Base Class: Gunslinger
Your an expert in crafting your own ammunition and weapons.
Misfire. Experimental weapons often have a misfire value. If you roll the misfire value or lower on an attack check with such a weapon it jams up causing the attack to miss. As an action you can attempt to unjam the weapon by making a Sleight of Hand check with Tinker Tools against DC 12 + the misfire value. On a failure the weapon because completely unusable until you spend an hour to fix it with 10 gp worth of materials per misfire value.
Level 3: Guncraft
You have honed your skills and become an expert and drafting and creating firearms.
Crafting Knowledge. You have proficiency in tinker tools and smith tools.
Ammunition Crafter. You craft ammunition for your weapon by spending half of it's price on material.
Level 3: Rapid Repair [Maneuver]
As a Bonus Action, you can expend a risk die to unjam your weapon adding the risk die to the tinker check.
Level 6: Chromatic Bullet [Maneuver]
As a Bonus Action you can expend a risk die and add the number rolled to your next ranged attack damage roll. If that weapon is a firearm or has the loading property it gains misfire 1 or increases it's misfire value by 1 if it already had it. Additionally you can have that attack deal one of the following damage types instead of it's regular damage; Acid, Cold, Fire, Lightning, Poison, or Thunder.
Level 6: Expert Crafter
Quick Craft. You can craft items in half the time it normally takes to craft them.
Repair Master. When you fail a tinker check to unjam your weapon, you can attempt to unjam it again but the DC increases by 2 each time you fail.
Level 10: Piercing Shot [Maneuver]
As a bonus action, you can expend a risk die and add the number rolled to the next ranged weapon attack roll you make. If that weapon is a firearm or has the loading property it gains misfire 1 or increases it's misfire value by 1 if it already had it. Additionally, if that attack hits compare the attack roll to all creatures' AC in a line behind your target and within your weapon's first range, on a success they also take the damage from the attack.
Level 14: Risky Innovator
Calculated Risk. When your weapon misfires you regain one expended risk die.
Volatile Shot. When you hit with a firearm or a weapon with the loading property you may have that attack deal 2d10 force damage in addition to it's normal damage. If you do, your weapon misfires.
Previous Versions
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6/28/2025 3:39:06 PM
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20
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7/5/2025 7:30:57 PM
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30
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1.5
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Coming Soon
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