Gunsmith

Mechanics who choose the Gunsmith archetype specialize in crafting various Guns for their Group, and modifying them to their will. They can be a valuable ally to have as they can create guns that might just save their, or their allies', lives one day.

### **Firearm Proficiency**

Starting when you choose this Archetype at 3rd level, you gain proficiency in firearms, allowing you to add your proficiency bonus to all attack rolls made with firearms.

### **Refined Gunsmith**

When you choose this Archetype at 3rd level, You can craft different Guns at different levels. Refer to the Gun table below to see which Guns you can craft at your level.

 **6** | Shotgun
 **10** | Rifle
 **15** | Submachine Gun
 **20** | Machine Gun

### **Firearm Modifications**

At 6th level, you can modify your firearms, which enhance their physical capabilities in a variety of ways. You can spend a short or long rest to add a modification to any firearm. Each firearm may only have one modification. The list of firearm modifications are at the end of this Subclass description.

### **Expert Gunsmith**

At 10th level, your craft is honed to a deadly efficiency. You gain the following benefits:

* You add +2 to all attack roles made with a Firearm you Crafted.
* You add your Proficiency Bonus to all damage rolls you make with a firearm you crafted.

### **Masterwork Gunsmith**

At 15th level, your craft is now tried and true, and you have unlocked the best potential for your weaponry. You gain the following Benefits:

* When you score a critical hit using a firearm you crafted, you add one extra damage dice when determining the damage of the hit.
* If you kill a creature with a firearm you crafted, you regain 3 Energy. This Increases to 5 at 17th level, and 7 at 20th level.

## **Firearm Modifications**

### **Bayonet**

*Prerequisites: Rifle, Submachine Gun, Machine Gun, or Shotgun*

* You can attach a Bayonet to the front of your firearm. You can use your action to do a melee attack against any creature within 5 Ft. of you using your firearm. The melee Attack does 1d4 Piercing damage + your Strength Modifier.

### **Close Quarters Adjustments**

*Prerequisite: Firearm does not have the two-handed property*

* Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged weapon attack rolls. In addition, when you would be able to make an opportunity attack against a creature, you can make a ranged weapon attack using this firearm as your reaction instead.

### **Flashlight**

* You can attach a Flashlight to the end of your firearm. This gives you Darkvision of 60 Feet.

### **Multi-shot**

*Prerequisite: Firearm has the two-handed property*

* You can fire three shots at once on your turn as an action. You roll an attack die for each and the second two are rolled with disadvantage. You roll damage for each of the shots that hit your target.

### **Precision Scope**

*Prerequisite: Firearm has the two-handed property*

* You can use your bonus action to aim the firearm, and the next ranged weapon attack you make with the firearm on this turn ignores half cover and three-quarters cover. The Scope also gives the Firearm +10 to it’s Range and +2 to the attack roll.

### **Quickfire Mechanism**

*Prerequisite: Firearm does not have the sound suppressor modification*

* After making a ranged weapon attack using this firearm, you can use your bonus action to make another ranged weapon attack..

### **Sound Suppressor**

*Prerequisite: Firearm does not have the explosive property or the quickfire mechanism modification*

* Creatures past 20 Feet cannot hear the Gunshot.

### **Spring Holster**

*Prerequisite: Firearm does not have the two-handed property*

* You can stow or draw the firearm freely without using an action.