How do Grit points work? How many do you get? Looks like just the one?
Grit. You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.
Trick Shots require grit points to use. How many depends on the trick shot you chose to know, usually just one. All this is under the Critical Role content. when enabled. in the Fighter Archetypes. Have fun!
DM-ing an Eberron campaign - a world with "technology" powered by magic rather than science - I introduced "arcane pistols". There's even a picture in the Eberron book.
It made sense that these guns were invented by artificers and are powered by minor enchantments/infusions rather than gunpowder.
It is an picture of an so-called "arcane firearm", but its literally just an special wand given to 5th level artificers. It cannot be used by anyone, it does not use ammunition, its merely an conduit for casting spells. That being Said Magic guns is defenetly something an artificer in an magictech world, and more guns is more fun and also fits the noir and detective stuff the setting likes, so yeah it makes sense, an artificer could make an gun that stores the nessesary magical energy and replicates the conditions normally set fourth by an spells component to "cast" an "spell"
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
I really like the theme behind the Gunslinger sub-class, but I've always found it a bit clunky mechanically; Misfires for example make a lot of sense historically, but they're a pain in the arse in practice, especially when bows and crossbows have their own issues to contend with that the game just doesn't bother with. Some of the trick shots are too powerful, while others are really weak, and tying Grit to Wisdom feels like it unfairly penalises Gunslingers with lower Wisdom scores (Battle Master superiority die aren't tied to an ability, spellcasters can still cast the same number of spells with low spellcasting abilities and so-on). Finally there's a lack of any clear system for personalising your firearms, as I believe Matt & Talisen just discussed upgrades/projects behind the scenes so all that was shown on camera was the occasionally diving into a workshop to make progress.
With these things in mind I've been working on a homebrew version of the Gunslinger to use regular DMG firearms, rebalance a lot of the trick shots, and slightly flip how grit works (so it scales by character level, with Wisdom used instead for DC and other limits/bonuses). I also added some more fun gunslinger type cinematic stuff (impossible shots, flourishes, and ricochets) plus adding a big crafting and upgrades section so any player with a firearm and Tinker's Tools (not just gunslingers) can personalise and upgrade them over time. I haven't published it yet, but you can preview it in my Gunfighter (Modified Gunslinger) thread, the second post is a full list of changes from Gunslinger.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Does the gunslinger get a dex bonus on the hit or anything regarding stats make any difference or is all based on grit and stuff added to his archtype?
GO AARAKOCRA! And also Kenku. Because I love birds. And Kenku are cool. KENKU GUNSLINGERS FOREVER!
Kenku named Clayton *gunsound*
Gunslinger is all dex based, like most ranged weapons.
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"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
I like this subclass but I don't really like there's grit points but it's not a old west, grind-your-teeth, bite-the-bullet toughness, that you've gained over a life on the road, it's literally like a superiority die.
DM-ing an Eberron campaign - a world with "technology" powered by magic rather than science - I introduced "arcane pistols". There's even a picture in the Eberron book.
It made sense that these guns were invented by artificers and are powered by minor enchantments/infusions rather than gunpowder.
Yes, there is a depiction of a artificer with they 'arcane firearm' it does vaguely resemble a firearm, it does not shoot bullets or magical bolts of force, just projects a cantrip, plus it explicitly states that it must be a wand, staff or rod, but eberron likely does have firearms somewhere in the world, 'cause in page 25 of rising from the last war you can see a goblin happily toting a flintlock pistol it stole from it's hobgobin cohort, kinda a bummer about arcane firearm, but idk
Also a few more ' exotic ' firearms ( i.e. bad news, hand mortar ), a few gunslinger-geared magic items ala pugilist v2, and it would be perfect, but idk
As a sub class for a 600s to 1800s based technomagic game it doesn’t look unbalanced. But for dnd I simply find guns not fitting the game. While the first guns show up shortly after gunpowder is recognized @1250 CE guns as personal weapons that supplant swords and bows etc don’t take over until the late 1600s for a reason - they were both incredibly expensive or very large and heavy (the conquistador’s arquebus) and of limited use due to their slow rate of fire. Almost all guns until the middle 1800s are muzzle loaders and about the best they run is 3-4 shots a minute. They had all sorts of problems including blowing up in your hands (guess where the term hoist by your own petard (an early hand cannon) came from). Keeping your powder dry, your match lit and the weight of the lead projectiles means a gunpowder/smoke powder weapon would be of limited real use. This is why you see pirates and such carrying multiple pistols - in combat you don’t have time to reload you just throw the gun (bonus action) and draw a new one next round. Yes folks like pirates and the musketeers carried guns but their primary weapon was the sword. It’s not until the development of the flintlock mechanism between 1650-1700 that guns become reliable enough to start supplanting swords and bows for anything other than sea and mass combat. And if you don’t think Daniel Boone was as skilled with a bow as he was with his rifle you are fooling yourself. Powder and lead were too expensive and scarce to go around wasting them when you didn’t need to. It’s not until the 1840s with the Colt pistols that real “gunslingers” show up along with the invention of effective breech loading, percussion caps, and metallic cartridges to eliminate things like pepper box cross fires etc. even the early cap and ball colts had this problem along with reload times so folks took to carrying 2 guns and spare (wax sealed) cylinders for fast reloading in longer fights. I can see the class as a subclass of the artificer with magic based guns but at that point why not make it a mage subclass with wands that have handles.
guess where the term hoist by your own petard (an early hand cannon) came from
Actually a petard was an explosive charge used for blowing open doors; it's a similar point though, as if you were careless in setting one you could absolutely blow your self up instead. It was eventually used as a name for a type of breaching mortar though.
It’s not until the 1840s with the Colt pistols that real “gunslingers” show up
Historical accuracy doesn't really apply; as the old saying goes "necessity is the mother of all invention", in a world where your rivals are god-like mages and god-like dragons, it's not unreasonable to expect that normies might eventually invent themselves some alternatives rather than having to beg other mages for help, or petition sometimes capricious and unreliable deities for aid.
While I'm personally using it for an Eberron campaign where gunplay makes a bit more sense, I made my own Gunfighter variant with some pseudo-historical accuracy in mind, but it's still very much intended that you as the gunsmith are the one advancing the field as fast as your DM will allow. It does still have faster reloads, but that's just in line with the official firearm rules in the DMG which allow one reload per turn as standard.
On which note it's worth keeping in mind that firearms are not unique to this sub-class, potentially any character can have them if your DM is cool with you using the rules, and the Artificer class even encourages their use when available. Using the DMG firearms rules a Battlemaster is actually a perfectly good Gunslinger, better in some ways actually though you need the Tasha's Gunner feat to make it work, but trick shots aren't actually that strong, and the exandrian firearms misfires are a pain in the ass (and slow the game down).
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
I understand, in my homebrew there is a clip fed repeating crossbow that looks more like Thompson than a crossbow and actual revolvers that are repeat firing hand crossbows. There are ways around the historical problems but the historical problems do show the types of problems and provide context for the problems. The game rules speed up a number of things besides guns - crossbows were actually much slower with even “light” crossbows needing more time to reload (firing about as often as muskets). I don’t think the grit points work well but they work. It’s not a bad subclass but I’m starting to have problems with subclass creep. Just as 3.x had magic creep I’m already seeing subclass creep with subclasses overlapping each other and a loss of clearly defined roles.the gunfighter just adds to this with an out of time addition.
If you have the dual wield feat it should be no problem. The question for your DM is whether they will consider the pepper boxes ( or any pistol) a light weapon. If they do then all you want is the TWF style. If they don’t you need the dual wielding feat.
TWF is Two Weapon Fighting especially the combat style for fighters, rangers, et Al. If the gun and sword used are not considered light weapons then yes, but short swords and scimitars are light and some guns should be light so ……
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Wisea$$ DM and Player since 1979.
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How do Grit points work? How many do you get? Looks like just the one?
Grit. You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.
Trick Shots require grit points to use. How many depends on the trick shot you chose to know, usually just one. All this is under the Critical Role content. when enabled. in the Fighter Archetypes. Have fun!
It is an picture of an so-called "arcane firearm", but its literally just an special wand given to 5th level artificers. It cannot be used by anyone, it does not use ammunition, its merely an conduit for casting spells. That being Said Magic guns is defenetly something an artificer in an magictech world, and more guns is more fun and also fits the noir and detective stuff the setting likes, so yeah it makes sense, an artificer could make an gun that stores the nessesary magical energy and replicates the conditions normally set fourth by an spells component to "cast" an "spell"
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
I really like the theme behind the Gunslinger sub-class, but I've always found it a bit clunky mechanically; Misfires for example make a lot of sense historically, but they're a pain in the arse in practice, especially when bows and crossbows have their own issues to contend with that the game just doesn't bother with. Some of the trick shots are too powerful, while others are really weak, and tying Grit to Wisdom feels like it unfairly penalises Gunslingers with lower Wisdom scores (Battle Master superiority die aren't tied to an ability, spellcasters can still cast the same number of spells with low spellcasting abilities and so-on). Finally there's a lack of any clear system for personalising your firearms, as I believe Matt & Talisen just discussed upgrades/projects behind the scenes so all that was shown on camera was the occasionally diving into a workshop to make progress.
With these things in mind I've been working on a homebrew version of the Gunslinger to use regular DMG firearms, rebalance a lot of the trick shots, and slightly flip how grit works (so it scales by character level, with Wisdom used instead for DC and other limits/bonuses). I also added some more fun gunslinger type cinematic stuff (impossible shots, flourishes, and ricochets) plus adding a big crafting and upgrades section so any player with a firearm and Tinker's Tools (not just gunslingers) can personalise and upgrade them over time. I haven't published it yet, but you can preview it in my Gunfighter (Modified Gunslinger) thread, the second post is a full list of changes from Gunslinger.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
19 levels of Gunslinger + 1 level Monk (Unarmored Defense) + Aarakocra = Win
Anything + Aarakocra = Win
GO AARAKOCRA! And also Kenku. Because I love birds. And Kenku are cool. KENKU GUNSLINGERS FOREVER!
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
Does the gunslinger get a dex bonus on the hit or anything regarding stats make any difference or is all based on grit and stuff added to his archtype?
Kenku named Clayton *gunsound*
Gunslinger is all dex based, like most ranged weapons.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
I like this subclass but I don't really like there's grit points but it's not a old west, grind-your-teeth, bite-the-bullet toughness, that you've gained over a life on the road, it's literally like a superiority die.
Am I the only the only one that feels this way?
Mystic v3 should be official, nuff said.
Yes, there is a depiction of a artificer with they 'arcane firearm' it does vaguely resemble a firearm, it does not shoot bullets or magical bolts of force, just projects a cantrip, plus it explicitly states that it must be a wand, staff or rod, but eberron likely does have firearms somewhere in the world, 'cause in page 25 of rising from the last war you can see a goblin happily toting a flintlock pistol it stole from it's hobgobin cohort, kinda a bummer about arcane firearm, but idk
Mystic v3 should be official, nuff said.
Also a few more ' exotic ' firearms ( i.e. bad news, hand mortar ), a few gunslinger-geared magic items ala pugilist v2, and it would be perfect, but idk
Mystic v3 should be official, nuff said.
As a sub class for a 600s to 1800s based technomagic game it doesn’t look unbalanced. But for dnd I simply find guns not fitting the game. While the first guns show up shortly after gunpowder is recognized @1250 CE guns as personal weapons that supplant swords and bows etc don’t take over until the late 1600s for a reason - they were both incredibly expensive or very large and heavy (the conquistador’s arquebus) and of limited use due to their slow rate of fire. Almost all guns until the middle 1800s are muzzle loaders and about the best they run is 3-4 shots a minute. They had all sorts of problems including blowing up in your hands (guess where the term hoist by your own petard (an early hand cannon) came from). Keeping your powder dry, your match lit and the weight of the lead projectiles means a gunpowder/smoke powder weapon would be of limited real use. This is why you see pirates and such carrying multiple pistols - in combat you don’t have time to reload you just throw the gun (bonus action) and draw a new one next round. Yes folks like pirates and the musketeers carried guns but their primary weapon was the sword. It’s not until the development of the flintlock mechanism between 1650-1700 that guns become reliable enough to start supplanting swords and bows for anything other than sea and mass combat. And if you don’t think Daniel Boone was as skilled with a bow as he was with his rifle you are fooling yourself. Powder and lead were too expensive and scarce to go around wasting them when you didn’t need to. It’s not until the 1840s with the Colt pistols that real “gunslingers” show up along with the invention of effective breech loading, percussion caps, and metallic cartridges to eliminate things like pepper box cross fires etc. even the early cap and ball colts had this problem along with reload times so folks took to carrying 2 guns and spare (wax sealed) cylinders for fast reloading in longer fights. I can see the class as a subclass of the artificer with magic based guns but at that point why not make it a mage subclass with wands that have handles.
Wisea$$ DM and Player since 1979.
Actually a petard was an explosive charge used for blowing open doors; it's a similar point though, as if you were careless in setting one you could absolutely blow your self up instead. It was eventually used as a name for a type of breaching mortar though.
Historical accuracy doesn't really apply; as the old saying goes "necessity is the mother of all invention", in a world where your rivals are god-like mages and god-like dragons, it's not unreasonable to expect that normies might eventually invent themselves some alternatives rather than having to beg other mages for help, or petition sometimes capricious and unreliable deities for aid.
While I'm personally using it for an Eberron campaign where gunplay makes a bit more sense, I made my own Gunfighter variant with some pseudo-historical accuracy in mind, but it's still very much intended that you as the gunsmith are the one advancing the field as fast as your DM will allow. It does still have faster reloads, but that's just in line with the official firearm rules in the DMG which allow one reload per turn as standard.
On which note it's worth keeping in mind that firearms are not unique to this sub-class, potentially any character can have them if your DM is cool with you using the rules, and the Artificer class even encourages their use when available. Using the DMG firearms rules a Battlemaster is actually a perfectly good Gunslinger, better in some ways actually though you need the Tasha's Gunner feat to make it work, but trick shots aren't actually that strong, and the exandrian firearms misfires are a pain in the ass (and slow the game down).
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
I understand, in my homebrew there is a clip fed repeating crossbow that looks more like Thompson than a crossbow and actual revolvers that are repeat firing hand crossbows. There are ways around the historical problems but the historical problems do show the types of problems and provide context for the problems. The game rules speed up a number of things besides guns - crossbows were actually much slower with even “light” crossbows needing more time to reload (firing about as often as muskets). I don’t think the grit points work well but they work. It’s not a bad subclass but I’m starting to have problems with subclass creep. Just as 3.x had magic creep I’m already seeing subclass creep with subclasses overlapping each other and a loss of clearly defined roles.the gunfighter just adds to this with an out of time addition.
Wisea$$ DM and Player since 1979.
I've used it a couple times and do like it a lot.
I have a gunslinger and i want to duel wield pepperboxes, can I do that if I have the firearm specialist feat or is that a no no
If you have the dual wield feat it should be no problem. The question for your DM is whether they will consider the pepper boxes ( or any pistol) a light weapon. If they do then all you want is the TWF style. If they don’t you need the dual wielding feat.
Wisea$$ DM and Player since 1979.
What is the TWF style? Also I’m assuming you need dual wielding feat for sword and gun play style, right?
TWF is Two Weapon Fighting especially the combat style for fighters, rangers, et Al. If the gun and sword used are not considered light weapons then yes, but short swords and scimitars are light and some guns should be light so ……
Wisea$$ DM and Player since 1979.