Gunsmith Image

You gain the following benefits:

Tool Proficiency. You gain proficiency with tinker's tools, smith's tools, and glassblower's tools.

Bayonet Assembly. Using tinker's tools, you can spend 8 hours and 25 gp worth of materials to construct and secure a bayonet assembly to the barrel of a musket, hunting rifle, or other firearm with the two-handed property. You can take the Use an Object action to attach a dagger or shortsword to the bayonet assembly of a firearm allowing the firearm to be used as a melee weapon in addition to being used as a ranged weapon.

A firearm has the following features when a bayonet is attached and is being used as a melee weapon:

  • The weapon uses the same modifiers for attack and damage rolls that would normally apply to the attached dagger or shortsword.
  • The weapon does not gain the light or thrown properties of the attached dagger or shortsword.
  • The weapon gains the reach property.
  • The weapon is considered a pike for any prerequisite or effect that requires a pike.

Silencer. Using smith's tools, you can spend 8 hours and 15 gp worth of materials to construct a silencer. You can take the Use an Object action to attach a silencer to the muzzle of a modern firearm. When a silencer is attached to a modern firearm, the distance to which the weapon's sound can travel is reduced to a 15-foot radius sphere centered on the firearm.

Sniperscope. Using glassblower's tools, you can spend 8 hours and 50 gp worth of materials to construct a sniperscope. You can take the Use an Object action to attach a sniperscope to a firearm with the two-handed property.

When a sniperscope is attached to a firearm you are proficient with, it has the following features:

  • The range of the weapon is doubled.
  • Attacking at long range doesn't impose disadvantage on ranged attack rolls made with the weapon.
  • Your ranged attacks with the weapon ignore half cover and three-quarters cover.

Firearms & Ammunition. You can use tinker's tools to craft bullets and smith's tools to craft firearms for half the usual gold, in a quarter of the normal time (see "Crafting an Item" in Xanathar’s Guide to Everything). The weapon and ammo costs detailed below replace those presented in the Dungeon Master's Guide.

Renaissance Item

Cost

Damage

Weight

Range

Properties

Pistol

250 gp

1d10 piercing

3 lb.

(30/90)

Ammunition, loading

Musket

500 gp

1d12 piercing

10 lb.

(40/120)

Ammunition, loading, two-handed

Bullets, Renaissance

3 gp (10)

—

2 lb.

—

—

Modern Item

Cost

Damage

Weight

Range

Properties

Revolver

750 gp

2d8 piercing

3 lb.

(40/120)

Ammunition, reload (6 shots)

Rifle, hunting

1000 gp

2d10 piercing

8 lb.

(80/240)

Ammunition, reload (5 shots), two-handed

Shotgun

500 gp

2d8 piercing

7 lb.

(30/90)

Ammunition, reload (2 shots), two-handed

Bullets, Modern

5 gp (10)

—

1 lb.

—

—

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