Base Class: Fighter
Gunslingers that are part of an elite guild in the city of Ebberon are allowed access to a unique set of firearms that very few are allowed to use. Some wielders take it even further by conjuring magical bullets with various arcane effects. While being risky to use due to magical misfires, these are very potent weapons and even more potent wielders.
Spellcasting
You can now cast spells
Firearm Proficiency
Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
Gunsmith
Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.
Firearm Properties
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
Ammunition
All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
Firearms
| Name | Cost | Ammo | Damage | Weight | Range | Properties |
|---|---|---|---|---|---|---|
| Revolver | 50g | 2g (20) | 1d8 piercing | 1 lb. | (40/160) | |
| Pistol | 150g | 4g (20) | 1d10 piercing | 3 lb. | (60/240) | |
| Musket | 300g | 5g (20) | 1d12 piercing | 10 lb. | (120/480) |
|
| Pepperbox | 250g | 4g (20) | 1d10 piercing | 5 lb. | (80/320) | |
| Blunderbuss | 300g | 5g (5) | 2d8 piercing | 10 lb. | (15/60) | |
| Bad News | Crafted | 10g (5) | 2d12 piercing | 25 lb. | (200/800) |
|
| Hand Mortar | Crafted | 10g (1) | 2d8 fire | 10 lb. | (30/60) |
Elemental Bullets
Using some conjuration magic, you can summon arcane projectiles, each one having innate magical abilities that can assist you in and out of battle.
Flame Bullet
The flame bullet is a projectile of condensed fire, dealing 2d6(+1d6 per level after level 3)fire damage upon a hit and upon a successful DC 17 WIS throw, will set them on fire, dealing 1d4 fire damage each turn until it is put out. The saving throw gets -1 on the DC with each level after level 3.
Frost Bullet
The frost bullet is a projectile of condensed ice, dealing 2d6 (+1d6 per level after level 3) frost damage upon a hit and upon a successful DC 17 WIS throw, will inflict them with paralyzed. The saving throw gets -1 on the DC with each level after level 3.
Thunder Bullet
The thunder bullet is a projectile of condensed lightning, dealing 2d6 (+1d6 per level after level 3) lightning damage upon a hit and upon a successful DC 17 WIS throw, will be struck by lightning, dealing 2d6 lightning damage again. The saving throw gets -1 on the DC with each level after level 3.
Death Bullet
The death bullet is a projectile of condensed necrotic energy, dealing 2d6 (+1d6 per level after level 3) necrotic damage upon a hit and upon a successful DC 17 WIS throw, will do one of two things:
1) If the bullet is shot at the ground and the WIS throw is successful, a skeletal warrior equipped with a short sword and a short bow will emerge from the ground, falling under the control of the wielder of the gun that fired the bullet for three rounds before crumbling at the end of the 3rd round.
2) If the bullet is shot into a living creature and the creature is dead or dies from the shot, along with the WIS throw being successful, the creature is resurrected for 2 rounds, falling under the control of the wielder of the gun that fired the bullet before falling dead at the end of the 2nd round.
The saving throw gets -1 on the DC with each level after level 3.
Psychic Bullet
The psychic bullet is a projectile of condensed brainpower, dealing 2d6 (+1d6 per level after level 3) psychic damage upon a hit and upon a successful DC 17 WIS throw, will become confused, wandering around and attacking at random, whether friend or foe. The saving throw gets -1 on the DC with each level after level 3.
Celestial Bullet
The celestial bullet is a projectile of condensed holy power, dealing 2d6 (+1d6 per level after level 3) radiant damage upon a hit and upon a successful DC 17 WIS throw, will allow the firer to cast healing word as a bonus action. The saving throw gets -1 on the DC with each level after level 3.
Quickdraw
When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.
Rapid Repair
Upon reaching 10th level, you learn how to quickly attempt to fix a jammed gun. You can attempt to repair a misfired (but not broken) firearm as a bonus action.
Lightning Reload
Starting at 15th level, you can reload any firearm as a bonus action.
Vicious Intent
At 18th level, your firearm attacks score a critical hit on a roll of 19 or 20 on a d20 attack roll.
Hemorrhaging Critical
Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.
Bullet Time
When you enter Bullet Time you move at normal speed while the world around you slows. You are able to take up to 3(+1 per level after 18) actions in a single turn.







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