Base Class: Bard
The Walker Bard gathers and spreads tales of meaning to the world using new magical technology.
Bonus Proficiencies
When you join the College of Walkers at 3rd level, you gain proficiency with medium armor and the firearm.
If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.
Firearm Proficiency
Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
Gunsmith
Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.
Firearm Properties
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
Ammunition
All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
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.
Deadeye
When wielding only one firearm you have +2 to hit.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Inspired Shooter
At 3rd level, you learn to perform impressive displays of shooting 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 Inspired Shooter options of your choice. You can use only one Inspired Shooter option per turn.
Inspired Focus
You can expend one use of your Bardic Inspiration to gain advantage on the next firearm attack and deal extra damage equal to the number you roll on the Bardic Inspiration die.
Double-Shot
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 the target. The damage equals the number you roll on the Bardic Inspiration die.
Flash Shot
You may spend one use of your Bardic Inspiration to fire a blinding shot at a creature. On a hit, the target must make a CON save against your spell save DC or suffer disadvantage on attacks until the end of their next turn.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Master Shot
Starting at 14th level, whenever you use an Inspired Shooter option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.
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