Base Class: Bard
The Pistol Performers, are from a new sort of show, firearm shows. Where these performers show of this new technology and their skill with them. From shooting appels, to colorful smoke and dance. This show got it all! And more.
Bonus Proficiencies
When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar.
If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.
Expert Shooting
At 3rd level, you learn to perform impressive displays of martial prowess and speed.
Whenever you take the Attack action on your turn with a firearm, your walking speed increases by 10 feet until the end of the turn, and if a firearm attack that you make as part of this action hits a creature, you can use one of the following Expert Shooting options of your choice. You can use only one Expert Shooting option per turn.
Defensive Shot. You can expend one use of your Bardic Inspiration to cause the firearm to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
Piercing Shot. You can expend one use of your Bardic Inspiration to cause the firearm to deal extra damage to the target you hit and to any other creature in the line of shot, in the normal range of the firearm. The damage equals the number you roll on the Bardic Inspiration die.
Mobile Shot. You can expend one use of your Bardic Inspiration to cause the firearm to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. The shot also pushes the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move the same amount of feet.
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.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Master's Shot
Starting at 14th level, whenever you use a Expert Shot option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.
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