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  Gunsmith
  A half-elf grits his teeth as he racks another round in his rifle.
  Bringing his eye to the scope, he locks his sight on the orc
  charging towards him, exhales, and pulls the trigger.
  Releasing two shots as she dives through the cloud of
  smoke she made moments ago, a smiling gnome unclips a
  spherical canister from her belt and tosses it back into the
  room where it detonates in a ball of fire.
  The wind whistling through his beard as he stares down
  his opponent, a human as quick as lightning draws his pistol
  and sends a bolt of electric blue arcane energy crackling
  towards his target.
  Soldiers, sharpshooters and scoundrels alike, if they wield
  a firearm, then in some form or another, they are a gunsmith.
  Whether specialising in marksmanship, ordnance or adding a
  little arcane flare to their firearms, it is the gun that unites all
  gunsmiths and it is the gun that separates them from other
  adventurers.
  Cunning and Crafty
  While soldiers spent years mastering the arts of archery and
  swordplay and fletchers and blacksmiths honed their
  weapons to perfection, some minds were not satisfied with
  the innovation of the crossbow. The endless drive to advance
  what one considers the pinnacle of technology and inevitable
  experimentation with alchemical components and rare
  metals has unlocked the secrets of controlled explosive force.
  The few who successfully combine caution with cunning
  creativity and survive these trials of ingenuity go on to create,
  and deftly wield the first firearms.
  This class focuses on one’s ability to design, craft, and
  utilise powerful and dangerous ranged weapons. With
  creative innovation and immaculate aim, a gunsmith is a
  distant force of death on the battlefield. However, not a
  perfect science, firearms carry an inherent instability that can
  occasionally leave one without a functional means of attack.
  Such is the danger of new and untested technologies in
  worlds where the arcane reign supreme.
  A Thunderous Boom
  Subtlety is not something one associates with a gunsmith.
  Typically announcing their presence wherever they travel
  with a thunderous boom, it is no surprise that the life of an
  adventurer and the life of a gunsmith go hand in hand. Power
  with such a specificity for killing would have little use
  anywhere else.
  Something as dubious as the motivations of a gunsmith
  often remains a mystery, sometimes even to the gunsmith.
  Though a common goal can be found in wanting to test the
  limits of their technology, such lethal tools may cause a
  gunsmith to find themselves pursued by those with less than
  honourable intentions. However, so long as they are willing to
  accept the likelihood of the loss of their anonymity, any
  adventuring party will find a strong ally and a powerful
  warrior in a gunsmith and their arsenal.
  
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  The Gunsmith
  Level
  Proficiency
  Bonus
  Features
  Smithing
  Skill
  Grit
  Points
  1st
  +2
  Gunsmithing
  1
  ─
  2nd
  +2
  Crack Shot 
  (2 trick shots)
  1
  1
  3rd
  +2
  Shooting Style
  2
  1
  4th
  +2
  Ability Score
  Improvement
  2
  2
  5th
  +3
  Extra Attack
  2
  2
  6th
  +3
  Shooting Style feature
  3
  3
  7th
  +3
  Quickdraw, Crack Shot
  (3 trick shots)
  3
  3
  8th
  +3
  Ability Score
  Improvement
  3
  4
  9th
  +4
  Rapid Repair, Crack
  Shot (4 trick shots)
  3
  4
  10th
  +4
  Shooting Style feature
  3
  5
  11th
  +4
  Extra Attack (2)
  3
  5
  12th
  +4
  Ability Score
  Improvement
  4
  6
  13th
  +5
  Lightning Reload,
  Crack Shot 
  (5 trick shots)
  4
  6
  14th
  +5
  Shooting Style feature
  4
  7
  15th
  +5
  Crack Shot 
  (6 trick shots)
  4
  7
  16th
  +5
  Ability Score
  Improvement
  4
  8
  17th
  +6
  Shooting Style feature
  5
  8
  18th
  +6
  Hemorrhaging Critical
  5
  9
  19th
  +6
  Ability Score
  Improvement
  5
  9
  20th
  +6
  True Grit, Crack Shot
  (7 trick shots)
  5
  10
  Creating A Gunsmith
  The first and most important step in creating a gunsmith is
  deciding how your character came across the art of
  gunsmithing. Is it a long taught skill passed down through
  your family? Did an alchemical accident reveal to you the
  power of gunpowder and lead you to dedicate yourself to
  refining its application? Or perhaps you didn’t invent your
  first gun and instead stole it and having spent a number of
  years trying to unlock its secrets; only recently discovered its
  inner workings?
  What do want to achieve with your unique inventions? Do
  you plan to slay monsters, testing your metal and your mettle
  against ever more dangerous foes? Do you seek fame and
  fortune as a notorious gunslinger with a quick wit and an
  even quicker draw? Are your guns tools with which to enact
   
  your vengeance against someone who deeply wronged you
  many years ago? Do you see yourself as someone who
  enforces the law or thinks themselves above it? Or, are you
  terrified of the monstrous force of destruction you’ve created?
  Perhaps you fear you’ve unleashed a force upon the world far
  more deadly than magic? After all, magic takes dedication
  and devotion to master, but anyone with fingers can pull the
  trigger you forged...
  Quick Build
  You can make a gunsmith quickly by following these
  suggestions. First make Dexterity your highest ability score,
  followed by Intelligence. Second, choose the Guild Artisan or
  Soldier background.
  Class Features
  As a Gunsmith, you gain the following class features.
  Hit Points
  Hit Dice: 1d8 per gunsmith level 
  Hit Points at 1st Level: 8 + your Constitution modifier 
  Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
  modifier per gunsmith level after 1st
  Proficiencies
  Armor: Light armour, medium armour 
  Weapons: Simple weapons, firearms 
  Tools: Smith’s Tools, Tinker’s Tools
  Saving Throws: Dexterity, Intelligence 
  Skills: Choose 2 from Acrobatics, Arcana, Athletics,
  Intimidation, Investigation, Perception and Performance
  Equipment
  You start with the following equipment, in addition to the
  equipment granted by your background:
  (a) Scale Mail or (b) Studded Leather Armour
  (a) a Dungeoneer’s Pack or (b) an Explorer’s Pack
  A Pistol & Tinker’s Tools
  Gunsmithing
  Starting at 1st level, you can begin crafting firearms of your
  own design. Your skill at creating firearms is determined by
  your Smithing Skill which increases as you gain levels in this
  class according to the Smithing Skill column of the
  Gunsmith table. There are six standard gunsmithing options.
  Ammunition
  Muskets
  Pistols
  Revolvers
  Shotguns
  Wrist Pistols
  Crack Shot
  Beginning at 2nd level, you learn to perform powerful trick
  shots to disable or damage your opponents using your
  firearms.
  
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  Grit
  You gain a number of Grit points determined by your
  Gunsmith level, as shown in the Grit Points column of the
  Gunsmith table. Grit points are used to perform Trick Shots.
  You regain 1 expended grit point each time you roll a 20 on
  the d20 roll for an attack with a firearm, or deal a killing blow
  with a firearm to a creature of CR greater than or equal to
  half your level. You regain all expended Grit points after a
  long rest.
  Trick Shots
  You learn two of the following Trick Shot options of your
  choice. You learn an additional Trick Shot of your choice at
  7th, 9th, 13th, 15th and 20th level. Many Trick Shots enhance
  an attack in some way. Each use of a Trick Shot must be
  declared before the attack roll is made. You can only use one
  Trick Shot per attack. If a Trick Shot says it increases the
  misfire score of your firearm, the increase only effects that
  attack. Some of your Trick Shots require your targets to
  make a saving throw to resist the Trick Shot’s effects. The
  saving throw DC is calculated as follows:
  Trick Shot save DC = 8 + your proficiency bonus + your
  Dexterity modifier
  Bullying Shot. As an action, you can expend one Grit point
  and fire your weapon, using the powerful blast and
  thundering sound it produces to shake your enemy’s resolve.
  All hostile creatures within 60 feet, that can see and hear you
  must succeed on a Wisdom saving throw or become
  frightened of you for 1 minute. A creature can repeat the
  saving throw at the end of each of its turns, ending the effect
  on a success.
  Cauterizing Shot. You can use the hot barrel of your
  firearm to cauterize a wound. As a bonus action after making
  a firearm attack, you can expend one Grit point to regain hit
  points equal to 1d10 + half your Gunsmith level.
  Dazing Shot. When you make a firearm attack against a
  creature, you can expend one Grit point to attempt to dizzy
  your opponent. On a hit, the creature suffers normal damage
  and must make a Constitution saving throw or suffer
  disadvantage on attacks until the end of their next turn.
  Deadeye Shot. When you make a firearm attack against a
  creature, you can expend one Grit point to gain advantage on
  the attack roll.
  Disarming Shot. When you make a firearm attack against
  a creature, you can expend one Grit point to attempt to shoot
  an object from their hands. On a hit, the creature suffers
  normal damage and must succeed on a Strength saving
  throw or drop 1 held object of your choice and have that
  object be pushed 10 feet away from them.
  Forceful Shot. When you make a firearm attack against a
  creature, you can expend one Grit point to attempt to trip
  them up and force them back. On a hit, the creature suffers
  normal damage and must succeed on a Strength saving
  throw or be pushed 15 feet away from you.
  Fan The Hammer. When you make a firearm attack
  against a creature, you can expend one or more Grit points to
  attempt to make additional attacks against that creature by
  fanning the hammer of your firearm. You make a number of
  additional attacks equal to the number of Grit points spent.
  You make the initial attack as normal but each subsequent
  attack adds a cumulative +1 to the firearm’s misfire score.
  Piercing Shot. When you make a firearm attack against a
  creature, you can expend one Grit point to attempt to fire
  through multiple opponents. The initial attack gains a +1 to
  the firearm’s misfire score. On a hit, the creature suffers
  normal damage and you make an attack roll with
  disadvantage against every creature in a line directly behind
  the target within your first range increment. Only the initial
  attack can misfire.
  Pistol Whip. As an action or reaction, you can expend one
  Grit point to make an impromptu melee attack with the grip
  of your firearm. You treat your firearm as if it has the finesse
  property and make this attack with proficiency dealing 1d8 +
  your Dexterity modifier bludgeonging damage on a hit.
  Ricocheting Shot. When you make a firearm attack
  against a creature, you can expend one Grit point to ignore
  any cover the target has, including total cover, so long as
  there is a way for your shot to ricochet towards the target
  (DM’s discretion).
  Violent Shot. When you make a firearm attack against a
  creature, you can expend one or more Grit points to enhance
  the volatility of the attack. For each Grit point expended, the
  attack gains a +2 to the firearm’s misfire score. If the attack
  hits, you can roll one additional weapon damage die per Grit
  point spent when determining the damage.
  Winging Shot. When you make a firearm attack against a
  creature, you can expend one Grit point to attempt to topple a
  moving target. On a hit, the creature suffers normal damage
  and must make a Strength saving throw or be knocked prone.
  Shooting Style
  At 3rd level, you choose to specialise in a particular shooting
  style. Choose Bladebarrel, Grenadier, Head Hunter,
  Marksman, Vaquero or Spellslinger, all of which are detailed
  at the end of the class description. The style you choose
  grants you features at 3rd level and again at 6th, 10th, 14th
  and 17th level.
  Ability Score Improvement
  When you reach 4th level, and again at 8th, 12th, 16th and
  19th level, you can increase one ability score of your choice
  by 2, or you can increase two Ability Scores of your choice by
  1. As normal, you can't increase an ability score above 20
  using this feature.
  Extra Attack
  Beginning at 5th level, you can attack twice, instead of once,
  whenever you take the Attack action on your turn. This
  number increases to three when you reach 11th level in this
  class.
  Quickdraw
  When you reach 7th level, you add your proficiency bonus to
  your initiative. You can also stow a firearm and draw another
  firearm as a single object interaction on your turn.
  Rapid Repair
  Upon reaching 10th level, you learn how to quickly attempt to
  fix a jammed gun. You can spend a Grit point to attempt to
  repair a misfired (but not broken) firearm as a bonus action.
  
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  Lightning Reload
  Starting at 13th level, your practice and familiarity with
  firearms makes reloading them second nature. You can
  reload any firearm as a bonus action.
  Hemorrhaging Critical
  Upon reaching 18th level, whenever you score a critical hit on
  an attack with a firearm, the target additionally suffers half of
  the damage from the attack at the end of its next turn.
  True Grit
  At 20th level, your boundless resolve allows you to draw upon
  a limitless well of grit. Whenever, you start your turn with less
  than half your maximum Hit Points and have no Grit points
  remaining, you immediately regain 1 Grit point.
  Additionally, choose one Trick Shot option you already
  know. You can now perform this Trick Shot once without
  expending a Grit point and regain the ability to do so after a
  short or long rest.
  Shooting Styles
  While some would consider fighting with firearms a fighting
  style in and of itself, gunsmiths often find one particular
  approach to shooting more favourable than others. You
  choice of shooting style reflects your practice and aptitude in
  a particular manner of firearm combat.
  Bladebarrel
  Bladebarrels while fascinated and skilled with a firearm, have
  never forgotten about the reliability and power of the blade.
  Combining the two by affixing specially designed blades to
  the barrels of their firearms, bladebarrels become a threat on
  the battlefield at any distance and always have the right
  weapon for a fight.
  Expanded Arsenal
  When you choose this style at 3rd level, you gain access to a
  new Gunsmithing option, Gunblades. The rules for crafting
  and using gunblades are listed at the end of this class
  description along with the rest of the gunsmithing options.
  Additionally, you gain proficiency with martial melee
  weapons that deal piercing or slashing damage.
  Swift Strikes
  At 6th level, whenever you make a melee attack with your
  gunblade you can make a firearm attack with the same
  weapon as a bonus action.
  Additionally, you ignore disadvantage on firearm attacks
  made against creatures that are within 5 feet of you.
  Backfire
  Beginning at 10th level, you learn to use the concussive force
  of your firearm to empower your melee attacks. When you
  make a melee attack using your gunblade, you can
  intentionally cause your firearm to misfire and double the
  amount of damage the melee attack deals. You cannot make
  an attack in this way again until you repair your firearm.
  Combat Roll
  At 14th level, you make the most of your openings in combat.
  You can now take the Disengage action as a bonus action and
  reload your firearm as part of that same bonus action.
  Debilitating Shots
  Upon reaching 17th level, you use the power of your Trick
  Shots to gain the upper hand on your enemies in melee
  combat. Whenever a creature fails a saving throw to resist
  the effects of one of your Trick Shots, you gain advantage on
  all melee attacks against them until the end of your turn.
  Grenadier
  Those who weren’t satisfied with the crossbow went on to
  engineer the explosive force of the firearm, but some were
  still unsatisfied by even that. Grenadiers pack small canisters
  with explosive substances to create the pocket sized bombs
  they call grenades. Typically considered to have a death wish,
  even by other gunsmiths, grenadiers are often of the mindset
  that “if you’re gambling with your life, why not go all in?”.
  Expanded Arsenal
  When you choose this shooting style at 3rd level, you gain
  access to a new Gunsmithing option, Grenades. The rules
  for crafting and using grenades are listed at the end of this
  class description along with the rest of the gunsmithing
  options. The maximum number of live grenades you can have
  at a time equals twice your Smithing skill.
  Controlled Blasts
  Beginning at 6th level, you engineer your grenades to
  detonate in a controlled manner so that they only harm your
  targets. When you make a grenade attack, you can choose a
  number of creatures up to your Intelligence modifier
  (minimum of one creature), to automatically succeed on their
  saving throw against the grenade.
  Evasion
  At 10th level, you proficiency in causing explosions makes
  you equally good at dodging similar effects, such as a black
  dragon’s acid breath or a lightning bolt spell. When you are
  subjected to an effect that allows you to make a Dexterity
  saving throw to only take half damage, you instead take no
  damage if you succeed on the saving throw, and only half
  damage if you fail.
  Fastball Technique
  Beginning at 14th level, your quick throws allow you to follow
  up on your grenade attacks. When you use your action to
  throw a grenade, you can make one firearm attack as a bonus
  action.
  Shortened Fuse
  At 17th level, you can shoot your grenades causing early
  detonation and a harder to dodge blast. When you throw a
  grenade as an action, you can expend one Grit point to shoot
  your grenade causing all creatures within range of the blast
  to have disadvantage on the saving throw.
  
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  Head Hunter
  The firearm opened new doors for the experienced and the
  inexperienced killers alike. Whether seasoned assassins or
  scorned souls out for revenge, head hunters use bullets to
  mark their targets and then listen for the sound of metal
  scratching against bone to track their mark until their death.
  Humanoid Slayer
  Starting when you choose this style at 3rd level, you perfect
  your skills in tracking and killing humanoid creatures. You
  gain proficiency in either the Perception or Survival skill and
  you gain advantage on Wisdom (Perception) and Wisdom
  (Survival) checks made to track humanoid creatures.
  Marked For Death
  At 3rd level, you consign a creature to death by marking them
  with a bullet. When you hit a creature with a firearm attack,
  you can choose to mark that creature for death. For 1 minute,
  you always know the exact location of your mark even if they
  are invisible. The effect ends early if the creature moves more
  than 60 feet away from you, transitions to another plane of
  existence or you choose to mark another creature.
  You can mark a number of creatures per day equal to your
  Wisdom modifier. At 14th level, you can have two creatures
  marked at the same time. If you mark a third, the effect ends
  on the first creature you marked.
  Professional Courtesy
  Beginning at 6th level, you offer your mark the courtesy of a
  quick death by exploiting their weaknesses. Whenever you hit
  your mark with a firearm attack, you deal an additional 1d4
  damage of the weapon’s type. This damage increases to 2d4
  at 10th level, 3d4 at 14th level and 4d4 at 17th level.
  Expedient Executor
  At 10th level, your marks now have disadvantage on saving
  throws made to resist the effects of your Trick Shots. Your
  ability to determine your mark’s weaknesses give you the
  upper hand in combat.
  Inescapable Demise
  At 17th level, you refuse to let those you have marked for
  death escape their fate. When a creature you have marked
  leaves the 60 foot radius of your Marked For Death feature,
  you can use your reaction to expend one Grit point and
  immediately take an additional turn. As part of this turn, you
  can only use your speed to move closer to your mark and you
  can only make attacks against your mark.
  If your mark is still more than 60 feet away at the end of
  this turn, the mark fades and you must finish a short rest
  before you can use this feature again.
  Marksman
  A gunsmith’s lethality with ranged weapons is nigh
  unmatched except by the most skilled of archers, but a
  marksman’s unwavering accuracy is unmatched by all. What
  they lack in raw power they more than make up for with their
  ability to consistently hit their target, and there are few
  targets a marksman cannot hit.
  Expanded Arsenal
  When you choose this shooting style at 3rd level, you gain
  access to a new Gunsmithing option, Sniper Rifles. The
  rules for crafting and using rifles are listed at the end of this
  class description along with the rest of the gunsmithing
  options.
  Marksman’s Eye
  Beginning at 6th level, you train yourself to ensure your eye
  never leaves your target. You can cast the hunter’s mark spell
  once at 1st-level and regain the ability to do so after a short or
  long rest.
  Additionally, the benefits of your Deadeye Shot feature now
  extend to every firearm attack you make that turn.
  Steady Breathing
  At 10th level your steady breathing helps you ignore the
  distractions of the battlefield, allowing you to zone in on your
  target. As a bonus action, you can expend one Grit point to
  ignore disadvantage on firearm attacks against one creature
  of your choice until the end of your turn.
  Alternatively, you can expend one Grit point in the same
  fashion to end one of the following conditions affecting you:
  Blinded, Deafened, Frightened or Stunned.
  Unrelenting Aim
  By 14th level staying on target has become second nature to
  you. Whenever you make a firearm attack, you can treat a
  d20 roll of 9 or lower as a 10, unless the roll would cause
  your firearm to misfire.
  Vicious Intent
  At 17th level, your firearm attacks score a critical hit on a roll
  of 19-20, and you regain a Grit point on a roll of 19 or 20 on a
  d20 attack roll with a firearm.
  Vaquero
  It is not uncommon to see someone riding into combat atop a
  mighty warhorse. It is considerably less common to see said
  someone wielding firearms. These are the vaqueros of the
  world. Also known as cowboys or drovers, vaqueros are
  effective in both close and ranged combat whether mounted
  or not, a cowboy trusts the effectiveness of his ranged
  weapons but still appreciates the need to be able to give
  chase at a moments notice.
  Bonus Proficiencies
  When you choose this style at 3rd level, you gain proficiency
  in the Animal Handling skill. If you are already proficient, you
  can instead double your proficiency bonus for all Animal
  Handling checks you make.
  At Home in the Saddle
  Starting at 3rd level, you feel as comfortable in the saddle as
  you do with your feet on the ground. You have advantage on
  saving throws made to avoid falling off your mount. If you fall
  off your mount and descend no more than 10 feet, you can
  land on your feet if you’re not incapacitated. Finally, mounting
  or dismounting a creature costs you only 5 feet of movement,
  rather than half your speed.
  
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  Rider’s Bond
  At 6th level, your calm nature allows you to bond with mounts
  more easily. If you spend at least 10 minutes caring for and
  bonding with a mount, you gain advantage on all Animal
  Handling checks with that mount until you do something to
  harm or significantly scare it (DM’s discretion).
  Additionally, you add your proficiency bonus to your
  mount’s AC and to any check your mount makes while you
  can see it and you are able to maintain control of your mount
  without the use of your hands.
  Herd the Cattle
  Upon reaching 10th level, you master the ability to control
  enemies from the saddle of your mount. While mounted,
  firearm attacks you make against creatures that are within 5
  feet of you do not have disadvantage. Additionally, you can
  now use your firearms to make opportunity attacks against
  creatures when they leave your reach while you are mounted.
  Unmounted Combatant
  Beginning at 14th level, you train your mounts to remain
  effective in combat even while you are not riding them. On
  your turn, while you are not mounted, you can verbally
  command your mount to move up to its walking speed. You
  can use your bonus action to command your mount to take
  the Dash, Disengage, Dodge or Help action. Finally you can
  forgo one of the attacks granted by your Extra Attack feature
  to command your mount to take the Attack Action.
  Trusty Steed
  At 17th level, you’ve formed an inseparable bond with your
  mount. A mount under the effects of your Rider’s Bond
  feature has its hit point maximum increased by an amount
  equal to half your maximum hit points (rounded down) or
  four times your gunsmith level, whichever is higher, and you
  can summon your mount from up to 1 mile away with an
  audible call.
  Additionally, if a creature targets your mount with an attack
  that would cause it to drop to 0 hit points. You can expend
  one Grit point to have your mount drop to 1 hit point instead.
  Spellslinger
  There has long been a saying that “Any sufficiently advanced
  technology is indistinguishable from magic.” A spellslinger
  scoffs at that saying and instead combines advanced
  technology with magic. Infusing their arsenal with arcane
  power, a spellslinger has ammunition for every occasion.
  With the ability to perform crowd control or even more
  vicious single target damage, who needs a bullet when a
  fireball will do?
  Spellcasting
  When you reach 3rd level, you augment your firearms with
  the ability to cast spells. See chapter 10 of the Player’s
  Handbook for the general rules of spellcasting. The spells you
  can learn are listed in the Spellslinger Spell List at the end of
  this shooting style description.
  Cantrips. You learn two cantrips of your choice from the
  spellslinger spell list. You learn an additional spellslinger
  cantrip of your choice at 10th level.
  Spell Slots. The Spellslinger Spellcasting table shows
  how many spell slots you have to cast your spells of 1st level
  and higher. To cast one of these spells, you must expend a
  slot of the spell’s level or higher. You regain all expended spell
  slots when you finish a long rest.
  For example, if you know the first level spell magic missile
  and have a 1st-level and a 2nd-level spell slot available, you
  can cast the spell using either slot.
  Spells Known of 1st-Level and Higher. You know three
  1st-level spellslinger spells of your choice. The Spells Known
  column of the Spellslinger Spellcasting table shows you
  when you learn more spellslinger spells of 1st level or higher.
  Each of these spells must be of a level for which you have
  spell slots.
  For instance, when you reach 7th level in this class, you
  can learn one new spell of 1st or 2nd level. Whenever you
  gain a level in this class, you can replace one of the
  spellslinger spells you know with a spell of your choice from
  the spellslinger spell list. The new spell must be of a level for
  which you have spell slots.
  Spellcasting Ability. Intelligence is your spellcasting
  ability for your spellslinger spells, since you learn your spells
  through study, memorisation and integration into your
  firearms. You use your Intelligence whenever a spell refers to
  your spellcasting ability.
  In addition, you use your Intelligence modifier when setting
  the saving throw DC for a spellslinger spell you cast and
  when making an attack roll with one.
  Spell save DC = 8 + your proficiency bonus + your Intelligence
  modifier 
  Spell attack modifier = your proficiency bonus + your
  Intelligence modifier
  Spellcasting Focus. You can use a firearm of your choice as
  a spellcasting focus for your spellslinger spells. When using a
  firearm as a spellcasting focus you do not need to perform
  the somatic components for a spell and instead merely pull
  the trigger of your firearm casting the spell as if it had been
  shot from your gun.
  
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  Spellslinger Spellcasting
  Gunsmith
  Level
  Cantrips
  Known
  Spells
  Known
  1st
  2nd
  3rd
  4th
  3rd
  2
  3
  2
  ─
  ─
  ─
  4th
  2
  4
  3
  ─
  ─
  ─
  5th
  2
  4
  3
  ─
  ─
  ─
  6th
  2
  4
  3
  ─
  ─
  ─
  7th
  2
  5
  4
  2
  ─
  ─
  8th
  2
  6
  4
  2
  ─
  ─
  9th
  2
  6
  4
  3
  ─
  ─
  10th
  3
  7
  4
  3
  ─
  ─
  11th
  3
  8
  4
  3
  ─
  ─
  12th
  3
  8
  4
  3
  ─
  ─
  13th
  3
  9
  4
  3
  2
  ─
  14th
  3
  10
  4
  3
  2
  ─
  15th
  3
  10
  4
  3
  2
  ─
  16th
  3
  11
  4
  3
  3
  ─
  17th
  3
  11
  4
  3
  3
  ─
  18th
  3
  11
  4
  3
  3
  ─
  19th
  3
  12
  4
  3
  3
  1
  20th
  3
  13
  4
  3
  3
  1
  Arcane Arsenal
  Beginning at 6th level, firearm attacks made with your
  spellcasting focus count as magical for the purpose of
  overcoming resistance and immunity to non-magical attacks
  and damage.
  Additionally, when casting spells that require an attack roll,
  you can choose to use the attack bonus of your spellcasting
  focus in place of your spell attack bonus.
  Eldritch Afterburn
  At 10th level, you modify your firearms to harness the
  residual magic energy left in the barrel of your gun. After
  casting a spell of 1st-level or higher, firearm attacks made
  with your spellcasting focus deal an additional 1d6 force
  damage per the level of spell cast until the end of your next
  turn. You gain this bonus regardless of whether the spell hit
  or not.
  Homing Rounds
  At 14th level, you infuse your ammunition with the will to
  seek out the targets of your spell attacks. After hitting a
  creature with a spell of 1st-level or higher, firearm attacks
  made with your spellcasting focus gain a +1 bonus to hit, per
  the level of spell cast against that creature until the end of
  your next turn.
  You only gain this effect on creatures hit with spells that
  require a saving throw if they fail the saving throw.
  Improved Arcane Arsenal
  Starting at 17th level, the firearm you use as your spellcasting
  focus is magically reloaded whenever you cast a spell of 1st
  level or higher.
  Spellslinger Spell List
  Gunsmithing
  Firearms can be created at any level so long as you have a
  high enough Smithing Skill and sufficient funds . Certain
  firearm options require a specific Shooting Style to craft.
  Gunblades can only be created by Bladebarrels, grenades
  can only be created by Grenadiers and sniper rifles can only
  be created by Marksmen.
  Firearm and Ammunition 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 all ranged weapons.
  Bladed. This firearm has a blade attached to its barrel and
  can be used to make melee attacks. The blade’s damage and
  properties are the same as that of the normal weapon named
  next to this property.
  Burning. This ammunition deals an additional 1d8 fire
  damage on a hit.
  Hidden. You have advantage on the first attack you make
  with this weapon against a creature that fails a DC 15
  Wisdom (Perception) check to spot it.
  Expanding. This ammunition deals an additional damage
  die of the firearm’s type on a hit.
  Reload. The weapon can be fired a number of times equal
  to its Reload score before you must use your action to reload
  it. You must have one free hand to reload a firearm.
  Magical. Your firearm attacks count as magical for the
  purpose of overcoming resistance and immunity to non-
  magical attacks and damage.
  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 = 8 + misfire score).
  Cantrips (0 Level)
  Acid Splash
  Chill Touch
  Fire Bolt
  Poison Spray
  Ray of Frost
  Thunderclap (XGE)
  1st Level
  Chaos Bolt (XGE)
  Chromatic Orb
  Ensnaring Strike
  Hail of Thorns
  Ice Knife (XGE)
  Magic Missile
  Thunderwave
  Witch Bolt
  2nd Level
  Aganazzar's Scorcher (XGE)
  Hold Person
  Melf's Acid Arrow
  Misty Step
  Scorching Ray
  Snilloc's Snowball Swarm
  (XGE)
  Spider Climb
  Web
  3rd Level
  Conjure Barrage
  Elemental Weapon
  Fireball
  Flame Arrows (XGE)
  Lightning Arrow
  Lightning Bolt
  4th Level
  Blight
  Fire Shield
  Vitriolic Sphere (XGE)
  ─Spell Slots per Spell Level─
  
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  Basic Firearm Options
  A basic firearm is a cheaply made, generic version of a certain type of firearm. Basic firearms require a minimum Smithing skill to
  create, as shown in the Skill column. You must then also spend the listed cost for materials, after which you gain the complete
  weapon. Basic firearms cannot be modified with the custom firearm options.
  Basic Firearms
  Type
  Skill Cost
  Damage
  Weight
  Range
  Properties
  Gunblade
  2
  200gp
  1d8 piercing
  5 lb.
  (60/240)
  Bladed (shortsword), Reload 4, Misfire 1
  Musket
  2
  300gp
  1d12 piercing
  10 lb.
  (120/480)
  Two-handed, Reload 1, Misfire 2
  Pistol
  1
  150gp
  1d8 piercing
  3 lb.
  (60/240)
  Light, Reload 4, Misfire 1
  Revolver
  2
  200gp
  1d10 piercing
  5 lb.
  (80/320)
  Reload 6, Misfire 2
  Shotgun
  2
  300gp
  2d8 piercing
  10 lb.
  (15/60)
  Two-handed, Reload 1, Misfire 2
  Sniper Rifle
  2
  400gp
  2d12 piercing
  10 lb.
  (200/800)
  Two-handed, Reload 1, Misfire 3
  Wrist Pistol
  2
  50gp
  1d6 piercing
  1 lb.
  (40/160)
  Light, Hidden, Reload 1, Misfire 1
  Custom Firearm Options
  Building a custom firearm, is a step by step process that is significantly more costly than constructing a basic firearm. However,
  this allows you to customise more powerful firearms to your desired specifications. First choose a Frame, followed by a Magazine
  and finally a Barrel. Certain upgraded options require a higher Smithing skill and can be purchased for an additional cost, this can
  be done when you first create the firearm, or later when you have reached a higher Smithing skill or acquired more funds.
  Frames
  A firearm’s frame is the base for the design of the weapon and determines the base scores for its Damage, Weight, Range and
  Misfire properties as well as its maximum Reload score.
  Firearm Frames
  Type
  Skill Cost
  Damage
  Weight
  Range
  Max Reload
  Properties
  Musket
  3
  300gp
  1d12 piercing
  10 lb.
  (120/480)
  4
  Two-handed, Misfire 2
  Pistol
  3
  150gp
  1d8 piercing
  3 lb.
  (60/240)
  6
  Light, Misfire 1
  Revolver
  4
  250gp
  1d10 piercing
  5 lb.
  (80/320)
  10
  Misfire 2
  Shotgun
  3
  300gp
  2d8 piercing
  10 lb.
  (15/60)
  2
  Two-handed, Misfire 3
  Sniper Rifle
  4
  400gp
  2d12 piercing
  10 lb.
  (200/800)
  2
  Two-handed, Misfire 3
  Wrist Pistol
  3
  50gp
  1d6 piercing
  1 lb.
  (40/160)
  1
  Light, Hidden, Misfire 1
  If your check fails, the weapon is broken and must be
  repaired out of combat at a quarter of the total cost of the
  firearm. A firearm can never have a misfire score lower than
  1 and creatures who use a firearm without being proficient
  increase the weapon’s misfire score by 1.
  Penetrating. This ammunition adds a +1 bonus to your
  attack rolls.
  Silenced. Your firearm attacks no longer produce loud
  sounds when fired allowing you to maintain the element of
  surprise.
  
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  Magazines
  A firearm’s magazine determines its Reload score. All
  firearms have a base reload score of 1.
  Firearm Magazines
  Reload Score
  Skill
  Cost
  1
  1
  ─
  2
  1
  10gp
  4
  2
  25gp
  6
  3
  50gp
  8
  4
  100gp
  10
  5
  150gp
  Barrels
  A firearm’s barrel affects various different properties. You can
  apply multiple barrel modifications to the same firearm. All
  firearms have a standard barrel.
  Firearm Barrels
  Type
  Skill
  Cost
  Misfire Properties
  Corkscrew
  3
  100gp
  ─
  Range (+20/+10)
  Enchanted
  3
  500gp
  +1
  Magical
  Silenced
  5
  250gp
  +1
  Silenced
  Standard
  1
  ─
  ─
  ─
  Vented
  4
  150gp
  -1
  ─
  Custom Gunblade Options
  Bladebarrels can also customise the type of blade they attach
  to their firearm but only some blades are compatible with
  firearms, as shown in the gunblade compatibility table below.
  If your firearm has the Enchanted property, this property
  extends to the blade.
  Gunblade Compatibility
  Firearm
  Type
  Melee Weapons
  Cost
  Musket
  Battleaxe, Glaive, Halberd, Longsword 18gp
  Pistol
  Dagger, Handaxe, Shortsword
  5gp
  Revolver
  Dagger, Handaxe Longsword,
  Shortsword
  7gp
  Shotgun
  Battleaxe, Glaive, Halberd, Longsword 18gp
  Wrist Pistol Dagger
  2gp
  Ammunition
  Ammunition type affects the amount of damage a firearm
  deals when used. Ammunition is unique to each firearm and
  is crafted in batches listed next to the price.
  Ammunition Cost
  Firearm
  Type
  Standard
  Armor
  Piercing
  Hollow
  Tip
  Tracer
  Musket
  5gp
  (20)
  10gp (20)
  40gp
  (10)
  20gp
  (10)
  Pistol
  4gp
  (20)
  8gp (20)
  32gp
  (10)
  16gp
  (10)
  Revolver
  4gp
  (20)
  8gp (20)
  32gp
  (10)
  16gp
  (10)
  Sniper Rifle
  10gp
  (5)
  20gp (5)
  80gp (5) 40gp (5)
  Shotgun
  5gp (5)
  10gp (5)
  ─
  ─
  Wrist Pistol
  2gp
  (20)
  4gp (10)
  ─
  ─
  Certain types of ammunition are more difficult and
  dangerous to create but have special properties which are
  detailed along with their required Smithing skill in the
  Ammunition Properties table below.
  Ammunition Properties
  Ammunition Type
  Skill
  Misfire Score Properties
  Standard
  1
  ─
  ─
  Armor Piercing
  3
  ─
  Penetrating
  Hollow Tip
  5
  +1
  Expanding
  Tracer
  4
  +1
  Burning
  Grenade Options
  Grenades are compact explosives designed to be thrown
  before exploding. As an action you can throw a grenade a
  number of feet equal to 10 times your Dexterity modifier,
  where it then detonates. The Smithing Skill and funds
  required to craft a grenade are listed at the beginning of its
  description. If a grenade’s effects require a saving throw, the
  DC = 8 + your proficiency bonus + your Intelligence modifier.
  Flashbang Grenade
  Skill 4/20gp. This grenade explodes in a 20 foot radius
  sphere, emitting bright light and loud sound. Creatures within
  the blast radius must succeed on a Constitution saving throw
  or be blinded and deafened for 1 minute. A creature can
  repeat the saving throw at the end of each of its turns, ending
  the conditions on a success.
  
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  Frag Grenade
  Skill 3/30gp. This grenade explodes in a 15 foot radius
  sphere, sending shrapnel flying out into the air. Creatures
  within the blast radius must make a Dexterity saving throw
  taking 6d8 piercing damage on a failure and half as much on
  a success.
  Molotov Cocktail
  Skill 2/10gp. This grenade explodes in a 10 foot radius
  sphere, enveloping the area in fire. Creatures within the blast
  radius must make a Dexterity saving throw taking 3d10 fire
  damage on a failure and half as much on a success.
  Additionally, the ground within the blast radius continues
  to burn for a number of rounds equal to your Intelligence
  modifier. A creature that starts its turn or moves through this
  area takes 1d6 fire damage.
  Smoke Grenade
  Skill 2/15gp. This grenade explodes in a 30 foot radius
  sphere, spreading thick smoke into the air. This smoke
  persists for 1 minute, spreading around corners and causing
  its area to become heavily obscured.
  A moderate wind (at least 10 miles per hour) disperses the
  smoke after 4 rounds. A strong wind (at least 20 miles per
  hour) disperses it after 1 round.
  Tanglefoot Grenade
  Skill 5/25gp. This grenade explodes in a 5 foot radius
  sphere, coating everything in a thick sticky tar. Creatures
  within the blast radius must succeed on a Dexterity saving
  throw or become restrained.
  A creature can make a Strength saving throw at the end of
  each of its turns, breaking free on a success. Additionally, all
  surfaces within the blast radius become difficult terrain.
  Credits
  Gunsmith created by u/Rhyzler (Rhys Manson) 
  Inspiration taken from Matthew Mercer's Gunslinger 
  Cowgirl art by Denise Korhonen 
  Blacksmith's Shop art by Mindy Randall 
  Montana Pistol art by Michael Hayes 
  Weapon Patents by William Mason & John M. Browning 
  Water Colour Effects created by u/QalarValar
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Gunsmith Class v4.pdf