The Gunsmith
In worlds where magic and technology blend to some degree, gods who embrace technology arise and even some of the finest craftsmen have risen to the ranks. While they tend to clerics once they are more vested in their powers, early on they tend to make pacts as they are much newer additions to pantheons. Of such are the gunsmith gods, of which Magnus stands out for not just being an early gunsmith god, but also the first living machine to become such.
The gunsmith gods tend to be particular about who they form pacts with, choosing those who they deem have great potential to either use their guns to greater glory and fame or for serving them and their needs. They also refuse to make pacts with those who are too opposite of them in belief. For example, Magnus will not make a pact with someone who is mentally unstable or who would turn against the masses instead of protect them.
The Gunsmith Expanded Spells
Spell Level Spells
1st Guiding Bolt, Hunter’s Mark
2nd See Invisibility, Heat Metal
3rd Haste, Lightning Bolt
4th Dimension Door, Fabricate
5th Creation, Flame Strike
Blessing of The Gunsmith
At first level, The Gunsmith has granted you a set of bonuses for entering a pact with him.
You gain the Mending Cantrip and this doesn’t count against the number of cantrips known.
You gain proficiency with basic and martial firearms.
You gain proficiency with light and medium armor.
Eldritch Shot
Also at first level, you are able to empower your shots. After a long rest, you are able to empower an amount of ammo equal to twice your charisma score + your warlock level. When you hit with this ammo, if you have a spell slot available, you may expend it to do 1d8 x the level of the spell slot.
Trick Shots
Starting at 6th level, you can chose to add possible effects to your empowered ammo. Before you make your attack roll, chose one of the following status conditions: Stunned, Blinded, Deafened, or Frightened. If you hit with the attack, the target must make a save against your Spell save DC. If they fail, they suffer this condition until the start of your next turn.
Empowered Shot
Starting at 10th level. When you hit with a ranged weapon, you can add your Charisma modifier to damage in addition to your Dex modifier. If your ranged weapon causes damage to more than one target, chose only one to get the extra damage.
Cannon of the Gods
Starting at 14th level, you can use an action to cause your ranged weapon to fuse with your arm until end of turn, becoming much thicker with a barrel that expands to a diameter of a foot. You also sprout wings that reflect your arm. Metal wings if its a cybernetic limbs, feathered wings with the feathers the color of your hair if normal skin, and if scaly, your wings are scales. As apart of this action you fire a blast of divine energy from this cannon. Chose between a line 5ft wide and 100ft long or alternatively a point you can see 150 feet away, or the short range of the weapon that fused with your arm, which ever is longer, with a radius of 20 feet. All targets in either area must make a Dex save for half or take 12d8 radiant damage. The save is your spell save DC. After the blast, your weapon and arm return to normal, but the wings last for up to 1 minute, granting you a fly speed double your normal movement speed and the ability to hover. Also, after the merging of your weapon and arm, you may make a full flight movement before firing the cannon.

Crazy Fae
Some fea are complex creatures unable to be understood. Others are crazy or have just done too many drugs. Magnus, in his epochs of living, can’t tell. More so the fact that fea have even found their way to Audunis has made him raise an eyebrow. In fact, his metal body spontaneously created eyebrows for him to raise one. But neither he, Roman, nor Lady Death have done anything about them. Roman has taken it as a way to study new forms of magical life not native to Audunis or even that universe. Ex has made new friends.

Pact was made?
You’ve befriended a fae. Only you probably don’t know its a fae. And its forgotten that it is a fae. In fact, you think you are actually a ranger. How has this happened? For that matter, did you try to capture a fae using runes and the energy just fried both of your minds?
Regardless, you gain abilities as a first level warlock, and then again when you reach 6th, 10th, and 14th level in this class.
Expanded Spell List
With your fae friend, you have found how to tap into its energies for more spells to chose from.
Spell Level Spells
1st Animal Friendship, Goodberry
2nd Alter Self, Pass without Trace
3rd Conjure Animals, Water Walk
4th Faithful Hound, Freedom of Movement
5th Commune with Nature, Tree Stride

Little Buddy
Your fae friend has the form and stats of any beast with a CR of 0. It counts as a fae in addition to a beast. Your Little Buddy’s HP is equal to either its listed HP or your level + your level * your con modifier (treat 0 and negative numbers as 1), which ever is higher.
Should your little buddy die, it will return to life to you after your next long rest. Its old body will either disappear or just start moving again as if nothing happened. You should work with your GM to figure out the most comical way for this to happen, like for instance crawling out of your bag (even a bag of devouring), or from the helmet of that paladin who says you smell of a strange magical taint.

As long as you and your Little Buddy are within 120 feet, you are able to use the survival skill as if you were trained in it. If you already are trained in it, you gain expertise in it. In addition, you gain proficiency with any one handed melee weapon of your choice and a ranged weapon of your choice. Lastly, you can use druid spellcasting focuses for your warlock spells.

Blessing of Nature?
Starting at 6th level, if you don’t already have it, you gain proficiency with medium armor. In addition, you gain the following benefits:
You can now attune to magical items that requite a druid, warlock, or fae for attunement.
You can no longer get lost, except for by magical means.
You and your Little Buddy gain advantage when you are both within melee reach of the same target.
Your Little Buddy gains a bonus to attack and damage equal to your charisma modifier.

Beginning at 10th level, when you see a creature you never saw before, you may make a survival check to see if you know anything about it. You may only attempt this check once unless you see a variant you’ve never seen before. For example, a dire rabbit that is larger than normal and more bony plates has poison damage as apart of its bite attack. You may do this as an action and the DC is equal to the creature’s CR.
Passing this check grants you basic information like actions it can take that aren’t obvious, for instance if you never saw a blink dog before, you’d learn about their teleport ability. If they have the ability to cast spells, but not what.
Beating the DC by 5 grants you knowledge of any special senses they have.
Beating the DC by 10 grants you knowledge of Damage Immunities and Condition Immunities.
Beating the DC by 15 grants you knowledge about any possible Damage Resistances, Damage Immunities, if it has Legendary Resistances, Legendary Actions, and Lair Actions
Beating the DC by 20 grants you information like how its saving throws and health compare to yours. The information gained is relative and should be provided to you in the following ways: If its lower than yours, slightly higher than yours, or if its closed to a multiplier of yours. For example, you’d find out of a creature’s hitpoints are between 9 to 10 times yours, but its wisdom save is less than your own and its strength save is barely higher than twice your own.

Master Training?
Upon reaching 14th level, your Little Buddy’s AC goes up by 2, and can now teleport to you if its own the same plane of existence. Also, it gains access to 1st level druid spells and caintrips that have no material components valued at more than 1 gold. Also, it doesn’t need the material components if they have no value listed next to them in the spell description. It has either 4 first level spell slots that refresh when it takes a long rest, or two first level slots that refresh ever time it takes a first or short long rest. You decide which it is when you reach 14th level and this cannot be changed later. These improve to 2nd level slots at 17th level and 3rd at 20th level. The number of spells it prepares are equal to your Charisma modifier and can only be changed after both of you finish a long rest. As long as you both end your long rest within 2 hours of each other, you can change the prepared spells.
It uses Charisma for casting its spells and uses either your modifier, or its own, whichever is higher.

New Pacts For Audunis

Pact of the firearm
In the early days of the first sorcerers and clerics, Magnus worked with Roman to create the first Pact Boons for Audunis. Besides doing what was known to them from their prospective multiverses, they crafted this Pact Boon to help attract gunsmiths to protecting the land from wild beats. Outside of Audunis and its universe, Magnus has granted power and knowledge to this who he deems worthy. In other universes, there are other Gunsmith Gods and powerful beings of creation/forging who would create similar Pact boons.
You can use your action to create a pact weapon in your empty hand. You can chose the form that this gun takes each time you create it, but are limited to simple sidearms. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

New Eldritch Invocations

Double Tap
Prerequisites: Warlock 5th level, Pact of the Sidearm
Whenever you take the attack action with your pact weapon, you can make two attacks instead of one. If your patron is Magnus or any other gunsmith god, you can use non-pact firearms with this feature as well.
Improved Pact Firearm
Prerequisites: Pact of the Firearm
You can use any weapon you summon with your Pact of the Firearm as a spellcasting focus for your warlock spells.
In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless its a magic weapon that already has a bonus to those rolls.
Finally, the weapon you conjure can be a martial firearm except for the anti-material rifle.
Greater Pact Firearm
Prerequisites: Pact of the Firearm, warlock level 11, Improved Pact Firearm
You can use any weapon you summon with your Pact of the Firearm as a spellcasting focus for your warlock spells.
In addition, the weapon gains a +2 bonus to its attack and damage rolls, unless its a magic weapon that already has a bonus to those rolls. If its bonus is 1, it becomes a 2 as long as its your pact weapon.
The weapon you conjure can be any martial firearm, including anti-material rifles.
Finally, you can conjure or make two firearms your pact weapon. You chose which one you summon when you create your pact weapon. If you make two one-handed firearms, you may summon both of them at the same time and dual wield them. If Magnus or any other gunsmith god is your patron, you may apply your ability modifier to the damage of the second gun when dual wielding them.
Triple Tap
Prerequisites: Warlock 11th level, Pact of the Sidearm, Double Tap
Whenever you take the attack action with your pact weapon, you can make three attacks instead of one. If your patron is Magnus or any other gunsmith god, you can use non-pact firearms with this feature as well.