Bard
Base Class: Bard

The Art of weaving magic into a weapon is often seen in its general form of magical items, however there is a seperate technique mastered by few that allows those with the wit and control required to dynamically weave magic into attacks without a permanent enchantment. The use of this technique with firearms was invented by the college of powder, and it's secrets have been passed from bard to bard over the years since its inception.

Bonus Proficiencies

When you join the College of Powder at 3rd level, you gain proficiency with Firearms and Tinkers tools.

Enhanced Aim

You gain a +2 to ranged attacks

Spell Infused Shot

You can choose 2 Shot Infusions at level 3, and gain an additional infusion at levels 6, 10, 14,18 and 20. You can change one of you infusions to another infusion you meet the prerequisites for after a long rest.

When you hit with an attack you can choose to use a spell slot to infuse the bullet with magical properties. Choose an effect you have available, it activates alongside the damage - however if the target reduces the damage to 0 or is immune to the damage taken, the effect does not trigger.

If the infusion requires a saving throw, it uses your spell save DC. 

Abjuration Enhancement

The shot deals an extra 1d6 force damage and you choose a creature within 5ft of the target. The target has disadvantage attacking the chosen creature until the start of your next turn.The damage increases by 1d6 for every spell slot level burnt beyond 1st.

Enchantment Enhancement

You deal an extra 1d4 Psychic damage and the target must make a wisdom saving throw against your spellcasting saving throw or be your choice of Blinded or Deafened until the start of your next turn. For every level of spell slot beyond first burnt, the damage increases by 1d4 and when burning a 3rd level spell or higher you can add the choice to impose the Stunned condition instead of blinded or deafened.

Evocation Enhancement

You deal an extra 2d6 damage on the target of a chosen damage type from the following (Fire, Lightning, Thunder, Cold or Force) - The damage increases by 1d6 for every level of the spell slot burnt beyond 1st level.

Leaching Shot

This enhancement has a minimum slot requirement of a 3rd level spell slot.

On a hit, the target must make a Constitution Saving Throw, on a fail they take an extra 3d8 Necrotic damage and you heal an amount equal to half the damage (rounded down, minimum of 1) dealt by the necrotic damage. On a successful save they take half damage and you do not heal. The damage increases by 1d8 for every spell slot level burnt beyond 3rd.

Shrinking Enhancement

This enhancement has a minimum slot requirement of a 3rd level spell slot.

The shot deals an extra 3d6 force damage and the target must make a Constitution saving throw or suffer the Reduce effect of the Enlarge/Reduce spell. The damage increased by 1d6 for every spell slot level burnt beyond 3rd.

Slowing Enchancment

You deal an extra 1d6 bludgeoning damage to the target and their movement speed is halved until the end of their next turn. The damage increases by 1d6 for every spell level burnt beyond 1st and if a 3rd level spell slot or higher is burnt, you can choose to have the target's speed is reduced to 0 instead.

Gunsmith

-Rules by Matt Mercer from the Gunslinger Fighter Archetype-

Upon choosing this college 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
Palm Pistol 50g 2g (20) 1d8 piercing 1 lb. (40/160)
Light, reload 1, misfire 1
Pistol 150g 4g (20) 1d10 piercing 3 lb. (60/240)
Reload 4, misfire 1
Musket 300g 5g (20) 1d12 piercing 10 lb. (120/480)
Two-handed, reload 1, misfire 2
Pepperbox 250g 4g (20) 1d10 piercing 5 lb. (80/320)
Reload 6, misfire 2
Blunderbuss 300g 5g (5) 2d8 piercing 10 lb. (15/60)
Reload 1, misfire 2
Bad News Crafted 10g (5) 2d12 piercing 25 lb. (200/800)
Two-handed, misfire 3, explosive
Hand Mortar Crafted 10g (1) 2d8 fire 10 lb. (30/60)
Reload 1, misfire 3, explosive

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn, this does not stack with other instances of extra attack.

Lightning Reload

Starting at 14th level, you can reload any firearm as a bonus action.

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