Magical Marksman Image

You have learned through both the study of magic and of advanced magical weaponry, how to use a gun not as merely an arcane focus, but as a siphon for your magic.

  • You gain proficiency with a firearm or ranged weapon of your choice, your signature weapon. While wielding this weapon and nothing else, you may use your primary ability (Ex: Sorcerer = CHA) modifier for to hit and damage rolls for spells (if applicable). Your signature weapon counts as magical for the purpose of overcoming resistances. You may use your signature weapon as a spellcasting focus.
  • You have studied complex diagrams and attempted and failed to make your gun enough to be able to replicate the construction. You gain proficiency with tinker's tools. You can use your tinker's tool to craft ammunition and repair damaged firearms. You can even use them to draw up and create new ones (at DM's discretion).  Some intricate and experimental firearms can only be accessed through crafting. 
  • You have learned how to guide your projectiles, hitting enemies and avoiding your friends. If you cast an evocation spell with an area of effect, you can instead choose to hit 2 + the spell's level creatures if you roll on a d100 60 or higher. They must be within half of the spell's radius distance from each other. The chosen automatically fail on their saving throws vs. the spell. However, if you fail the check, the spell that was cast fizzles out and your weapon misfires, you must spend an action with your tinkerer's kit to correct the error.
  • If your firearm of choice is a single-handed firearm you may use your bonus action to attack with a single-handed melee weapon. 
  • You gain grit points equal to your proficiency bonus which you can spend to perform various "shot" attacks with your firearms. Grit points must be spent before the roll; only a single grit shot can be used per attack. you regain 1 spent grit point when you use a firearm to score a critical hit. You regain all expended Grit points after a long rest

    Deadeye Shot

    [1 Grit point] You gain advantage on the next attack roll you make with a firearm this round

    Piercing Shot

    [1 grit point] When you successfully hit with a ranged weapon that deals piercing damage,  you can also hit the targets behind it. You make an attack roll for everyone in a line directly behind the target. This continues out to a range equal to the weapon's first range increment. Only the initial attack roll can misfire.

    Trick Shot

    [2 grit point; DC 8 + Dex mod + Prof Bonus] You can aim for a specific body part, granted you can see that part of the target's anatomy:

    Head: Constitution save or it has disadvantage on its attack rolls until the end of its next turn

    Arms: Strength save or it drops one held item of my choice.

    Torso: It is pushed up to 10 feet directly away from me.

    Legs/Wings: Strength save or it gets knocked prone.

    Violent Shot

    [1 or more grit points] For each grit point you spend, the attack gains +2 to the firearm's misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent.

THIS IS UNOFFICIAL MATERIAL

These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They aren’t officially part of the Dungeons & Dragons game and aren’t permitted in D&D Adventurers League events unless otherwise stated. To use this content, toggle the Critical Role content on in the character builder.

Magical Marksman Image

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