Base Class: Fighter
The Cattlehand are firearms specialists that often believe anything can be a weapon in the right hands, they focus on crafting explosives and ammunition for their weapons rather than the weapon itself.
Level 3: The Cattlehand Specialty
Starting at level 3, when you gain this subclass, you gain proficiency with the following, Firearms, Smith's Tools and Tinker's Tools. Additionally, when using the Smith's Tools or Tinker's Tools to craft items or firearms you may use your INT modifier instead of their representative abilities.
Level 3: Cattlehand's Star
Most Cattlehands have a small way of showing their proficiency level with their work. This is done through a star that can have up to 12 points. As your knowledge expands, choose your Cattlehand's Wrangles. Starting at level 3, choose 3 Cattlehand Wrangles. You may choose another 3 at levels 6, 9 and 12. As you gain more Wrangles, you may choose to have wrangles from a lower level slot however cannot replace the already selected Wrangles Some of these will require saving throws, the DC is represented by you Cattlehand Wrangle DC, or CWDC.
Crafting the Wrangles costs material componenets and a tool which is mentioned within the Cattlehand Wrangles table. The table is ordered by level available.
CWDC = 8 + INT + PB
Cattlehand Wrangles Table
|
Name and Level |
Desc |
Tool and Materials |
|
Boomstick (3) |
A loud and dangerous explosive that when loaded will detonate at the start of your next turn. Targets within 20ft of the explosive must make a DEX saving throw, on a fail they take damage equal to 2D4 + your INT modifier. Creatures that are greater than 10ft from it have advantage on the saving throw. If you throw this and use your action surge, you can attempt to shoot the Boomstick which has an AC of 14. |
Smiths Tools – Gunpowder, Rope (1ft), Casing (any material) |
|
Glitterbang (3) |
A container of ball bearings that will explode leaving a 10ft area of difficult terrain. Creatures that walk through this must make a DEX saving throw, on a failure they are knocked prone. |
Tinker’s Tools – Ball Bearings (1000), Gunpowder, Rope (1ft) |
|
Shock Round (3) |
Ammunition that can be loaded into firearms. A target hit by this round must make a CON saving throw against your CWDC, on a failure they take additional lightning damage equal to 1D4 + INT modifier. Crafting this makes 10 rounds and uses 10 ammunitions unless you wish to craft less. |
Tinker’s Tool – Firearm Ammunition (10), Scrap metal (10). (Less ammo and Scrap metal can be used subtracting 1 from each if you wish to make less) |
|
Flame Round (3) |
Ammunition that can be loaded into firearms. A target hit by this round must make a CON saving throw against your CWDC, on a failure they take additional fire damage equal to 1D4 + INT modifier. Crafting this makes 10 rounds and uses 10 ammunitions. |
Tinker’s Tool – Firearm Ammunition (10), Scrap metal (10). (Less ammo and Scrap metal can be used subtracting 1 from each if you wish to make less) |
|
Piercing Round (3) |
Ammunition that can be loaded into firearms. Firing a weapon with this round will ensure the round reaches it maximum distance. Starting with the second creature to be hit by this, the creature can make a CON saving throw against your CWDC, on a failure the bullet damages them and continues its path. On a success, the target takes half damage and the bullet stops. Crafting this makes 10 rounds and uses 10 ammunitions. |
Tinker’s Tools – Firearm Ammunition (10), Scrap Metal, (Less ammo and Scrap metal can be used subtracting 1 from each if you wish to make less) |
|
Ricochet Round (3) |
Ammunition that can be loaded into firearms. Shooting with this ammunition ignores half and ¾ cover. Crafting this makes 10 rounds and uses 10 ammunitions. |
Tinker’s Tools – Firearm Ammunition (10), Ball Bearing (10), (Less ammo and ball bearings can be used subtracting 1 from each if you wish to make less) |
|
Decoy Rounds (6) |
This can be shot at a target or near a target, it is creating a loud noise that is capable of deafening targets within 5ft if they fail a CON saving throw. The sound can be heard faintly up to 60ft. Crafting this makes 10 rounds and uses 10 ammunitions. |
Tinker’s Tools – Firearm Ammunition (10), Ball Bearing (20), (Less ammo and ball bearings can be used subtracting 1 from the ammo and 2 from the ball bearings if you wish to make less) |
|
Rocket Rounds (6) |
Strong Rounds with a large amount of push. After hitting a target with this round, they are moving in difficult terrain when walking towards the location they were shot from. When walking away they gain an additional 10ft of movement. A target can make a STR saving throw against your CWDC to attempt to remove the rocket. Crafting this makes 10 rounds and uses 10 ammunitions. The explosive used to craft this loses its previous effect if you wish otherwise it will detonate at the start of your next turn. |
Tinker’s Tools – An explosive of any kind (10), Firearms ammunition (10), Scrap Metal (10), (Less ammo, scrap and explosives can be used subtracting 1 from each if you wish to make less) |
|
Pyro Bang (6) |
A small explosive that will explode at the start of your next turn after loading it. Creatures within 10ft of the explosion must make a DEX saving throw, on a fail they are caught with a sticky hot jelly taking 2D6 damage on the start of your next turn. Targets can reattempt the saving throw on the start of their turn. This effect lasts for 3 turns. |
Smith Tools – A sticky substance like sap (10), a flammable material like bark, Gunpowder, Rope, scrap metal or metal casing. |
|
Nox Stick (6) |
A small explosive that will release a 10ft cloud of smoke increasing by 10ft to a maximum of 30ft. It last’s 1 minute. Targets caught in the initial blast must make a CON saving throw, on a fail they are stunned till the end of their next turn. |
Smith Tools – Casing (any material), Gunpowder, Rope Water, Decaying Flesh or Plants |
|
Rot Round (6) |
Ammunition that can be loaded into firearms. Shooting with this ammunition deals additional 1D8 + INT acid damage and deals double damage to objects. This ammunition cannot be recovered by any means. Crafting this makes 10 rounds and uses 10 ammunition. |
Tinker’s Tools – Firearm Ammunition (10), Scrap Metal (10), Decaying Flesh or Plants (10). You may use 1 less material in each to craft 1 less round. |
|
Spectre Stick (6) |
Loading and throwing this will force the closest target to it (within 30ft) to become haunted for 1 minute, on the start of their turn they must make a CHA saving throw, on a fail they are freighted of you until their next turn and take 2D4 Psychic damage. On a success, they take 1D4 psychic damage and the haunted effect ends. |
Smith’s Tools – Gunpowder, Rope, Psychedelic Material (such as a, mushroom or another material that has psychedelic effects) |
|
Basilisk Round (9)
|
A specially treated bullet infused with a petrifying compound. When a creature is hit by this round, they must succeed on a CON saving throw or begin to partially calcify. On a failed save, their movement is halved, and they cannot take reactions until the end of their next turn. If a creature fails this save twice in a single combat, they are restrained until the end of their next turn.
|
Tinker’s Tools – Firearm Ammunition (10), Ground Stone (10), Basilisk Blood or equivalent reagent (rare, may require DM approval)
|
|
Tracking Round (9) |
A unique bullet that is infused with a scent you can follow. Hitting a target with this round will give you advantage at trying to find them, them disadvantage on stealth checks and remove the effects of invisibility when the target is hit (but not after they are hit). A target can remove the effects of this by making an INT saving throw against your CWDC |
Tinker’s Tools - Firearm Ammunition (10), Scrap Metal (10), A strong smelling substance such as a flower or decaying flesh. |
|
Jailer Rounds (9) |
A round that can stop verbal components of spells as well as trip enemies depending on what you wish to aim for. Aiming to trip creatures will force a DEX saving throw, on fail they are knocked prone till they use an action to escape or until the end of your next turn. Aiming to stop them from speaking will force a CON saving throw on a failure they cannot use verbal components of spells for the same length of time. |
Tinker’s tools – Rope, ball bearings (20), Ammunition (10) |
|
Concussive Grenade (9) |
A grenade that can push targets 10ft if they fail a CON saving throw. The grenade activates on impact and won’t affect you. Small creatures are pushed an additional 5ft (15ft total) and tiny creatures will be pushed an additional 5ft more (total of 20ft). |
Smith’s Tools – Scrap Metal, Gunpowder, a soft material for casing (must be able to expand with air, an example would be a glove or leather). |
|
Blunder Rounds (9) |
This round will explode immediately on firing and will only effect targets within 5ft. You do not have disadvantage on a close range shot when using this round. Landing a critical hit with this shot requires 1 less than your normal requirement and landing a critical hit forces the target to make a CON saving throw against your CWDC, on a success they take 1D8 additional thunder damage, on a fail they take 2D8 thunder damage and are deafened until the end of their next turn. |
Tinker’s Tools – Scrap Metal (10), Firearm Ammunition (10), Gunpowder (10) |
|
Chrono Stick (12) |
Upon impact, the grenade will create a 10ft zone. Targets within the zone lose half their movement speed and at the end of their turn make an INT saving throw, on a fail they cannot use reactions. Critical hits on targets that have failed the saving throw and are actively in the zone will cause an additional 1D12 + your INT modifier force damage when the target leaves the zone or when they fail the next INT saving throw. The zone lasts for 1 minute. |
Smith’s Tools - An enchanted Item that loses its enchantment in the craft or a diamond (or object with a diamond) worth 100GP or more, Scrap Metal, Gunpowder, Rope. |
|
Chaos Lance (12) |
Using this piece of ammunition will cause a lance of energy to form at the end of your barrel, your gun can be used as a melee weapon as well as shoot a bolt of energy until the end of your next turn. You may shoot a shot as a bonus action. When making the ammo, choose a damage type for it to possess, it may be any type, and all types are considered magical. You can make melee attacks on creatures up to 10ft away |
A gem worth 50GP with a colour reflecting the damage type (DM’s can decide what corelates to what), Ammunition (30), Scrap Metal (30). This recipe cannot be amended and only makes 3 rounds. |
|
Damning Round (12) |
When a target is shot with this round, they have must make a WIS saving throw, on a failure they cannot be healed until the end of their next turn and take 1D8 + INT modifier Psychic damage. On a success they take half as much damage and suffer no further effects. They also have disadvantage on their next saving throw regardless of saving throw result |
A holy symbol (does not need to be yours), Blood (1D4 damage worth), Ammunition (10), Scrap metal (10) |
|
Maestro Round (12) |
Shooting a target with this will force them to make a STR saving throw, on a failure you can control their movements on their next turn but cannot control their action, bonus action or reaction. Critical hits with this round will prevent a creature who fails the saving throw from taking any reactions. |
String or Rope, Ball Bearings (20), Scrap Metal (20), Ammunition (10), 5GP, Bone or flesh from an undead creature |
|
Chain Shot (12) |
This ammo stops the prevention of your grenades and can detonate multiple. The ammo explodes dealing additional 1D8 force damage. After firing 1 shot the second ammo linked to it will explode causing any grenades or explosives to go off as well provided they are within 10ft of one of explosions from the bullet or grenades. |
ball bearings (2 or more that is even), Rope or string, ammunition (2 or more that is an even amount). |
Basilisk Round
|
Basilisk Round (9)
|
A specially treated bullet infused with a petrifying compound. When a creature is hit by this round, they must succeed on a CON saving throw or begin to partially calcify. On a failed save, their movement is halved, and they cannot take reactions until the end of their next turn. If a creature fails this save twice in a single combat, they are restrained until the end of their next turn.
|
Tinker’s Tools – Firearm Ammunition (10), Ground Stone (10), Basilisk Blood or equivalent reagent (rare, may require DM approval)
|
Blunder Rounds
|
Blunder Rounds (9) |
This round will explode immediately on firing and will only effect targets within 5ft. You do not have disadvantage on a close range shot when using this round. Landing a critical hit with this shot requires 1 less than your normal requirement and landing a critical hit forces the target to make a CON saving throw against your CWDC, on a success they take 1D8 additional thunder damage, on a fail they take 2D8 thunder damage and are deafened until the end of their next turn. |
Tinker’s Tools – Scrap Metal (10), Firearm Ammunition (10), Gunpowder (10) |
Boomstick
|
Name and Level |
Desc |
Tool and Materials |
|
Boomstick (3) |
A loud and dangerous explosive that when loaded will detonate at the start of your next turn. Targets within 20ft of the explosive must make a DEX saving throw, on a fail they take damage equal to 2D4 + your INT modifier. Creatures that are greater than 10ft from it have advantage on the saving throw. If you throw this and use your action surge, you can attempt to shoot the Boomstick which has an AC of 14. |
Smiths Tools – Gunpowder, Rope (1ft), Casing (any material) |
Chain Shots
|
Chain Shot (12) |
This ammo stops the prevention of your grenades and can detonate multiple. The ammo explodes dealing additional 1D8 force damage. After firing 1 shot the second ammo linked to it will explode causing any grenades or explosives to go off as well provided they are within 10ft of one of explosions from the bullet or grenades. |
ball bearings (2 or more that is even), Rope or string, ammunition (2 or more that is an even amount). |
Chaos Lance
|
Chaos Lance (12) |
Using this piece of ammunition will cause a lance of energy to form at the end of your barrel, your gun can be used as a melee weapon as well as shoot a bolt of energy until the end of your next turn. You may shoot a shot as a bonus action. When making the ammo, choose a damage type for it to possess, it may be any type, and all types are considered magical. You can make melee attacks on creatures up to 10ft away |
A gem worth 50GP with a colour reflecting the damage type (DM’s can decide what corelates to what), Ammunition (30), Scrap Metal (30). This recipe cannot be amended and only makes 3 rounds. |
Chrono Stick
|
Chrono Stick (12) |
Upon impact, the grenade will create a 10ft zone. Targets within the zone lose half their movement speed and at the end of their turn make an INT saving throw, on a fail they cannot use reactions. Critical hits on targets that have failed the saving throw and are actively in the zone will cause an additional 1D12 + your INT modifier force damage when the target leaves the zone or when they fail the next INT saving throw. The zone lasts for 1 minute. |
Smith’s Tools - An enchanted Item that loses its enchantment in the craft or a diamond (or object with a diamond) worth 100GP or more, Scrap Metal, Gunpowder, Rope. |
Concussive Grenade
|
Concussive Grenade (9) |
A grenade that can push targets 10ft if they fail a CON saving throw. The grenade activates on impact and won’t affect you. Small creatures are pushed an additional 5ft (15ft total) and tiny creatures will be pushed an additional 5ft more (total of 20ft). |
Smith’s Tools – Scrap Metal, Gunpowder, a soft material for casing (must be able to expand with air, an example would be a glove or leather). |
Damning Rounds
|
Damning Round (12) |
When a target is shot with this round, they have must make a WIS saving throw, on a failure they cannot be healed until the end of their next turn and take 1D8 + INT modifier Psychic damage. On a success they take half as much damage and suffer no further effects. They also have disadvantage on their next saving throw regardless of saving throw result |
A holy symbol (does not need to be yours), Blood (1D4 damage worth), Ammunition (10), Scrap metal (10) |
Decoy Round
|
Decoy Rounds (6) |
This can be shot at a target or near a target, it is creating a loud noise that is capable of deafening targets within 5ft if they fail a CON saving throw. The sound can be heard faintly up to 60ft. Crafting this makes 10 rounds and uses 10 ammunitions. |
Tinker’s Tools – Firearm Ammunition (10), Ball Bearing (20), (Less ammo and ball bearings can be used subtracting 1 from the ammo and 2 from the ball bearings if you wish to make less) |
Flame Round
|
Flame Round (3) |
Ammunition that can be loaded into firearms. A target hit by this round must make a CON saving throw against your CWDC, on a failure they take additional fire damage equal to 1D4 + INT modifier. Crafting this makes 10 rounds and uses 10 ammunitions. |
Tinker’s Tool – Firearm Ammunition (10), Scrap metal (10). (Less ammo and Scrap metal can be used subtracting 1 from each if you wish to make less) |
Glitterbang
|
Glitterbang (3) |
A container of ball bearings that will explode leaving a 10ft area of difficult terrain. Creatures that walk through this must make a DEX saving throw, on a failure they are knocked prone. |
Tinker’s Tools – Ball Bearings (1000), Gunpowder, Rope (1ft) |
Jailer Rounds
|
Jailer Rounds (9) |
A round that can stop verbal components of spells as well as trip enemies depending on what you wish to aim for. Aiming to trip creatures will force a DEX saving throw, on fail they are knocked prone till they use an action to escape or until the end of your next turn. Aiming to stop them from speaking will force a CON saving throw on a failure they cannot use verbal components of spells for the same length of time. |
Tinker’s tools – Rope, ball bearings (20), Ammunition (10) |
Maestro Rounds
|
Maestro Round (12) |
Shooting a target with this will force them to make a STR saving throw, on a failure you can control their movements on their next turn but cannot control their action, bonus action or reaction. Critical hits with this round will prevent a creature who fails the saving throw from taking any reactions. |
String or Rope, Ball Bearings (20), Scrap Metal (20), Ammunition (10), 5GP, Bone or flesh from an undead creature |
Nox Stick
|
Nox Stick (6) |
A small explosive that will release a 10ft cloud of smoke increasing by 10ft to a maximum of 30ft. It last’s 1 minute. Targets caught in the initial blast must make a CON saving throw, on a fail they are stunned till the end of their next turn. |
Smith Tools – Casing (any material), Gunpowder, Rope Water, Decaying Flesh or Plants |
Piercing Round
|
Piercing Round (3) |
Ammunition that can be loaded into firearms. Firing a weapon with this round will ensure the round reaches it maximum distance. Starting with the second creature to be hit by this, the creature can make a CON saving throw against your CWDC, on a failure the bullet damages them and continues its path. On a success, the target takes half damage and the bullet stops. Crafting this makes 10 rounds and uses 10 ammunitions. |
Tinker’s Tools – Firearm Ammunition (10), Scrap Metal, (Less ammo and Scrap metal can be used subtracting 1 from each if you wish to make less) |
Pyro Bang
|
Pyro Bang (6) |
A small explosive that will explode at the start of your next turn after loading it. Creatures within 10ft of the explosion must make a DEX saving throw, on a fail they are caught with a sticky hot jelly taking 2D6 damage on the start of your next turn. Targets can reattempt the saving throw on the start of their turn. This effect lasts for 3 turns. |
Smith Tools – A sticky substance like sap (10), a flammable material like bark, Gunpowder, Rope, scrap metal or metal casing. |
Ricochet Round
|
Ricochet Round (3) |
Ammunition that can be loaded into firearms. Shooting with this ammunition ignores half and ¾ cover. Crafting this makes 10 rounds and uses 10 ammunitions. |
Tinker’s Tools – Firearm Ammunition (10), Ball Bearing (10), (Less ammo and ball bearings can be used subtracting 1 from each if you wish to make less) |
Rocket Round
|
Rocket Rounds (6) |
Strong Rounds with a large amount of push. After hitting a target with this round, they are moving in difficult terrain when walking towards the location they were shot from. When walking away they gain an additional 10ft of movement. A target can make a STR saving throw against your CWDC to attempt to remove the rocket. Crafting this makes 10 rounds and uses 10 ammunitions. The explosive used to craft this loses its previous effect if you wish otherwise it will detonate at the start of your next turn. |
Tinker’s Tools – An explosive of any kind (10), Firearms ammunition (10), Scrap Metal (10), (Less ammo, scrap and explosives can be used subtracting 1 from each if you wish to make less) |
Shock Round
|
Shock Round (3) |
Ammunition that can be loaded into firearms. A target hit by this round must make a CON saving throw against your CWDC, on a failure they take additional lightning damage equal to 1D4 + INT modifier. Crafting this makes 10 rounds and uses 10 ammunitions unless you wish to craft less. |
Tinker’s Tool – Firearm Ammunition (10), Scrap metal (10). (Less ammo and Scrap metal can be used subtracting 1 from each if you wish to make less) |
Spectre Stick
|
Spectre Stick (6) |
Loading and throwing this will force the closest target to it (within 30ft) to become haunted for 1 minute, on the start of their turn they must make a CHA saving throw, on a fail they are freighted of you until their next turn and take 2D4 Psychic damage. On a success, they take 1D4 psychic damage and the haunted effect ends. |
Smith’s Tools – Gunpowder, Rope, Psychedelic Material (such as a, mushroom or another material that has psychedelic effects) |
Tracking Round
|
Tracking Round (9) |
A unique bullet that is infused with a scent you can follow. Hitting a target with this round will give you advantage at trying to find them, them disadvantage on stealth checks and remove the effects of invisibility when the target is hit (but not after they are hit). A target can remove the effects of this by making an INT saving throw against your CWDC |
Tinker’s Tools - Firearm Ammunition (10), Scrap Metal (10), A strong smelling substance such as a flower or decaying flesh. |
Level 7: Demolition Expertise
You have learnt the immovable flaws of your creations, you know the blindspots and how they work. You can still take damage from your explosions if you wish however you know the blindspots of your grenades and how to avoid your own bullets. You must make an INT saving throw to avoid damage meeting or beating your own DC. You have advantage on this unless you weren't the one who shot the bullet or their is more than 1 grenade effect. 3 or more grenades or bullets will cause you to have disadvantage.
Level 10: Cattlehand Fluency
You gain an additional 2 languages and may choose 1 skill to change to using INT instead of it's normal modifier. You also have advantage on Persuasion checks towards other Cattlehands
Level 15: Trained in Pyr
You are now an expert when it comes to firearms. You ignore loading properties for all fire arms and lower the amount needed for a critical hit with a firearm by 1. You may also holster and draw firearms quicker allowing you to bypass the holstering rules and have advantage on slight of hands to draw your weapon.
You also gain access to an ability known as quick shot. After Initiative is rolled, you may fire a shot as a reaction regardless of your position in the roster, you may only fire one shot. A target hit by this shot must make a WIS saving throw against your CWDC, on a fail they are surprised and cannot take reactions until the end of their turn.
Level 18: Gunblade Spirit
You have peaked as a firearms crafter and as a fighter, when you action surge or use your second wind feature you lower the amount needed for a critical hit by 1 for your next attack.







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