The Gunsmith v0.1

The slight whir of gears rotating in place, the thoughts of creation racing faster in your mind than ever before... You awaken in a cold sweat and jot down the now fleeting memories from your waking nightmare. Cold steel, flint, a dusty substance. Upon the parchment is a clockwork device the likes you have never seen before, a terrible creation, heretical in nature itself... but tempting to be made. Soon your inexperienced hands move on their own, as if a guiding force drags your fingers across the carefully made gears, maneuvering the tools like an expert. Eventually, your creation is complete, and you shudder as you now look upon the weapon from afar. This... was not your doing, this could never have been you... but you suppose, that it is now. "Loosely" Inspired by Critical Role, and uses Matthew Mercer's Gunslinger subclass as a base.

Expanded Spell List The Gunsmith lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Spell Level Spells 1st Compelled Duel, Ensnaring Strike 2nd Branding Smite, Magic Weapon 3rd Conjure Barrage, Lightning Arrow 4th Fabricate, Fire Shield 5th Banishing Smite, Conjure Volley

Firearm Proficiency Starting at 1st level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms. You also gain proficiency in Tinkers' Tools, applying similar effects to Tinkers' Tools checks.

Bound to the Bullet At 1st level, you acquire a golden bullet with your name on it. This bullet is what links you to the Gunsmith, a mysterious figure of myth and lore. When you have this bullet with you, you can use your Charisma modifier, instead of Dexterity, for attack and damage rolls with your firearm. If you lose the bullet, it will reappear in your pocket after a long rest. Another effect of this bullet in your possession is the ability to create firearms. During a long rest, you can forgo the benefits in order to craft one of three firearms, the Six Shooter, the Emperor, or the Hand Cannon, the stats of which are detailed at the end of the document. You cannot create a firearm if you already have one, and you can only exchange the firearm during a long rest. You can also create bullets during a short rest. The materials required to make the bullets are supplied by your patron.

Firearms: Firearm Properties Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master's Guide. Firearms are ranged weapons.

Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.

Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon's Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker's Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be repaired out of combat at half the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon's misfire score by 1.

Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.

Accelerated Thoughts When you reach 6th level, you gain immense awareness during the thrill of battle. You gain proficiency in the investigation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. Also, you now can add your charisma modifier to your initiative rolls.

Ethereal Shot At 10th level, the Gunsmith grants an ethereal ally to those who excel in battle. When an ally within 30 ft. of you scores a critical hit, you can choose to use your reaction to take a shot against the target as well. This shot deals force damage, and cannot be altered by any abilities or effects (Such as critical hits or the Sharpshooter feat).