Powder Mage

Powder Sense
Beginning at 2nd level, you gain the ability to sense large stores of wraithpowder nearby. As an action you can expend a 1st level spell slot to detect any amount of wraithpowder or raw wraithstone within 60 feet of you, when you do so you detect the approximate direction, distance, and amount of powder.

Empowered Shot
When you reach 2nd level you learn to empower you firearm attacks with magic. When you gain this feature, you learn two Empowered Shot options of your choice (see “Empowered Shot Options” below).

Once per turn when you make an attack roll with a firearm, you can apply one of your Empowered Shot options to the attack. When you do so you must expend one spell slot, the level of which determines the effectiveness of the shot. Some options have a minimum spell slot level.

You gain an additional Empowered Shot option of your choice when you reach 6th, 10th, and 14th level in this class. Additionally, each time you gain a level in this class, you can replace one shot option you know with a different one.

Enhaced Attack
Beginning at 6th level, you can add you Intelligence modifier (minimum of one) to damage rolls with firearms.

Manipulate Powder
Upon reach 10th level you gain the ability to alter the explosive properties of wraithpowder. Whenever a creature you can see makes an attack roll with a firearm you can use your reaction to either prevent the detonation of the powder, causing the weapon to misfire, or enhance the explosive force of the charge, causing the weapon to deal damage as though it were overloaded. You can use this feature a number of times equal to your Intelligence modifier (minimum of one) and regain all uses after finishing a long rest.

Infused Rounds
At 14th level you gain the ability to store your magic within a firearm bullet. At the end of a long rest you can touch one piece of ammunition, and store a spell in it, choosing a spell from the your spell book. This spell must be of 5th level or lower (but cannot be a cantrip), deal damage in an area of effect, have a casting time of 1 action, and an instantaneous duration. When you do so you must expend one spell slot of the appropriate level using all necessary components, you cannot regain this spell slot through any means until the shot has been fired or you release the magic as an action.

Whenever the infused round is fired, the spell is cast at the same time. If the spell is a line or cone, the origin of the spell is the space occupied by the creature that fired the round, and extends towards the target of the attack. If the spell is a circle, sphere, cone, or cylinder, the point of origin is the space occupied by the creature targeted by the attack roll. If the attack roll fails the spell is still cast normally.

Infused rounds cannot be enhanced by the Empowered Shot feature.

Empowered Shot Options
Note to players, these options are still under construction. Originally you didn't expend spell slots to use them so their effects are pretty weak. They haven't been rewritten to scale up with spell level yet, but I left this text in so you guys could get a sense for roughly how each option works.

Concussive Shot
Minimum 2nd level spell slot

You cause your shot to ring with a thunderous shriek. On a hit, the target takes an additional 1d8 thunder damage and suffers disadvantage on their attack rolls until the start of your next turn. This damage increases by 1d8 for each spell slot level above 2nd.

Explosive Shot
Each creature within 10 feet of the target of your attack must make a Dexterity Saving throw. On a failed save, they take 1d6 fire damage. This damage increases by 1d6 for each spell slot level above 1st.

Phantom Shot
Minimum 2nd level spell slot

The sound made by your shot is magically muffled, making it completely inaudible. Additionally, the attack deals an additional 1d8 necrotic damage. This damage increases by 1d8 for each spell slot level above 2nd.

Rooting Shot
Your shot deals an additional 1d6 damage and the target must make a Strength saving throw. On a failure, the creature's speed is reduced to 0 until the start of your next turn. The damage dealt increases by 1d6 for each spell slot level above 1st.

Seeking Shot
Minimum 3rd level spell slot

You make your attack roll with advantage, and, on a hit, the attack deals an added 2d8 force damage. Additionally, on a hit, the target is marked with a soft glow of magical light, until the start of your next turn attack rolls against the creature have advantage. The force damage dealt increases by 1d8 for each spell slot level above 3rd.

Toxic Shot
The target takes an additional 1d6 poison damage when struck by this shot. For 1 minute at the start of each of the creatures turns they must make a Constitution saving throw, on a failure they take another 1d6 poison damage. The initial damage increases by 1d6 for each spell slot level above 1st.