Base Class: Bard
While your bardic colleagues have been drawn in many different paths from swords, to bows to even the collection of lore and stories, you have gone down a different path.
You have either crafted, or been gifted, a magical gun which you have honed your craft with and learned to place your shots with terrifying accuracy.
Perhaps you are a traveling performer who uses your aim in your act, or maybe you were a soldier who kept their comrades in the game and morale up by performing called and tricky shots. However it is that you came by your craft, you now belong to a very special college of performers and fighters.
Bonus Proficiencies
When you join the College of Marksmanship at 3rd level, you gain proficiency in Flintlock Guns. You also ignore their loading property.
Fighting Style
At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Trick Shots
At 3rd level, you learn to perform impressive displays of finesse and speed.
Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Trick Shot options of your choice. You can use only one Trick Shot option per turn.
Suppressive Fire. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the result to your AC until your next turn.
Quick Draw. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of your target. The damage equals the number you roll on the Bardic Inspiration die.
Surprise Shot. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. This shot does not cause a loud enough sound to alert enemies further than 30 feet away from you.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The Grassy Knoll
You have become something of a prodigy with your aim. Starting at 6th level you gain advantage on raged weapon attacks while you are prone. While prone, you also critically hit with ranged weapon attacks on a 19 or a 20.
Rules of Prone: A player may go prone without taking an action. While prone ranged attacks have disadvantage to hit a player, and melee attacks have advantage. Players may move while prone by crawling. While crawling a player spends an additional foot of movement per foot moved. A player may stand from a prone position at any time by using half of their total movement speed.
Eagle's Eye
Starting at 14th level, whenever you use a Trick Shot option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.