Gunslinger Focus: Gunmaker

***Rather than firing guns, your expertise comes with making them. You're a brilliant mind full of ideas and innovations that come with the new technology at your fingertips.***

### Gunsmith's Trade

Beginning at 1st level, you can make Master Quality firearms by spending an additional 150gp instead of an additional 300gp. Additionally, when crafting firearms and attachments, you make progress in 150gp increments per day.

### Safety

At 1st level, as a bonus action, you can set or remove the safety on a firearm you’ve made. By doing so, creatures are unable to fire your firearm unless you teach them how to remove the safety or they succeed on an Intelligence check equal to 8 + your Intelligence modifier + your proficiency bonus.

### Ergonomic Grip

At 2nd level, you cannot be disarmed of your firearms while you wield them. Additionally, you gain a +1 bonus to attack rolls with firearms.

### Blunderbuss

Starting at 6th level, you are capable of making pellet ammunition (located under Firearm Equipment) for carbines, pistols, and rifles following the Gunslinger rules for crafting ammunition.

### Improved Attachments

Beginning at 8th level, attachments you make have become better than the standard. This applies to all attachments you've made prior to this level:

* Bipod- Carbines and rifles can attach bayonets as well as a bipod to their carbines and rifles.
* Extractor- You can apply extractors you create to all firearms.
* Gas Disperser- Gas dispersers you make no longer impose a penalty on firearm range.
* Scope- Objects and creatures viewed through scopes you create are seen at twice their size. Additionally, firearms gain a +1 bonus to attack rolls with an attached scope.

### Experimental Firearm

At 17th level, you devise a schematic for a highly experimental yet potentially powerful firearm. This experimental firearm cannot be of Master Quality until you reach 20th level, but it does benefit from your Gun Care feature. You can craft this firearm as you would any other firearm; if it is akin to a firearm you currently possess, you can modify the one in your possession for one quarter the cost of the experimental firearm. Any creature not proficient with this kind of firearm increases its misfire score by 2. If a firearm possesses special ammunition, you can craft this ammunition (located under Firearm Equipment) using your Gunsmith feature. These weapons are unaffected by your Minie Ball feature. A firearm can use normal ammunition or special ammunition associated with it. Choose one experimental firearm from this list:

* **Carbine, Cut-Down**: This lightweight carbine has had its stock and barrel cut down a fair bit, allowing it to be wielded in one hand. Given it’s lighter weight and smaller frame, it’s likely more prone to cracks and breaking. A mechanism has been added which allows the quick chambering of rounds.

625gp, 5lb., 2d6 piercing, Ammunition, Booming, Misfire (3), Range (130/500), Reload (5)

* **Derringer, Hairpin**: This derringer can fire under the slightest bit of pressure.

200gp, 1lb., 1d10 piercing, Ammunition, Booming, Misfire (3), Light, Point-Blank, Range (15/20), Reload (1), Undersized

*Hairpin Trigger*: Your first attack with this weapon on your turn doesn’t expend your action.

* **Pepperbox, Repeating**: This pepperbox has a repeating hammer as the barrels cycle. This allows for rapid firing. The small parts needed don’t always work as well as intended however.

975gp, 4lb., 2d4 piercing, Ammunition, Booming, Misfire (4), Range (50/90), Reload (5)

*Wind Up*: As a bonus action, you can spin the barrels of this firearm which spin until the end of your turn or until you attack. Using your action to attack causes all barrels to fire in a short burst. You can make as many attack rolls as you have rounds in the firearm. When you make these attacks, your firearm’s misfire score increases by 1.

* **Pistol, Manstopper**: This pistol is much bulkier and longer than the standard pistol, allowing it to fire larger rounds of ammunition.

375gp, 3lb., 2d8 piercing, Ammunition, Booming, Misfire (3), Range (70/100), Reload (1)

* **Rifle, Auroch**: Made for hunting large beasts, this firearm carries enough firepower to fell them; and as such, it is prone to cracks and breaks.

750gp, 12lb., 3d10 piercing, Ammunition, Booming, Heavy, Misfire (4), Range (250/800), Reload (1) Two-Handed

*Ammunition*: Armor Piercing Rounds