.
Craft Musket/Pistol/Ammunition: At 1st level, the Arcane Gunslinger becomes so familiar with the workings of firearms, they are able to create their own muskets or pistols. This process takes a week of uninterrupted work, and 250gp of raw materials for a musket, 125gp for a pistol, and requires a Blacksmith check (DC20). 20 bullets may be made with a day of work, 4gp of materials and a Blacksmith check (DC15).
Enchant Bullet: You can enchant a number of rounds per day equal to 1/2 of your intelligence modifier plus your level. 1/2(IntMod+Lvl).
Expertise: You have 2d4 to augment your attacks that represent your level of experience with your weapon. You can regain them after a short, or long rest, or take an action during combat to regain one. Gain additional die at levels 5, 7, 9. At level 10 convert to d6’s.
-—-Ricochet: When you hit a creature with a ranged attack you can spend one expertise die to ricochet into a creature within 5 feet of the original target. The chosen creature takes damage of the same type as the original equal to the expertise die plus Dex modifier.
-——-Force Augmentation: Before you roll to hit you declare your use of this power. Add 1d4 to your damage roll, and all of the damage dealt is force type.
-——Steady Aim: Before you roll to hit you declare your use of this power. Add 1d4 to your attack roll to hit.
-Reckless Barrage: Once per day you fire all of the remaining rounds in your pistol in a cone to the end of their range. You attack all creatures in that cone (up to 6) with disadvantage.
-Extra-Dimensional Holstering: At 2nd level, an Arcane Gunslinger may place their magebonded firearms into an extra-dimensional space always located around themselves. They may summon or unsummon their magebonded firearms as if drawing a weapon.
Lightning Hands: At 3rd level, an Arcane Gunslinger can reload their firearms as a free action.
Craft Modified Rounds: DC 20 craft check, produces 6 rounds per hour spent. Do an additional +1d6 typed damage depending on the reagents used.
-Steady Hand: If you don’t move this turn, make your firearm attack with advantage.
-Point Blank Shot: If firing at an enemy within 10ft. deal 2x weapon damage on a successful hit.
-Double tap: Once per turn roll the damage die for your weapon twice, and apply the total
Flash in the Dark: if the creature fails to Spot the gunslinger, then the gunslinger may sneak attack it. Add an additional 1d6 damage
Level 7: .
Just a Flesh Wound: Instead of dealing damage your attack randomly causes a status effect with a save DC equal to 10+1/2(Lvl +Int mod):
5 Knock prone
Rain of Fire: You may spend a full round to attack any creatures within range once as long as there is sufficient ammunition in your weapon.