The Calibarons know, better than most, that gunpowder is the single greatest invention ever created by mortals. A sword may let a skilled wielder lay a giant low and magic may let the savvy and the blessed stand up to the gods, but only a gun will let a common man put a dragon in its place.
FIGHTING STYLE
Starting at 3rd level, you adopt a particular style of gunfighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Akimbo. When you engage in two-weapon fighting with firearms, you do not take a penalty to the damage of the second attack.
Bullseye. You gain a +2 bonus to ranged attack rolls you make using firearms. The weapon must have the Sighted property or have a normal range of 80 feet or longer to gain this effect. This effect does not stack with the Archery fighting style.
Duelist. While you are wielding a firearm in one hand and nothing in the other, if you make a ranged weapon attack and exceed the target’s AC by 5 or more, you deal an extra die of weapon damage. You can only use this ability once per round.
Shotgunner. When you hit with a ranged weapon attack using a firearm that has the Spread Fire property, you can reroll the lowest damage die, and you must use the new roll, even if the new roll is lower than the original.
APPRENTICE PROPERTY
Starting at 7th level, you can add the following special property to your firearms:
SUPPRESSOR
Apprentice weapon property
Components: Masterwork martial or exotic ranged firearm
Attacks with this weapon make only a low thud or a quiet clink, audible out to 10 feet, and release a puff of smoke to mask the light given off by the blast.
BALLISTIC CALIBRATION
Starting at 10th level, you can spend 10 minutes to calibrate and reinforce a ranged weapon, or you can calibrate up to 6 ranged weapons during a short or long rest. This weapon retains its calibration until it hits a target, after which it is no longer calibrated. A calibrated ranged weapon gains one of the following properties of your choice:
Ballistic. This weapon deals an extra die of damage on a hit.
Calibrated. This weapon’s critical hit threshold is increased by 2. This effect stacks with other effects that increase critical hit threshold.
UNDERBARREL GRENADE LAUNCHER
Beginning at 14th level, you have learned to construct the ultimate firearm attachment: an underbarrel grenade launcher. You can use your action to attach this launcher to a two-handed ranged firearm or remove it from one. If the launcher is ever lost or stolen, you can construct a new one over the course of a long rest with 10,000 berry in materials. You can only ever have 1 underbarrel grenade launcher at a time, and only you can use it.
You can use your action to fire the launcher at a point you can see within 60 feet of you. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw against your Masterwork save DC, taking 8d6 fire damage on a failed save, or half as much on a successful save. Once you fire the launcher, you can’t do so again until you finish a short or long rest.
LEGENDARY PROPERTY
At 18th level, you achieve the peak of your craft. You learn the following Legendary masterwork property, which you can immediately apply to a masterwork weapon:
BURST FIRE
Legendary weapon property
Components: Masterwork exotic firearm with the Automatic property
When you take the Attack action to make an attack with this firearm, you can use your bonus action to make one additional attack with it.