Base Class: Bard
Bards of the College of Gunsinging call themselves gunsingers, for they are loud exhibitionist who mix gunpowder with music and magic. They love putting up a show, whether it's an entertaining display of their multitude of skills or the takedown of their foes.
As part of their studies, gunsingers learn about how to use and craft firearms, attracted by the exotic and flashy
nature of such weapons. Gunsingers are as good marksman with such weapons as they are good artists.
The life of a gunsinger isn't the cozy life of a scholar or of a court performer. They are always looking for adventure, loot or just a different chance to show off. Most gunsingers
become adventurers to satisfy these needs, while some may walk the path of a vigilante or the one of a famous and wanted criminal.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency in renaissance firearms (DMG, pg267) and can use them as spellcasting focus for your bard spells.
Bardic Gunsmithing
At 3rd level, you choose between a pistol or a musket. You are able to craft said weapon and ammunitions for it. You can also craft a bandolier which can carry up to 50 bullets.
When you choose this archetype at 3rd level you gain your chosen firearm and a bandolier, representing the final result of your hard work. If you lose or break your firearm, you can craft it again by spending 8 hours working with tinker's tools and half the weapon cost in materials.
Crafting a bandolier requires spending 1 hour working with tinker's or leatherworker's tools and 25gp in materials.
You can craft 20 bullets spending 1 hour working with tinker's tools and 3gp
Musket
You gain a musket.
Pistol
You gain a pistol.
Gunsinger Deeds
At 3rd level, you learn a set of daring tricks you can use when you wield a firearm. When you take the Attack action on your turn and you hit a creature with a ranged weapon attack made with a firearm, you can use one Gunsinger's Deed of your choice.
You can only use one Gunsinger's Deed option per turn.
Impairing Shot
You can expend one use of Bardic Inspiration to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. In addition, the target must subtract the same number from his next ability check, saving throw or attack roll.
Piercing Shot
You can expend one use of Bardic Inspiration to increase the penetration power of your bullet. You can make a free attack at disadvantage against the first creature in a 15 feet line behind your first target. If this attack hits, it deals extra damage equal to the number you roll on the Bardic Inspiration die.
Stunning Shot
You can expend one use of Bardic Inspiration to attempt to stun the target you hit. It must succeed on a Wisdom saving throw against your spell save DC, or be stunned until the start of your next turn. After it is targeted by this effect, a creature has advantage on the saving throw for the next 24 hours.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn
Fast Fingers
Starting at 6th level, you ignore the loading property of firearms.
Gunner's Ballad
At 14th level, when you use a Gunsinger Deed, you roll your Inspiration die twice and add both results to all effects.
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