Bard
Base Class: Bard

Gunsingers are bards from the College of Gunsinging, a group noisy exhibitionist who blend gunpowder with song and sorcery. They like putting on a show, whether it's an entertaining demonstration of their many abilities or the defeat of their opponents. Gunsingers, who are drawn to the exotic and flamboyant, learn how to use and create firearms as part of their curriculum. the characteristics of such weapons Gunsingers are as skilled with such weapons as they are performers. A gunsinger's life is not like that of a scholar or a court performance. They are always seeking for adventure, treasure, or a new opportunity to show off.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency in renaissance firearms (DMG, pg267) and can use them as spellcasting focus for your bard spells.

Bardic Gunsmithing

At 3rd level, you choose between a pistol or a musket. You are able to craft said weapon and ammunitions for it. You can also craft a bandolier which can carry up to 50 bullets.

When you choose this archetype at 3rd level you gain your chosen firearm and a bandolier, representing the final result of your hard work. If you lose or break your firearm, you can craft it again by spending 8 hours working with tinker's tools and half the weapon cost in materials.

Crafting a bandolier requires spending 1 hour working with tinker's or leatherworker's tools and 25gp in materials.

You can craft 20 bullets spending 1 hour working with tinker's tools and 3gp

Musket

 

You gain a musket.

 

Pistol

 

You gain a pistol.

 

Gunsinger Deeds

At 3rd level, you learn a set of daring tricks you can use when you wield a firearm. When you take the Attack action on your turn and you hit a creature with a ranged weapon attack made with a firearm, you can use one Gunsinger's Deed of your choice.

You can only use one Gunsinger's Deed option per turn.

Impairing Shot

 

You can expend one use of Bardic Inspiration to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. In addition, the target must subtract the same number from his next ability check, saving throw or attack roll.

 

Piercing Shot

 

You can expend one use of Bardic Inspiration to increase the penetration power of your bullet. You can make a free attack at disadvantage against the first creature in a 15 feet line behind your first target. If this attack hits, it deals extra damage equal to the number you roll on the Bardic Inspiration die.

 

Stunning Shot

 

You can expend one use of Bardic Inspiration to attempt to stun the target you hit. It must succeed on a Wisdom saving throw against your spell save DC, or be stunned until the start of your next turn. After it is targeted by this effect, a creature has advantage on the saving throw for the next 24 hours.

 

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn

Fast Fingers

Starting at 6th level, you ignore the loading property of firearms.

Gunner's Ballad

At 14th level, when you use a Gunsinger Deed, you roll your Inspiration die twice and add both results to all effects.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency in renaissance firearms (DMG, pg267) and can use them as spellcasting focus for your bard spells.

Bardic Gunsmithing

At 3rd level, you choose between a pistol or a musket. You are able to craft said weapon and ammunitions for it. You can also craft a bandolier which can carry up to 50 bullets.

When you choose this archetype at 3rd level you gain your chosen firearm and a bandolier, representing the final result of your hard work. If you lose or break your firearm, you can craft it again by spending 8 hours working with tinker's tools and half the weapon cost in materials.

Crafting a bandolier requires spending 1 hour working with tinker's or leatherworker's tools and 25gp in materials.

You can craft 20 bullets spending 1 hour working with tinker's tools and 3gp

Musket or Pistol

you can either get a musket or a pistol

Gunsinger's Deed

At 3rd level, you learn a set of daring tricks you can use when you wield a firearm. When you take the Attack action on your turn and you hit a creature with a ranged weapon attack made with a firearm, you can use one Gunsinger's Deed of your choice.

You can only use one Gunsinger's Deed option per turn.

Impairing shot, piercing shot and stunning shot

Impairing Shot

 

You can expend one use of Bardic Inspiration to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. In addition, the target must subtract the same number from his next ability check, saving throw or attack roll.

 

Piercing Shot

 

You can expend one use of Bardic Inspiration to increase the penetration power of your bullet. You can make a free attack at disadvantage against the first creature in a 15 feet line behind your first target. If this attack hits, it deals extra damage equal to the number you roll on the Bardic Inspiration die.

 

Stunning Shot

 

You can expend one use of Bardic Inspiration to attempt to stun the target you hit. It must succeed on a Wisdom saving throw against your spell save DC, or be stunned until the start of your next turn. After it is targeted by this effect, a creature has advantage on the saving throw for the next 24 hours.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn

Fast Fingers

Starting at 6th level, you ignore the loading property of firearms.

Gunner's Ballad

At 14th level, when you use a Gunsinger Deed, you roll your Inspiration die twice and add both results to all effects.

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