Base Class: Bard
Not every bard needs to sign their own songs. Some prefer the bang that comes from pulling the trigger, others prefer the whistle of the bullet cutting through the air. There's more to shooting than killing. There's an art to it. The angle, the speed of the draw, the victim, and the shooter; everything has a part to play in the Grand Opera.
Bards of the College of Gunsinging materialize their own magical firearms, and are able to sing Ballads that empower them in combat. The College of Gunsinging offers two distinct playstyles; one encourages more martial/mixed magical arts gameplay, while another encourages much more spellcentric gameplay.
Gunsinger’s Muse
When you join the College of Gunsinging at 3rd level, you learn to concentrate your inspirations into a physical form known as your Muse - a one handed firearm fueled by your own natural talents. Once per short rest, you may use a bonus action to summon your Muse. Upon summoning your Muse, you may choose either the form of either the Shepherd of Fire or of the Deep Blue.
- Shepherd of Fire - A rustic single-action revolver whose barrel is engraved with visages of the dead. The Shepherd of Fire deals 1d8 magical piercing damage, and has a range of 90 feet.
- Deep Blue - A crystalline flare gun whose exterior seems to flow like the ocean’s waves. Deep Blue deals 1d8 force damage, and has a range of 60 feet.
Your Muse is able to magically create its own ammunition, and you may use your Charisma ability scores for its attack and damage rolls. While wielding your Muse, you cannot be disarmed of it, and it may be used as a spellcasting focus for your Bard spells. You may dismiss your Muse at any time, and it disappears if you summon it again or die.
Gunsinger’s Ballad
At 3rd level, you learn to coordinate yourself with your Muse and enter a flow state of pure inspiration. Using a bonus action, you may begin your Ballad, lasting for 1 minute. The effects of your Ballad are determined by the current form of your Muse. Your Ballad ends early if you are incapacitated. You may dismiss your Ballad at any time.
Shepherd of Fire
While under the effects of your Ballad, you gain the following features:
- Your ranged attacks made with your Muse gain a +2 to attack and damage rolls.
- Whenever you roll the maximum on a single die for a damage roll, you may roll another die of the same type and add that roll to your damage. You can repeat this feature a number of times per turn equal to your Charisma modifier, with a minimum of once.
- As a bonus action, you may expend a number of Bardic Inspiration to lower the number you must roll on a d20 for a critical hit by 1 per each expended Bardic Inspiration, to a minimum of 18. This effect will last until the end of your Ballad, and does not carry over between uses of your Ballad.
- You are unable to concentrate on spells during your Ballad.
Deep Blue
While under the effects of your Ballad, you gain the following features:
- You gain advantage on concentration saving throws.
- You are able to replace the range of Touch spells that you cast with the range of your Muse.
- You may ignore verbal and somatic components of spells.
- Whenever you cast a spell that does not inflict damage, you may use a bonus action to expend a Bardic Inspiration die and attempt to either charm or frighten a creature of your choice within 60 feet of you. The target must succeed on a Wisdom saving throw against your spell save DC or be charmed or frightened (your choice) until the end of your next turn.
Spellslinger
Starting at 6th level, whenever you cast a spell, you may use a bonus action to immediately make a ranged weapon attack with your Muse.
Lullaby for a Deadman
Starting at 14th level, you learn to make full advantage of the power stored within your Muse. As an action, you may expend one Bardic Inspiration and a 7th level spell slot in order to make a special attack. Your Muse fires an especially powerful bullet, dealing 8d8 damage and whose damage type can be either radiant, necrotic, psychic, or force. This attack ignores resistance to its damage type, and treats immunity as resistance. On a critical hit, all attacks made against the target are made with advantage until the start of your next turn.







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Posted May 8, 2025Hi, this is a homebrew subclass I made after one of my final exams because I needed a distraction. I kinda just copy pasted from the doc I wrote it on, sorry for any formatting issues