School of the Gunmage (5e Subclass)
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The Arcane Tradition of the Gunmage emphasizes the use of a firearm as an arcane focus. Given that the firearm is a recent technological development, the Gunmage School is a new one, but is growing in popularity due to its versatility and appeal.
|Spell and Shot woven together in a devastating combination.|
When adopting this tradition at the 2nd level, you gain proficiency in all firearms, as well as gunsmith's tools.
You can use a firearm as an arcane focus. It still functions as a regular firearm would, and can fire mundane ammunition. Such a gun is bound to you, through a 1-hour ritual (similar to the Eldritch Knight's Weapon Bond). You may bind only one gun this way. These weapons are considered magical for the purposes of overcoming resistance and immunity.
You can use your arcane gun to cast damage-dealing spells that use a ranged attack your intelligence will be applied to the damage; if you cast a spell which targets more than one creature or deals damage within an area, this bonus will be applied once to each creature, even if it's hit more than once. Mundane attacks still use your dexterity modifier in attack and damage rolls; however, when using a spell the intelligence modifier will be used instead. Magic Missile may also be fired through the gun.
In addition, you can cast a cantrip using your arcane gun if it requests a ranged attack; the cantrip's attack roll is considered a ranged weapon attack from your weapon, so you'll use your dexterity modifier to the attack roll and applies any weapon's modifier, also having the same attack range; however, you can add your intelligence to the cantrip's damage roll.
At the 6th level, you can expend a spell slot as a bonus action to create an arcane round in the barrel of your Arcane Gun. An Arcane Gun can only have one such shot in it at a time. The next shot fired from the weapon in the next 10 minutes will fire this stored energy.
This attack has a range of 200 feet, uses your Intelligence modifier, deals a type of damage that you choose upon creating the round (acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder) and deals 1d10 damage per the level of the spell slot expended,in addition to your Intelligence modifier. This counts as a ranged weapon attack, as well as casting a wizard spell.
At 10th level, your Arcane Gun has a +1 bonus to attack and damage rolls. When using your Arcane Shot feature, you score a critical hit on a dice roll of 19-20, and deal an additional 2d10 damage.
At the 14th level, spells cast through your arcane gun and mundane attacks ignore a creature's resistances. Mundane attacks fired through the gun deal an additional 1d10 force damage.