Base Class: Fighter
In worlds of rapidly expanding technology, some brave souls experiment with fire, explosives, and metal to create weapons of devastating power. These firearms can unleash death upon enemies from a distance, but can prove just as deadly to those who wield them, which makes those who choose this path all the braver. The arts of gunsmithing can take years to learn, and are often developed by pioneering tinkerers who may not realize the true power of what they have created.
Firearm Proficiency
3rd-level Gunslinger feature
Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, and you ignore the loading property on firearms.
Gunsmith
3rd-level Gunslinger feature
Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. Using them, you can construct Firearms, which may otherwise be difficult to procure. To do this, you must spend gold equal to the listed cost of the firearm on materials and spend one workweek on the design and construction of your firearm. During this time, you must have access to tinker's tools.
Firearms
You can use and construct the renaissance ranged weapons from the Dungeon Master's Guide, as well as the blunderbuss and the hand mortar, all of which are described below.
Firearm Properties
The firearms listed below use special ammunition, and blunderbusses have the burst fire property.
Ammunition
All firearms require ammunition to make an attack, mostly leaden bullets, and due to their rare nature, ammunition may be near impossible to find or purchase. However, using tinker's tools, you can manufacture 10 bullets or one hand mortar grenade at half the listed gold cost over the course of two hours, which may be part of a long rest.
Burst Fire
A weapon that has the burst fire property can make a normal single-target attack, or it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon's normal damage. This attack uses ten pieces of ammunition.
Firearms
|
Name |
Cost |
Damage |
Weight |
Range |
Properties |
|
Pistol |
250gp |
1d10 piercing |
3 lb. |
(30/90) |
Ammunition, loading |
|
Musket |
500gp |
1d12 piercing |
10 lb. |
(40/120) |
Ammunition, loading, two-handed |
|
Blunderbuss |
450gp |
1d12 piercing |
10 lb. |
(20/60) |
Ammunition, loading, two-handed, burst fire |
|
Hand Mortar |
800gp |
2d6 piercing |
10 lb. |
(30/90) |
Ammunition, loading, two-handed, special |
|
Bullets (10) |
3gp |
- |
2 lb. |
- |
- |
|
Hand Mortar Grenade |
10gp |
- |
1 lb. |
- |
- |
Hand Mortar
Hand mortars use the following special rules. When you hit on an attack with a hand mortar, each creature within 5 feet of the target must make a DC 15 Dexterity saving throw, taking 1d6 piercing damage on a failed save, or half as much on a success. If you roll a 1 on an attack roll with a hand mortar, it is disabled the grenade within it explodes, and can't be used until you spend two hours repairing it, a process that requires tinker's tools and can be done as part of a long rest.
Adept Marksman
3rd-level Gunslinger feature
When you choose this archetype at 3rd level, you learn to harness your agility and focus to give you an edge in combat. You have a number of marksman points equal to your proficiency bonus, which fuel special gunslinger abilities, which are detailed below. Each ability requires you to spend marksman points, all of which you regain when you finish a long rest.
Deadeye Shot. When you make an attack against a creature with a firearm, you can expend one marksman point to give yourself advantage on the attack roll
Stalwart Mind. You are adept at shrugging off hostile influences. As a bonus action, you can expend one marksman point to end one effect on yourself causing you to be Charmed or Frightened.
Agile Movement. You are exceptionally quick on your feet. You can expend one marksman point to take the Dash or Disengage action as a bonus action on your turn.
Quickdraw
7th-level Gunslinger feature
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.
Lightning Reflexes
10th-level Gunslinger feature
Upon reaching 10th level, your reflexes have become sharpened, allowing you to dodge out of the way of harmful effects. you gain proficiency in Dexterity saving throws. If you already have this proficiency, you instead gain proficiency in Wisdom or Charisma saving throws (your choice).
Master Marksman
15th-level Gunslinger feature
At 15th level, you have mastered new ways to use your skills in firearms combat, detailed below.
Retaliating Shot. When a creature misses you with an attack, you can use your reaction and expend two marksman points to make a firearm attack against the creature.
Steady Aim. When you make a firearm attack on your turn and miss, you can expend two marksman points to cause that attack to hit instead.
Seasoned Gunslinger
18th-level Gunslinger feature
Upon reaching 18th level, whenever you roll initiative with no marksman points remaining, you regain 3 marksman points.
Previous Versions
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