Jsk Gunslinger

Additional Proficiencies
At 1st level, you are proficient with all of the Gunslinger Machinist Weapons in the table below. These weapons use bullets as ammunition. You can create these weapons yourself using your Tinker's Tools while in a small or larger town, or a location where you have access to a smithy.
 * A single bullet costs 1 silver piece, and a case of 20 bullets costs 2 gold pieces.
 * The Noise column indicates how far the noise of firing the Machinist Weapon travels.
 * The Reload column indicates how many Attacks or expended ammunition a Machinist Weapon can make before you have to use an Action to reload it. If a Machinist Weapon needs reloading, it cannot be used to make an Attack.

You can also modify your Machinist Weapons to reduce the amount of noise they make when fired at the cost of damage. You can apply or remove this modification using your Tinker's Tools during a short or long rest.

Called Shot
At 1st level, when you Attack with a Machinist Weapon you can choose to use this feature to target a specific part of the target's body. You must decide to use this feature before rolling to Attack. You can use this feature three times, and you regain any expended uses of this feature when you finish a short or long rest.

Called Shot Save DC = 8 + your proficiency bonus + your Attack modifier

Arm Shot
On a hit, the creature must make a Strength saving throw. On a failed save, the creature drops an object of your choice that it is holding and capable of dropping. If the target is grappling something, you can choose to end the grapple instead of forcing the creature to drop an object. If your Attack scores a critical hit, the creature makes it's saving throw with disadvantage.

Body Shot
Your Attack gains a +5 bonus to the attack roll. On a hit, the creature is shocked until the start of your next turn.

Head Shot
On a hit, you deal an additional 1d6 weapon damage. This damage increases by an additional 1d6 at 5th level (2d6), 9th level (3d6), 13th level (4d6), and 17th level (5d6).

Leg Shot
On a hit, the creature becomes unbalanced until the start of your next turn. While unbalanced by this called shot, the creature's speed is also halved. If your Attack scores a critical hit, then the creature's speed is reduced to 0, instead of being halved.

Technical Shot
This is a special called shot that covers a wide array of functions. When you use this called shot, you can choose a body part that is listed or not listed and declare your intent to the DM. You explain the effect you would like to achieve as part of using this called shot, and the DM will determine how the called shot will be resolved. You can use this called shot to target things that are not listed, such as horns, tails, tentacles, wings, etc. You can also use this called shot to target a body part that is already listed, but to try and achieve a different effect than the one that is associated with that body part.

Safe Reload
At 3rd level, you can use your Reaction when you end your turn to reload one Machinist Weapon that you are wielding. You can only use this feature if you have not been within 5 feet of a hostile creature during this turn.

You can also reload a Machinist Weapon that you are wielding as part of the Reaction you can use to stand up when you use your Combat Slide feature. If you take damage while sliding, you must make a Dexterity (Sleight of Hand) check against a DC equal to 10 or the damage taken (whichever is higher). On a failed check, you drop half the bullets you were trying to reload, and load the remaining half as planned. If the bullets cannot be split evenly, you drop more than you load.

Overwatch
At 6th level, you can use your Action to designate a direction and hold an angle using a Machinist Weapon that you are wielding. You watch over an area that is 15 feet wide, and a number of feet long equal to the normal range of the Machinist Weapon that you are wielding. When a creature moves into the area that you are watching, or moves 5 or more feet inside of it, you can make one weapon Attack against that creature. Your Attack is made with advantage. If you score a critical hit with an Attack made using this feature, you can use your Reaction to load one bullet into the Machinist Weapon that you are wielding. You cannot make an Attack against the same creature more than once per turn. While you hold an angle, you suffer the following vulnerabilities: You hold this angle until you move, you are incapacitated, you run out of ammunition, or you use your Action to do something other than use this feature. You can use this feature once, and you regain the use of it when you finish a short or long rest.
 * Attacks made against you are made with advantage if the attacker is within 10 feet of you.
 * You make Strength saving throws and Dexterity saving throws with disadvantage.
 * Your passive Investigation and passive Perception scores have a -10 penalty.

Rapid Shot
At 9th level, when you use your Called Shot feature and use your Action to make an Attack using a Machinist Weapon, you can immediately use your bonus action to make one additional Attack using the same Machinist Weapon. This second Attack cannot benefit from a Called Shot. You cannot use this feature if your Machinist Weapon does not have enough ammunition loaded.

Unknown
At 13th level,.

Unknown
At 17th level,.