Gunslinger

Gunner
Starting when you choose this archetype at 3rd level, you ignore the loading property of firearms and being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls using a firearm.
Gunsmith
Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition. It cost 10 sp of materials to make ammunition (20) and 8 hours of work.
Adept Marksman
When you choose this archetype at 3rd level, you learn to perform powerful Trick Shots to disable or damage your opponents using your firearms.
  • Trick Shots. You learn two trick shots of your choice. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack. You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.
  • Grit. You gain a number of grit points equal to your Wisdom modifier (minimum of 1). 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 significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.
  • Trick shot save DC = 8 + your proficiency bonus + your Dexterity modifier
Hawk Eye
Beginning at 7th level, you now score critical hits with a firearm on a roll of 19-20.
Special Ammunition
At 7th level, you can craft ammunition that deals extra 1d6 cold, fire, or lightning. It cost 50 sp of materials to make ammunition (20) and 8 hours of work, you choose what type of damage the ammunition set deals.
Elite Accuracy
At level 10, any time you have advantage on an attack roll with a firearm, you may reroll one of the two d20's and use either roll.
Trick Shots
Bullying Shot
  • You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one grit point while making a Charisma (Intimidation) check to gain advantage on the roll.
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 you.
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.
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.