Base Class: Fighter
Gunslinger + Alchemist (because alchemist isn't a real class)
Firearm Proficiency
Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
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) |
Adept Marksman
When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.
Trick Shots. You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.
You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.
Grit. You gain a number of grit points equal to your Intelligence 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.
Saving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:
Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier
Special Ammunition
The real reason Alcheslinger’s design their “guns” in the first place. However, there are several reasons this ammunition is called “special.” To begin, it is significantly harder to create them. Each morning, 3 special ammunitions can be made – increasing to 4 at 7level, 5 at 10level, 6 at 15 level, and 7 at 18level. In addition, if you succeed your morning Tinker’s Tools check, you can subtract any amount from your achieved modifier to add to the number of special ammunitions you make for that day. (i.e. If you succeed a Tinker’s Tool check with an elected +3 to the DC, you can then change that modifier for the day to +1 but add 2 additional special ammunitions made for that day). Further special ammunition can be made each day by making an Alchemist’s Kit check (DC = 15). Each extra special ammunition (whether the roll succeeds or fails) takes 30 minutes to create. The special ammunitions lose their potency each day, after a long rest.
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1. |
Healing |
The target regains a number of hit points equal to 2d4 + your Intelligence Modifier (+ your morning Tinker’s Tool bonus) |
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2. |
Resilience |
The target gains a +1 bonus to AC for 10 minutes (increasing to +2 at 7th level, +3 at 11th level, +4 at 15th level, and +5 at 19th level) |
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3. |
Boldness |
The target can roll a d4 + your morning Tinker’s Tool bonus and add the number rolled to every attack roll and saving throw they make for the next minute |
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4. |
Flight/Haste |
The target gains a flying speed of 10 feet for 10 minutes. At 9 level, the ammunition can be flying for 10 minutes or “Haste” for 1 minute |
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5. |
Explosive Round |
Can be fired at a target or area. Upon impact, the round explodes, causing all creatures in a 5ft radius must make a dexterity saving throw or take damage equal to 2d6 + your Intelligence Modifier + your morning Tinker’s Tool bonus (half-damage taken on a save). DC = 8 + your proficiency bonus + your Intelligence modifier. Your explosive rounds do force damage. Sarting at 3 level, you can select 1 alternative type of damage to choose to have your explosive rounds deal. You must declare this alternative type at 3 level and each time a round is made it must be declared as the damage type you want it to be. The amount of damage options increase to 2 at 7th level, 4 at 11th level, 5 at 15th level, and 6 at 19th level. (*Necrotic and Radiant damage are not options for Explosive Rounds) |
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6. |
Smoke Round |
Can be fired at a target or area. Upon impact, the round explodes, causing a dark smoke cloud with a 20-foot-radius sphere. The sphere spreads around corners, and its area is heavily obscured. It lasts for 5 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. |
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.
Rapid Repair
Upon reaching 10th level, you learn how to quickly attempt to fix a jammed gun. You can spend a grit point to attempt to repair a misfired (but not broken) firearm as a bonus action.
Lightning Round
Starting at 15th level, you can spend a grit point to add an attack (not action) to your round (maximum of 2).
Special Ammunition
|
1. |
Healing |
The target regains a number of hit points equal to 2d4 + your Intelligence Modifier (+ your morning Tinker’s Tool bonus) |
|
2. |
Resilience |
The target gains a +1 bonus to AC for 10 minutes (increasing to +2 at 7th level, +3 at 11th level, +4 at 15th level, and +5 at 19th level) |
|
3. |
Boldness |
The target can roll a d4 + your morning Tinker’s Tool bonus and add the number rolled to every attack roll and saving throw they make for the next minute |
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4. |
Flight/Haste |
The target gains a flying speed of 10 feet for 10 minutes. At 9 level, the ammunition can be flying for 10 minutes or “Haste” for 1 minute |
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5. |
Explosive Round |
Can be fired at a target or area. Upon impact, the round explodes, causing all creatures in a 5ft radius must make a dexterity saving throw or take damage equal to 2d6 + your Intelligence Modifier + your morning Tinker’s Tool bonus (half-damage taken on a save). DC = 8 + your proficiency bonus + your Intelligence modifier. Your explosive rounds do force damage. Sarting at 3 level, you can select 1 alternative type of damage to choose to have your explosive rounds deal. You must declare this alternative type at 3 level and each time a round is made it must be declared as the damage type you want it to be. The amount of damage options increase to 2 at 7th level, 4 at 11th level, 5 at 15th level, and 6 at 19th level. (*Necrotic and Radiant damage are not options for Explosive Rounds) |
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6. |
Smoke Round |
Can be fired at a target or area. Upon impact, the round explodes, causing a dark smoke cloud with a 20-foot-radius sphere. The sphere spreads around corners, and its area is heavily obscured. It lasts for 5 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. |
Vicious Intent
At 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point 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.
Trick Shots
These trick shots are presented in alphabetical order.
Bullying Shot
You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one grit point while making a Charisma (Intimidation) check to gain advantage on the roll.
Dazing Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.
Deadeye Shot
When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.
Disarming Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.
Forceful Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.
Piercing Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.
Violent Shot
When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.
Winging Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.
Previous Versions
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4/10/2024 3:35:36 AM
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Coming Soon
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