Base Class: Artificer
Marksman Gunslingers rely on range to become effective at their craft. The Marksman focuses on the ability to redesign and utilize powerful, yet dangerous ranged weapons. They are the hidden assassins of the newer advancing world, soon to be utilized by more than just nobles. These men and women are the soldiers that can change the fate of a battle beyond the range of a normal archer. Their rarity makes them excellent as bounty hunters and assassins.
Most of the marksmen that are prominent come from the Neverwinter and Waterdeep or the Northern Wastes. Marksman Gunslingers usually have to train anywhere between 12 to 16 years with many of them primary working as bounty hunters, assassins, saboteurs, spy's or hired protection.
Armature Gunsmith and Marksmen
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.
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.
Abilities
- You gain proficiency with stealth, investigation, firearms and perception.
- You gain a +2 to range attacks.
- You can learn the spell Hunter's Mark and Pass Without Trace.
- Your weapon attacks score a critical hit on a roll of 19 or 20.
- You ignore the loading property of firearms.
Firearms
| WEAPON TYPE | COST | DAMAGE | WEIGHT | AMMUNITION |
| Revolver | 700 gp | 2d8 piercing | 3 lbs | Ammo: Bullets (M) 200 gp for 10 |
| Exandria Musket | 1000 gp | 1d12 piercing | 10 lbs | Ammo: Bullets (R) 600 gp for 10 |
| Hunting Rifle | 1400 gp | 2d10 piercing | 8 lbs | Ammo: Bullets (R) 1200 gp for 10 |
| Marksman Rifle | 1900 gp | 2d12 piercing | 25 lbs | Ammo: Bullets (R) 1500 gp for 5 |
| Antitank Rifle | 5000 gp | 6d8 piercing | 35 lbs | Ammo: Bullets (F) 2500 gp for 20 |
| ATTACHMENTS | COST | ABILITIES |
|---|---|---|
| Ranged Scope | 1500 gp | Increases normal and long range of the firearm by 400 ft. |
| Longer Barrel | 2500 gp | Adds a +2 to attack damage. |
| Suppressor | 15000 gp | Reducing the range at which a shot is heard to 100 ft. |
Moderate Gunsmith and Marksman
Upon choosing this archetype at 7th level, your proficiency with Tinker’s Tools lets you craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones.
Abilities.
- You gain a +2 in ranged attacks.
- If you roll a misfire on an attack with a firearm, you can use your reaction to roll a d20. If the number rolled is higher than the previous roll, the firearm does not misfire. You cannot use this feature of this feat again until you complete a short or long rest.
- You can expend one turn to aim down the sights of your rifle or revolver and gain advantage on attacks but get disadvantage to incoming attacks while aiming.
Firearms
| WEAPON TYPE | COST | DAMAGE | WEIGHT | AMMUNITION |
| Revolver | 350 gp | 2d8 piercing | 3 lbs | Ammo: Bullets (M) 100 gp for 10 |
| Exandria Musket | 500 gp | 1d12 piercing | 10 lbs | Ammo: Bullets (R) 300 gp for 10 |
| Hunting Rifle | 700 gp | 2d10 piercing | 8 lbs | Ammo: Bullets (R) 600 gp for 10 |
| Marksman Rifle | 950 gp | 2d12 piercing | 25 lbs | Ammo: Bullets (R) 750 gp for 5 |
| Antitank Rifle | 2500 gp | 6d8 piercing | 35 lbs | Ammo: Bullets (F) 1250 gp for 20 |
| ATTACHMENTS | COST | ABILITIES |
|---|---|---|
| Ranged Scope | 750 gp | Increases normal and long range of the firearm by 400 ft. |
| Longer Barrel | 1250 gp | Adds a +2 to attack damage. |
| Suppressor | 7500 gp | Reducing the range at which a shot is heard to 100 ft. |
Well Trained Marksman
At 10th level your marksman training allows you to effectively take out targets at range. You have gained a knowhow on how your weapon works and have become efficient with executing targets.
Abilities. You have become extremely effective as a marksmen in your time as an adventurer and have learned the ins and outs of taking out targets.
- You gain expertise with stealth, investigation and perception.
- Called shots with a firearm no longer give disadvantage on attacks.
- You gain a +2 in ranged attacks.
- You can 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.
Seasoned Gunsmith and Headshot Master
Seasoned Gunsmith and Headshot Master
Upon meeting 15th level, you become extremely dangerous as a marksmen. You aim is noted throughout the realm as something you don't want to stand against. You shots can wage or change battlefields with a single pull of the trigger and as a seasoned gunsmith you have mastered building weapons, understanding their designs and have come to the point of being able to produce them quickly and effectively.
Abilities.
- You gain expertise with Tinker’s Tools, have advantage with all ranged attacks and can craft ammunition, repair firearms, and create new ones at three-fourths the cost.
- If an enemy misses you with a ranged attack, you can use your reaction to fire a shot back at it.
- Your weapon attacks score a critical hit on a roll of 18 or 20.
- You also get a +2 to ranged weapon attacks.
Firearms
| WEAPON TYPE | COST | DAMAGE | WEIGHT | AMMUNITION |
| Revolver | 175 gp | 2d8 piercing | 3 lbs | Ammo: Bullets (M) 25 gp for 10 |
| Exandira Musket | 250 gp | 1d12 piercing | 10 lbs | Ammo: Bullets (R) 75 gp for 10 |
| Hunting Rifle | 350 gp | 2d10 piercing | 8 lbs | Ammo: Bullets (R) 150 gp for 10 |
| Marksman Rifle | 475 gp | 2d12 piercing | 25 lbs | Ammo: Bullets (R) 185 gp for 5 |
| Antitank Rifle | 1250 gp | 6d8 piercing | 10 lbs | Ammo: Bullets (M) 310 gp for 5 |
| ATTACHMENTS | COST | ABILITIES |
|---|---|---|
| Ranged Scope | 185 gp | Increases normal and long range of the firearm by 400 ft. |
| Longer Barrel | 310 gp | Adds a +4 to attack damage. |
| Suppressor | 1875 gp | Reducing the range at which a shot is heard to 100 ft. |
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