Overview under construction. All weapons will be linked once finished.
Fighting Style
At 1st level, you adopt a particular style of
fighting 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.
Gunnery
You gain a +2 bonus to attack rolls you make
with ranged weapons.
Defense
While you are wearing armor, you gain a +1
bonus to AC.
Pistolero
When you are wielding 1 handed gun in one
hand and no other weapons, you gain a +2 bonus
to damage rolls with that weapon.
Hawkeye
Bonus action to negate long range disadvantage.
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Master Smith
Beginning at level 1 you gain a proficiency with Smith’s tools, and learn the mending cantrip.
Steady Aim
At level 2 you learn to take you time aiming down your sights. As a Bonus Action, you can ignore half and three quarter cover. Each Hit made the weapon deals an additional damage to the target to 2+half your level. This skill is only used 3 times before needing a long or short rest.
Basic Mechanical Pet
At level 2 you Gain the benefit of a Homunculus. If it dies can remake one after one long rest. At 14 you gain another Homunculus (or have 1 if you are a jury rigger)
Extra Attack
Beginning at 5th level, you can attack twice,
instead of once, whenever you take the Attack
action on your turn.
Tinkerer Awareness (see Primeval Awareness Modify)
Beginning at level 6, your mastery of technology you can spend 1 uninterrupted
Minute you can tell where all technology is in 5 miles. It can be narrowed down with another minute of concertation to focus on the general type of technology (you can tell the direction and rough distance to it in miles) This action cannot be used again till after a long rest. At level 13 you Enhanced this to the use of 3 times before a long rest. You can also do it as a full round; narrow as an additional full round.
Tinkerer’s Luck
At level 9 You increase the use of Tinkerer Awareness equal to your Intelligent modifier (min of 1) use per long rest.
Close-Quarter Shooting
At level 10 you gain the skill at shooting at nearly point blank range. You do not suffer disadvantage for shooting within 5ft. Do not provoke attack of opportunity for shooting within 5ft.
Tinkerer’s Mettle (see Diamond Soul)
At level 17 grants you by proficiency in all saving throws.
Unlimited Tinkerer Awareness (see Primeval Awareness Modify)
At level 20 you can start using Tinkerer Awareness as many times as you wish.
Tinkerer’s Breakthrough
At level 20 you’ve learn the finest points of shooting and you learn to Ignore Damage to immunity/resistance and Crit immunity to all your targets.
(a) a pepper gun with 30 rounds, (b) Rundal Hatchet (a) a leather armor, and Hunting Musket with 20 shots. (a) a master toolkit, coat pistol, and
Outlaw
Quick on the draw, you pack heat and your pistols smoking from Emptying your chambers into your foes.
Level 3 Quick Shot: gain enhancement to your initiative equal to your Int mod (if positive) Gain advantage on first attack if you go before that enemy.
Level 3 Point Blank Shooter: Get +1 attack and damage with 1 handed Guns on targets within first range increment.
Level 7 Glancing Blow: Int mod per long or short rest. May resolve a missed shot again an enemy within the 1st range increment as a hit. This attack does half dmg [Min 1].
Level 11 Let the Lead Fly: Bonus Action (Int Mod per long rest) [Min 1] May perform the attack action on up to proficiency bonus number of unique targets within a 1 handed firearms 1st range increment.
Level 15 Empty the Clip: Int Mod Per long rest [Min 1]; During the attack action, may attack a total of 4 times (ignore benefit of extra attack for this ability) add +1d to damage rolls on each successive hit (Maxing at +4d on final shot) on a single target. Example (1d6 weapon, 2d6 on first successful hit, 3d6 on second, 4d6 on third, and finally 5d6 on fourth)
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Deadeye
Spending years to hone your skills you learn to be precise with your shots. Able take on enemies from long range or shots that normal people see as impossible.
Level 3 Aim to Kill: You have advantage on enemies who have yet to go in combat. Additionally, you auto crit against surprised enemies.
Level 3 Quick Survey: Cannot be Surprised in combat, can take the search action as a bonus action
Level 7 Grazing Shot: Int mod per [min 1] long rest; You may attempt to daze a target until the end of your next turn. Declare Grazing Shot before attacking (used even if the attack misses) If the attack hits the target must make a Con Save (DC 8 + int mod + proficiency) or it is dazed until the end of your next turn (You may treat a Dazed enemy as Surprised on your next turn as long as it is still dazed)
Level 11 Ricochet: 3 times per long rest. You may use your attack action to make a single shot against an enemy if the attack hits it may ricochet to another enemy within 30 feet of the target. You may make an attack roll against that target if it hits, then the shot ricochets up to 15 feet to another target (you may then attack this target) if that hits; then the shot may ricochet to another enemy within 5 feet which you may attack. Each enemy hit by Ricochet must make a dc 8+int mod + prof con save or be dazed until the end of your next turn.
Level 15 Head Shot: When you attack, and hit a creature that is surprised, it must make a con save (dc 8+ your int mod + your proficiency bonus) On a failed save it takes double damage.
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Jury Rigger
You are the master of your craft, spending hours forging and rigging for yourself a companion that is just as deadly as you are.
Level 3 Armed and Ready: Upgrade your homunculus to a stronger construct. It can be any beast cr 2 or lower (or any other creature at gm's approval) that you have made as a Construct. It can't be charmed; It is immune to poison damage and poisoned condition; It has dark vision 60 ft. It understands the languages you speak, but it cannot speak. If you are the target of a melee attack, and your pet is within 5 feet of the attacker, you can use your reaction to command the servant to use its reaction to make a melee attack against the attacker. You may outfit your Servant with automated weaponry (It can have a number of weapons outfitted to it based on your int mod).
Level 3 Neural Synapse: (See companion's bond Revised Ranger Level 7) Reinforced Servants: Your mechanical servant against advantage on all saves
Level 7 Coordinated Assault: When you take the attack action you can use your pets reaction to have it also attack the same target
Level 11 Superior Weaponry: You set your pet to manufactory superior weaponry for itself [it goes into a state of build mode, it cannot do any other actions and ignores commands except for cancel manufactory], After a successful long rest it gains access to 1 Shot of a Rail gun [10d6 300/1200 range Force dmg], 2 rockets range 120/480 [8d6 15 ft radius Dex save dc8+prof+your int mod dex save for half], and 4 force grenades 20/80 range [4d6 force dmg 15 foot burst dc 8 + prof + your int dex save for half]
Level 15 Let loose the gods of war: You command your pet to break its internal limits. It instantly manufactures a full set of superior weaponry every 5 rounds for 10 rounds [starting this round] Your pet does not roll dmg it takes maximum dice value for the attacks from superior weaponry for the duration of the effect It may fire up to different weapons a round at the same target. At the end of 10 rounds it will charge the enemy (or away from the party if no enemies remain) and blow up for Xd6 force where X is its current Hit Dice. After using this ability, they must spend 7 long rests in a place with sufficient technology to rebuild their companion.