Base Class: Fighter
Nobles, swashbucklers and soldiers spend years perfecting the classic arts of swordplay, but few warriors take the time to gain the same expertise with firearms. The few who invest the years of training it takes to master firearms are gunslingers.
As a gunslinger, you make your mark upon the world as a expert with flintlock firearms. While anyone can aim a pistol or rifle and fire it, a gunslinger is a cut far above the rabble. Gunslingers combine lightning fast reflexes and careful aim to act as masters of ranged combat. Gunslingers also draw on bravado, a mix of courage and confidence, to perform amazing deeds with firearms.
This Subclass is a hybrid that I created based on a combination of the features of the CR Gunslinger and the Arcane Gunslinger on Tribality.
Arcane Gunman
At 3rd level, You gain proficiency with firearms. You also seek to enhance your gunsmithing abilities using the secrets of magic. You gain proficiency in the Arcana skill. You also learn the mending cantrip.
Gunsmith
Upon choosing this archetype 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) | |
| Pistol | 150g | 4g (20) | 1d10 piercing | 3 lb. | (60/240) | |
| Musket | 300g | 5g (20) | 1d12 piercing | 10 lb. | (120/480) |
|
| Pepperbox | 250g | 4g (20) | 1d10 piercing | 5 lb. | (80/320) | |
| Blunderbuss | 300g | 5g (5) | 2d8 piercing | 10 lb. | (15/60) | |
| Bad News | Crafted | 10g (5) | 2d12 piercing | 25 lb. | (200/800) |
|
| Hand Mortar | Crafted | 10g (1) | 2d8 fire | 10 lb. | (30/60) |
Arcane Ammunition
ARCANE AMMUNITION OPTIONS
The Arcane Ammunition feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.
If an option requires a saving throw, your Arcane Ammunition save DC equals 8 + your proficienct + your Dex modifier.
Blinding Shot. You infuse evocation magic into your shot. As the shot hits the creature, it flares with a bright light. The creature hit by the shot takes an extra 1d6 radiant damage. The target must also succeed on a Constitution saving throw, or be blinded until the start of your next turn. A creature blinded by this shot makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. After you reach 18th level in this class, a target also takes 2d6 radiant damage when the shot hits it.
Agonizing Shot. You infuse necromantic magic into your shot. The creature hit by the shot takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or can’t regain hit points until the start of your next turn. The necrotic damage increases to 4d6 when you reach 18th level in this class.
Concussive Shot. You infuse your shot with force energy drawn from the school of evocation. Immediately after the shot hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each. The target is also deafened until the start of your next turn. The force damage increases to 4d6 when you reach 18th level in this class.
Enfeebling Shot. You infuse necromantic magic into your shot. The creature hit by the shot takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn. The necrotic damage increases to 4d6 when you reach 18th level in this class.
Freezing Shot. You infuse evocation magic into your shot. The creature hit by the shot takes an extra 2d6 cold damage. The target must also succeed on a Constitution saving throw, or its speed is halved and it can’t use reactions until the start of your next turn. The cold damage increases to 4d6 when you reach 17th level in this class.
Healing Shot. You infuse evocation magic into your shot. The creature hit by the shot takes no damage and instead regains hit points equal to 2d6 + your Charisma modifier. The healing increases by 2d6 when you reach 18th level in this class.
Incendiary Shot. You infuse evocation magic into your shot. Immediately after the shot hits the creature, the target and all other creatures within 10 feet of it take 2d6 fire damage each. The fire damage increases to 4d6 when you reach 18th level in this class.
Storm Shot. You infuse evocation magic into your shot. Immediately after the shot hits the creature, the target and all other creatures within 10 feet of it take 2d6 lightning damage each. The lightning damage increases to 4d6 when you reach 18th level in this class.
Toxic Shot. You infuse conjuration magic into your shot. The creature hit by the shot takes an extra 2d6 poison damage. The target must also succeed on a Constitution saving throw, or is poisoned. A creature poisoned by this shot makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer poisoned. The poison damage increases to 4d6 when you reach 18th level in this class.
Arcane Ammunition Options
These Arcane Ammunition Options are presented in alphabetical order
Agonizing Shot
You infuse necromantic magic into your shot. The creature hit by the shot takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or can’t regain hit points until the start of your next turn. The necrotic damage increases to 4d6 when you reach 18th level in this class.
Blinding Shot
You infuse evocation magic into your shot. As the shot hits the creature, it flares with a bright light. The creature hit by the shot takes an extra 1d6 radiant damage. The target must also succeed on a Constitution saving throw, or be blinded until the start of your next turn. A creature blinded by this shot makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. After you reach 18th level in this class, a target also takes 2d6 radiant damage when the shot hits it.
Concussive Shot
You infuse your shot with force energy drawn from the school of evocation. Immediately after the shot hits the creature, the target takes 2d6 force damage each and is deafened until the start of your next turn. Each creature within 10 feet of the target must then make a Dexterity Saving throw or take the same amount of force damage. The force damage increases to 4d6 when you reach 18th level in this class.
Enfeebling Shot
You infuse necromantic magic into your shot. The creature hit by the shot takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn. The necrotic damage increases to 4d6 when you reach 18th level in this class.
Freezing Shot
You infuse evocation magic into your shot. The creature hit by the shot takes an extra 2d6 cold damage. The target must also succeed on a Constitution saving throw, or its speed is halved and it can’t use reactions until the start of your next turn. The cold damage increases to 4d6 when you reach 17th level in this class.
Healing Shot
You infuse evocation magic into your shot. The creature hit by the shot takes no damage and instead regains hit points equal to 2d6 + your Charisma modifier. The healing increases by 2d6 when you reach 18th level in this class.
Incendiary Shot
You infuse evocation magic into your shot. Immediately after the shot hits the creature, the target take 2d6 fire damage. All creatures within 10 feet of the creature must then make a dexterity saving throw or take the same amount of damage. The fire damage increases to 4d6 when you reach 18th level in this class.
Storm Shot
You infuse evocation magic into your shot. Immediately after the shot hits the creature, the target take 2d6 Lightening damage. All creatures within 10 feet of the creature must make a dexterity saving throw or take the same amount of damage. The Lightening damage increases to 4d6 when you reach 18th level in this class.
Toxic Shot
You infuse conjuration magic into your shot. The creature hit by the shot takes an extra 2d6 poison damage. The target must also succeed on a Constitution saving throw, or is poisoned. A creature poisoned by this shot makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer poisoned. The poison damage increases to 4d6 when you reach 18th level in this class.
Quickdraw
When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.
Magical Firearm
At 7th level, your ability to combine magic and smithing allows you to create a magic pistol or rifle. You are assumed to have been collecting materials and working on the gun for quite some time, finally finishing it during a short or long rest after you reach 6th level.
When you wield this firearm it has the following properties:
- Whenever you shoot nonmagical ammunition from a firearm, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the ammunition immediately after it hits or misses its target.
- If you lose this firearm, you can create a new one over the course of three days of work (eight hours each day) by expending 50 gp worth of metal and other raw materials.
Lightning Reload
Starting at 10th level, you can reload any firearm as a bonus action.
Ever-Ready Shot
Starting at 15th level, your magical ammunition is available whenever battle starts. If you roll initiative and have no uses of Arcane Ammunition remaining, you regain one use of it.
Vicious Intent
Your firearm attacks score a critical hit on a roll of 19-20, and you regain a Arcane Ammunition use on a roll of 19 or 20 on a d20 attack roll.
Hemorrhaging Critical
Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.







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