Base Class: Bard
Bards of the College of Gunpowder are... unique. While some bards play the flute or strum their lyres, these bards find majesty in the sound of lit gunpowder. They entertain crowds with fancy firearm flourishes, trick shots, and explosions. The latter has a tendency to scare the crowds off, but at least they've got a story to tell! And isn't every bard's dream to not just tell stories but to become the story itself?
These boomtunes, as they are so "affectionately" referred to by the other colleges, are also popular in military use and adventuring. To sling both guns and spells is highly valuable, as folk who use either are always in short supply. And so these bards march across the battlefield, their shots that hit home being music to their allies' ears.
Firearm Proficiency
Starting when you choose this college at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
Gunsmith
Upon choosing this college 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).
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.
Firearms
| Name | Cost | Ammo | Damage | Weight | Range | Properties |
|---|---|---|---|---|---|---|
| Palm Pistol | 50g | 2g (20) | 1d8 piercing | 1 lb. | (40/160) |
Light, reload 1, misfire 1
|
| Pistol | 150g | 4g (20) | 1d10 piercing | 3 lb. | (60/240) |
Reload 4, misfire 1
|
| Musket | 300g | 5g (20) | 1d12 piercing | 10 lb. | (120/480) |
Two-handed, reload 1, misfire 2
|
| Pepperbox | 250g | 4g (20) | 1d10 piercing | 5 lb. | (80/320) |
Reload 6, misfire 2
|
| Blunderbuss | 300g | 5g (5) | 2d8 piercing | 10 lb. | (15/60) |
Reload 1, misfire 2
|
Fancy Shootin'
At 3rd level, you learn to perform impressive displays of gunslinging.
Whenever you take the Attack action on your turn and a weapon attack that you make as part of this action hits a creature, you can use one of the following Fancy Shootin' options of your choice. You can use only one Fancy Shootin' option per turn.
Acrobatic Shot. With some fancy footwork or some flips, you can spend one use of your Bardic Inspiration to create some distance. Whether your attack hits or not, you can immediately use your action to move 10 feet in any direction, ignoring any difficult terrain. This movement does not provoke opportunity attacks. You also gain a bonus to your AC equal to the number you roll on the Bardic Inspiration die until the start of your next turn.
Piercing Shot. When you make a firearm attack against a creature, you can spend one use of your Bardic Inspiration 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 plus the number you rolled on your Bardic Inspiration die. Additionally, 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.
Ricochet Shot. If your target is within your firearm's normal range and benefits from cover, you can spend one use of your Bardic Inspiration to ricochet your shot. To do so, you fire at a point or object made of stone or metal within your weapon's normal range. This point or object must be between you and your target and not have cover against you or your target. This point or object can be a wall, anvil, ceiling, or even plate armor (the wearer takes no damage). If your attack hits you deal extra damage equal to the number you roll on the Bardic Inspiration die.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Music of War
Whenever 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), choose one creature other than yourself within 60 feet of you who can see or hear you. That creature gains one Bardic Inspiration die, a d6. This does not count against your uses of Bardic Inspiration.
Masterful Display
Starting at 14th level, whenever you use a Fancy Shootin' option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.