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Gunsmith


Hit Points

Hit Dice: d8 per Gunsmith level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

Proficiences

Armor: Light and Medium
Weapons: All Simple weapons, Martial Ranged weapons
Tools: Gunsmith's Tools
Saving Throws: Dexterity and Charisma
Skills: Choose two from the following: Acrobatics, Athletics, History, Insight, Medicine, Slight of Hand, Stealth.

Overview & Creation

A young goblin, shunned by his peers, pushes forward and follows his heart. Inspired by stories he presses on through the heat of the forge to craft something he can call his own. He finishes the final piece and brings them together to form a firearm of his own. It's not great, it's not even pretty, but nothing has ever made him happier. It's his, he made it, and best of all its proof he can become a proper smith.   An old, grizzled dwarf dusts off his rifle, he hasn't served in years but the same enemies he pushed back are knocking on his people's door again. He pulls a new toy from his pocket, a nice shiny scope. He's been working on it the past few days to bring his old weapon back and put it above what the soldiers today use. He pulls the hammer back and tests the firing mechanism, it still works, he can still fight for his people.   A human hides in her tower, inspiration having struck days ago. She's been working tirelessly on her newest device. She slides the last crystal into place and wipes the sweat from her brow, all that's last is to add the lightning charge and she'll have the powers of nature right in her hands. She hefts the device off the table, flips a switch, and watches joyfully as lightning crackles along the length of her cannon. Now it's time to take care of that pesky squirrel.   Most anyone can use a gun, some armies use them as a standard weapon. Guns don't just fall out of the sky however, someone has to make them and someone has to maintain them. A Gunsmith is someone who doesn't just know their way around a gun but they also know how to build them and make them special. If you meet a gunsmith you'd better be ready for something weird and wild.  

Mad Science

Gunsmiths are always pushing what is possible. They work in small guilds, alone, or under the service of a powerful person, but they always work for the same goal. Firearms are relatively new inventions, at least the firearms we know today. They're the newest frontier of weaponry and there's always opportunity to make them bigger and better. Gunsmiths are never satisfied with just a Palm Pistol when they could make one that explodes or shoots tranquilizers, hell they might even turn it into a rifle or a cannon! The sky is the limit, and when you get there you make a gun that can bust a hole in the sky so you can keep climbing!  

Skills to Pay Bills

Building the gun is important but Gunsmith are more than nerds with oil stains. A Gunsmith is intimately familiar with their weapons and able to push them to their limits. While many of them might lack in the melee department, they're all dangerous combatants at range. Every Gunsmith has a preferred type of firearm that is reflected in their combat, you might have marksmen with long ranged rifles, or demolitionists and their beloved scatter guns.  

Building a better Gun(smith)

When building your Gunsmith it's important to think about why they picked up the craft and what makes them stand out. Gunsmiths are a rare breed but gunsmiths are less so, they gather in small guilds scattered across the world and tend to be quite picky about who they let in. If you dont seem like you're going to leave your mark on the world, then you're probably going to end up without help and support from your peers. It's also important to think about what your character's preferred type of firearm is, from fancy revolving rifles to sneaky palm pistols. It's also important to think about where you learned your craft. Did you work in the military as an apprentice smith? Did you teach yourself during long days with nothing to do? Did you go to school for crafting? There are countless walks of life that lead to becoming a master Gunsmith.   Gunsmith quick build Building a Gunsmith is easy. First pick Dexterity as your highest stat, then pick either Wisdom, Charisma, or Intelligince depending in your subclass (Marksman and Demolitionist, Trick Shooter, and Hexslinger respectively). After that select the Guild Artisan background.


Class Features

Gunsmith Specialty

All Gunsmiths are different and approach combat in a different way. This is your Specialty, the way you utilize your weapons and how you train. At level 1 select one Specialty, this grants you additional proficiencies and abilities. You gain additional specialty features at level 3, 7, 11, 14, and 17.

Gunsmith

You've learned how to properly assemble and maintain firearms which is a cornerstone to their use. At level 1 you can craft firearms during downtime following the normal rules for crafting, you may also craft 20 rounds during a long rest for 2 gold. When crafting a firearm consult with your DM, a core idea of this class is being able to experiment and try new things but some GMs might be more comfortable keeping your crafting options simple and limiting it to the core weapons presented alongside this class.

Upgraded

You can shoot a rampaging boar with something and hope it goes down, or you can apply a few upgrades and make sure it stays down. At level 2 you've figured out how to make a few quick upgrades for your weapons and have obtained the materials to do so. Pick one upgrade from the list available to you, you may craft one of these over a long rest. As you gain levels in the Gunsmith class you learn more upgrades as indicated by the Gunsmith table. You can replace 1 known upgrade for another when you gain a level in this class. A single firearm can only support 3 upgrades at a time and attaching or swapping an upgrade on a weapon takes an action.

Fighting Style

Life around here is dangerous and every battle could be your last. At level 2 you've refined your combat tactics and gain one of the following fighting techniques. You cannot pick the same option again if you gain this ability from another source.
Long Horizon You gain a +2 on attacks with firearms with the Recoil property.
Danger Zone You get a +1 to the DC of your AOE weapon effects.
Dueling When you are wielding a single weapon in one hand and no other weapons, you gain a +2 to damage rolls for that weapon.
Guns Akimbo When you engage in two-weapon fighting, you add your ability score modifier to the damage of the offhand attack.
Heavy Hands When making an attack with a Two Handed or Heavy weapon, you may reroll any 1s or 2s for damage once and use the new result.
Small Arms When using any Light weapon, you gain a +1 to your AC.

Fast Hands

When you pull a trigger and all you hear is a hollow "click" things get hectic, that's why you always make sure your guns are kept loaded up. At level 3 you can reload a firearm as a Bonus Action instead of a standard Action.  

Ability Score Improvement

At level 4, and again at levels 8, 12, 16, and 19 you can increase one ability score by 2 or two ability scores by 1. As normal you cannot increase an ability score above 20.

Extra Attack

The amount of hurt you can do is directly tied to how fast your guns are, so making them faster is important to keeping yourself alive. At level 5, when you take the Attack Action with a firearm you make two attacks.

Fire in the Hole

The volatile chemical mixture that is essential to firearms, can be used for more than just slinging projectiles. You've put your mind to work and come up with one such use: explosives. At level 6 you gain both Universal explosives and both explosives tied to your subclass, you can prepare any two explosives you know during a long rest. You can use a single explosive as an action and can use a number of explosives equal to half your Gunsmith levels, you regain all uses on a Long Rest. If a thrown explosive calls for a saving throw, the DC is equal to 8 + your proficiency modifier + your subclass ability modifier. Creatures under an explosive's effect can remake their save at the end of subsequent turns ending the effect on a success.
Universal:
Fragmentation Bomb You throw a small metallic shell to at a creature you can see within 20 ft and make a ranged weapon attack. It then explodes in a 10 ft radius, dealing a number of d6s of piercing damage equal to 1/4 your Gunsmith level (min 1). Any creature in the radius must make a Dex save, taking half damage on a success.
Smoke Bomb You throw a small metal tube to a point you can see within 20 ft. It slowly releases a thick cloud of smoke in a 15 ft radius. Any creature in this smoke is Heavily Concealed and Blinded. This effect lasts for a number of rounds equal to 1/4 your Gunsmith levels (minimum 1).
Trick Shooter:
Spark Stick You snap this stick and throw it to a point you can see within 20 ft. It then lets out a blinding flash of light in a 15 ft radius. Every creature in that radius must make a Con save or become blinded for a number of rounds equal to 1/4 your Gunsmith levels(minimum 1). Creatures that fail this save makes future saves against this explosion at advantage.
Thump Plate You throw this small metal disk to a point you can see within 20 ft. It then hits the ground with a powerful thud, any creature within 10 ft must make a Str save or become prone. This effect triggers again at the start of your turn each round for a number of rounds equal to 1/4 your Gunsmith levels (minimum 1).
Marksman:
Tangle Pouch You shake this small pouch and throw it at a target you can see within 30 ft. It explodes mid flight and latches around the target and anyone within 5 ft of it. Anyone effected must make a Dex save or become Restrained for a number of turns equal to 1/4 your Gunsmith levels (minimum 1).
Gust Bag You loosen the string on this small bag and throw it at a point you can see within 30 ft. It pops open with a heavy gust of wind pushing back every creature within 10 ft. Every creature in that radius must make a Str save or get pushed back from the point of impact for a number of feet equal to 5 * 1/4 your Gunsmith levels (minimum 5ft).
Hexslinger:
Bag of Newts You hush the bag of angry critters and lob it at a target you can see within 20 ft. It pops open letting the creatures free to attack the target and anyone within 5 ft dealing a number of d8s of fire damage equal to 1/4 your Gunsmith levels. Anyone in the radius must make a Dex save, taking half damage on a success.
Frozen Bomb You gently throw this frozen ball of metal at a point you can see within 20 ft. It then explodes releasing a horrible chill in a 10 ft radius. Any creatures in that radius must make a Con save or become restrained for a number of rounds equal to 1/4 your Gunsmith levels (minimum 1).
Demolitionist:
Dynamite Stick You light the fuze, let out a cackle, and launch this stick to a point you can see within 30 ft. It then explodes in a 15 ft radius dealing a number of d8s of bludgeoning damage equal to 1/4 your Gunsmith levels (minimum 1). Any creature within the radius must make a Dex save, taking half damage on a success.
Powder Pouch You kiss your powder goodbye and throw it at a target within 30 ft. The pouch bursts coating the target and anyone within 5 ft in gunpowder. Any creature in the radius must make a Dex save or become Blinded for a number of rounds equal to 1/4 your Gunsmith levels (minimum 1).

Expertise

Let nobody say you're not good at what you do. At level 6, pick two skills or tools you are proficient with. You use double your proficiency score when you roll this skill or tool.

Master Gunsmith

A firearm's biggest limitation is the skill of its maker. Your skills have grown and your weapons reflect that. At level 9, it takes half the cost (and therefore half the time) to craft any firearm. In addition, you can also craft 20 rounds of ammunition over a long rest for only 1 gold. In addition, all firearms you craft or apply an upgrade to are +1 and considered magical for overcoming resistances.

Improved Upgrade

Your guns are polished, your skills shine, and you've even learned a few upgrades. What's else can you do to set yourself apart from everyone else? Make things bigger and better of course. At level 10 you select one known Upgrade, whenever you use this upgrade you also gain its Improvement. You learn a new Improvement for a different upgrade at levels 15 and 18. When you learn a new Improvement you may replace only one already known improvement with another.

Legendary Gunsmith

There are few beings in history that can compare to your mastery of the craft. You produce finely crafted weapons as fast as your allies craft strings of unintelligible insults. At level 13 you remove an additional half of the cost from any firearm to a total of 25% of its initial price. In addition, every firearm you craft or apply an upgrade to is +2 and considered magical for overcoming resistances. You can craft 10 rounds of ammunition for 1 gold pieces over a short rest, or 20 rounds for 5 silver over a long rest.

Magnum Opus

After many long hours, failed experiments, and near death experiences, you have achieved more than any gunsmith before you. You are truly a master of your craft and it shows in your work. At level 20 you can create 10 rounds of ammunition over a short rest for free, you may also create 40 rounds of ammunition over a long rest for 5 silver pieces. In addition, after your next long rest you may instantly create a single firearm with 3 upgrades permanently built in, these upgrades do not count towards the weapon's maximum upgrade count. Finally, you can reload any firearm as a free action on your turn.


Starting Equipment

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

  • (a) Scale mail or (b) Leather armor
  • (a) a Heavy Pistol and 20 rounds or (b) a Revolving Rifle and 20 rounds
  • (a) a Dungeoneer's pack or (b) an Explorer's pack
  • One Simple melee weapon and one set of Gunsmith's Tools
Alternatively you can roll 4d4*10 for your starting gold and purchase your items.


Spellcasting

Hexslinger Level Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
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 3 6 4 3 - - -
10th 3 7 4 3 - - -
11th 3 8 4 3 2 - -
12th 3 8 4 3 2 - -
13th 3 9 4 3 2 - -
14th 3 10 4 3 3 - -
15th 4 10 4 3 3 2 -
16th 4 11 4 3 3 2 -
17th 4 11 4 3 3 2 -
18th 4 12 4 3 3 2 -
19th 4 13 4 3 3 2 2
20th 4 14 4 3 3 2 2

 


Subclass Options

Trick Shooter

One Tricky Fella

As a trick shooter you focus less on taking an opponent down and more on stopping them in their tracks. At level 1 you gain proficiency in One of the following skills: Animal Handling, Deception, Intimidation, Persuasion. Your class ability is Charisma and is used to determine your DCs and how often some abilities may be used.

Trick Shooting

Part of being a trick shooter is being cocky and full of yourself, the rest is trick shots. At level 3 you've learned 2 trick shots of your choice and can use them a number of times equal to your charisma modifier plus half your Gunsmith level (minimum 1), you regain all uses on a long rest. Whenever you take a long rest you can swap one known trick shot for an unknown trick shot. If a trick shot calls for a saving throw, your DC is equal to 8 + your proficiency bonus + your charisma modifier. You learn one additional trick shot at level 11 and 17.
Disarming shot - You fire a shot right at the enemy's weapon, knocking it to the ground. This shot does half of its rolled damage and the target must make a Strength saving throw or drop their weapon.
Drop shot - A well placed shot underneath someone can send them flying back and onto the ground. This shot does no damage but if it hits the target they are instantly knocked prone.
Stunning shot - A shot against a well armored foe might not always get through, but knocking the wind out of them is always good. This shot does half of its rolled damage and the target must make a Constitution saving throw or be Stunned until the end of their next turn.
Ricochet shot - If you hit the ground at just the right spot, you can bounce a bullet between targets. If this shot hits the target, they take half of its damage and deal the other half to a target within 5 feet of themselves.
Blinding shot - Kick some dirt into their eyes or even go for the eyes if you're that ruthless. A target hit by this shot takes no damage but is instantly blinded until the end of their next turn.
Sickening shot - Some assassins keep poison vials, you just know some unfortunate places to shoot for similar effect. This shot deals half of its rolled damage and the target must make a Constitution saving throw or be Poisoned until the end of their next turn.  

Quick Draw

You cant surprise your enemy if they're faster than you, so you've learned how to get the drop on everyone. At level 7 you gain advantage on initiative rolls.

Razzle Dazzle

You know how to make a scene, how to show up and show off. At level 11, the duration of your explosive effects is now equal to half your Gunsmith level and the DC is increased by 1.

Big Talk, Bigger Gun

If you talk the talk, you'd better walk the walk too. Thank the powers that be that you've learned to walk, right? At level 14 any creature that goes after you in initiative has disadvantage on saving throws against your trick shots.

The Show Stopper

A real good show ends with a bang, and you put on one hell of a show. At level 17 you may make a firearm attack as a bonus action after using a Trick Shot, in addition your crit rating becomes 19 when targeting a creature suffering at least one condition.  

Marksman

Focused Shooter

As a marksman you've trained to make every shot count and keep your eye on the environment. At level 1 you gain proficiency in one of the following skills: Investigation, Perception, Nature, Survival. Your class ability is Wisdom and is used to determine your DCs and how often some abilities may be used.

Shot Through the Heart

Lining up a shot that knocks several opponents out of the fight at once is something most people can only dream about, you make it a reality. At level 3, when you target an enemy while using a weapon with Recoil, you may roll to hit one additional enemy that is within your range and along the same line as the original attack and use the same damage as the original attack. The second roll does not count as an attack roll for the purpose of bonuses.

The Bigger They Are

Bigger enemies tend to be the most dangerous ones, that's why you tend to aim for them first. At level 7, when you hit a Large or larger enemy you deal 1 extra die of damage. In addition, if you hit a Large or larger creature and trigger Shot Through the Heart it may affect two extra targets instead of one.

Stop Moving!

Don't ya just hate it when you're trying to drill some son of a gun in the skull but you just can't get a good shot? Well at level 11 you've figured out how to fix that, any target hit by your thrown explosives has their speed reduced by 5 even if they pass a saving throw against it.

Heavy Rounds, Light Work

Always bring the right tool for the job, this job just happens to call for really big guns. At level 14, every firearm you use that has the Recoil property gains a bonus to its damage equal to your proficiency bonus.

Eagle eyes

While it is comedic to see how irritated they get, asking the elf what they see all the time gets old fast. At level 17 you are a master of the open skies, while outside you gain the following benefits.
  • You gain a +5 to your passive perception and make all perception checks with advantage.
  • Shot Through the Heart can now affect a third additional target and each target gets their own attack and damage roll.
  • You have advantage on attack rolls against creatures within your maximum range but outside of your normal range.
  • Hexslinger

    Mystical Marksman

    As a hexslinger you have more than just firearms in your arsenal, to you magic is just another gun waiting to be fired. At level 1 you gain proficiency in one of the following skills: Arcana, History, Nature, Religion. Your class ability is Intelligence and is used to determine your DCs and how often some abilities may be used.

    Spellcasting

    When you reach 3rd level, you unravel the true power behind your studies and learn how to cast spells. Select one of the following spell lists: Cleric, Druid, Sorcerer. This choice determines the list of spells available to you, your spellcasting modifier is always Intelligence.
    Cantrips. You learn two cantrips of your choice from your chosen spell list. You learn additional cantrips from your chosen spell list at levels 9 and 15.
    Spell Slots. The Hexslinger 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 1st level spell shield and have a 1st-level and 2nd-level spell slot availible, you can cast shield using either slot.
    Spells Known of 1st-Level and Higher. You know 3 1st-level spells from your chosen list, as you gain levels you learn more spells as shown on the Hexslinger Spellcasting table. Whenever you learn a new spell it must be of a level you are able to cast. For example, when you become level 7 and learn a new spell it can be for 1st or 2nd level. Whenever you gain a level in this class, you can replace one of your spells with another from your chosen spell list. The new spell must be of a level for which you have spell slots.
    Spellcasting Ability. Intelligence is your spellcasting ability for all known spells as your spells come from years of dedication, learning, and proving yourself. 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 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 your firearm as a spellcasting focus for your chosen spell list.

    Arcane Armament

    Fancy shooting, fancy casting, both are great to have but what would happen if you combined them? At level 7 you've learned how to channel your magical power into your firearm. While wielding any firearm with the Infused property you can expend a spell slot and fire one of the following special shots as an action. You can do this a number of times equal to your Intelligence modifier, if you run out of spell slots you can no longer perform these special shots. All shots fired deal the firearm's standard damage unless otherwise stated.
    Shielding Shot. You infuse this round with defensive Abjuration magic and fire it at an ally within your firearm's range. The target and any creatures of your choice within 5ft of them take no damage from the shot but instead gain a number of temporary hit points equal to half your Gunsmith level times the level of the spell slot expended.
    Transporting Shot. You infuse this round with teleporting Conuration magic and make a shot at a creature or object within your firearm's range, on a hit the target must make an Inteligence saving throw against your spellcasting DC or be teleported to an empty space within range of your choice. The range of the teleportation is equal to 5 times the level of the spell slot expended and is centered on the target.
    Targeting Shot. You infuse this round with predictive Divination magic and make a shot at a creature within your firearm's range, on a hit the target must make a Intelligence saving throw against your spellcasting DC. On a failure, their location is mentally projected to all of your allies. For a number of rounds equal to half the spell slot level expended, you and all of your allies have advantage on attacks against the effected creature.
    Compelling Shot. You infuse this round with beguiling Enchantment magic and make a shot against a creature within your firearm's range. The creature must make a Charisma save against your spellcasting DC. On a failure, they suffer disadvantage on attack rolls and skill checks for a number of rounds equal to half the level of the spell slot expended.
    Bursting Shot. You infuse this round with destructive Evocation magic and make a shot against a creature within your firearm's range. The shot does no damage but explodes on impact in a 15 ft radius dealing a number of d8s of damage equal to the level of the spell slot expended. Every creature within the radius must make a Dexterity save against your spellcasting DC taking half damage on a success.
    Fearsome Shot. You infuse clever Illusion magic into this round and make a shot against a creature within your firearm's range. On a hit the creature must make a Wisdom save against your spellsave DC, on a failure they become Feared of a single target of your choice for number of rounds equal to the level of the spell slot expended. An effected creature can remake the saving through at the end of each of their turns, ending the effect on a success.
    Siphoning Shot. You infuse dark Necromancy magic into this round and make a shot against a creature within your firearm's range. On a hit you increase the number of damage dice rolled by a number equal to half the level of the spell slot expended. The target takes half of the damage rolled and the other half is dealt as healing to a number of creatures of your choice equal to the spell slot expended.
    Hardening Shot. You infuse ever-changing Transmutation magic into this round and fire it at an ally within your firearm's range. The target takes no damage and gains a boost to its AC equal to the level of spell slot expended until the end of their next turn.

    Hexing Explosions

    Magic is wild and strange, malleable yet perfectly solid. At level 11 you've added a pinch of this into your weapons, you may exclude any number of creatures of your choice from your AOE effects. Any creature hit by one of your explosives now takes an extra 1d6 piercing damage from your next attack against them

    Hasted Hands

    You're pretty sure there's no such thing as "magical background radiation" but things are starting to change a little bit so you're not too sure anymore. At level 14, when you use an action to cast a spell or cantrip you can make a ranged attack as a bonus action.

    Master of Hexes

    You've spent long hours consulting tomes, speaking to masters of the craft, and communing with immortal forces, but you can finally call yourself one of the few masters of hexslinging. At level 17 you gain the following benefits:
  • Any firearm you use becomes a +1 focus, this stacks with the Hexed Hammer upgrade.
  • Any weapon you craft has its damage changed to either Fire, Cold, Force, Necrotic, or Holy. This choice is made when the weapon is made.
  • You can now concentrate on two spells at once. When making a concentration check you make one check that applies to both spells and do so at disadvantage.
  • Demolitionist

    Patron saint of explosions

    As a demolitionist you find comfort in the warmth of fresh fire and burning gunpowder, and you know to to use both to their most explosive potential. At level 1 you gain proficiency in one of the following skills: History, Nature, Perception, Persuasion. Your class ability is Wisdom and is used to determine your DCs and how often some abilities may be used.  

    Mad chemistry

    All gunsmiths know how important gunpowder is to the function of firearms, most gunsmiths don't sleep with a bag of the stuff though. At level 3, when making an attack with a Scatter or Payload weapon, you gain +1 damage for every enemy hit.

    Nitro fueled

    All this time around volatile chemicals would harm lesser people, but you thrive from it! At level 7 your speed increases by 10 and your jump distance is doubled.

    Bigger Booms, finally

    Everyone knows that when things start to explode it's a sign to leave, so a bigger explosion means more people get blown up before the rest flee. At level 11 all of your thrown explosives increase their die type once.

    Spread the love

    Don't you just hate it when you shoot somebody and miss? Well fortunately you're getting a lot better at not missing when you're blowing someone up! At level 14 the radius of your explosives and range of your Scatter weapons is increased by 10. In addition, any creatures you chose are immune to your attacks with Scatter and Payload weapons.

    Powder Keg

    You're not obsessed with explosives, you're just the best at their usage and it would be a crime not to utilize those skills. At level 17 you become a true master of explosives and gain the following benefits.
  • All of your Scatter and Payload weapons and thrown explosives deal an extra die of damage
  • Your DC for Scatter and Payload weapons is increased by 2.
  • When you use your action to attack, you can replace one weapon attack with a thrown explosive.
  • You gain two more uses of your explosives.

  •  


    LevelProficiency BonusUpgrades KnownFeature
    1+2-Gunsmith Specialty, Gunsmith
    2+21Upgraded, Fighting Style
    3+21Specialty Feature, Fast Hands
    4+21Ability Score Improvement
    5+32Extra Attack
    6+32Fire in the Hole, Expertise
    7+32Specialty Feature
    8+33Ability Score Improvement
    9+43Master Gunsmith
    10+43Improved Upgrades
    11+44Specialty Feature
    12+44Ability Score Improvement
    13+54Legendary Gunsmith
    14+55Specialty Feature
    15+55Improved Upgrades
    16+55Ability Score Improvement
    17+66Specialty Feature
    18+66Improved Upgrades
    19+66Ability Score Improvement
    20+66Magnum Opus

    Created by

    Supermonday.

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