Bard
Base Class: Bard

Whether they be hired hands for a fire fight or skilled deadeyes pulling off seemingly impossible trick shots, Gunplay Bards understand that firearms are just as capable of captivating and inspiring an audience as instruments and speeches, and they prove that by weaving their magic into their weapons and mastering the art of the Gun Show.

Locked and Loaded

At 3rd level, you may become proficient in a firearm of your choice from the the Player's Handbook. In addition, you can ignore that firearm's Reload property. 

The firearm you choose can now be used as a spellcasting focus; when you make an attack with this weapon, you may include your charisma modifier on both the attack and damage rolls.  Any damage done with this weapon will be considered magical.  The weapon must be attuned, and when you need to change the weapon, you must perform an hour long meditation.


Gun Shows

When you choose this archetype at Level 3, you gain access to the Gun Show table, which allows you to use your firearm for various effects.  To select an option, you must expend one use of your Bardic inspiration die.  While you begin with 3 options at Level 3, more options are added at Levels 6 and 14.

Level Obtained Gun Show
3 Cheap Shot: You target an enemy's more sensitive areas.  If the attack hits, you may add the number on the Bardic Inspiration die plus your Proficiency bonus to the damage
3 Snap Shot: When you roll initiative, you may add your Bardic Inspiration die to the roll
3 Double Shot: If your attack roll is successful and there is another enemy within 10 ft that it would also succeed on, the bullet ricochets and hits that second enemy for piercing damage equal to the number on the Bardic Inspiration die
6 Jump Shot: You teleport up to 30 ft to a spot you can see to get a better vantage point.  If your attack misses, you can add the number on the Bardic Inspiration die to the attack to potentially turn it into a hit.  If the attack hits in either case, you may add the number to the damage
6 Hot Shot: You create a fireworks show through your gun, emitting a 15 ft cone of colorful fire.  Any creatures caught in the cone must make a Dexterity Saving throw equal to your spell save DC.  On a failed save, they take fire damage equal to 2x the number on the Bardic Inspiration die and are blinded.  On a successful save, they only take fire damage equal to the number on the die.
6 Booster Shot: You channel your desire to help an ally through your weapon.  Whichever ally you choose gets +2 to AC until the end of your next turn and temporary hit points equal to 2x the number on the Bardic Inspiration die
14 Big Shot: You magically increase the size of your bullet, causing it to travel in a line 10 ft wide and half as long as your range.  Any creatures in this line take 3x the number written on the die in force damage and must make a Dex save equal to your Spell Save DC; if they fail, they are pushed back 10 ft and fall prone
14 Body Shot: You imbue your bullet with healing magic, allowing you to restore a number of hit points to an ally equal to 3x the number on the Bardic Inspiration die + your proficiency bonus

Extra Attack

You can attack twice instead of once whenever you take the Attack action on your turn.

In addition, you can cast one of your cantrips that has a casting time of an action in place of one of those attacks.

Dead Eye

At 14th level, you have mastered aiming for weak spots.  Your ranged attacks now score a critical hit when you roll 18-20

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