You start with the following equipment, in addition to the equipment granted by your background:

Firearm

Beginning when you take this class at first level, you have invented a volatile firearm at the forefront of weapons technology.

Firearm Dice. Your firearm is a one-handed ranged weapon that you are proficient with that has the loading and ammunition properties, and a range of 30/60. It has a pool of Firearm Dice, which increase in number as you gain levels in this class, as shown in the Gunsmith Features table. At first level, the pool contains 2 dice, which are d6s. Whenever you score a hit with your firearm, you roll all of the dice in the pool to calculate damage. Therefore, at first level, the base damage of your firearm is 2d6 piercing. The increase in damage dice represents both gradual modification and technique improvements.

Wear. If at any time one of the Firearm Dice you roll for damage results in a 1, the weapon has a slight misfire. It deals damage as normal, but the die that rolled a 1 is removed from the pool until you take a long rest, at which point you are assumed to use the downtime to fix up your firearm. You always have at least one die in your pool; at which point rolling a 1 has no effect. On a critical hit, you roll twice the number of dice in your pool, and rolling 1s does not result in any wear.

Repair. During a short rest, you can attempt to repair some of the weapon’s wear. To do so, you expend 5 gp worth of supplies and make an Intelligence check aided by your Tinker’s Tools. If you meet or exceed the repair DC as shown in the damage dice chart (which starts at 16 - see Innovations list), you return one of the dice back to your pool. The mending spell can return one die to a firearm pool when cast.

Ammunition. Each time you take a long rest, you can fashion 20 rounds of ammunition for your firearm.

Saving Throws. Some of your gunsmith abilities require your target to make a saving throw to resist the feature's effects. The DC for these saving throws is calculated as follows:

Gunplay save DC = 8 + your proficiency bonus + your Intelligence modifier.