Base Class: Fighter
Regardless of the world your character adventures in, the story always remains the same. It begins with an inventor, unparalleled in skill and ability, that makes a breakthrough in firearm technology. This breakthrough draws the attention of his king, who provides him with a workshop to devote to his work. At first the Inventor openly shares his secrets, and his shop is soon filled with young apprentices that take up the craft. But before these neophyte craftsmen could go off and share their discoveries with the world, their royal benefactor declared their designs to be a state secret, and imprisoned them within his keep. There, he forced them to craft weapons for his newly formed army, the Royal Arbalests. These men are an ever growing number of brutes who do not understand the technology they have been given, but are more than capable of pulling their triggers. Unable to accept what has happened to his apprentices, as well as the effect his technology is having on his world, the inventor has no choice but to rebel against his king. In a night of fire and wanton destruction, the keep is destroyed, taking with it the King, the inventor, and all the world had come to know of his work. From these ashes, only a handful of apprentices remained.
Of the few that survived, it was decided that it was not the technology that was to blame, but those that wielded it. And so they formed the original Gungineers, a group that on many worlds was known as the Black Powder Society. This group was founded based on an oath, one that swore that their members would never provide their technology to outsiders, ensuring their secrets remained within their ranks. This group lasted for hundreds of years, until internal schisms broke them apart. Realizing that one organization could never agree on one set of tenets beyond their oath, the former members of the society formed dozens of Gungineer groups, each with their own desires and motivations. Some are cordial to one another and openly share their resources, while others are aggressively hostile, and will attack the others on sight. But regardless of their relationship with one another, none would ever break their oath:
“I promise never to reveal the secret of any mechanical invention unto the laity, unless one swears to maintain the Gungineer’s Oath in turn. I promise never to demonstrate the use of one of my designs to any layperson without ensuring that it’s use will not divulge the secret of it’s operation.”
Unlike other scientists and mathematicians, all Gungineers are expected to be skilled in the use of their creations and personally wield them in the field. Any Gungineer that chooses to remain in the workshop at all times, always building and never wielding, is looked down upon by the rest of their brethren. For this reason, plus the overwhelming cost of their crafting materials, many Gungineers act under the direction of a wealthy patron or sell their services to the highest bidder.
Despite lacking a formal overarching organization, a Gungeoneer can often look for secret signs in any crafting area that indicate that a Gungineer or group of Gungineers is present. These Gungineers will often provide shelter, crafting tools and basic supplies to others of their order, though they are by no means formally obligated to do so. Rather, they consider it a common courtesy that they can extend to anyone they choose. Often this decision is influenced by any number of feuds or rivalries that tend to erupt between opposing factions or interests within their own order.
Master Modifications
You immediately gain 2 Master Modifications, and learn an additional one each time you gain a level. With tinker’s tools and 1d4 hours, you may make a DC 14 intelligence check to add or remove one Master Modification to or from a firearm. If this modification is being made on top of a previous modification, the DC increases by 2 for every prior modification on the firearm. The cost of a modification is half the cost of the base weapon, and this amount is spent whether the check succeeds or fails. A Master Gunsmith can have a number of modifications on a single firearm equal to their intelligence bonus, and it must be attuned once it has more than two. You only have proficiency with a firearm containing a Master Gunsmith modification if you possess the Master Gunsmith ability.
4 Bore Barrel
This modification can be fit to any musket with the Lever, Pump or Double Barrel trait. A musket with a 4 Bore Barrel has its base damage increased to 4d6. Firing a musket with this modification gives you disadvantage on your next shot made in the turn unless your strength is 13 or higher.
Adamantite Barrel
This modification can be fit to any pistol, swapping in an adamantite barrel capable of firing alchemically enhanced high velocity bullets. You can now craft high velocity versions of any of your ammunition for double their cost. High velocity rounds double your pistols short and long range, and score critical hits on a 19 or 20.
Bayonet
A firearm with this modification can be wielded as a short sword in melee combat.
Belt Feed
A firearm with the Magazine trait can be modified to accept a Belt instead. A Belt is a magically woven cloth that links individual rounds of ammunition together. This Belt can be linked to your choice of an ammunition box that can hold 200 rounds, or a backpack that can hold 1000. As long as your box or backpack contains ammunition and is tethered to your firearm via your Belt, your weapon automatically Loads itself after every attack. The cost for Belt Fed ammunition is an extra silver per cartridge.
Bipod
A musket with a Bipod modification has two extendable legs attached to its barrel. As an action or a bonus action you can extend or retract the Bipod legs. While prone and using the Bipod with its legs extended you receive a +1 bonus to your attacks. If you are not prone, the extended bipod legs cause you to suffer a -5 penalty to your attack.
Blowback Slide
This modification uses the gasses from a spent cartridge to chamber a fresh cartridge in your pistol. This allows a firearm with a Double Action modification to fire a single Burst per turn without generating Heat. You must have the Magazine modification already installed on your pistol to add a Blowback Slide modification.
Bolt Action
A musket can be modified to remove its Lever, Pump, Double Action, or Double Barrel trait, replacing it with the Bolt Action trait. Firearms with this modification have a Capacity of 5. This firearm can only be fired once before it must be Chambered. While it’s being wielded, you can Chamber this firearm as a bonus action. Chambering a musket with a Bolt requires a free hand. After being fired an amount of times equal to its Capacity, the musket is considered Empty, and it takes an action to Load it. Any firearm with the Bolt modification has its short range and long range set to ten times its original value. Whenever you make an attack with a Bolt weapon and roll a 1, the firearm is considered Fouled. The base damage of a musket with the Bolt Action modification is increased to 2d12.
Careful Calibration
This modification carefully calibrates your firearm to match the tactics you use in combat. You now use a superiority die that is one size larger than it should be when used in relation to a Tactic, to a maximum of a d12.
Compensator
This modification is attached to the barrel of your pistol, which cannot be used if it already possesses a silencer, flash suppressor, ported barrel or muzzle shroud. While this modification is in place, the gasses from the barrel push it in a downward direction, canceling out the upward motion caused by the firearm’s recoil. This causes the firearm’s recoil penalty to remain fixed, rather than grow larger with each shot.
Double Action
The Double Action trait can be applied to a firearm with the Cylinder, Lever, Bolt, and Pump traits. A firearm with Double Action automatically chambers a round after a shot is fired, replacing the chambering system it previously possessed. Additionally, a Double Action firearm cannot be Fouled. However, every time a Double Action firearm is fired there is a chance it will Jam.
Jam. Whenever a Double Action or Gas Operated firearm is fired it will Jam when you roll its Jam value. A firearm’s Jam value is zero when you fire the firearm’s first shot for the turn, but increases by one after each shot you take during the round, resetting back to zero at the end of the turn. Should you roll the Jam value or less, the gun has suffered a Jam, and cannot be used to make an attack until the Jam is Cleared.
Clear/Cleared. You can Clear a Jam with an action or bonus action.
Double Barreled
Capacity 2. A musket can have its Lever, Bolt, Double Action, or Pump trait replaced with a Double Barrel. A musket with Double Barrel has its base range set to double its normal value. A Double Barreled musket can be chambered without the use of an action. A musket with this modification gains the ability Give Them Both Barrels, which requires two fresh cartridges, and makes them both Spent when used. When using Give Them Both Barrels, you roll your attack twice, each roll capable of scoring a hit and causing damage. If you choose to use this ability, and use a tactic that affects an attack, the tactic affects both attacks and potentially, both damage rolls. If you have Multi Attack, Give Them Both Barrels only uses a single attack from your attack action. While wielding a firearm with a Double Barrel, you can Load it as an action or a bonus action as long as you have a free hand. Whenever you make an attack with a Double Barreled weapon and roll a 1, the firearm is considered Fouled. If the Foul occurs while using Give Them Both Barrels, one shot is still fired.
Drum
Only a Gas Operated musket can accept the Drum modification. With this modification, a firearm’s Capacity is 10 times its base value. A Drum magazine increases a firearm’s base Jam value by 1. The DC to spot a concealed weapon with a Drum is decreased by 20.
Dual Mode Conversion
The Dual Mode Conversion modification can be applied to any Musket with a Pump Action, allowing it to also be a Gas Operated firearm. The Musket remains a Pump, and can still use modifications that can only be used on a Pump, but can also fire a single Burst per turn. A musket with this modification cannot fire on Full Auto, but does not generate Heat.
Enchant Enabled
A firearm with this modification has been redesigned to accommodate Artificer Infususions. A firearm with this modification can be infused with the repeating shot infusion, despite lacking the ammunition property. If you possess more than one firearm with this modification, and one of them has the repeating shot infusion, you can treat them all as if they have the repeating shot infusion. A firearm infused in this way still needs to be Loaded and chambered, but the ammunition will teleport itself from anywhere on your person directly into the barrel of the firearm, allowing you to Reload or Chamber it without a free hand. If you do not have any cartridges on your person, the firearm will magically create one, which vanishes the moment after it is used to make an attack. A firearm with this modification is also considered a wand and its attacks are considered magical for the purpose of damage reduction.
Expanded Magazine
A firearm with the Magazine trait can be modified with the Expanded Magazine trait. A firearm with an Expanded Magazine has triple its original Capacity. The DC to perceive a firearm with an expanded magazine is decreased by 5.
Extra Large Magazine
Any weapon with the Magazine Trait can be modified with an Extra Large Magazine. With this modification, a firearm has four times its base Capacity. The DC to spot a concealed weapon with an Extra Large Magazine is decreased by 10.
Filed Off Sights
A pistol can have its sights filed off, allowing it to be drawn and fired at lightning speed. When a player draws and fires this pistol for the first time in a combat, they receive a +10 to their initiative to their next attack. This allows the player to take an attack action earlier in the round, but only an attack action. The remainder of their turn occurs at their normal initiative order. This ability can only be used once per combat. A pistol with Filed Off Sights has its long range distance halved.
Fireball Launcher
This modification can be fit to any musket lacking the Sawed Off modification. Muskets with this modification have a 12 inch magical tube set below their barrel, capable of holding a single Fireball round. Using Tinker Tools, Alchemy Supplies, a flask of alchemical fire, and a red dragon scale you can craft a single Fireball shell. Your DM can determine the availability of the dragon scale and its cost, or can simply set the crafting price of the shell at 1,000 gold pieces. With this modification you can, in place of an attack, fire the launcher, striking a point you choose within 150 feet, causing an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw against your tactic save DC. A target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. The Fireball Launcher is considered Empty after it is fired, and it takes an action or a bonus action to Load it. Whenever the Fireball Launcher is Spent, roll a d4. On a roll of 1, the Fireball launcher is Fouled, and will take Tinker’s Tools and a short rest to Clear it.
Flash Suppressor
A weapon with a Bolt, Lever, Pump, or Double Action trait can be fitted with a Silencer. Anyone trying to see a shot being fired by a firearm modified with a Flash Suppressor has the DC of their check increased by 20.
Folding Stock
A musket with a Folding Stock operates normally when the stock is extended. As an object interaction you can extend or collapse the stock. When the stock is collapsed, the musket is considered to have the Shortened Stock.
Gas Operated
A musket with a Bolt or Double Action trait can have it replaced with the Gas Operated modification. This modification uses the gasses released when firing a weapon to automatically reload it at a high rate of speed. A musket with this modification automatically chambers a Fresh round when you attack with it, but must be paired with a Magazine, Drum, or Belt Feed or it will be unable to fire. The weapon cannot Foul, but it can Jam. In addition, this musket gains two new abilities, Burst and Full Auto and has a Heat value of zero and a Cooling value of zero.
Heat. Abilities provided by Gas Operated can cause Heat. When your Heat value exceeds your Cooling value your firearm cannot be used to fire a Burst or Full Auto. At the start of your turn, your Heat lowers by 1.
Recoil. Recoil is an attack penalty caused by firing a Burst. The recoil value is applied as a stacking penalty to the attach roll of a weapon For each cartridge fired beyond the first shot made that turn. A firearm’s Recoil value is 2, unless stated otherwise.
Burst. As an attack, or in place of one attack that is part of your attack action, you can fire a Burst. A burst fires 3 cartridges with three attack rolls, and potentially, three damage rolls. The first shot is at your full attack bonus, with a Recoil (2) penalty on the second (-2) and third (-4). If a burst rolls a Jam, it Jams after the burst is complete. Each Burst you fire raises your Heat value by 1. When an attack raises your Heat beyond your Cooling Value, your firearm overheats and cannot fire a Burst until your Heat value is at or below your Cooling Value.
Full Auto. As an action, you can fire Full Auto. You create a hail of bullets in either a 150-foot cone or a 300-foot line that is 5 feet wide (your choice). The damage type of the attack is based on the ammunition you are using. Each creature in that area must make a Dexterity saving throw against your tactic save DC, with a failed save causing them to take 1d10 per fresh bullet in your firearm, to a maximum of 10d6 damage (save for half). Firing Full Auto raises your Heat by 2 and empties your magazine. If When an attack raises your heat beyond your Cooling Value, your firearm overheats and cannot fire at Full Auto until your Heat value is at or below your cooling value.
Gunblade
This modification allows you to build a pistol into the hilt of a scimitar, rapier, or longsword. The pistol loses all other modifications other than Carefully Calibrated, Enchant Enabled, or Rechambered, and suffers a -10 penalty when fired at long range. The melee weapon the pistol is built into functions normally and it retains any abilities it might have possessed before it was modified.
Light Ray
A firearm with a Light Ray has a small wand beneath its barrel that fires a beam of harmless light at a creature you are about to attack. This mark grants a +1 attack bonus against the targeted creature. Any creature can make a DC 5 perception or passive perception check to notice the mark, and any creature actively trying to perceive you while using the Light Ray receives a +5 bonus to their check, or +10 in dark conditions.
Long Barrel
A firearm can be upgraded to a long barrel, which will add 50 feet to its base short range and 100 feet to its base long range (this base value can later be multiplied by other modifications). Drawing a pistol with a long barrel takes an action or a bonus action. Attacking a target in melee range with a long barreled pistol causes you to suffer disadvantage.
Magazine
This modification requires the firearm to have the Bolt, Pump, Double Action, or Gas Operated trait in order to be used. Firearms with this modification double their original Capacity, and can be Loaded with an action or bonus action. You can also apply this modification to a Pistol if you give it the Double Action modification at the same time.
Magnum Cylinder
You can replace your Cylinder with a Magnum Cylinder, which can hold a longer, more powerful cartridge. A magnum round costs double what a non-magnum round does, and adds one extra die of damage to the pistol’s damage roll, with the die being the same size as the die it currently uses.
Maximum Caliber
This modification can be fit to any pistol, increasing the size of its barrel and allowing for a higher caliber bullet. A pistol modified for its Maximum Caliber has its base damage increased to 2d6.
Mithril Frame
A firearm fitted with a Mithril Frame weighs half as much, has double the hardness and hit points it would normally possess, and removes all strength requirements from the modifications it possesses. A firearm with a Mithril Frame ignores the first Foul or Jam it rolls in each combat.
Muzzle Shroud
A Muzzle Shroud provides the benefits of a Silencer and a Flash Suppressor on any Musket or Pistol with the Double Action trait.
Patterned Choke
This modification can be fit to any musket with the Pump or Double Barrel trait. A musket with a Patterned Choke can, in place of one of your attacks, fire a burst of shot in a 90-foot cone. The damage type of the attack is based on the ammunition you are using. Each creature in that area must make a Dexterity saving throw against your tactic save DC, taking the base damage of the firearm on a failed save, or half as much damage on a successful one. Creatures within 20 feet of the firearm when it is fired automatically fail the save.
Pepperbox Cylinder
The Pepperbox cylinder replaces a standard cylinder and barrel in a Pistol. This makes this modification incompatible with all other cylinder and barrel modifications. A Pepperbox cylinder takes specialized, massive cartridges, which cost twice as much as a regular cartridge, but have a base damage of 3d10 damage. Capacity 6. The pepperbox cylinder automatically chambers a fresh round when one is fired, and consumes both your action and your bonus action to Load. This loading time cannot be shortened by other modifications. Adding a Pepperbox cylinder to a pistol halves its short and long range. The Pepperbox Fouls on a 1,2, or 3, and critical hits on an 18, 19, or 20. You do not suffer disadvantage when firing the pepperbox at a creature in melee range.
Ported Mizzium Barrel
This modification provides two distinct benefits. First, it adds Cooling 1 to the firearm it is attached to. Second, it lowers all Recoil penalties by one. You cannot use this modification on a firearm with a Water Cooled or Rotating Barrel.
Precision Machining
A firearm with Precision Machining will not be Fouled when the first Foul is rolled in a combat, nor Jam when the first Jam is rolled in a combat.
Precision Machining
The precise calculations and exact machining used in crafting the action of your firearm helps prevent it from Jamming. The Jam value of a firearm with this modification is fixed at 1, and will not increase as you continue to fire the weapon.
Pump Action
Capacity 5. A musket with a Pump has its base range set to double its normal value. A musket with a Pump Action can be chambered without the use of an action, though you must have a hand free. After being fired an amount of times equal to its Capacity, the musket is considered Empty, and it takes an action to Load it. Alternatively, you can use a bonus action to Load the musket, but it will only be able to fire one shot before becoming Empty. Whenever you make an attack with a Pump Action weapon and roll a 1 or a 2, the firearm is considered Fouled. The base damage of a musket modified with a Pump is increased to 3d6.
Rechamber
A pistol can be rechambered to increase or decrease the amount of times it can be fired before it is Empty. If you lower its Capacity by one, the pistol damage die increases by one size, to a maximum of a d12. If you increase its capacity, the pistol’s damage die is decreased in size by one, to a minimum of a d4.
Reflector Sight
This modification adds a disk of alchemically treated glass, a mirror, and a grain of glow sand to the rear of the pistol. By aiming through the sight, you gain +1 to your attack and damage rolls at short range.
Rotating Barrel
You replace the single barrel of your Musket with a rotating set of five barrels. The barrels are connected to a gearing system that must be wound with Tinker’s Tools during a short or long rest. As an action you can activate the barrels causing them to slowly rotate up to maximum speed. While the barrels are rotating you have Cooling 4. The barrel gear springs wind down after five turns, at which point the weapon has a Cooling Value of zero. If your strength is below 15, all shots fired by a musket modified with a Rotating Barrel are at disadvantage if you move before firing it, and when fired, it reduces your movement to zero. This modification can not be placed on a weapon that has a Water Cooling.
Sawblade
This musket has a motorized saw blade mounted below its barrel, which cannot possess the Sawed Off or Shortened Stock modification. The Sawblade requires an action, bonus action or one attack from your attack action to be activated, but once activated, it functions as a +1 scimitar that deals double damage on a regular hit, or quadruple damage on a critical hit. The Sawblade’s activation ends when you choose it to, or automatically when you use the musket to make a ranged attack.
Sawed-Off
A musket can have its barrel shortened, or “Sawed-Off” to increase its portability. When wielding a Sawed-Off musket you add a +10 bonus to your initiative the first time you draw and fire it in combat. This allows you to take an attack action earlier in the round, but only an attack action. The remainder of your turn occurs at your normal initiative order. The DC to perceive a concealed Sawed-Off weapon is increased by 10. A Sawed-Off weapon suffers a -10 penalty to its attack roll when used at long range. Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls when using a Sawed-Off weapon.
Scope
A Scoped firearm does not suffer disadvantage at long range the first time you fire it in a given round. You can also use your bonus action to gain advantage on the next attack roll made with the Scoped firearm. A scoped musket suffers disadvantage at any target within 40 feet. A scoped pistol lowers your initiative by 5 when used to make an attack. This forces you to take an attack action later in the round, but only an attack action. The remainder of your turn occurs at your normal initiative order.
Shortened Stock
A musket with a Shortened Stock is fitted with a modified pistol grip. This removes the firearms Two-Handed and Heavy property. A musket with a Shortened Stock is far less accurate, causing a -2 penalty to your attack roll when wielded with two hands, and a -10 penalty when wielded with one hand. This penalty occurs at all ranges, unless the firearm possesses a Sawed Off barrel, which limits the penalty to long range only. The DC to spot a concealed Shortened Stock weapon is increased by 10.
Silencer
A weapon with a Bolt, Lever, Pump, or Double Action trait can be fitted with a Silencer. Anyone trying to hear a shot fired by a firearm modified with a Silencer has the DC of their check increased by 20.
Spiral Rifling
A musket can have a spiral pattern cut into its barrel, causing the bullet to spin as it travels through the air. This modification removes disadvantage from the long range attacks made by this firearm, but does not grant advantage to them.
Spreader
A musket with the Pump or Double Barrel trait can receive a Spreader modification, which shreds a bullet into buckshot as it leaves the barrel. A musket with a Spreader suffers a -10 attack penalty when fired at long range. When you use a weapon with this modification to attack a target at short range, but not in melee range, you must also make an attack roll against any additional targets within five feet of the original target (other than yourself). A firearm with a Spreader will always score a critical hit when fired at a target in melee range.
Telescopic Scope
The Telescopic Scope can be added as a modification to any Musket other than a Double Barrel or Pump. A firearm with a Telescopic Scope provides advantage at long range as long as you do not move before the attack, you reduce your movement to zero, and you are prone. You can also give up your first attack from your attack action to gain +5 to the next attack, as long as you are prone and do not move on your turn. A musket with a Telescopic Scope suffers disadvantage when used against any target within 100 feet.
Water Cooled
You surround your firearm barrel with a water-filled pipe. A firearm that is Water Cooled has its Cooling Value increased by 2. If your Heat value exceeds your Cooling value the water in the pipe boils into steam that vents out of the weapon. You can, as an action, replace the water (requiring a full waterskin), and until this exchange is completed, the Cooling Value on your firearm is reduced by 2. All shots fired by a firearm modified with a Water Cooler are at disadvantage unless you are actively using a bipod while prone, or your strength is 15. This modification can not be placed on a weapon that has a Rotating Barrel.
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.
Firearm Engineer
Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools and Alchemist’s Supplies. You may use these tools, along with a bucket of water, 10lb iron ingot, 10 sheets of parchment, and a flask of alchemical fire, to craft 100 rounds of cartridge ammunition for 5 silver per cartridge (supplies included). This process takes one hour per 10 cartridges.
In addition, you can also combine 50 pounds of iron, unused tinker’s tools, an unused set of alchemist supplies, and a 3x6 table to craft a Gunsmith’s Bench. The process of crafting the bench takes four sessions, at six hours a session, at a total cost of 1000 gold pieces. This bench, and the equipment attached to it, weigh 200 pounds and must be bolted to a wall or floor. Using the Gunsmith’s Bench, along with a wholesale deal with a local alchemist, you can craft 100 rounds of ammunition in 2 hours, at the cost of 2.5 silver per cartridge.
This ability also allows you to modify firearms as specified in the Firearm Properties and Master Smith section and provides the knowledge needed to Clear and Unjam firearms.
Firearm Properties
The firearms used by a Gungineer must be modified in order for them to use any Gungineer abilities. This modification takes a set of Tinker Tools, 4d4 hours and requires a DC10 intelligence check. A success removes the ammunition and loading property from the firearm, while gaining the Cartridge Trait. In addition to this change, all modified pistols gain the Cylinder trait, and all muskets gain the Lever trait. This change prevents you from using ammunition, instead requiring you to craft and Load your own Cartridges. Should you modify a weapon that is not clearly determined to be a pistol or a musket, consider it a musket if it has the heavy or two-handed trait, and if it has neither trait consider it a pistol. The cost of modifying a firearm in this way is half the base cost of the firearm, regardless of whether the check is a success or failure. A character is not considered to be proficient with a firearm modified in this way unless they possess the Firearm Engineer ability. Your DM is welcome to replace the initial cost of building your first Gungineer Firearm and matching ammunition with a quest or adventure that provides the materials.
Cartridge. Signifies that the firearm uses Cartridges, a unique form of ammunition used by a Gungineer. A weapon with this trait can be used to make a ranged attack as an action, bonus action, or via an attack that is part of the attack action. A pistol with the Cartridge trait does not impose disadvantage on your ranged attack rolls when used within five feet of a hostile creature. A cartridge that is ready to be fired is considered Fresh. A cartridge that has been fired is considered Spent. Making a ranged attack with a firearm will always make a Fresh cartridge become Spent.
Capacity. Every firearm has a Capacity, which is how many times it can be fired before it is Fresh Cartridges are considered Spent.
Empty. A firearm that is Empty must be Loaded and Chambered before it can be used to make a ranged attack.
Load/Loaded. When a firearm is Loaded, it can be fired an amount of times equal to its Capacity before it is Empty. A firearm can be loaded by use of an action, bonus action, attack, or object interaction, as specified by the trait it possesses, which can be further modified by a modification or ability. You must have a free hand to Load a pistol or musket, though one of the hands holding a musket you are wielding counts as a free hand for this purpose. Loading a weapon automatically makes it Chambered. A Firearm does not need to have the Empty condition in order to be Loaded.
Chamber/Chambered/Unchambered.. A Chambered firearm has a cartridge in the chamber, with the hammer cocked. A Chambered weapon can be used to make an attack, an Unchambered weapon cannot. A firearm is automatically Chambered after it is Loaded. Attacking with a firearm makes it Unchambered, unless another modification says otherwise.
Unload/Unloaded. An unloaded firearm cannot be used to make an attack. You must Load a firearm before it can be used to make an attack.
Foul/Fouled. Some weapons can Foul when they are fired. A fouled weapon must be Cleared before it can be used to make a ranged attack.
Clear/Cleared. Clearing a weapon removed the Fouled condition. It takes an action to remove the Fouled condition, unless another modification or ability says otherwise.
Cylinder. Capacity 6. This firearm can be Chambered before or after you fire it, without requiring an action. After firing a number of shots equal to its Capacity, it is considered Empty, and you must use your action to Load it. Alternatively, you can use a bonus action to Load the firearm, but it will only be able to fire one shot before being Empty. Whenever you attack with a Cylinder weapon and roll a 1, the firearm is considered Fouled. The short and long range of a pistol equipped with a Cylinder is tripled.
Lever Action. Capacity 15. This musket does not chamber a round before or after it has been fired unless you choose to do so, which requires an action, bonus action, or an attack that is part of the attack action. Chambering a musket with a Lever requires a free hand. After being fired an amount of times equal to its Capacity, the musket is considered Empty, and it takes an action to Load it. Alternatively, you can use a bonus action to Load the musket, but it will only be able to fire one shot before becoming Empty. Any musket with the Lever modification has its short range and long range doubled. Whenever you make an attack with a Lever weapon and roll a 1, the firearm is considered Fouled. The short and long range of a musket equipped with a Lever is tripled.
Expert Marksman
When you choose this archetype at 3rd level, you learn a set of special tactics to aid you in combat that are fueled by special dice called superiority dice.
Tactics. You learn two tactics of your choice. Many tactics enhance an attack in some way. Each use of a tactic must be declared before the attack roll is made. You can use only one tactic per attack.
You learn an additional tactic of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new tactic, you can also replace one tactic you know with a different one. Should you select the martial adept feat, you gain an additional tactic of your choosing.
Superiority Dice. You have a number of superiority dice, equal to your intelligence bonus, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. Your DM can also choose to award you a superiority die when you make a critical hit in a clutch moment, or kill a creature of note. Dice gained in this way can never exceed your maximum number of allowed dice. Should you select the martial adept feat, your maximum number of dice becomes your intelligence bonus plus 1.
Saving Throws. Some of your tactics require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:
Tactic save DC = 8 + your proficiency bonus + your Dexterity modifier
Master Gunsmith
Upon reaching 7th level, you learn how to make additional modifications to your firearms. You immediately gain 2 Master Modifications, and learn an additional one each time you gain a level. With tinker’s tools and 1d4 hours, you may make a DC 14 intelligence check to add or remove one Master Modification to or from a firearm. If this modification is being made on top of a previous modification, the DC increases by 2 for every prior modification on the firearm. The cost of a modification is half the cost of the base weapon, and this amount is spent whether the check succeeds or fails. A Master Gunsmith can have a number of modifications on a single firearm equal to their intelligence bonus, and it must be attuned once it has more than two. You only have proficiency with a firearm containing a Master Gunsmith modification if you possess the Master Gunsmith ability.
Bolt Action. A musket can be modified to remove its Lever, Pump, Double Action, or Double Barrel trait, replacing it with the Bolt Action trait.
Bolt Action. Capacity 5. This firearm can only be fired once before it must be Chambered. While it’s being wielded, you can Chamber this firearm as a bonus action. Chambering a musket with a Bolt requires a free hand.After being fired an amount of times equal to its Capacity, the musket is considered Empty, and it takes an action to Load it. Any firearm with the Bolt modification has its short range and long range set to ten times its original value. Whenever you make an attack with a Bolt weapon and roll a 1, the firearm is considered Fouled. A firearm with the Bolt trait rolls an additional die for damage.
Magazine. This modification requires the firearm to have the Bolt, Pump, Double Action, or Gas Operated trait in order to be used. Firearms with this modification double their original Capacity, and can be Loaded with an action, bonus action, or object interaction. You can also apply this modification to a Pistol if you give it the Double Action modification at the same time.
Sawed Off. A musket can have its barrel shortened, or “Sawed Off” to increase its portability. When wielding a Sawed Off musket you add a +10 bonus to your initiative the first time you draw and fire it in combat. This allows you to take an attack action earlier in the round, but only an attack action. The remainder of your turn occurs at your normal initiative order. The DC to perceive a concealed Sawed Off weapon is increased by 10. A Sawed Off weapon suffers a -10 penalty to its attack roll when used at long range. Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls when using a Sawed Off weapon.
Double Barreled. Capacity 2. A musket can have its Lever, Bolt, Double Action, or Pump trait replaced with a Double Barrel. A musket with Double Barrel has its base range set to double its normal value. A Double Barreled musket can be chambered without the use of an action. A musket with this modification gains the ability Give Them Both Barrels, which requires two fresh cartridges, and makes them both Spent when used. When using Give Them Both Barrels, you roll your attack twice, each roll capable of scoring a hit and causing damage. If you choose to use this ability, and use a tactic that affects an attack, the tactic affects both attacks and potentially, both damage rolls. If you have Multi Attack, Give Them Both Barrels only uses a single attack from your attack action. While wielding a firearm with a Double Barrel, you can Load it as an action or a bonus action as long as you have a free hand. Whenever you make an attack with a Double Barreled weapon and roll a 1, the firearm is considered Fouled. If the Foul occurs while using Give Them Both Barrels, one shot is still fired.
Long Barrel. A firearm can be upgraded to a long barrel, which will add 50 feet to its base short range and 100 feet to its base long range (this base value can later be multiplied by other modifications). Drawing a pistol with a long barrel takes an action or a bonus action. Attacking a target in melee range with a long barreled pistol causes you to suffer disadvantage.
Spreader. A musket with the pump or Double Barrel trait can receive a Spreader modification, converting the weapon to buckshot ammunition. A musket with a Spreader suffers a -10 penalty when fired at long range. When you use a weapon with this modification to attack a target at short range , you must also make an attack roll against any additional targets within five feet of the original target. A firearm with a Spreader will always score a critical hit when fired at a target in melee range.
Scoped. A Scoped firearm does not suffer disadvantage at long range the first time you fire it in a given round. You can also use your bonus action to gain advantage on the next attack roll made with the Scoped firearm. A scoped musket suffers disadvantage at any target within 40 feet. A scoped pistol lowers your initiative by 5 when used to make an attack. This forces you to take an attack action later in the round, but only an attack action. The remainder of your turn occurs at your normal initiative order.
Pump Action. A Musket can be modified to remove its Lever, Bolt, or Double Barrel trait, replacing it with the Pump trait.
Pump. Capacity 5. A musket with a Pump has its base range set to double its normal value. A musket with a Pump Action can be chambered without the use of an action, though you must have a hand free. After being fired an amount of times equal to its Capacity, the musket is considered Empty, and it takes an action to Load it. Alternatively, you can use a bonus action to Load the musket, but it will only be able to fire one shot before becoming Empty. Whenever you make an attack with a Pump Action weapon and roll a 1 or a 2, the firearm is considered Fouled. The base damage of a musket modified with a Pump is increased to 3d6.
Filed Off Sights. A pistol can have its sights filed off, allowing it to be drawn and fired at lightning speed. When a player draws and fires this pistol for the first time in a combat, they recieve a +10 to their initiative to their next attack. This allows the player to take an attack action earlier in the round, but only an attack action. The remainder of their turn occurs at their normal initiative order.This ability can only be used once per combat. A pistol with Filed Off Sights has its long range distance halved.
Rechamber. A pistol can be rechambered to increase or decrease the amount of times it can be fired before it is Empty. If you lower its Capacity by one, the pistol damage die increases by one size, to a maximum of d12. If you increase its capacity, the pistol’s damage die is decreased in size by one, to a minimum of d4.
Enchant Enabled. A firearm with this modification has been redesigned to accommodate Artificer Infususions. A firearm with this modification can be infused with the repeating shot infusion, despite lacking the ammunition property. If you possess more than one firearm with this modification, and one of them has the repearting shot infusion, you can treat them all as if they have the repeating shot infusion. A firearm infused in this way still needs to be Loaded and chambered, but the ammunition will teleport itself from anywhere on your person directly into the barrel of the firearm, allowing them to Reload or Chamber it without a free hand. If you do not have any cartridges on your person, the firearm will magically create one, which vanishes the moment after it is used to make an attack. A firearm with this modification is also considered a wand and its attacks are considered magical for the purpose of damage reduction.
Careful Calibration. A firearm that has been carefully calibrated uses a superiority die that is one size larger than it should be when used in relation to a Tactic, to a maximum of a d12.
Light Ray. A firearm with a Light Ray has a wand beneath its barrel that fires a beam of harmless light at a creature you are about to attack. This mark grants a +1 attack bonus against the targeted creature. Any creature can make a DC 5 perception or passive perception check to notice the mark, and any creature actively trying to perceive you while using the Light Ray receives a +5 bonus to their check, or +10 in dark conditions.
Bipod. A musket with a Bipod modification has two extendable legs attached to its barrel. As an action or a bonus action you can extend or retract the Bipod legs. While prone and using the Bipod with its legs extended you receive a +1 bonus to your attacks. If you are not prone, the extended bipod legs cause you to suffer a -5 penalty to your attack.
Shortened Stock. A musket with a Shortened Stock is fitted with a modified pistol grip. This removes the firearms Two-Handed and Heavy property. A musket with a Shortened Stock is far less accurate, causing a -2 penalty to your attack roll when wielded with two hands, and a -10 penalty when wielded with one hand. This penalty occurs at all ranges, unless the firearm possesses a Sawed Off barrel, which limits the penalty to long range only. The DC to spot a concealed Shortened Stock weapon is increased by 10.
Bayonet. A firearm fitted with a Bayonet can be wielded as a short sword in melee combat.
Gunblade. This modification allows you to build a pistol into the hilt of a scimitar, rapier, or longsword. It loses all other modifications other than Carefully Calibrated, Enchant Enabled, or Rechambered, and suffers a -10 penalty when fired at long range. The melee weapon the pistol is built into functions normally and it retains any abilities it might have possessed before it was modified.
Precision Machining. A firearm with Precision Machining will not be Fouled when the first Foul is rolled in a combat, nor Jam when the first Jam is rolled in a combat.
Expanded Magazine. A firearm with the Magazine trait can be modified with the Expanded Magazine trait. A firearm with an Expanded Magazine has triple it’s original Capacity. The DC to perceive a firearm with an expanded magazine is decreased by 5.
Spiral Rifling. A musket can have a spiral pattern cut into its barrel, causing the bullet to spin as it travels through the air. This modification removes disadvantage from the long range attacks made by this firearm, but does not grant advantage to them.
Silencer. A weapon with a Bolt, Lever, Pump, or Double Action trait can be fitted with a Silencer. Anyone trying to hear a shot fired by a firearm modified with a Silencer has the DC of their check increased by 20.
Flash Suppressor. A weapon with a Bolt, Lever, Pump, or Double Action trait can be fitted with a Silencer. Anyone trying to see a shot being fired by a firearm modified with a Flash Suppressor has the DC of their check increased by 20.
Mithril Frame. A firearm fitted with a Mithril Frame weighs half as much, has double the hardness and hit points it would normally possess, and removes all strength requirements from the modifications it possesses. A firearm with a Mithril Frame ignores the first Foul it rolls in each combat.
Custom Ammunition
Starting at 10th level, you can design custom ammunition for your firearms. For the same cost as regular ammunition, you can make ammunition from Alchemical Silver, Cold Iron, Copper, Steel, or Bronze, as long as you possess the base material required.
At 12th level, you can make your custom ammunition deal acid, cold, fire, lightning, or magical piercing damage. These bullets take twice as long to craft (by Tinker’s Tools or the Gunsmith’s Bench) and each require a special ingredient (Crysteel for acid, Rimfire Ice for cold, Fever Iron for fire, Arandur for lightning, Truesteel for magical piercing). Your DM can determine the availability of this material and its cost, or can simply set the crafting price at 2 gold pieces per cartridge.
At 14th level you can make your custom ammunition deal force, necrotic, poison, radiant, or thunder damage. These bullets take four times as long to craft (by Tinker’s Tools or the Gunsmith’s Bench) and each require a special ingredient (Riverine for force, Pandemonic Silver for necrotic, Gehennan Morghuth Iron for poison, Starmetal for radiant, Bronze Dragon Blood for thunder). Your DM can determine the availability of this material and its cost, or can simply set the crafting price at 5 gold pieces per cartridge.
At 16th level, you can make custom mithril rounds that add 500 feet to the long range of a weapon. Making custom mithril cartridges takes the same amount of time as regular cartridges, but cost 100 gold pieces each. All mithril cartridges are considered magical when fired.
Grandmaster’s Designs
At 15th level, the following modifications are added to your Master Modification list.
Double Action. The Double Action modification can be applied to a firearm with the Cylinder, Lever, Bolt, and Pump traits. A firearm with Double Action automatically chambers a round after a shot is fired, replacing the chambering system it previously possessed. Additionally, a Double Action firearm cannot be Fouled. However, every time a Double Action firearm is fired there is a chance it will Jam.
Jam. Whenever a Double Action or Gas Operated firearm is fired it will Jam when you roll its Jam value. A firearm’s Jam value is zero when you fire the firearm’s first shot for the turn, but increases by one after each shot you take during the round, resetting back to zero at the end of the turn. Should you roll the Jam value or less, the gun has suffered a Jam, and cannot be used to make an attack until the Jam is Cleared.
Clear/Cleared. You can Clear a Jam with an action or bonus action.
Gas Operated. A musket with the Double Action modification can receive the Gas Operated modification. This modification uses the gasses released when firing a weapon to automatically reload it at a high rate of speed. A musket with this modification automatically chambers a Fresh round when you attack with it, but must be paired with a Magazine, Drum, or Belt Feed or it will be unable to fire. The weapon cannot Foul, but it can Jam. In addition, this musket gains two new abilities, Burst and Full Auto and has a Heat value of zero and a Cooling value of zero.
Heat. Abilities provided by Gas Operated can cause Heat. When your Heat value exceeds your Cooling value your firearm cannot be used to fire a Burst or Full Auto. At the start of your turn, your Heat lowers by 1.
Recoil. Recoil is an attack penalty caused by firing a Burst. The recoil value is applied as a penalty to the attach roll of a weapon For each cartridge fired beyond the first shot made that turn. A firearm’s Recoil value is 2, unless stated otherwise.
Burst. As an attack, or in place of one attack that is part of your attack action, you can fire a Burst. A burst fires 3 cartridges with three attack rolls, and potentially, three damage rolls. The first shot is at your full attack bonus, with a Recoil (2) penalty on the second (-2) and third (-4). If a burst rolls a Jam, it Jams after the burst is complete. Each Burst you fire raises your Heat value by 1. When an attack raises your Heat beyond your Cooling Value, your firearm overheats and cannot fire a Burst until your Heat value is at or below your Cooling Value.
Full Auto. As an action, you can fire Full Auto. You create a hail of bullets in either a 150-foot cone or a 300-foot line that is 5 feet wide (your choice). The damage type of the attack is based on the ammunition you are using. Each creature in that area must make a Dexterity saving throw against your tactic save DC, with a failed save causing them to take 1d10 per fresh bullet in your firearm, to a maximum of 10d6 damage (save for half). Firing Full Auto raises your Heat by 2 and empties your magazine. If When an attack raises your heat beyond your Cooling Value, your firearm overheats and cannot fire at Full Auto until your Heat value is at or below your cooling value.
,Belt Feed. A firearm with the Magazine trait can be modified to accept a Belt instead. A Belt is a magically woven cloth that links individual rounds of ammunition together. This Belt can be linked to your choice of an ammunition box that can hold 200 rounds, or a backpack that can hold 1000. As long as your box or backpack contains ammunition and is tethered to your firearm via your Belt,your weapon automatically Loads itself after every attack. The cost for Belt Fed ammunition is an extra silver per cartridge.
Water Cooled. You surround your firearm barrel with a water-filled pipe. A firearm that is Water Cooled has its Cooling Value increased by 2. If your Heat value exceeds your Cooling value the water in the pipe boils into steam that vents out of the weapon. You can, as an action, replace the water (requiring a full waterskin), and until this exchange is completed, the Cooling Value on your firearm is reduced by 2. All shots fired by a firearm modified with a Water Cooler are at disadvantage unless you are actively using a bipod while prone, or your strength is 15. This modification can not be placed on a weapon that has a Rotating Barrel.
Rotating Barrel. You replace the single barrel of your Musket with a rotating set of five barrels. The barrels are connected to a gearing system that must be wound with Tinker’s Tools during a short or long rest. As an action you can activate the barrels causing them to slowly rotate up to maximum speed. While the barrels are rotating you have Cooling 4. The barrel gear springs wind down after five turns, at which point the weapon has a Cooling Value of zero. If your strength is below 15, all shots fired by a musket modified with a Rotating Barrel are at disadvantage if you move before firing it, and when fired, it reduces your movement to zero. This modification can not be placed on a weapon that has a Water Cooling.
Folding Stock. A musket with a Folding Stock operates normally when the stock is extended. As an object interaction you can extend or collapse the stock. When the stock is collapsed, the musket is considered to have the Shortened Stock.
Sawblade. This musket has a motorized saw blade mounted below its barrel, which cannot possess the Sawed Off or Shortened Stock modification. The Sawblade requires an action, bonus action or one attack from your attack action to be activated, but once activated, it functions as a +1 scimitar that deals double damage on a regular hit, or quadruple damage on a critical hit. The Sawblade’s activation ends when you choose it to, or automatically when you use the musket to make a ranged attack.
Muzzle Shroud. A Muzzle Shroud provides the benefits of a Silencer and a Flash Suppressor on any Musket or Pistol with the Double Action trait.
Drum. Only a Gas Operated musket can accept the Drum modification. With this modification, a firearm’s Capacity is 10 times its base value, but can only be wielded with two hands, even if it has a Shortened Stock. A Drum magazine increases a firearm’s base Jam value by 1. The DC to spot a concealed weapon with a Drum is decreased by 10.
Telescopic Scope. The Telescopic Scope can be added as a modification to any Musket other than a Double Barrel or Pump. A firearm with a Telescopic Scope provides advantage at long range as long as you do not move before the attack, you reduce your movement to zero, and you are prone. You can also give up your first attack from your attack action to gain +5 to the next attack made with a weapon bearing this modification. A musket with a Telescopic Scope suffers disadvantage when used against any target within 100 feet.
Ported Mizzium Barrel. This modification provides two distinct benefits to the musket it’s attached to. First, it adds Cooling 1 to the firearm it is attached to. Second, it lowers all Recoil penalties by one. You cannot use this modification on a firearm with a Water Cooled or Rotating Barrel.
Extra Large Magazine. Any weapon with the Magazine Trait can be modified with an Extra Large Magazine. With this modification, a firearm has four times its base Capacity. The DC to spot a concealed weapon with an Extra Large Magazine is decreased by 10.
4 Bore Barrel. This modification can be fit to any musket with the Lever, Pump or Double Barrel trait. A musket with a 4 Bore Barrel has its base damage increased to 3d6. Firing a musket with this modification gives you disadvantage on your next shot made in the turn unless your strength is 13 or higher.
Patterned Choke. This modification can be fit to any musket with the Pump or Double Barrel trait. A musket with a Patterned Choke can, in place of one of your attacks, fire a burst of shot in a 90-foot cone. The damage type of the attack is based on the ammunition you are using. Each creature in that area must make a Dexterity saving throw against your tactic save DC, taking the base damage of the firearm on a failed save, or half as much damage on a successful one. Creatures within 20 feet of the firearm when it is fired automatically fail the save.
Fireball Launcher - This modification can be fit to any musket lacking the Sawed Off modification. Muskets with this modification have a 12 inch magical tube set below their barrel, capable of holding a single Fireball round. Using Tinker Tools, Alchemy Supplies, a flask of alchemical fire, and a red dragon scale you can craft a single Fireball shell. Your DM can determine the availability of the dragon scale and its cost, or can simply set the crafting price of the shell at 1,000 gold pieces. With this modification you can, in place of an attack, fire the launcher, striking a point you choose within 150 feet, causing an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw against your tactic save DC. A target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. The Fireball Launcher is considered Empty after it is fired, and it takes an action or a bonus action to Load it. Whenever the Fireball Launcher is Spent, roll a d4. On a roll of 1, the Fireball launcher is Fouled, and will take Tinker’s Tools and a short rest to Clear it.
Maximum Caliber. This modification can be fit to any pistol, increasing the size of its barrel and allowing for a higher caliber bullet. A pistol modified for its Maximum Caliber has its base damage increased to 2d6.
Adamantite Barrel. This modification can be fit to any pistol, swapping in an adamantite barrel capable of firing alchemically enhanced, high velocity bullets. You can now craft high velocity versions of any of your ammunition for double their cost. High velocity rounds double your pistols short and long range, and score critical hits on a 19 or 20.
Reflector Sight. This modification adds a disk of alchemically treated glass, a mirror, and a grain of glow sand to the rear of the pistol. By aiming through the sight, you gain +1 to your attack and damage rolls at short range.
Compensator. This modification is attached to the barrel of your pistol, which cannot be used if it already possesses a silencer, flash suppressor, ported barrel or muzzle shroud. While this modification is in place, the gasses from the barrel push it in a downward direction, canceling out the upward motion caused by the firearm’s recoil. This causes the firearm’s recoil penalty to remain fixed, rather than grow larger with each shot.
Blowback Slide. This modification uses the gasses from a spent cartridge to chamber a fresh cartridge in your pistol. This allows a firearm with a Double Action modification to fire a single Burst per turn without generating Heat. You must have the Magazine modification already installed on your pistol to add a Blowback Slide modification.
Pepperbox Cylinder. The Pepperbox cylinder replaces a standard cylinder and barrel in a Pistol. This makes this modification incompatible with all other cylinder and barrel modifications. A Pepperbox cylinder takes specialized, massive cartridges, which cost twice as much as a regular cartridge, but have a base damage of 3d10 damage. Capacity 6. The pepperbox cylinder automatically chambers a fresh round when one is fired, and consumes both your action and your bonus action to Load. This loading time cannot be shortened by other modifications. Adding a Pepperbox cylinder to a pistol halves its short and long range. The Pepperbox Fouls on a 1,2, or 3, and critical hits on an 18, 19, or 20. You do not suffer disadvantage when firing the pepperbox at a creature in melee range.
Dual Mode Conversion. The Dual Mode Conversion modification can be applied to any Musket with a Pump Action, allowing it to also be a Gas Operated firearm. The Musket remains a Pump, and can still use modifications that can only be used on a Pump, but can also fire a single Burst per turn. A musket with this modification cannot fire on Full Auto, but does not generate Heat.
Magnum Cylinder. You can replace your Cylinder with a Magnum Cylinder, which can hold a longer, more powerful cartridge. A magnum round costs double what a non-magnum round does, and adds one extra die of damage to the pistol’s damage roll, with the die being the same size as the die it currently uses.
Precision Machining. The precise calculations are exact machining used in crafting the action of your firearm prevents it from Jamming. The Jam value of a firearm with this modification is fixed at 1, and will not increase as you continue to fire the weapon.
Grandmaster Modifications
At 15th level, the following modifications are added to your Master Modification list.
Superior Shootist
At level 18 your Superiority Die increases to a d10. If you make an initiative roll and you have no superiority dice remaining, you gain one die. Whenever you can roll a superiority die to increase your attack or damage roll, you may now expend multiple dice to make multiple rolls, adding the results together.
Marksman's Tactics
These tactics are available starting at level 3.
Agile Assault
This tactic allows you to master the reloading of weapons via unconventional means. You can now reload a musket with a Lever or Pump without a free hand, requiring you succeed on a DC12 dexterity check. If the weapon has a sawed off barrel or a shortened stock, the DC of the check is 8, or if it possesses both modifications, no check is required. In addition, if you attack a creature in melee range with one handed firearm, you can spend a superiority die to gain an AC bonus equal to a roll of that die against the next melee attack made by that creature.
Allied Assistance
This tactic allows you to calculate your allies' attack trajectories, improving their chance to hit. Using your action and expending a superiority die, you can provide a number of allies equal to half your superiority die with a bonus to their attack roll equal to your intelligence bonus. This bonus lasts until each ally makes their next attack, or the start of your next turn, whichever comes first.
Calculated Shot
You may expend all your remaining superiority dice and use your action to make a calculated shot. A calculated shot doubles the short and long range of a weapon and its attack roll also receives a bonus equal to your intelligence bonus. If the attack is successful, it does extra damage equal to a roll of the superiority dice used in the attack. If this attack does damage in excess of half the target's maximum amount of hit points, they are instantly killed.
Called Shot
When you make a firearm attack against a creature, you can expend a superiority die to attempt to call your shot, striking a specific body part. You may select the head, hand, or ankle when making your Called shot, but the ability can only be used on a creature whose anatomy allows for it (DM’s discretion). To make the shot, make a firearm attack at a -3 penalty. adding a roll of your superiority die to the shot’s damage. If you struck the creature's head, the shot is automatically a critical hit. If you struck their hand, and they are holding an object, the target must make a Strength saving throw against your Tactics DC. On a failed save, it drops the object it's holding at its feet. If you struck their ankle, they must make a Strength saving throw against your Tactics DC. On a failed save, you knock the target prone and their movement is halved until the end of combat. On a successful save, their movement is halved for 1d4 rounds.
Careful Aim
You can expend a superiority die to activate this ability for a number of rounds equal to half the maximum value of your superiority die. While this ability remains in effect, you can use your bonus action on each round to take careful aim, granting you an attack bonus equal to your intelligence bonus. This bonus lasts until you move, or the effect expires.
Covering Fire
You may use your action to make a ranged attack at a creature in range. This creature, and all other creatures within 15’ of it suffer a penalty to their attack roll equal to the roll of your superiority die. This penalty lasts until the start of your next turn.
Expert Planning
After observing your surroundings while hidden for one minute, you attack immediately. When rolling for initiative for this combat, you can add your intelligence bonus to your initiative. Your first attack in this combat, if successful, does extra damage equal to a roll of your superiority die.
Expose Weakness
This tactic weakens an opponent, opening them up for an attack. When using the tactic, make an attack roll against a creature in range. If the attack is successful, it does its normal amount of damage, but causes a weakness in the creature’s defenses. Until the start of your next turn, any ally can choose to attack this weakness. Attacking the weakness requires the same attack roll as striking the creature directly, but in addition to the normal damage done, the creature takes additional damage in the form of a roll of your superiority die. The weakness lasts until the start of your next turn.
Fanning the Hammer
You can use your action to fan the hammer of your pistol. Using a free hand and your action you can use a pistol you are wielding to make an attack for each Fresh round remaining in the pistol. Each attack roll made this way suffers stacking -2 Recoil penalty to hit (-2,-4, -6,etc). After fanning the hammer, your pistol is Empty..
Fast Fingers
You can now Load a pistol as a bonus action, Chamber a Lever Action Musket as an object interaction, and Chamber a Bolt Action firearm in place of one of your attacks when taking an attack action. This ability also allows you to expend a superiority die to add its rolled value to your initiative when drawing and firing a pistol. This allows you to take an attack action earlier in the round, but only an attack action. The remainder of your turn occurs at your normal initiative order. This fast draw ability can only be used once per combat.
Line Them Up
While hidden, you can observe a group of creatures and their routines. After one minute, you can select a number of creatures, up to the value of your intelligence bonus. Then, make an intelligence check, with a DC equal to the number of creatures you selected multiplied by 5. You can choose to add your Superiority Die to this roll, or the later damage rolls, but you must decide now, and the die is consumed as soon as you have made your choice If successful, you subtly manipulate the creatures and shift your position so that all of the attacks in your next attack action will strike each of the creatures. You make only one attack roll/s, against the closest target. Compare this roll/s against the AC of each creature selected to determine which are hit, and which are not. All creatures that are hit suffer additional damage in the form of one roll of your superiority die.
Point Blank Shot
When you make a firearm attack against a creature in melee range, you can expend one superiority die to make it a point blank shot. A Point Blank shot receives an attack and damage bonus equal to a roll of the superiority die. Firing a Point Blank Shot while being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
Ricochet Shot
This tactic allows you to aim your shot so that it ricochets off a hard surface and strikes a target behind cover. Using this shot negates all penalties in relation to half and three-quarters cover. At the DM’s discretion, this shot can strike targets in total cover, with a -2 penalty to the attack.
Strategic Positioning
By examining your attacker, you can position yourself in a way that minimizes the chance you will be struck in combat. By spending a superiority die and using a bonus action you can select a creature you can see. For an amount of rounds equal to half the maximum value of your superiority die, your armor class is increased by your intelligence bonus, but only for attacks made by the selected creature. You may spend another die to increase the duration of this effect or select a new creature without using a bonus action, as long as you are still under the original effect.
Two Fisted
When holding a firearm in each hand, you may choose, as a bonus action, to fire both your pistols simultaneously. You make two attack rolls, each with a -3 penalty. You can also draw or stow two one-handed weapons when you would normally be able to draw or stow only one. Lastly, when you use an action or a bonus action to Load one pistol, you can Load two instead.
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