Base Class: Bard
As part of their studies in the college, Sharp Shooters learn how to wield, craft, and repair firearms, drawn by the damage they deal and the explosions they create. Sharp Shooters have sharp aim and even sharper quips to encourage friends and drag down enemies. A Sharp Shooter doesn't typically work like a normal bard, spending evenings in inns and entertaining patrons with song and dance. Instead, weapons and words are the tools of their trade, opting for a life of adventures and expeditions, partaking in the more dangerous side of things to sate their thirst for excitement and spin fascinating tales of their own to tell.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency in renaissance firearms (DMG, pg267) and can use them as spellcasting focus for your bard spells.
Bardic Gunsmithing
3rd-level College of Sharp Shooters feature
At 3rd level you are able to repair firearms and craft ammunitions for them. You can also craft a bandolier which can carry up to 50 bullets.
If you lose or break your firearm and have the know-how, you can craft it again by spending 8 hours working with tinker's tools and half the weapon cost in materials.
Crafting a bandolier requires spending 1 hour working with tinker's or leatherworker's tools and 25gp in materials.
You can craft 20 bullets spending 1 hour working with tinker's tools and 3gp
Stinging Sharp Shot
3rd-level College of Sharp Shooters feature
When you choose this archetype at 3rd level, you learn to perform brilliant sharp shots to disable or damage your opponents using your firearms.
Sharp Shots. You learn two sharp shots of your choice, which are detailed under “Sharp Shots” below. Many maneuvers enhance an attack in some way. Each use of a sharp shot must be declared before the attack roll is made. You can use only one sharp shot per attack.
You learn an additional sharp shot of your choice at 6th and 14th level. Each time you learn a new sharp shot, you can also replace one that you know with a different one.
Wit. You gain a number of wit points equal to your Proficiency Bonus. You regain 1 expended wit point each time 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). You regain all expended wit points after a short or long rest.
Saving Throws. Some of your sharp shots require your targets to make a saving throw to resist the sharp shot’s effects. The saving throw DC used is your Spell Save DC.
Extra Attack
6th-level College of Sharp Shooters feature
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action with one-handed weapons on your turn.
Quick Wit
6th-level College of Sharp Shooters feature
Starting at 6th level, you ignore the loading property of firearms.
Clever Aim
14th-level College of Sharp Shooters feature
At 14th level, when you use a Sharp Shot, you roll your Inspiration die twice and add both results to all effects.
Double-Barreled
14th-level College of Sharp Shooters feature
Starting at 14th level, you can attack twice, instead of once, whenever you take the Attack action on your turn with a two-handed firearm.
Sharp Shots
These Sharp Shots are presented in alphabetical order.
Deadeye Shot
When you make a firearm attack against a creature, you can expend one wit point to gain advantage on the attack roll.
Disarming Shot
When you make a firearm attack against a creature, you can expend one wit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 15 feet away from you.
Forceful Shot
When you make a firearm attack against a creature, you can expend one wit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 10 feet away from you.
Impairing Shot
You can expend wit point to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. In addition, the target must subtract half of the same number from his next ability check, saving throw or attack roll.
Piercing Shot
When you make a firearm attack against a creature, you can expend one wit point 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 and 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.
Stunning Shot
You can expend one wit point to attempt to stun the target you hit. It must succeed on a Wisdom saving throw against your spell save DC, or be stunned until the start of your next turn. After it is targeted by this effect, a creature has advantage on the saving throw for the next 24 hours.
Winging Shot
When you make a firearm attack against a creature, you can expend one wit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.
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