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# Firearms and related Classes F
irearms work differently from other ranged projectile weapons — they instead use the following rules.
#### Early Firearms Early firearms are typically matchlock, wheellock, or flintlock weapons, and require more finesse and care to use than advanced firearms. Early firearms are muzzle-loaded, requiring a bullet and powder (or other special alchemical substances) to be shoved down the barrel before the weapon is fired. Their ammunition isn't rare as you just need to buy some gunpowder, while the appropriate lead balls can be contracted at any local blacksmith #### Advanced Firearms Advanced firearms are more reliable and accurate than early firearms. The ammunition of an advanced firearm takes the form of metal (usually brass) cartridges that are loaded into a chamber rather than shoved down the muzzle. Finding ammunition for such weapons can be downright impossible in rural, less technologically advanced regions, while widely available in advanced cities... for a price. ### Firearm Rules #### Weapon Proficiency Firearms require specific proficiency. This proficiency can be gained through the Renegade Fighter Subclass, the Artificer Class, the Gunner feat, the Gunslinger class, or when coming from a gunslinging Background. Creatures that aren't proficient with firearms have to roll for misfires regardless whether or not the firearm has been maintained before. You need at least one hand free to load one-handed and two-handed firearms. #### Lock and Load A firearm may be shot a number of times equal to its Reload score before it must be reloaded by using either an action or an attack. You must have one free hand to reload a firearm — although you could use your free object interaction to stow a weapon in your other hand before reloading. Unlike other types of ammunition, firearm ammunition is destroyed when it is used, and has no chance of being retrieved on a miss. Firearm ammunition cannot be treated with poison. #### Boomsticks and Noisemakers Firearms when fired emit a thunderous boom audible out to 500 feet. It can still be heard from about a mile away. At that distance, though, it might sound almost like somebody tapping on a table. \columnbreak #### Firearms, Black Powder, and Water Don't get your firearms or ammunition wet. If your firearm gets wet, you must disassemble the gun and clean it before it is operational again. Black powder becomes useless when exposed to water, but powder horns and cartridges protect black powder from exposure. You cannot load or fire a firearm underwater without magical aid. #### Misfire (Optional) Firearms that have been improperly cared for or subjected to unusual strain can misfire. If you attempt to fire a firearm that was used the previous day and that hasn’t been cleaned and maintained since then, attempt a roll a d20 before making your attack roll. If you roll a 5 or lower, the weapon misfires and jams. The attack also becomes a critical miss, and you must use an action to clear the jam before you can reload and fire the weapon again. Once you’ve spent at least an hour cleaning and maintaining a weapon using Tinker's Tools, you don’t need to roll for a misfire until the next day. #### Deflecting and Snatching Bullets Features like the Monk's Deflect Missiles feature can be used to deflect bullets, but not pellets shot from a scatter weapon. \pagebreakNum ### Firearm Properties #### Covert Weapons with the covert property grant advantage on checks made to conceal the weapon — whether on your person, under or in an object, or somewhere else. The DM has the final say on whether or not this property applies to a situation. *(The Covert property has been added to daggers, darts and hand crossbows)* #### Firearm You can use a weapon that has the Firearm property to make a ranged Attack only if there is a round in the chamber or magazine to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. When all pieces of ammunition have been expended the firearm must be reloaded. #### Capacity A firearm may be shot a number of times equal to its Capacity score before it must be reloaded by using either an action or an attack. You must have one free hand to reload a firearm — although you could use your free object interaction to stow a weapon in your other hand before reloading. A firearm's capacity is the number of shots it can hold at one time. In the case of early firearms, capacity often indicates the number of barrels a firearm has. In the case of advanced firearms, it typically indicates the number of of cartridges that fit into a magazine. #### Scatter This weapon fires a spray of small bullets in a cone that has a size equal to the weapon’s long range (for example, a scatter weapon with a range of 15/30 feet fires in a 30-foot cone). When attacking with a scatter weapon, choose one target within the cone to be the primary target; make attack and damage rolls against the primary target as normal. In addition, all creatures within the cone, including the primary target, take damage equal to the number of weapon damage dice. The damage type is of the same type as the firearm. #### Silenced Cartridge Firearms can be modified with a silencer. When fired, a silenced firearm makes no more noise than a bowshot. #### Unwieldy This firearm is difficult to aim without taking measures to stabilize it. Attacks with this weapon are made at disadvantage unless the weapon is attached to a deployed tripod, stabilized in any other way or the wielder takes an bonus action to aim before firing. Additionally the weapon is also considered to have the *heavy* property. #### 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 fire damage equal to the amount listed in brackets behind the explosive property. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so. \columnbreak #### Fatal On a critical hit, the weapon’s damage die size and/or count increases. The new damage die is listed in brackets. ### Special Properties #### Sniper Rifle This ranged weapon is less effective at close ranges, yet very powerful. Your attacks against targets that are within 30 ft. of you are made at disadvantage. Additionally when you hit with an attack roll you had advantage on, this weapon deals damage equal to the amount of damage dice rolled in addition to its normal damage. #### Bayonet When used on a one-handed weapon, the bayonet deals 1d4 + your strength or dexterity modifier damage, when used on a two-handed weapon, the bayonet deals 1d6 + your strength or dexterity modifier damage. When detached from a weapon a bayonet has the same stats as a dagger. \pagebreakNum
##### Firearms || Name | Cost | | Damage | Range | Capacity | Weight | Properties | |:---:|:---|---:|:---|:---|:---:|:---:|---:|:---:| || ***Early Firearms (1H)*** || Flintlock Pistol | 100 gp || 1d8 P | 30/120 | *L* | 3 lb. | Firearm (range 30/120, loading), Fatal (2d10), Light | || Breech Loader | 150 gp || 1d6 P | 30/120 | 2 | 4 lb. | Firearm (range 30/120, capacity 2), Fatal (2d6), Light | || Dragon Pistol | 125 gp || 1d6 P | 15/30 | *L* | 4 lb. | Firearm (range 15/30, loading), Fatal (2d8), Light, Scatter | || Percussion Pepperbox | 200 gp || 1d6 P | 40/120 | 4 | 5 lb. | Firearm (range 40/120, capacity 6), Fatal (2d8), Light | || ***Early Firearms (2H)*** || Arquebus | 150 gp || 1d8 P | 40/160 | *L* | 12 lb. | Firearm (range 40/160, loading), Fatal (3d10), Unwieldy, Two-handed | || Blunderbuss | 150 gp || 1d8 P | 15/30 | *L* | 10 lb. | Firearm (range 15/30, loading), Fatal (3d10), Heavy, Scatter, Two-handed | || Musketoon | 225 gp || 1d10 P | 75/300 | *L* | 7 lb. | Firearm (range 75/300, loading), Fatal (3d12), Two-handed | || Musket | 250 gp || 1d10 P | 120/480 | *L* | 10 lb. | Firearm (range 120/480, loading), Fatal (3d12), Heavy, Two-handed | || Hand Mortar | 250 gp || 1d8 P | 30/300 | 1 | 10 lb. | Firearm (range 30/300, loading), Explosive (1d8), Heavy, Two-handed | || ***Advanced Firearms (1H)*** || Pocket Pistol | 200 gp || 1d6 P | 15/60 | *L* | 1 lb. | Firearm (range 15/60, loading), Fatal (2d10), Covert, Light | || Pistol | 250 gp || 1d8 P | 60/240 | 4 | 3 lb. | Firearm (range 60/240, capacity 4), Fatal (2d10), Light | || Cartridge Pepperbox | 300 gp || 1d8 P | 60/240 | 6 | 5 lb. | Firearm (range 60/240, capacity 6), Fatal (2d10), Light | || Revolver | 350 gp || 1d10 P | 80/320 | 6 | 3 lb. | Firearm (range 80/320, capacity 6), Fatal (2d12), Light | || Howdah Pistol | 500 gp || 1d10 P | 60/240 | *L* | 4 lb. | Firearm (range 60/240, loading), Fatal (4d6) | || ***Advanced Firearms (2H)*** || Scattergun | 500 gp || 2d6 P | 15/30 | 2 | 10 lb. | Firearm (range 15/30, capacity 2), Fatal (6d6), Scatter, Two-handed | || Hunting Rifle | 600 gp || 1d12 P | 120/480 | *L* | 9 lb. | Firearm (range 120/480, loading), Fatal (3d12), Two-handed, Heavy | || Lever-Action Carbine | 800 gp || 2d6 P | 100/400 | 5 | 7 lb. | Firearm (range 100/400, capacity 5), Fatal (6d6), Two-handed | || Lever-Action Repeater | 1000 gp || 2d6 P | 150/600 | 5 | 10 lb. | Firearm (range 150/600, capacity 5), Fatal (6d6), Heavy, Two-handed | || Sniper Rifle | 1500 gp || 2d6 P | 200/800 | *L* | 17 lb. | Firearm (range 200/800, loading), Fatal (5d8), Unwieldy, Special, Two-handed | || ***Other*** || Bayonet | 5 gp || 1d4 P | *Melee* | — | 1 lb. | Finesse, versatile (1d6), special |
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##### Ammunition | Name | Cost (20) | Cost (1) | Quantity | Associated Weapons | |:---|:---:|:---:|:---:|:---| | 16 gauge | 5 gp | 25 cp | 20 | Blunderbuss, Dragon Pistol, Scattergun | | .22 Long Rifle | 4 gp | 20 cp | 20 | Pocket Pistol, Pistol, Harmonica Gun | | .44 Atkins & Brogley | 6 gp | 30 cp | 20 | Revolver, Cartridge Pepperbox | | .455 Lead Ball | 5 gp | 25 cp | 20 | Flintlock Pistol, Arquebus, Percussion Pepperbox, Musket, Musketoon | | .50 Carbine | 5 gp | 25 cp | 10 | Lever-Action Carbine, Lever-Action Repeater, Howdah Pistol, Sniper Rifle |
#### Firearm Equipment | Item | Cost | Weight | |:---|:-----------:|:---:| | Tripod | 4 sp | 2 lb. | **Tripod.** Heavy firearms can be mounted to a tripod to make up for size and weight disadvantages. \pagebreakNum # Ideas ### Dare Dares are similar to deeds in that they grant a gunslinger extra abilities based on either grit, but unlike deeds, dares become active when a they run out of grit points while they are at 0 grit points, and become inactive when the character regains grit points. They grant the character a benefit and a new ability to regain or increase the ability to regain grit. #### Desperate Evasion While this dare is active, you gain the evasion class feature. If you already have this class feature, while this dare is active you gain advantage on all Dexterity saving throws. You regain 1 grit or panache point when you succeed at two Dexterity saving throws while using this dare. #### Frantically Nimble While this dare is active, you gain a +2 bonus to AC. You regain 1 grit or panache point when any enemy making a ranged or melee attack against you misses you three consecutive times. The attacks need not come from the same enemy. #### Out for Blood While this dare is active, your critical threat range with firearms increases by 1. #### Run Like Hell While this dare is active, your speed increases by 10 feet. You regain 1 grit point the first time you are more than 100 feet away from your closest enemy. #### Charmed Life: Add Cha to saving throws \pagebreakNum ## Deeds In brackets after the Deed's names the costs of the deed are listed. When there's an X listed for the cost, the you can perform this deed as many times as you want without consuming grit points if you have at least 1 grit point. ### 2nd Level Deeds ### 6th Level Deeds \columnbreak #### Pistol Whip (x / 1) You can make a melee attack with the butt or handle of your firearm as an action. You are considered to be proficient with the firearm as a melee weapon. One-handed firearms deal 1d6 points of bludgeoning damage and two-handed firearms deal 1d8 points of bludgeoning damage. If the attack hits, you can spend one grit point to take the shove action as a bonus action on that turn. #### Utility Shot (x) You can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm. ##### Blast Lock You make an attack roll against a lock with your firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. ##### Scoot Object You make an attack roll against a Tiny or smaller unattended object. On a hit, you do not damage the object with the shot, but can move it up to 15 feet farther away from the shot's origin. On a miss, you damage the object normally. ##### Stop Bleeding You make a firearm attack and then press the hot barrel against yourself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends bleed conditions or clears one death saving throw for the creature. #### Shot on the Run (x) If you have at least 1 grit point, when taking the attack action, for every attack you hit you gain an additional 5 feet of movement until the end of your turn. When scoring a critical hit gain 10 feet of movement instead. \pagebreakNum ### 10th Level Deeds #### Arcane Bullets (1) [ICEBOXED] At the cost of 1 grit point, you channel arcane energy into the firearm you're holding, and choose one damage type: acid, cold, fire, lightning, poison, or thunder. For 1 minute you deal an extra 1d6 damage of the chosen type to any target you hit with the weapon. #### Art of the Gun (x) If you have at least 1 grit point, your enemies gain disadvantage on opportunity attacks against you. If your firearm is loaded, you can spend 1 grit point to use your gun for an attack of opportunity. #### Bleeding Wounds (1) When you hit a living creature with a firearm attack, you can spend 1 grit point to have that attack deal extra bleed damage at the start of their next turn. The amount of bleed damage is equal to your Firepower Die. #### Hair-Trigger Reflexes (x) As long as you have at least 1 grit point, you cannot be surprised while you are conscious. In addition, you gain +15 ft. of movement in the first round of combat. #### Slinger's Luck (1 / 2) You can spend grit to reroll a saving throw or a skill check. It costs 2 grit points to reroll a saving throw, and 1 grit point to reroll a skill check. \columnbreak #### Eye for Trouble (1) You can spend 1 grit point when you attempt a Wisdom (Perception) or Wisdom (Insight) check to roll your Firepower die and add the result to the check. You can do this after you attempt the check but only before the result is revealed. #### Uncannily Dodgy (x) When you have at least 1 grit point, you gain the benefit of the uncanny dodge feature. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. #### Gunslinger Multiclassing Prerequisites ___ * **Ability Score Minimum.** Dexterity 13 #### Gunslinger Multiclassing Proficiencies ___ * **Proficiencies gained.** Light armor, firearms, one skill from the class’s skill list, tinker's tools \pagebreakNum # GUNSLINGER ENDS HERE # IGNORE THE REST \pagebreakNum
The human man hid behind the rock, looking down upon his friends fighting the bandit gang bellow, he took out his hand cannon and aimed at the centre of the bridge the bandits were coming from, focused his magic into his gun, and fired. A small fiery red bead flew down and landed on the rickety wooden bridge, suddenly exploding, destroying the bridge completing, and sending any bandits that weren’t incinerated, screaming into the abyss bellow. The tiefling woman kicked open the doors to the saloon as she let out a maniacal laughter alongside an onslaught of lead from her twin pistols. Within 10 seconds all the denizens of the watering hole were bleeding out on the ground; except for her human contact who sat at the bar with an impressed smirk on his face. The gnome braces himself for the kickback of his shoulder cannon as he pulls the trigger. A cacophonous blast echoes across the deck of the ship as he is thrown off his feet, smacking his head against the main mask. \columnbreak
### Warriors of a New Age Most warriors and combat specialists spend their years perfecting the classic arts of swordplay, archery, or polearm tactics. Whether duellist or infantry, martial weapons were seemingly perfected long ago, and the true challenge is to master them. However, some minds couldn’t stop with the innovation of the crossbow. Experimentation with alchemical components and rare metals have unlocked the secrets of controlled explosive force. The few who survive these trials of ingenuity may become the first to wield, and in some cases create, the first firearms. ### Thunder of Battle For a renegade few, battle sounds different than it does for the typical fighter. The clash of steel and the sizzle of spell energy are drowned out by the thunderous rhythm of gunfire—the pounding beat of the gunslinger. Gunslingers are a bold and mysterious lot. While many treat the secrets of black powder with the same care and reverence that a wizard typically reserves for his spellbook, most gunslingers know that firearms are a secret that cannot remain concealed forever. While current firearms are simple, often imprecise, and even dangerous devices, they are a technology on the move, and one that will become even more powerful when it is fully fused with magic.
\pagebreakNum ### Echoing Chaos Wherever a gunslinger wanders, chaos is sure to follow with a hail of lead and spatters of blood. In the right hands a firearm is a machine of limitless death, and gunslingers certainly have the right hands. Many would say that firearms will lead only to new wars within the world, but many others say that they will protect them from incursions. But in reality, whoever has the most boom sticks and people to shoot them wins. #### Role Gunslingers are thunderous artillery, often found where the fighting is fiercest. Brave, clever, and frequently foolhardy, many gunslingers push to position themselves at close range, barrels blazing, to take down their foes and demoralize their enemies. Other gunslingers are masters of distant death, picking off enemies from afar with their strange and wondrous weapons. ### Creating a Gunslinger Gunslingers thrive on the outskirts of civilization, both famous and infamous in the more free-spirited areas of the world. Talk with your DM about an appropriate origin for your Gunslinger. Do you live in a city, where your weapons are possibly outlawed? Or, perhaps, you come from the frontier, where your kind are common and the laws, less so. How did you acquire your first gun? Did your fervor for invention lead you to create something more powerful than you know? Did a demon trade this knowledge for the promise of a favor? Maybe you killed a vengeful foe and took your gun off his dead body. #### Quick Build You can make a gunslinger quickly by following these suggestions. First, put your highest ability score in Dexterity, followed by Intelligence, Wisdom or Charisma, depending on the Trail you intend to take at 3rd level. Second, choose the outlander background. \columnbreak ## Class Features As a Gunslinger, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d8 per Gunslinger level - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per Gunslinger level after first. #### Proficiencies ___ - **Armor:** Light armor - **Weapons:** Simple weapons, firearms, longswords, rapiers, shortswords - **Tools:** Tinker's Tools - **Saving Throws:** Dexterity, Charisma - **Skills:** Choose three skills from Acrobatics, Animal Handling, Athletics, Deception, Intimidation, Medicine, Perception, Sleight of Hand, Survival, and Technology ___ #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a rapier or *(b)* a shortsword - *(a)* a dungeoneer's pack or *(b)* an explorer's pack - *(a)* an arquebus, or *(b)* a flintlock pistol - Leather armor and a set of tinker's tools
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##### Gunslinger | Level | Proficiency Bonus | Features | Firepower | Flow |:---:|:---:|:---|:---:|:---:|:---:| | 1st | +2 | Natural Talent, Cold Blood | 1d4 | +2 | 2nd | +2 | Gunsmith, Unique Style | 1d4 | +2 | 3rd | +2 | **Gunslinger's Trail,** Vicious Intent | 1d4 | +2 | 4th | +2 | Ability Score Improvement | 1d4 | +2 | 5th | +3 | Extra Attack | 1d4 | +2 | 6th | +3 | **Trail Feature** | 1d6 | +2 | 7th | +3 | Evasion | 1d6 | +2 | 8th | +3 | Ability Score Improvement | 1d6 | +2 | 9th | +4 | Tactical Reload | 1d6 | +3 | 10th | +4 | **Trail Feature** | 1d6 | +3 | 11th | +4 | Quickdraw | 1d8 | +3 | 12th | +4 | Ability Score Improvement | 1d8 | +3 | 13th | +5 | | 1d8 | +3 | 14th | +5 | | 1d8 | +3 | 15th | +5 | **Trail Feature** | 1d8 | +3 | 16th | +5 | Ability Score Improvement | 1d10 | +4 | 17th | +6 | | 1d10 | +4 | 18th | +6 | **Trail Feature** | 1d10 | +4 | 19th | +6 | Ability Score Improvement | 1d10 | +4 | 20th | +6 | Bullet Time | 1d10 | +4
### Natural Talent They say you're a natural. Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses your chosen proficiency. \columnbreak ### Cold Blood You, like every gunslinger, have something which allows you to remain cool and collected, even in the most dire situations. Gunslingers make their mark upon the world with daring deeds. When you perform an action with particular fidelity, you can leverage this moment of verve to perform meticulous, deadly deeds. This state of focus is called *Cold Blood*, and you are either in a state of Cold Blood or you are not. #### Gaining Cold Blood You gain Cold Blood by successfully performing an action that has a bit of flair: - When you score a critical hit with a firearm attack. - When you deal a killing blow to a creature of at least 1/4 of your level in challenge rating with a firearm. - After succeeding at a check to perform a particularly daring action, such as swinging on a chandelier or sliding down a drapery (DM's discretion). Cold Blood lasts until the end of combat. It ends early if you are knocked unconscious or when you use a Deed. #### Flow While you have Cold Blood, you gain the following benefits if you're wielding a firearm: - Your speed increases by 5 ft. - When you make a firearm attack, you gain a bonus to the damage roll that increases as you gain levels as a gunslinger, as shown in the Flow column of the Gunslinger table. #### Deeds You learn to perform powerful deeds to disable, damage or out-maneuver your opponents using your firearms and your quick reflexes. Deeds can be used only while you have Cold Blood and cause you to lose your Cold Blood. **Firepower.** If a deed involves an attack, instead of the Flow bonus you can add a number of Firepower Dice to your attack's damage equal to your Flow value. This die changes as you gain gunslinger levels, as shown in the Firepower column of the Gunslinger table. **Learning Deeds.** You learn two deeds of your choice. Your deed options are detailed at the end of the class description. You learn an additional deed of your choice at 6th, 11th, and 16th level. You can only learn deeds for which the level requirements are met, but you can always choose lower level deeds. A level prerequisite refers to your gunslinger level. Additionally, when you gain a level in this class, you can choose one of the deeds you know and replace it with another deed that you are able to learn. **Saving Throws.** Some of your deeds require your targets to make a saving throw to resist the deed’s effects. The saving throw DC is calculated as follows:
**Deed Save DC** =
8 + your proficiency bonus +
your Dexterity modifier
\pagebreakNum ### Gunsmith Beginning at 2nd level you can use Tinker's Tools to craft basic 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. ### Unique Style In Addition you adopt a particular 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 you later get to choose again. Furthermore you have a specific piece of accoutrement, that represents your style. Examples could be hats, special glasses, a comfortable dusters or cigars. #### Blind Fighting Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you. #### Breacher When you roll a 1 or 2 on a damage die for an attack you make with a scattergun, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the scatter property for you to gain this benefit. #### Close-Quarters Shooter When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks. #### Desperado When you engage in two-weapon fighting using firearms, you can add your ability modifier to the damage of the second attack. #### Dueling When you are wielding a firearm in one hand and no other weapons, you gain a +2 bonus to damage rolls with that firearm. #### Marksmanship You gain a +2 bonus to attack rolls you make with ranged weapons. #### Nimble While you are wearing light or no armor, you gain a +1 bonus to AC and Dexterity saving throws. >##### Talent Versatility >Whenever you reach a level in this class that grants the Ability Score Improvement feature, you Replace a fighting style you know with another fighting style available to gunslingers. as you shift the focus of your practice. \columnbreak ### Vicious Intent Beginning at 3rd level, your firearm attacks score a critical hit on a roll of 19 or 20. This increases to 18-20 at 8th level and 17-20 at 13th level and 16-20 at 18th level. ### Gunslinger's Trail At 3rd level, you choose a trail, which reflects your own personal style and credo. Following these trails separates the mere gun-toting adventurer from a legendary gunslinger. Your choice grants you unique features at 3rd level and again at 6th, 10th, 15th, and 18th level. ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ### Evasion At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. ### Tactical Reload At 9th level, you can reload any firearm as a bonus action. ### Quickdraw Starting at 11th level, whenever you roll for initiative, you can treat a d20 roll of 9 or lower as a 10. You can also stow a firearm, then draw another firearm as a single object interaction on your turn. Beginning at 18th level, if your total for a Initiative roll is less than your Dexterity score, you can use that score in place of the total. ### Stone Cold Attitude By 15th level, your mind always stays on task. You gain proficiency in Intelligence saving throws. ### Bullet Time At 20th level you've reached peak precision with your firearm attacks. Whenever you get advantage on an attack roll, you get to roll a third d20 when you make the roll. You also cannot gain disadvantage on firearm attacks against creatures within 30 feet of you. Additionally you can reload any firearm using your Free Object Interaction. \pagebreakNum ### Trail of the Daredevil You charge right into action. Gun in one hand, blade in the other. No regrets. #### Cold Blood, Fiery Impulse Beginning when you choose this trail at 3rd level, you gain an additional way to trigger Cold Blood: - Attacks against at least one enemy different from the previous damaging hit made against enemies grant you Cold Blood. ___ Furthermore you gain an additional Flow bonus while you have Cold Blood: - You gain a bonus to AC equal to half your proficiency bonus rounded down. #### Pistol and Blade You’re experienced in combining melee attacks with shots from a firearm, quickly adapting your range and style to the current situation. - You gain proficiency with martial weapons. - When you engage in two-weapon fighting specifically using a pistol and a one-handed melee weapon, you can add your ability modifier to the damage of the offhand attack. #### Daredevil's Deeds You get to choose from an expanded list of deeds when you learn a new deed. The following deeds are added to the deed list for you. | Gunslinger Level | Deed | |:---|:-----------| | 6th | Bite the Bullet | | 11th | Rebounding Assault | | 16th | Smoke Curtain | #### Charmed Life At 6th level, when you make a Dexterity or Charisma based ability check you may roll your Firepower Die and add the result to the check. You can use this ability a number of times equal to your Charisma modifer, regaining all uses when you complete a long rest. \columnbreak #### 10th Level Feature When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls. Furthermore you gain an additional bonus when you have Cold Blood: - At the start of each of your turns, you regain 1 hit point if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points. #### Vivacious Speed Starting at 15th level, when you've made an impression, you move even faster than normal, darting about the battlefield with incredible speed. The speed bonus you get from Cold Blood increases to 20 feet. When you don't have Cold Blood, you still get half this bonus. #### Dance of Thunder At 18th level, your steps echo with the thunderous retort of exploding black powder as you dance a dance of death. As an action you can unleash a whirlwind of ammunition around you until the end of your turn. Each creature within 10 feet of you must make a Dexterity saving throw, taking piercing damage equal to 4d10 + half your gunslinger level, rounded up, on a failure and half as much on a success. When a creature who hasn't made this saving throw comes within 10 feet of you this turn, they are forced to make it as well. You gain 3 temporary hit points for each creature that makes this saving throw, success or failure. After using Dance of Thunder, you cannot do so again until you finish a long rest and you gain one level of exhaustion for 1 minute.
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#### Bite the Bullet **Type: Passive**
After dealing damage, you can gain temporary hit points equal to a roll on your firepower die + your Constitution modifier. #### Rebounding Assault **Type: Action**
Starting at 6th level you learn an additional Deed. You hurl your melee weapon at an opponent then fire a bullet into the weapon, causing it to deal additional damage and bounce back to your grasp. As an action make a ranged attack with a thrown weapon, then a ranged attack with your firearm. If the melee weapon doesn’t have the thrown property, it gains the thrown (20/60) property during a Rebounding Assault. If both attacks are successful, the bullet hits the thrown melee weapon instead of your target, adding its force into a single attack. Combine the damage from both Strikes, using the thrown weapon’s damage type, and add your firepower dice. The rebound also causes the melee weapon to return to your hand. In any circumstance other than both attacks hitting, carry out the individual Strikes normally. The thrown weapon doesn’t rebound and remains in the target’s space as normal for thrown weapons. \columnbreak
#### Smoke Curtain **Type: Attack**
You load an extra dose of black powder into your shot, causing it to belch out a roiling cloud of smoke. Make a firearm attack to create a cloud of smoke in a 10-foot radius centered on your location. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
\pagebreakNum
### Trail of the Sniper The Sniper is a master of ranged combat. An excellent sharpshooter and eagle-eyed scout, this gunslinger is a perilous foe who can defeat an entire war band so long as they are kept at range. #### Cold Blood, Calm Soul Beginning when you choose this trail at 3rd level, you gain an additional way to trigger Cold Blood: - Cold Blood Trigger ___ Furthermore you gain an additional Flow bonus while you have Cold Blood: - Your firearm attacks ignore half and three-quarters cover. #### One Shot, One Kill You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. This bonus damage increases to 2d6 at 9th level and 3d6 at 15th level. #### Sniper's Deeds You get to choose from an expanded list of deeds when you learn a new deed. The following deeds are added to the deed list for you. | Gunslinger Level | Deed | |:---|:-----------| | 6th | Pin Down | | 11th | Aimed Shot | | 16th | Teamwork | \columnbreak
#### Careful Eyes Starting at 6th level, you excel at picking out hidden enemies and other threats. You gain proficiency in either the Perception, Insight or Investigation skill. If you’re already proficient in the chosen skill, your proficiency bonus is doubled for any check you make with that skill. Additionally you have advantage on Wisdom (Perception) checks you make that rely on sight. Furthermore you can take the Search action as a bonus action. #### XXXXXXXXXXXXXXX Starting at 10th level, on your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted, creatures that haven't moved on their first turn or creatures that haven't taken the Dodge Action on their first turn. Furthermore you gain an additional bonus when you have Cold Blood: - Bonus #### Sharpshooter's Nest Beginning at 15th level, you can dynamically adapt even the simplest cover into excellent protection. You treat half-cover as three-quarter’s cover, and three-quarter’s cover as full cover. #### Dead Shot At 18th level, when you hit a creature with a firearm attack, you can call a Dead Shot. If it has 50 hit points or fewer, it must succeed on a Constitution saving throw or drop to 0 hit points.
\pagebreakNum
#### Aimed Shot **Type: Action**
You target a specific part of your foe’s body, damaging the chosen limb or body part in a way that hinders your foe’s ability to move, fight, or think. Declare a portion of your foe’s anatomy to target and make a firearm attack. If you hit, deal damage and the target fails a Constitution saving throw, apply one of the following effects to the target until the end of your next turn, based on the body part you targeted. - **Arms (or another limb used for attacks, such as a tentacle).** The target deals only half damage with weapon attacks that use Strength. - **Head.** The target has disadvantage on attack rolls. - **Legs (or tail on a legless creature).** The target drops prone. On its next turn it can only use its movement to stand back up. - **Torso.** The target has disadvantage on Strength, Dexterity and Constitution saving throws. - **Wings.** If the target is flying using its wings, it immediately falls 30 feet. The fall is gradual enough that if it causes the target to hit the ground, the target takes no damage from the fall. \columnbreak
#### Teamwork **Type: Reaction**
Sniper work best in a team. When an ally scores a critical hit, you can take your reaction and make a firearm attack against the creature that took critical damage. #### Pin Down **Type: Attack**
You can attempt to pin down an enemy using your firepower. The target must make a Dexterity saving throw. On a success the target's speed is reduced by 10 ft. until the end of their next turn. On a failure the effect lasts three rounds.
\pagebreakNum ### Trail of the Pistolero You carefully maintain your distance at a duelist’s ten paces with pistol in hand. Whether you’re a professional duelist or a pistol-twirling entertainer, you have quick feet and quicker hands that never seem to let you down. #### Cold Blood, Quick Reflexes You react to trouble with lightning speed, positioning yourself just right. - If you haven't ___ Furthermore you gain an additional Flow bonus while you have Cold Blood: - You gain #### Ten Paces Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. You can draw a weapon as part of rolling Initiative. On your first turn in combat, your speed increases by 10 feet. Additionally, you can move up to 10 feet as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks. #### Pistolero's Deeds You get to choose from an expanded list of deeds when you learn a new deed. The following deeds are added to the deed list for you. | Gunslinger Level | Deed | |:---|:-----------| | 6th | Pistolero's Retort | | 11th | Deflecting Shot | | 16th | Fan Fire | #### Poker Face Starting at 6th level, you have advantage on ability checks and saving throws made to prevent others from sensing your motives, perceiving your emotions, or reading your thoughts, detecting your mind. Creatures can't telepatically communicate with you unless you allow it. You also gain proficiency in the Deception skill. If you’re already proficient in that skill, your proficiency bonus is doubled for any check you make with that skill. Your mind can’t be read or detected, creatures can’t telepathically communicate with you unless you allow it, and you have advantage on saving throws against any effect that would determine whether you are telling the truth. \columnbreak #### Pistolero's Challenge At 10th level, with a stern callout, a carefully chosen barb, or some other challenging declaration, you demand your foe’s attention in a duel. Choose an opponent within 30 feet who you can perceive and can hear you to make a Wisdom saving throw. On a failure both you and the target creature gain an additional damage die the size of your Firepower die to attacks made against each other. No matter the result of the check, the foe is temporarily immune to your Pistolero’s Challenge until noon the next day. You can have only one challenge in effect at a time; challenging a new opponent ends this effect on any current target. Otherwise, the effect lasts until one of you is defeated or incapacitated or the fight ends. Furthermore you gain an additional bonus when you have Cold Blood: - Bonus XXXXXX #### 15th level Feature XXXXXXXXXXX #### Gun Fu At 18th level, you can enter a shooting spree to unload heaps of bullets at a time. Using your action you can Fan Fire your gun. Attack using your one-handed firearm twice as per usual. When you hit, you immediately gain another attack, even if you've already attacked. You can get up to five additional attacks using this feature. Each time you hit the next attack during Gun Fu deals an additional 1d4 damage, up to 5d4. You ignore having to reload your gun during Gun Fu. After using Gun Fu, you cannot do so again until you finish a long rest.
\pagebreakNum #### Pistolero's Retort When a creature misses an attack against you, you can use your reaction to make an attack against it. #### Deflecting Shot **Type: Reaction**
You perfected your aim to uncanny levels, you can protect your allies from harm. When your weapon is loaded and an ally within range is hit by an attack, you can use your reaction to deflect that attack. Roll your Firepower die. The damage the ally takes is reduced by an amount equal to the value rolled. The Deflecting Shot can be used before or after the results of the damage roll are announced. #### Fan Fire **Type: Bonus Action**
Immediately after you take the Attack action on your turn, you can make two firearm attacks as a bonus action. These additional attacks are shot from the hip and as such are made at disadvantage.
\pagebreakNum ### Trail of the Spellslinger The archetypal Spellslinger combines the art of marksmanship with a careful study of magic. Spellslingers use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant a Spellslinger additional protection in battle, and evocation spells deal damage to many foes at once, extending the gunslinger's reach in combat. These 'slingers learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook. #### Spellcasting When you select this gunslinger archetype at 3rd level, you gain the ability to cast spells. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and chapter 11 of the Player’s Handbook for the wizard spell list. ***Cantrips.*** You learn three cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level. ***Spell Slots.*** The Spellslinger Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell *burning hands* and have a 1st-level and a 2nd-level spell slot available, you can cast *burning hands* using either slot. ***Spells Known of 1st level and Higher.*** You know three 1st-level wizard spells of your choice, two of which you must choose from the evocation and enchantment spells on the wizard spell list. The Spells Known column of the Spellslinger Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an evocation or enchantment spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st level or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation or enchantment spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level. ***Spellcasting Ability.*** Intelligence is your spellcasting ability for your spellslinger spells, since you learn your spells through force of personality. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spellslinger spell you cast and when making an attack roll with one.
**Spell Save DC** =
8 + your proficiency bonus +
your Intelligence modifier
**Spell attack modifier** =
your proficiency bonus +
your Intelligence modifier
\columnbreak
##### Spellslinger Spellcasting Level | Cantrips
Known | Spells
Known | 1st | 2nd | 3rd | 4th |:-:|:-:|:-:|:-:|:-:|:-:|:-:| 3rd | 3 | 3 | 2 | – | – | – 4th | 3 | 4 | 3 | – | – | – 5th | 3 | 4 | 3 | – | – | – 6th | 3 | 4 | 3 | – | – | – 7th | 3 | 5 | 4 | 2 | – | – 8th | 3 | 6 | 4 | 2 | – | – 9th | 3 | 6 | 4 | 2 | – | – 10th | 4 | 7 | 4 | 3 | – | – 11th | 4 | 8 | 4 | 3 | – | – 12th | 4 | 8 | 4 | 3 | – | – 13th | 4 | 9 | 4 | 3 | 2 | – 14th | 4 | 10 | 4 | 3 | 2 | – 15th | 4 | 10 | 4 | 3 | 2 | – 16th | 4 | 11 | 4 | 3 | 2 | – 17th | 4 | 11 | 4 | 3 | 3 | – 18th | 4 | 11 | 4 | 3 | 3 | – 19th | 4 | 12 | 4 | 3 | 3 | 1 20th | 4 | 13 | 4 | 3 | 3 | 1
#### Cold Blood, Arcane Focus Beginning when you choose this trail at 3rd level, you gain an additional way to trigger Cold Blood: - Cold Blood Trigger ___ Furthermore you gain an additional Flow bonus while you have Cold Blood: - You can have your firearm attacks deal cold, fire or lightning damage instead of their normal damage. Starting at 13th level, you can also choose from necrotic, psychic and radiant damage. \pagebreakNum #### Gun Bond At 3rd level, you learn a ritual that creates a magical bond between yourself and one firearm. You perform the ritual over the course of 1 hour, which can be done during a short rest. The firearm must be within your reach throughout the ritual, at the conclusion of which you touch the firearm and forge the bond. Once you have bonded a firearm to yourself, you can’t be disarmed of that firearm unless you are incapacitated. If it is on the same plane of existence, you can summon that firearm as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded firearms, but can summon only one at a time with your bonus action. If you attempt to bond with a third firearm, you must break the bond with one of the other two. #### War Magic Beginning at 6th level, when you use your action to cast a cantrip, you can make one firearm attack as a bonus action. #### Eldritch Strike At 10th level, you learn how to make your firearm strikes undercut a creature's resistance to your spells. When you hit a creature with a firearm attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn. #### Arcane Charge At 15th level, when you use a deed, you and anything you are wearing or carrying becomes invisible. The effect ends after one round or when you attack or casts a spell. #### Improved War Magic Starting at 18th level, when you use your action to cast a spell, you can make one firearm attack as a bonus action. \pagebreakNum ## Bolt Ace While gunslingers are full of sound and fury, there is a class of gunslingers that never soil their hands with powder or feel the sting of gun smoke. They commit their deeds in a more hushed manner, but with just as much flair. #### Proficiencies A bolt ace is proficient with all crossbows instead of all firearms. #### Equipment A bolt ace begins play with a masterwork crossbow of their choice. #### Bolt Action > Bolt-Action Any ability or feature that specifies that it is to be used with a firearm can be used with a crossbow instead. #### Inexplicable Reload *This 11th-level feature replaces the Tactical Reload feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.* At 11th level, loading a crossbow becomes unthinking and automatic for a bolt ace. You ignore the loading quality of crossbows. \pagebreakNum # Deeds ### 1st Level Deeds #### Demoralizing Shot **Type: Attack**
When you hit a creature with a ranged weapon attack, you can cow the creature. Roll your firepower die and subtract it from the next attack roll the creature makes before the start of your next turn. #### Powder Traces **Type: Attack**
When you hit a creature with a firearm attack, you can hit them with extra powder. The affected creature or object can’t benefit from being invisible. #### Forceful Shot **Type: Attack**
When you make a firearm attack against a creature, you can attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 10 feet away from you and be knocked prone. #### Bleeding Wounds **Type: Attack**
When you hit a living creature with a firearm attack, you can have that attack deal extra bleed damage at the start of their next turn and it can't regain Hit Points until the start of your next turn. The amount of bleed damage is equal to your Firepower Die. #### Dodge Roll **Type: Bonus Action**
You move up to 10 feet and reload any firearm you are holding as a bonus action. This movement does not provoke Opportunity Attacks, ignores difficult terrain, and can move you through hostile creature’s spaces, as long as you do not end your movement there. ### 6th Level Deeds #### Suppressive Fire **Type: Attack**
When you use the Demoralizing Shot deed, you attempt to demoralize your opponent. On a hit, the creature suffers normal damage and must make a Wisdom saving throw or suffer disadvantage on all attacks until the end of your next turn. #### Dizzying Shot **Type: Attack**
When you use the Dizzying Shot deed, you attempt to dizzy your opponent. On a hit, when you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration. \columnbreak #### Disarming Shot **Type: Attack**
When you make a firearm attack against a creature, you can expend one grit 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 10 feet away from you. #### Slinger's Luck **Type: Reaction**
You can reroll a saving throw that you fail. ### 11th Level Deeds #### Give 'em Scare **Type: Action**
You use your action to fire a blank charge into the air. Hostile creatures within 30 ft. must make a Wisdom saving throw. Creatures who fail are frightened of you for one round. After the effects resolve, any creature which rolled a saving throw against this deed is immune to it for 24 hours. #### Startling Shot **Type: Attack**
You can spend an attack to purposely miss a creature that you could normally hit with a firearm attack. When you do so, the creatures must succeed on a Wisdom saving throw or become incapacitated. #### Skin of Your Teeth **Type: Reaction**
When an attacker you can see makes an attack roll against you, you can dodge out of harm’s way at the last second as a reaction. You add a firepower die to your AC against this attack, potentially causing it to miss. \pagebreakNum ### 16th Level Deeds #### Piercing Shot **Type: Attack**
When you make a firearm attack against a creature, you can attempt to fire through multiple opponents. 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. #### Uncannily Dodgy **Type: Reaction**
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. #### Cheat Death (16) **Type: Passive**
When you are reduced to 0 or fewer hit points, you are instead reduced to 1 hit point. #### Curving Bullet (6) **Type: Attack**
When you miss with a firearm attack, you can use your reaction to make that shot redirect to another target. The new target must be within 5 ft of the first target, or in a line directly behind them. Roll another attack against the new target, which does not consume additional ammunition. #### Gunslinger Multiclassing Prerequisites ___ * **Ability Score Minimum.** Dexterity 13 #### Gunslinger Multiclassing Proficiencies ___ * **Proficiencies gained.** Light armor, firearms, one skill from the class’s skill list, tinker's tools \pagebreakNum # Ideen #### Pistol Twirl Feint bonus Action. Deception Check gegen gegnerische passive Perception. Advantage auf nächstem Attack roll. #### Blast Lock #### Black Powder Boost While dashing into position, you fire your weapon behind you to speed yourself along. You fire your weapon beneath or behind you, adding 10 feet to either the horizontal or vertical distance you travel. If your Leap required a roll (such as a High Jump or Long Jump), you can use this reaction after determining the result. #### Running Relaod #### Cauterize
ideas interactions with creatures being bloodied/at death's door. bigger crits \pagebreakNum ## Grenades These small handheld explosives can be thrown as an action. Choose a point anywhere within a maximum distance of 5 times your Strength modifier. When the grenade reaches that point, it detonates, forcing everyone in an area centered on that point to make a Dexterity saving throw. On a failed save, a creature takes damage based on the type of grenade used; on a successful save, it takes half as much damage. Alternatively, a mine can be planted in the ground, hidden from sight and triggered when a creature steps on it. Planting a mine takes 5 minutes. A creature looking for traps can make an Intelligence (Investigation) check contested by your Dexterity (Sleight of Hand). On a success, your mine is discovered.
**Save DC** =
8 + your proficiency bonus +
your Dexterity modifier
##### Bombs | Name | Cost | Damage | Area of Effect | Other | |:---|:---:|:---|:---:|:---| | Concussion Grenade/Mine | 30 gp | 4d6 thunder | 10 ft. radius | Boom | | Fragmentation Grenade/Mine | 20 gp | 3d6 piercing | 10 ft. radius | - | | Gas Grenade/Mine | 30 gp | 2d8 poison | 5 ft. radius | Lingering | | Incendiary Grenade/Mine | 35 gp| 3d6 fire | 10 ft. radius | Burning | | Powder Keg | 250 gp | 7d6 fire | 10 ft. radius | Burning | | Shock Grenade/Mine | 50 gp | 3d6 lightning | 5 ft. radius | - | | Smoke Bomb | 15 gp | - | 10 ft. radius | Smoke |
\columnbreak #### Boom Unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from the center of the explosion, and the explosion emits a thunderous boom audible out to 300 feet. #### Burning Flammable objects in the area that aren’t being worn or carried are ignited. #### Lingering The explosions deals initial damage and leaves behind a gas cloud for 1 minute. A creature takes the damage when it enters the cloud for the first time on a turn or ends its turn there. #### Smoke The bomb creates a cloud of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. \pagebreakNum ## Martial Archetype: Renegade >*This is from the Legends of Runeterra: Dark Tides of Bilgewater collaboration between Legends of Runeterra and DNDBeyond.com. The Renegade tries to "force" firearm mechanics into the game as a natural attack, which is kind of wonky. This is why the Gunfighter Form feature has been reworked along with some other minor changes.* What defines a Renegade is not simply the weapon they wield, or the ways they fight. A renegade, above all else, is a fighter of sly charm and swagger. With brash cockiness in spades, renegades build their own custom firearms to perfectly suit their own larger-than-life personalities. Particularly well-funded renegades may even have personalized Hextech weapons, but such folk are rare among the scoundrels of Bilgewater. Don’t mistake their boasting for an empty facade—folk who underestimate a renegade’s flashy gunplay tend to wind up dead. #### Scoundrel’s Wit Starting at 3rd level, you gain proficiency with one of the following skills: Deception, Persuasion, or Sleight of Hand. #### Gunfighter Form Additionally, when you choose this archetype at 3rd level, you begin to develop your own unique brand of renegade style. Choose one of the following Gunfighter forms and gain unique bonuses when using weapons of the specified type as well as unique effects on your critical hits made with them. \columnbreak #####
Pistoleer
Favoring speed and style over raw power, a renegade who adopts the Pistoleer form is most efficient when using handguns. You learn the following two maneuvers: **Run and Gun.** You threaten an area of 10 ft. around you with your pistol and are able to make opportunity attacks using your pistol. **Critical Specialization.** When you score a critical hit with a Pistol, your movement doubles for 1 turn. #####
Sniper
Armed with a large two-handed firearm, a renegade who adopts the Sniper form becomes a deadly Sharpshooter. **Deadly Sharpshooter.** Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. **Critical Specialization.** When you score a critical hit with a Rifle, your bullet will pierce through multiple opponents. Every creature within your weapon's range in a line behind the target takes damage equal to your Charisma modifier. #####
Shotgunner
Favoring raw punch over speed or accuracy the Shotgunner packs his double barreled gauge and is ready to obliterate each side of the proverbial barn. **Short-Range Combatant.** While using a shotgun you cannot gain disadvantage on your attack rolls while you are within 5 ft. of your target. **Critical Specialization.** When you score a critical hit with a Shotgun, your shot trips them and forces them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you. If the target's Strength Score is below your Renegade DC it automatically fails.
\pagebreakNum #### Weapon of Choice Through a combination of salvaging stolen pieces of arcane technology and sheer rakish ingenuity, you can customize your firearm with various upgrades. When you choose this archetype at 3rd level, choose one minor upgrade and one major upgrade from the Firearm Upgrades list at the end of this subclass. If an upgrade has a prerequisite, you must meet that prerequisite in order to benefit from the upgrade. You can have a number of upgraded firearms equal to your proficiency bonus. When you take a long rest, you can apply or change your list of chosen upgrades to a firearm. Preparing a new upgrades requires time spent tinkering with your firearms: at least 1 hour per upgrade you change on your on your list. If any other creature attempts to use an upgraded firearm, they cannot roll with proficiency, have disadvantage on attack rolls, and cannot use upgrades to reflect the lack of appropriate experience and knowledge of the upgrades. You gain one additional minor upgrade at 5th level, and one additional major upgrade at 10th level. #### Cunning Shot Starting at 7th level, you learn to exploit a foe’s weak spots, even if they appear to have none. The damage dealt by your firearm, including damage dealt via Firearm Upgrades, ignores resistances and treats immunities as resistances. * **Pistoleer.** You become a deadly opponent in both melee and ranged combat. Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls. You can wield a light weapon in your off hand while using your pistol. When you use your action to shoot using your pistol, you can use your bonus action to strike at a creature within melee range. Modifiers apply normally to your offhand attack. * **Sniper.** You ignore the loading property of Rifles. * **Shotgunner.** The range at which the Scatter property of your shotgun triggers is increased to 10 feet from 5 feet. #### Grin and Bear It At 10th level, you can brace yourself in the heat of battle, even when gravely wounded. When you use your Second Wind feature, your AC gains a +1 bonus and your movement speed increases by 10 feet until the start of your next turn. #### Right Gun for the Job At 15th level, your skill with your firearm can adapt to any situation. When you finish a long rest, you can replace any of your Firearm Upgrades with a different one, though you cannot have more than two major upgrades equipped at a time. You must still meet the prerequisite of an upgrade in order to benefit from it. #### Light ‘Em Up At 18th level, you learn to channel the volatile force of your firearm’s black powder into a single concussive blast. As a bonus action, you can either throw or set down a small explosive. If thrown, the explosive has a range of 30 feet and detonates immediately on impact; if set down, the explosive can be detonated remotely from up to 60 feet away as another bonus action. \columnbreak When detonated, each creature within a 15-foot radius of the explosive must make a Dexterity saving throw, taking 8d6 force damage on a failure and half as much on a success. The DC for this saving throw is equal to your Firearm Upgrade DC. Once you use this feature, you cannot use it again until you complete a short or long rest. ### Firearm Upgrades Renegades alter their weapons to suit their personal knavish swagger. The following list provides various options to enhance your firearm’s capabilities. These upgrades may be personal touches you put on your weapon, or scavenged bits of Hextech that you’ve discovered and rigged to work with your weapon. **Saving Throws.** Some of these upgrades require your targets to make a saving throw to resist the effect. The saving throw DC is calculated as follows:
**Firearm Upgrade Save DC** =
8 + your proficiency bonus +
your Charisma modifier
### Minor Firearm Upgrades #### Caliber Net By repurposing some salvaged Hextech parts, you equip your gun with a net thrower meant to trap opponents. As an action, choose a creature within range of your firearm. The creature must succeed on a Strength saving throw or be restrained. At the end of each of its turns, the target can repeat this saving throw, ending the effect on a success. Once you use this feature, you cannot use it again until you finish a short or long rest. #### Collateral Damage **Prerequisite: Rifle** You alter your ammunition to have explosive capabilities. When you hit a target with a successful attack from your firearm, all other creatures within 5 feet of the target must succeed on a Dexterity saving throw or take 1d6 + your Dexterity modifier piercing damage. #### Crosshairs **Prerequisite: 5th level** You equip your firearm with a targeting mechanism. As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn. #### Double-Barrel **Prerequisite: Rifle, 5th level** You add a second barrel to your firearm. This effectively doubles the ammunition capacity for your gun before it needs to be reloaded. Both barrels can be reloaded at the same time when taking an action or attack to reload it. Each barrel has to be shot separately. \pagebreakNum #### Smoke Screen As an action, you alter the firing mechanism of your gun to release a burst of ash and smoke. This cloud forms a 10-foot cube centered on a point of your choice within the firearm’s range, spreading around corners, and the area covered by this cube is considered heavily obscured. This smoke lasts for 10 minutes and cannot be dispersed. Once you use this feature, you cannot use it again until you finish a short or long rest. #### Grappling Hook **Prerequisite: Shotgun** As an action you can make a ranged attack roll using your Shotgun firing a hook on a leash at a target. As part of the same action you can then reel the hook back in. If the target is smaller than you, it must succeed on a Strength Saving Throw or be pulled 10 ft. towards you. If the target is larger than you, you pull yourself within 5 feet of it. If you don't hit anything, the hook will simply reel back in. #### Underbarrel Grenade Launcher **Prerequisite: Shotgun** As an action you alter the firing mechanism of your gun to shoot a small incendiary bomb at a target location within 30 ft. Every Creature within 5 ft. of the target location must succeed on a Dexterity Saving Throw or take 1d8 fire damage. This damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). #### Mechanical Reloader The gun automatically reloads itself when your ammunition count drops to 0. After it reloads itself in this manner, the Mechanical Reloader must be reset before it is usable again. Resetting the Mechanical Reloader requires an action. You may still manually load the gun. #### Nonporous Alloy The firearm and loaded ammunition are no longer affected by being wet or submerged. You can use the firearm to make attacks normally while submerged, up to the firearm's short range. #### Elemental Barrel Damage dealt with the firearm is considered Acid, Cold, Fire, Lightning for the purpose of overcoming resistance and immunity. You choose the damage type when you make this upgrade. ### Major Firearm Upgrades #### Barrage As an action, you can fire a barrage of bullets. Each creature in a 15-foot cone originating from yourself must make a Dexterity saving throw, taking piercing damage equal to 3d10 + your Dexterity modifier on a failure and half as much on a success. Once you use this feature, you cannot use it again until you finish a short or long rest. \columnbreak #### Double Up When you hit a creature with a successful ranged weapon attack with a firearm, you can immediately cause the bullet to hit another creature within 15 feet of the original target. The second target takes piercing damage equal to your Dexterity modifier (minimum of one). You can redirect a bullet in this way a number of times equal to your Charisma modifier, and regain all expended uses after a short or long rest. #### Lightning Round You equip your firearm with a volatile piece of stolen Hextech, allowing you to release a piercing bolt of electricity as an action on your turn. The lightning fires from you in a straight line that is 1 foot wide and 30 feet long. Each creature in the line must make a Dexterity saving throw, taking 3d8 + your Dexterity modifier lightning damage on a failure and half as much on a success. Once you use this feature, you cannot use it again until you finish a short or long rest. #### Trial by Fire You can charge your weapons with blazing force (no action required). Until the start of your next turn, whenever you make a successful attack, you deal an extra 1d6 fire damage. You can charge your weapons this way a number of times equal to your Charisma modifier (minimum of once), and regain all uses after a short or long rest.