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# Powder and Lead: Firearms and the Gunsmith Class for 5e D&D
##### A 5e Supplement
\pagebreak # The Gunsmith Two men stand before each other on the field of battle. As one draws his sword and charges, the other levels his rifle. A crack of thunder, then silence, as the gunman walks away, smoke spilling from the rifle he cradles. A tiefling sweats away over a workbench in a blazing hot forge. The project she's working on, a long rifle, longer than she is tall, gleams in the orange light of the forge's glow. As she affixes a scope to the top of it, she steps back, hands on hips, a smile of satisfaction across her face, as she looks down upon her masterpiece. A drow sits alone in the corner of a tavern, quietly sipping their drink as a group of bards make the atmosphere lively. Glass shatters as 4 bandits leap through the windows, weapons drawn. In a heartbeat, the drow is on their feet, pistol drawn. In a moment, the fight is over, and 4 outlaws lay dead. With a tip of their hat, the drow is gone. Gunsmiths are both warriors and scholars, killers and creators. Mixing their creative and calculating thinking with deadly finesse and accuracy, Gunsmiths are able to be deadly at any range. ### Tinkerer Before anything else, a Gunsmith is an artisan. Much of their time is spent developing, testing, and manufacturing firearms and ammunition. Modification, repair, and upkeep are key to the effectiveness of a Gunsmith's arsenal. Gunsmiths are secretive by nature, dedicated to protecting their designs and blueprints from those they consider unsavory. Every Gunsmith's creative process is different, but the end goal is the same: producing a weapon to surpass all others. ### Ruthless Efficiency Despite differing creations, methods, and focuses, one thing remains true about all Gunsmiths- their creations are made to destroy. A Gunsmith's ability to deliver death across long distances is near impossible to pass for any other combatant. A Gunsmith lives and dies by their creations, and it goes without saying that they are capable of incredible feats. Killing multiple infantry with a single bullet, shooting targets at long distance while blindfolded, and even hitting moving targets from miles away. Only a fool would doubt a Gunsmiths killing potential. ### Creating a Gunsmith When creating a Gunsmith, there is one question you must answer above all others; did your Gunsmith's ideas and inventions spring forth from their own mind, the first of their kind? Or are they improvements and upgrades upon a pre-existing piece of technology? If your Gunsmith is the first (or one of the first) maker of firearms, consider things like how they thought up such a weapon. Was it years of dedication and study, or did it spring forth into their mind fully formed? How did they create their weapon? Maybe they aren't even the original creator, but stole from someone else, and are improving on that design? Oppositely, maybe your Gunsmith was a student under a master. Who where they? There are many ways that a Gunsmith can be born, so work with your DM to make a backstory that fits their campaign. Above all else, consider why your Gunsmith has become and adventurer. Many Gunsmiths do, for a myriad of reasons; field testing, hunting for rare materials, or even on the run. There are a vast number of reasons for a Gunsmith to leave their workshop for a life of adventure, so find one that suits your character. #### Quick Build You can make a gunsmith quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Second, choose the guild artisan background. \pagebreak
##### Class Name | Level | Proficiency Bonus | Features | Focus | Minor Mods | Major Mods | |:---:|:---:|:---|:---:|:---:|:---:| | 1st | +2 | Smith's Code, Gunsmithing, Personalized Design | - | - | - | | 2nd | +2 | Gunfighting Style, Knack, Focus | 2 | - | - | | 3rd | +2 | Gunsmith Foundry, Modified Weaponry | 2 | 1 | - | | 4th | +2 | Ability Score Improvement | 2 | 1 | - | | 5th | +3 | Extra Attack | 3 | 1 | - | | 6th | +3 | Magical Alloy, Quickdraw | 3 | 1 | - | | 7th | +3 | Gunsmith Foundry Feature | 4 | 1 | - | | 8th | +3 | Ability Score Improvement, Modified Weaponry (2) | 4 | 2 | - | | 9th | +4 | Evasion, Fast Hands | 5 | 2 | - | | 10th | +4 | Ability Score Equipment, Gunsmith Foundry Feature | 5 | 2 | - | | 11th | +4 | Greater Modified Weaponry, Magical Alloy Improvement| 6 | 2 | 1 | | 12th | +4 | Ability Score Improvement| 6 | 2 | 1 | | 13th | +5 | Modified Weaponry (3) | 7 | 3 | 1 | | 14th | +5 | Down But Not Out | 7 | 3 | 1 | | 15th | +5 | Gunsmith Foundry Feature, Greater Modified Weaponry (2) | 8 | 3 | 2 | | 16th | +5 | Ability Score Improvement | 8 | 3 | 2 | | 17th | +6 | Magical Alloy Improvement | 8 | 3 | 2 | | 18th | +6 | Gunsmith Foundry Feature, Modified Weaponry (4) | 9 | 4 | 2 | | 19th | +6 | Ability Score Improvement | 9 | 4 | 2 | | 20th | +6 | Perfect Tandem| 10 | 4 | 2 |
## Class Features As a gunsmith, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d8 per gunsmith level - **Hit Points at 1st Level:** 8 + your Constitution Modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per gunsmith level after 1st #### Proficiencies ___ - **Armor:** Light Armor - **Weapons:** Simple weapons, firearms, longswords, rapiers, scimitars, shortswords, and whips - **Tools:** Smith's tools, tinker's tools, and one type of artisan's tools of your choice ___ - **Saving Throws:** Dexterity, Charisma - **Skills:** Choose three from Acrobatics, Animal Handling, Athletics, Deception, Insight, Investigation, Perception, Persuasion, Sleight of Hand, and Survival #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a simple weapon or *(b)* a shortsword - *(a)* smith's tools or *(b)* tinker's tools - *(a)* an explorer's pack or *(b)* a scholar's pack - leather armor, 20 rounds of ammunition, and a pistol ### Smith's Code During your gunsmith training you learned smith's code, a way to disguise your designs and blueprints as innocuous documents. Every gunsmith's code is different and unique, but your training means you can recognize other gunsmith's code. You and others who know this "language" automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it. You can also make a DC 20 Intelligence Check to try and decipher another gunsmith's code, allowing you to understand it. ### Gunsmithing At 1st level, you've learned how to craft, modify, and upkeep firearms and their ammunition. The crafting options at the end of this document are available to craft over different amounts of time. Because most adventurers are often on the move and don't tend to stay in one place for very long, you can break up an item's crafting time and cost across multiple instances of crafting. If an item has a prerequisite, you must meet that prerequisite before you are able to craft it. A level prerequisite refers to your level in this class. \pagebreak ### Personalized Design Also at 1st level, your work as a gunsmith has led you to create a firearm of your own design. Choose one of the three frames below; as you level up, you will be able to upgrade and modify your personalized design. Your personalized design looks however you want, as do it's upgrades and mods, when you receive them. If you ever lose your personalized design, you can recreate it with 8 hours of work, and 50 gp for each level in this class you have. | Name | Damage | Weight | Properties | |:---:|:-----------:|:---:|:---: | Light Frame | 1d10 | 5 lb. | Ammunition (shot, range 80/320), light, reload 6 | | Medium Frame | 2d6 | 15 lb. | Ammunition (shot, range 150/600), reload 4, two-handed | | Heavy Frame | 2d12 | 25 lb. | Ammunition (shot, range 200/800), heavy, reload 2, two-handed | ### Gunfighting Style At 2nd level, you adopt a particular style of gunfighting as your specialty. Choose one of the following options. You can’t take a Gunfighting Style option more than once, even if you later get to choose again. #### Akimbo When you engage in two-weapon fighting with firearms, you can add your ability modifier to the damage of the second attack. Additionally, when you are dual wielding firearms, you may reload both at the same time, without needing a free hand. #### 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. Additionally, when you attack a target within 30 feet of you with a firearm, you gain a +1 bonus to the attack and damage roll. #### Sniper Attacking at long range doesn't impose disadvantage on your firearm attack rolls. Additionally, when you attack a target farther than 30 feet from you with a firearm, you gain a +2 bonus to the attack roll. #### Dueling When you are wielding a firearm in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. #### Riot You gain proficiency with shields. You can operate and reload a one handed firearm while using a shield. You can also use a two handed firearm with a shield, but you must use your bonus action to brace the weapon on the shield before you can attack. \columnbreak ### Knack At 2nd level, choose two of your skill proficiencies, or one of your skill proficiencies and a proficiency with a tool you gained from this class. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. ### Focus Also at 2nd level, you can hone your mind and body, allowing you to perform incredible feats with your firearms. Your access to these preternatural abilities is represented by a number of focus points. Your gunsmith level determines the number of points you have, as shown in the Focus column of the Gunsmith table. You can spend these points to fuel various focus features. You start knowing two such features: Precise Shot and Rapid Repair. You learn more focus features as you gain levels in this class. When you spend a focus point, it is unavailable until you finish a short or long rest, at the end of which you regain all of your focus. Additionally, whenever you score a critical hit on an attack roll against a creature, or reduce a creature to 0 hit points, you can regain 1 focus. Some of your focus features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: **Focus save DC** = 8 + your proficiency bonus + your Intelligence modifier - **Precise Shot.** When you make an attack with a firearm, you may expend focus to hone your aim. For each focus you spend, you gain a +1 bonus to the attack roll, to a maximum of +3. If your attack hits, it deals additional damage equal to the number of focus you spent. You must choose to use this ability before any rolls are made. - **Rapid Repair.** You can spend 1 focus to attempt to fix a *jammed* firearm as a bonus action. ### Gunsmith Foundry At 3rd level, you choose a foundry, a style of gunfighting and crafting that you ascribe to. Choose the Arcane Foundry, Deadeye Foundry, Gunslinger Foundry, or Trick Shooter Foundry, all detailed at the end of the class description. The foundry you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. #### Foundry Mod Each foundry has a special minor mod and major mod that you gain when you choose the foundry at 3rd level and 10th level, respectively. Once you gain a foundry mod, you always have it on your personalized design, and it doesn't count against the number of mods attached to your frame. \pagebreak ### Modified Weaponry In your time spent using your personalized design has given you insights on ways to improve it through mods. At 3rd level, you gain one minor mod of your choice. You gain additional minor mods at certain levels, as shown in the Minor Mods column of the Gunsmith table. Additionally, when you gain a level in this class, you can choose one of the minor mods you know and replace it with another minor mod that you could learn at that level. A level prerequisite in a minor mod refers to gunsmith level, not character level. Mods can only be installed on your personalized design. ### Ability Score Improvement When you reach 4th level, and again at 8th, 10th, 12th, 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. ### Magical Alloy At 6th level, you've cast your personalized design in a specialized alloy, turning it into a magical weapon with a +1 bonus to its attack and damage rolls. This bonus increases at level 11 (+2) and level 17 (+3). ### Quickdraw Also at 6th level, your reflexes are unmatched. 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. Additionally, when you roll initiative, you may spend a focus to immediately move up to your speed and make 1 firearm attack. ### Evasion Beginning at 9th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm 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. ### Fast Hands Also at 9th level, you're able to reload firearms with unnatural speed. You can reload any firearm as a bonus action. Additionally, you may spend 1 focus to reroll a failed check to clear a jammed firearm. \columnbreak ### Greater Modified Weaponry In your time spent using your personalized design has given you insights on ways to improve it through even more powerful modifications. At 11th level, you gain one major mod of your choice. You gain an additional major mods at level 15, as shown in the Major Mods column of the Gunsmith table. Because of the increased power of major mods, you only have the opportunity to replace it at level 15 and 20. ### Down But Not Out At 14th level, your superhuman focus can keep you in the fight, even when you should be put out. When you are reduced to 0 hit points and holding a firearm, but not killed out right, you may spend a number of focus, up to a limit of how many rounds of ammunition are left in your currently held firearm. For each focus you spend, you may make 1 attack with your firearm. For every creature you hit, you regain 3 hit points. Once you have used this ability, you cannot do so again until you finish a long rest. ### At One with the Gun By 20th level, you are an unparalleled marksman, at one with your gun, and you can mete out death in a heartbeat. Your firearm attacks score a critical hit on a roll of 19 or 20, and when you critically hit with one, you add your level to the damage roll. Additionally when you take the attack action with your Personalized Design, you may make 1 additional attack. \pagebreak ## Gunsmith Foundries Different gunsmiths approach both combat and creating differently. The foundry you choose reflects the practices you ascribe to. ### Arcane Foundry The Arcane Foundry of gunsmiths begs the question- "What if my guns were magic?" Those who ascribe to the Arcane Foundry practice both magic that they themselves channel, as well as magic channeled through their firearms. Be it a spell they cast on themselves for protection, or runes scribed into their bullets to breakdown resistances to non-magical weapons, a member of the Arcane Foundry has an answer for almost any situation. #### Arcane Firearm When you choose this foundry at 3rd level, you learn to inscribe your weapons with arcane runes, allowing you to use them in tandem with magic. Over the course of a long rest, you may use tinker's or smith's tools to perform this ritual on a firearm. When you are finished, the firearm becomes magic for the purposes of overcoming resistances and immunities (if it is not already). Additionally, you may use the firearm as a spellcasting focus for your Arcane Foundry spells. You may have two arcane firearms at a time. If you perform the ritual on a third firearm, the runes disappear off of the oldest one. Additionally, you gain proficiency in the Arcana skill. If you already have proficiency, you instead gain expertise. #### Elemental Capacitor Also at 3rd level, you install a minor mod onto your personalized design that allows you to channel magic into your bullets as bursts of elemental energy. Once per turn, when you deal damage with your personalized design, you may cause the bullet to explode with arcane energy. The attack deals an additional 1d4 acid, cold, fire, lightning, thunder, or poison damage. If you want to use this mod more than once on a turn, you must spend 1 focus for each additional attack you add the damage to. The damage this mod deals increases to 1d6 at 10th level. #### Spellcasting When you reach 3rd level, you augment your gunslinging prowess with the ability to cast spells. **Cantrips** You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level. **Spell Slots** The Arcane Foundry 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 Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot. **Spells Known of 1st Level and Higher** You know three 1st-level wizard spells of your choice. The Spells Known column of the Arcane Foundry Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells 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 or 2nd level. 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. **Spellcasting Ability** Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. 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 wizard 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 #### Arcanist's Knowledge At 7th level, your work with magic weapons allows you to better understand them. You learn *detect magic* and *identify*, and they do not count against the number of spells you know. Additionally, you may cast either of them as a ritual. When cast as a ritual, they only work on magic items or sources of magic that are weapons. #### Tandem Assault Also at 7th level, whenever you use your action to cast a cantrip, you may make one firearm attack as a bonus action. At 18th level, whenever you use your action to cast a spell, you may make one firearm attack as a bonus action. #### Spell-Storing Bullet At 10th level, you install a major mod in your personalized design that allows you to store certain spells inside a bullet. When you use your action to cast a spell of first level or higher that forces a saving throw in a radius (such as *burning hands* or *shatter*), you can spend 1 focus to turn that spell into a special bullet, load it, and fire it. Make an attack roll against a target within your personalized design's range. On a hit, instead of dealing normal damage, the bullet releases the spell, oriented in a direction of your choice, which must include the original target, who has disadvantage on their saving throw. #### Arcano-Magnetic Bullets At 15th level, your bullets are able to seek out those affected by magic as if they had a mind of their own. Whenever you make a firearm attack with one of your arcane firearms against a creature affected by a spell, you gain a bonus to the attack roll equal to the level of the spell currently affecting them. \pagebreak #### Spell Breaker At 18th level, your arcane firearms bullets are able nullify magic. When you hit a creature with an attack from one of your arcane firearms, you may attempt to nullify a magical effect on them. After dealing damage, *dispel magic* is cast on the creature at 5th level. Once you have used this ability, you cannot do so again until you finish a long rest, or you expend 3 focus use it again.
##### Arcane Foundry Spellcasting | Gunsmith Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | |:---:|:---:|:---|:---:|:---:|:---:|:---:| | 3rd | 2 | 3 | 2 | ─ | ─ | ─ | | 4th | 2 | 4 | 3 | ─ | ─ | ─ | | 5th | 2 | 4 | 3 | ─ | ─ | ─ | | 6th | 2 | 4 | 3 | ─ | ─ | ─ | | 7th | 2 | 5 | 4 | 2 | ─ | ─ | | 8th | 2 | 6 | 4 | 2 | ─ | ─ | | 9th | 2 | 6 | 4 | 2 | ─ | ─ | | 10th | 3 | 7 | 4 | 3 | ─ | ─ | | 11th | 3 | 8 | 4 | 3 | ─ | ─ | | 12th | 3 | 8 | 4 | 3 | ─ | ─ | | 13th | 3 | 9 | 4 | 3 | 2 | ─ | | 14th | 3 | 10 | 4 | 3 | 2 | ─ | | 15th | 3 | 10 | 4 | 3 | 2 | ─ | | 16th | 3 | 11 | 4 | 3 | 3 | ─ | | 17th | 3 | 11 | 4 | 3 | 3 | ─ | | 18th | 3 | 11 | 4 | 3 | 3 | ─ | | 19th | 3 | 12 | 4 | 3 | 3 | 1 | | 20th | 3 | 13 | 4 | 3 | 3 | 1 |
### Deadeye Foundry Snipers, assassins, contract killers. Those of the Deadeye Foundry are renowned for their marksmanship and lethality. Those who practice under the name of the Deadeye Foundry excel at killing targets across long distances, without ever being found out. Slipping in and out of sight you may never pin them down, and the weapons of the Deadeye Foundry are nearly untraceable, just like their users. #### Field Training When you choose this foundry at 3rd level, you gain proficiency in the Stealth skill. If you already have proficiency, you instead gain expertise. Additionally, you can take the Hide action as a bonus action. Finally, you know how to use terrain to your advantage. You gain a climbing speed equal to your walking speed. \columnbreak #### Sight Your Target... Also at 3rd level, you're able to take your time with your shots, allowing yourself to aim more precisely. At the start of your turn, you may choose to reduce your speed to 0 until the end of your turn. If you do, your firearm attacks cannot be given disadvantage. #### Noise Suppresor Finally, at 3rd level, you install a minor mod into your personalized design that allows you to control the amount of sound it makes. When you make an attack with it, you can choose to dampen the sound, so your firearm can only be heard within 30 feet of you. Furthermore, when you are hidden from a creature and miss it with an attack, making the attack doesn't reveal your position. #### Breath In... By 7th level, you've undergone rigorous training to remain concealed until the moment you strike. You can hold your breath for twice as long as normal. Additionally, your ability to quickly duck, hide, and misdirect gives you advantage to conceal weapons on your person. #### Marksman's Sight At 10th level, you install a major mod in your personalized design that allows you to increase your precision even farther. The short and long range of your personalized design are doubled. Additionally, the maximum focus you can use on your Precise Shot ability increases to 5. #### Exhale... At 15th level, immediately after you make an attack while using Sight Your Target, you may choose to end the effect, returning half of your total speed until the end of your turn. #### ... And Squeeze At 18th level, your marksmanship is unrivaled. When you are hidden from a target, you may attempt to deal them a lethal blow. As an action, you can make an attack against a creature you are hidden from. On a hit, it is considered a critical hit, regardless of what you rolled on the dice (though it does not restore any focus). You may then spend focus, to a maximum of however many you have remaining. For each focus you spend, the weapon deals one additional die of damage before the affects of the critical hit are applied. Once you have used this feature, you cannot do so again until you finish a long rest. \pagebreak ### Gunslinger Foundry Gunsmiths of this Foundry are stylized like classic gunslingers. Suave, charming, and quick on the draw, members of the Gunslinger Foundry will drop you to the dirt before you can even draw a weapon or cast a spell. One thing is for sure about the Gunslinger Foundry- they're the quick, and you're the dead. #### Scoundrel's Charm When you choose this foundry at 3rd level, your intelligence give you a certain charming, roguish air. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Intelligence modifier (minimum of +1). #### Duck and Tumble Also at 3rd level, you're always expecting a fight, making you quick on your feet. When you are targeted with an attack from more than 10 feet away, you may use your reaction to attempt to dodge out of the way. You may move up to 15 feet in a horizontal direction of your choice, without provoking attacks of opportunity. If this movement puts you behind cover, the attack automatically misses. Otherwise, the attacker has disadvantage on their attack roll. You can use this ability after seeing the attack roll but before any of the roll's effects occur. You have a number of uses of this ability equal to your Dexterity modifier. You regain all expended uses when you finish a long rest. While you have no uses, you may instead spend 1 focus to use this ability. #### Fanning Mechanism Finally, at 3rd level, you install a minor mod into your personalized design that allows you to rapidly fire your weapon. When you take the attack action with your personalized design, you may spend 1 focus to make an attack with it as a bonus action. You must have enough ammo in the gun for the attack to do so. #### On Your Hip At 7th level, the firearm you carry can strike fear into the hearts of the toughest foes. While your personalized design is on your person, you have advantage on Charisma (Intimidation) checks if you brandish it as part of your interaction. #### Speedload Magazines At 10th level, you install a major mod in your personalized design that allows you to reload your weapon near instantly. When you finish a short or long rest, you can prepare a number of speedload magazines equal to your Intelligence modifier (minimum of 1). When you take the attack action, you can replace one of your attacks with reloading your weapon, using a speedload magazine. If you do, you can reload and then immediately make 1 attack with your reloaded firearm. \columnbreak #### Mag Dump At 15th level, the speed with which you can fire your firearms is second to none. Immediately after making your last attack as part of the attack action, you can spend an amount of focus up to the total amount of ammo remaining in your firearm. For each focus spent, you can make an attack with that firearm, but each attack must be made against a different target. #### Shootout Savant By 18th level, you know that the best way to survive a fight is to take out everyone else as fast as possible. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised. ### Trick Shooter Foundry Gunsmiths who are part of the Trick Shooter Foundry are known for making seemingly impossible shots with ease. Their mastery of firearms and incredible manual dexterity means they can do things like hitting small targets on the move, ricocheting bullets, and shooting projectiles out of the air. Their weapons are specialized for comfort and familiarity, allowing them to perform these feats at ease. Gunsmiths of this foundry stake their pride on their shooting skills, and will gladly show off to anyone who challenges them. #### Performative Shooting When you choose this foundry at 3rd level, you are well versed in stunt shooting and performing incredible feats in front of an audience. You gain proficiency in the Performance Skill, and you may add your Dexterity modifier to any Charisma (Performance) check you make that involves firearms. #### Trick Shots Also at 3rd level, you learn a number of trick shots that you can use to get an edge up on your enemies. You know the following trick shots. - **Kneecapped.** When you hit a creature with a firearm attack, you spend can a focus to attempt to cripple their movement. The target must make a Constitution saving throw. On a failure, the creature's movement speed is halved until the end of your next turn. - **Laid Out.** When you hit a creature with a firearm attack, you can spend a focus to attempt to topple it. The target must make a Strength saving throw. On a failure, the target is knocked prone. - **Drop It.** When you hit a creature with a firearm attack, you can spend a focus to attempt to make it drop something it's holding. The target must make a Strength saving throw. On a failure, the target drops an item it's holding of your choice. - **Between the Eyes.** When you hit a creature with a firearm attack, you can spend a focus to attempt to daze it. The target must make a Constitution saving throw. On a failure, the target has disadvantage on attacks until the start of your next turn. \pagebreak - **Shock & Awe.** When you hit a creature with a firearm attack, you can spend a focus to attempt to blind or deafen it, through a combination of your weapons sound, muzzle flash, and bullet. The target must make a Constitution saving throw. On a failure, the target is blinded or deafened (your choice) until the start of your next turn. - **Got My Eye on You.** When you hit a creature with a firearm attack, you can spend two focus to carefully watch it's movements. Before the start of your next turn, when it makes an attack, or forces a creature to make a saving throw, you can use your reaction to attempt to disrupt it. Make a firearm attack against the creature. On a hit, it takes damage as normal, and must make a Constitution saving throw. On a failure, it has disadvantage on its attack, or the creature it is targeting has advantage on its saving throw. #### Ricochet Rounds Finally, at 3rd level, you install a minor mod into your personalized design that allows you to bounce your shots off of various surfaces. When you miss an attack with your personalized design, and the target is within 30 feet of a flat surface, you can use your reaction to reroll the attack. On a hit, the bullet ricochets off a surface and strikes the creature, dealing half of the damage it normally would, unless it was a critical hit. If you've already used your reaction, you can instead spend 1 focus to ricochet your bullet. #### Warning Shot At 7th level, your style of precise shooting and showmanship can be used to intimidate your enemies. When you take the attack action using a firearm, you can spend 1 focus to replace one of your attacks with a Warning Shot. Choose a creature within your firearm's normal range. You fire a narrow miss, forcing the creature to make a Wisdom saving throw. On a failure, the creature is frightened of you for 1 minute or until you or your companions do anything harmful to it. While frightened in this way, a creature won't move willingly, as long as you stay within its line of sight. At the end of each of its turns, the frightened creature may repeat its Wisdom saving throw, ending the frightened condition on a success. The creature has advantage on the saving throw if you are not in its line of sight. This ability has no effect on constructs. #### Vital Point Locater At 10th level, you install a major mod in your personalized design that allows you to find the weakest points on a creature to exploit. When you use one of your Trick Shots, you may use this mod to impose disadvantage on the target's saving throw. You have 2 uses of this mod, and regain all of them when you finish a long rest. Alternatively, you can spend a focus to activate the mod while you have no uses, in addition to the focus spent to perform the Trick Shot. \columnbreak #### Out of Midair At 15th level, your eyes and aim are so good that you can knock projectiles out of midair. When a creature within your firearm's normal range is hit by a ranged weapon attack, you may use your reaction to attempt to knock the projectile off course. Make an attack roll with your firearm contested by the original projectile's attack roll. If you succeed, the projectile is knocked off course, and does not hit the original target. When you make your attack roll, you can spend 1 focus to give yourself advantage. #### Trick Shot Master By 18th level, your ability to perform trick shots is unrivaled. Once per turn, you may use a Trick Shot option without expending any focus. ## Firearms Mods If a firearm mod has prerequisites, you must meet them to apply it. You can apply the mod at the same time that you meet its prerequisites. #### Armor Shattering Rounds *Minor Mod, Prerequisite: 18th Level* The ammunition your prepare for your design is highly lethal, even against the toughest opponents. Your weapon gains the ability to fire **Armor Shattering Rounds**. Whenever a creature is hit by **Armor Shattering Rounds**, their AC takes a permanent and cumulative −1 penalty. A creature with natural armor can remove 1 penalty for every 10 Hit Points that it heals. Any worn armor takes this penalty until it can be repaired, such as by the *Mending* cantrip, which removes 1 penalty per casting. #### Bayonet *Minor Mod* You affix a blade to your design, allowing you to make melee weapon attacks with it. The blade deals 1d8 piercing damage, and you can use Strength or Dexterity for its attack and damage rolls. #### Barrel Rifling *Minor Mod, Prerequisite: 8th Level* You modify your design's barrel to increase your ammunition's accuracy over longer ranges. The range of your design increase by +100/+200. However, your weapon now uses **cartridge** ammunition, instead to **shot**. \pagebreak #### Bipod *Minor Mod, Prerequisite: Medium/Heavy Frame, 13th Level* You modify your design with a collapsible bipod, allowing you to stabilize your firearm when deployed. While in half or three-quarters cover, you can use your bonus action to deploy the bipod. If you do, you gain a +2 bonus to your attack rolls for as long as you remain in cover. Alternatively, you may deploy the bipod as a bonus action while prone. If you do, you gain a +3 bonus to your attack rolls. Because of your lowered mobility, ranged attacks against you do not suffer disadvantage while you are prone with your bipod deployed. If you move while your bipod is deployed, you need to redeploy it to gain its benefits. #### Counterbalanced Stock *Minor Mod, Prerequisite: Medium Frame, 8th/13th level* By adjusting your design's weight and proportions, you're able to use it more fluidly. It loses the *two-handed* property. This mod can be taken again at 13th level. If you do, it gains the *light* property. #### Custom Grip *Minor Mod* You've redesigned your weapons grip, allowing you to keep a better hold of it. You have advantage on any checks to keep a hold of your firearm. #### Discharge Rounds *Major Mod* You've modified your weapon to be able to carry an electrical charge. At the start of your turn, you may activate this mod. Until the end of your turn, all of your shots deal an extra 1d4 lightning damage. At the end of your turn, the remains of your shots activate, causing lightning to surge through them. Each creature that took the lightning damage from your shots this turn, and is within 30 feet of another creature who also took that damage, must make a Dexterity saving throw. On a failure, they take a number of d6's of lightning damage equal to the number of creatures who made the saving throw. On a success they take half damage. In order for the saving throw to be forced, at least 2 creatures need to have been hit and be within 30 feet of each other. Once you use this mod, you cannot do so again until you complete a short or long rest. #### Double Tap *Major Mod, Prerequisite: Medium Frame, 15th Level* You've implemented a system into your firing mechanism that causes it to launch two rounds at once. Your attacks now consume two ammunition per shot, but your weapon damage becomes 2d10. \columnbreak #### Engravings *Major Mod, Prerequisite: 15th Level* With fine precision, you engrave your weapon with beautiful carvings or designs, though they offer no combat advantage. You have advantage on Charisma (Intimidation) and Charisma (Persuasion) checks if you brandish it as part of your interaction. #### Expanding Rounds *Major Mod, Prerequisite: 15th Level* You've designed your standard ammunition to expand on impact, leaving larger wounds against living targets. When you deal damage with standard ammunition, if the target does not resist it, it suffers an additional 1d6 damage. This effect does not work on undead or constructs. #### Explosive Payload *Major Mod* You load your ammunition with an explosive compound, allowing them to explode when you hit them just right. Whenever you hit a creature with your weapon and deal damage to it, each creature within 5 feet of the damaged target must make a Dexterity saving throw, taking the damage the original creature suffered on a failure, or half as much on a success. #### Extended Ammo Well *Minor Mod, Prerequisite: 8th level* By extending the ammo well of your design, you're able to fit more ammunition inside. Your design's reload property increases by 2. #### Gemini *Major Mod, Prerequisite: Light Frame, Level 15* Using high skill and precision crafting, you're able to engineer a way to double your firepower. As a bonus action, you can create a copy of your Personalized Design in an empty hand. The copy is loaded with mundane ammo, but after it's all fired, you must use your own ammunition to load it. Your duplicate only lasts for 1 minute. Once you've used this mod, you cannot do so again until you complete a long rest. #### Hand Crank *Minor Mod, Prerequisite: Medium Frame, 13th Level* You've installed a hand crank into your design, allowing you to rapidly fire your weapon. As an action, you can fire all of the ammunition in your design. Make a separate attack for each shot. These attacks do not add your proficiency bonus. #### Illuminated Sights *Minor Mod* You've added a glowing material to your weapon sights, allowing you to see down them better in the dark. While you, your target, or both are in an area of dim light or darkness, you gain a +1 bonus to your ranged attack rolls. \pagebreak #### Kinetic Empowerment *Minor Mod, Prerequisite: 13th Level* You've added a system to your firing mechanism to fire the first round from your design with extra force. When you make a ranged attack with your design fully loaded, it deals an extra 1d6 damage on a hit. #### Lancing Rounds *Minor Mod* With this mod, you can increase the force behind your bullets. When you make an attack with your design on your turn, you may expend a focus to make it a lancing shot. Make an attack roll against your target. On a hit, the creature takes damage as normal. Then make an attack roll at disadvantage for every creature in a straight line behind the first, out to your weapon's normal range. On a hit they also take damage. Only the initial attack roll can jam your weapon. #### Lightweight Frame *Minor Mod, Prerequisite: Heavy Frame* By stripping out unnecessary components, you're able to reduce the weight of your design. Your design loses the heavy property. #### Muzzle Break *Major Mod* You've designed and outfitted your weapon with a muzzle break, allowing you to better control its recoil. Whenever you take the attack action with your design, you may make 1 additional ranged attack. However, your firearm can now be heard by creatures within 500 feet of you. #### Secondary Barrel *Major Mod* You fit a second barrel onto your design, allowing it to fire specialized projectiles. When you take the attack action with you design, you can replace an attack with one of the following options, as long as you have the specialized ammunition it requires. - **Explosive.** You launch an **explosive canister** at a point within your design's normal range. Each creature in a 15-foot radius sphere centered on that point must make a Dexterity saving throw against your Focus DC. On a failure, a creature takes 3d8 fire damage, or half as much on a success. - **Shotgun.** You unload a **shotgun canister** in a 15-foot cone in front of you. Each creature in the area must make a Dexterity saving throw against your Focus DC. On a failure, a creature takes 3d8 piercing damage, or half as much on a success. - **Smokescreen** You fire a **smokescreen canister** at a point within your design's normal range. You create a 60-foot-radius sphere of smoke centered on that point . The sphere spreads around corners, and its area is heavily obscured. It lasts for the 10 minutes or until a wind of moderate or greater speed (at least 20 miles per hour) disperses it. \columnbreak #### Shortened Barrel *Minor Mod, Prerequisite: Light Frame* You cut down your design's barrel, allowing it to be used in closer quarters. Your design gains the *snub* property. Additionally, you can use it to make attacks of opportunity. #### Skeleton Build *Minor Mod, Prerequisite: Light Frame* By removing all excess parts from your design, you can cut down on it's size and bulk. Your design gains the *concealed* property. #### Solar Powered Light *Minor Mod* You've found a way to emulate sunlight, and have attached it to your design. As a bonus action, you can activate your light. It projects bright light in a 30-foot cone, and dim light for an additional 30 feet. The light counts as sunlight. #### Tarrasque Breaker *Major Mod, Prerequisite: Heavy Frame, 15th Level* You alter your design to fire the largest ammunition you can create. Your weapon gains the ability to fire **Tarrasque Breaker Rounds**. Loading and firing a **Tarrasque Breaker Round** requires a full action. Because of the ammo's increased weight, your firearm's range is halved (both normal and long). On a hit, a target takes 10d12 piercing damage. #### Tether Line *Minor Mod* You've fitted your design with a small secondary barrel that allows you to shoot out a tether line made of steel wire. This line can be used like a grappling hook, with 50 feet of range. Alternatively, you can use it to try and restrain an enemy, in place of a normal attack. Make an attack roll against the target. On a hit, they are restrained, as the steel line wraps around them. A restrained creature or an one of its allies can use its action to make a Strength or Dexterity check against your focus DC. On a success, it frees itself. Once you've used the tether line, you cannot do so again until you spend 1 minute resetting it. #### Volatile Munitions *Minor Mod* Your ammunition is particularly violent in its activation. When you roll a 1 on your damage dice with your design, you may reroll them. You must use the new result. #### Zeroed Sights *Minor Mod, 13th Level* You've fine tuned your sighting, increasing your accuracy. When you take the attack action, you can replace one of your attacks with aiming down your sights. If you do, you can add an extra d4 to your weapon attack rolls until the end of the turn. \pagebreak ## Craftable Items Certain items cannot be crafted until you you unlock the appropriate mod, which will tell you when you can craft their items. #### Armor Shattering Rounds *Ammunition* **Prerequisite:** *Armor Shattering Rounds Minor Mod* ___ - **Creation Time:** 8 hours - **Material Cost:** 500 gp, Black Powder (25 units) - **Check Type:** Tinker's Tools (Intelligence) ___ With a great deal of time and the expenditure of resources, you create ammunition that can break down even the strongest armor. Make a Tinker's Tools (Intelligence) check. On a 20 or higher, you succeed, creating 5 armor shattering rounds (either shot or cartridge, your choice). On a natural 20, you instead create 10 pieces of ammunition. If you're unsuccesful, you can salvage materials worth half of the inital cost, but make no ammunition. #### Black Powder *Basic Material* ___ - **Creation Time:** 30 minutes (disadvantage) or 1 hour - **Material Cost:** 1 gp - **Check Type:** Alchemist's Supplies (Dexterity) or Tinker's Tools (Intelligence) ___ Mixing together fuel, an oxidizer, and a stabilizer, you may make black powder. Doing this process in 30 minutes gives you disadvantage on the tool check. Make a check with your chosen tool. The total of the check is the number of units of black powder you create. #### Cartridge *Basic Ammunition* **Prerequisite:** *Level 5* ___ - **Creation Time:** 1 hour - **Material Cost:** 2 gp, Black Powder (10 units) - **Check Type:** Tinker's Tools (Intelligence) ___ Melting down lead, you cast it into projectiles, then put them into casings. Make a Tinker's Tools (Intelligence) check. The total is the amount of cartridges you create. #### Explosive Canister *Special Ammunition* **Prerequisite:** *Secondary Barrel Major Mod* ___ - **Creation Time:** 4 hours - **Material Cost:** 75 gp - **Check Type:** Alchemist's Supplies (Intelligence) or Tinker's Tools (Intelligence) ___ You create a small metal canister, filling it with volatile chemicals so that it will explode on impact. Make a Tinker's Tools (Intelligence) check. On an 18 or higher, you succeed, creating 1 Explosive Canister. If you're unsuccesful, you can salvage materials worth half of the inital cost, but make no ammunition. \columnbreak #### Explosive Device *Equipment* **Prerequisite:** *Level 5* ___ - **Creation Time:** 4 hours - **Material Cost:** 250 gp - **Check Type:** Alchemist's Supplies (Intelligence) or Tinker's Tools (Intelligence) ___ You create a small casing, filling it with volatile chemicals so that it will explode on impact. Make a Tinker's Tools (Intelligence) check. On an 18 or higher, you succeed, creating 1 Explosive Device. If you're unsuccesful, you can salvage materials worth half of the inital cost, but make no device. When you take the attack action, you can replace one of your attacks with throwing the **Explosive Device** at a point with 60 feet of you. Every creature within a 10-foot radius sphere centered on that point must make a Dexterity saving throw against your Focus DC. On a failure, a creature takes 1d8 fire damage and 1d8 thunder damage, or half as much damage on a success. The damage of the Explosive Device increases by 1d8 (both damages) at 8th level (2d8), 13th level (3d8), and 18th level (4d8). #### Scatter Shot *Basic Ammunition* ___ - **Creation Time:** 1 hour - **Material Cost:** 5 gp, Black Powder (10 units) - **Check Type:** Tinker's Tools (Intelligence) ___ Melting down lead into tiny beads, you then put them into casings, along with Black Powder. Make a Tinker's Tools (Intelligence) check. The total is the amount of scatter shot you create. #### Shot *Basic Ammunition* ___ - **Creation Time:** 1 hour - **Material Cost:** 2 gp, Black Powder (10 units) - **Check Type:** Tinker's Tools (Dexterity) ___ Melting down lead, you cast it into rounds projectiles. Make a Tinker's Tools (Dexterity) check. The total is the amount of shot you create. #### Shotgun Canister *Special Ammunition* **Prerequisite:** *Secondary Barrel Major Mod* ___ - **Creation Time:** 4 hours - **Material Cost:** 75 gp - **Check Type:** Tinker's Tools (Intelligence) ___ You create a small metal canister, filling it with small metal shot, along with other shrapnel. Make a Tinker's Tools (Intelligence) check. On an 18 or higher, you succeed, creating 1 Shotgun Canister. If you're unsuccesful, you can salvage materials worth half of the inital cost, but make no ammunition. \pagebreak #### Silvered Shot *Ammunition* **Prerequisite:** *Level 5* ___ - **Creation Time:** 1 hour - **Material Cost:** 100 gp - **Check Type:** Tinker's Tools (Dexterity) ___ Melting down silver, you coat your ammunition. Make a Tinker's Tools (Dexterity) check. On a 15 or higher, you succeed, creating 10 silvered shot. If you're unsuccesful, you can salvage materials worth half of the inital cost, but make no ammunition. #### Smokescreen Canister *Special Ammunition* **Prerequisite:** *Secondary Barrel Major Mod* ___ - **Creation Time:** 2 hours - **Material Cost:** 50 gp - **Check Type:** Alchemist's Supplies (Intelligence) or Tinker's Tools (Intelligence) ___ You create a small metal canister, filling it with chemicals that will mix into a smoke cloud upon release. Make a Tinker's Tools (Intelligence) check. On an 18 or higher, you succeed, creating 1 Smokescreen Canister. If you're unsuccesful, you can salvage materials worth half of the inital cost, but make no ammunition. #### Smokescreen Device *Equipment* **Prerequisite:** *Level 5* ___ - **Creation Time:** 2 hours - **Material Cost:** 100 gp - **Check Type:** Alchemist's Supplies (Intelligence) or Tinker's Tools (Intelligence) ___ You create a small shell that will shatter on impact, filling the area with the chemicals inside that mix into a smoke cloud. Make a Tinker's Tools (Intelligence) check. On an 18 or higher, you succeed, creating 1 Smokescreen Device. If you're unsuccesful, you can salvage materials worth half of the inital cost, but make no ammunition. When you take the attack action, you can replace one of your attacks with throwing the **Smokescreen Device** at a point with 60 feet of you. It creates a 15-foot-radius sphere of smoke centered on that point . The sphere spreads around corners, and its area is heavily obscured. It lasts for the 10 minutes or until a wind of moderate or greater speed (at least 20 miles per hour) disperses it. The radius of the Smokescreen Device increases by 5 feet at 8th level (20 feet), 13th level (25 feet), and 18th level (30 feet). \columnbreak #### Tarrasque Breaker Rounds *Special Ammunition* **Prerequisite:** *Tarrasque Breaker Major Mod* ___ - **Creation Time:** 12 hours - **Material Cost:** 1000 gp, Black Powder (50 units) - **Check Type:** Alchemist's Supplies (Intelligence) or Tinker's Tools (Intelligence) ___ You create a massive piece of ammunition, with a reinforced projectile and additional Black Powder. Make a Tinker's Tools (Intelligence) check. On a 25 or higher, you succeed, creating 1 Tarrasque Breaker Round. On a natural 20, you instead create 2 pieces of ammunition. If you're unsuccesful, you can salvage materials worth half of the inital cost, but make no ammunition. ## Multiclassing ### Prerequisites To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. #### Multiclassing Prerequisites | Class | Ability Score Minimum | |:---:|:-----------:| | Gunsmith | Dexterity 13, Intelligence 13 | ### Proficiencies When you gain a level in a class other than your first, you only gain some of that class's starting proficiencies, as shown in the Multiclassing Proficiencies table. #### Multiclassing Proficiencies | Class | Proficiencies Gained | |:---:|:-----------:| | Gunsmith | Light armor, firearms, smith's tools, tinker's tools | \pagebreak ## Firearms and Their Properties Firearms, being more complex than bows and crossbows, have additional rules that apply to them. The following is a list of firearms, their rules, and their properties, as intended to work alongside the rest of the material in this supplement. Considering the sheer number of documents similar to this one, feel free to pick and choose rules and properties as you see fit from the material provided. ### Rules The following section details rules that apply to all firearms. #### Dual Wielding If you are proficient with firearms or ranged weapons and are wielding two *light* firearms or ranged weapons, after you fire one, you can use a bonus action to attack with another light firearm you are holding. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative. #### Loading/Reloading Every firearm has a reload score. This score is the number of times you can attack with a firearm before it needs to be reloaded. Reloading a firearm takes an action. You must have a free hand in order to reload a firearm. #### Jamming Every attack with a firearm has the chance to go awry. When you roll a natural 1 on a firearm attack, the weapon becomes *jammed*. The firearm is no longer able to be fired until the jam is cleared. To do so, a character must spend an action with a set of tinker's or smith's tools solving the problem, making an Intelligence check with either one. **The DC to repair the gun is 8 + the firearm's reload score**. On a success, the firearm is back in working order. On a failure, the *jammed* gun is now *broken*, and cannot be repaired until an hour of work is spent on it with either tinker's or smith's tools. #### Sound Firearms, by nature are very loud. Whenever a firearm is shot, every creature within 300 feet can hear the thunderous noise it makes. ### Properties The following are new properties that appear in the Firearms Table. #### Cartridge, Scatter Shell, and Shot Cartridge, Scatter Shell, and Shot are the 3 basic ammo types. The process for crafting each is detailed at the end of this document, but if firearms are prevalent in your setting, they can be bought for the prices shown in the Ammunition Price Table below. \columnbreak ### Ammunition Price | Ammunition Type | Cost | |:---:|:-----------:| | Cartridge (20) | 3 gp | | Shot (20) | 1 gp | | Scatter Shell (10) | 5 gp | ### Firearms Table | Firearm Name | Cost | Damage | Weight | Properties | |:---:|:-----------:|:---:|:---:|:-----------:| | Blunderbuss | 250 gp | 2d6 piercing | 10 lb. | Ammunition (scatter shell, scatter 15), reload 1, two-handed, | Derringer | 15 gp | 1d4 piercing | 0.5 lb. | Ammunition (shot, range 15/30), light, concealed, reload 2, snub | Pistol | 125 gp | 1d6 piercing | 3 lb. | Ammunition (shot, 40/160), light, reload 4 | Musket | 250 gp | 1d10 piercing | 10 lb. | Ammunition (shot, range 100/400), reload 1, two-handed | Pepperbox | 175 gp | 1d8 piercing | 5 lb. | Ammunition (shot, range 60/240), reload 6 | Pepperbox Derringer | 30 gp | 1d4 piercing | 1 lb. | Ammunition (shot, range 25/50), light, concealed, reload 4, snub | Scattergun | 300 gp | 2d8 piercing | 15 lb. | Ammunition (scatter shell, scatter 25), heavy, reload 2, two-handed | Repeater | 300 gp | 1d12 piercing | 15 lb. | Ammunition (cartridge, 120/480), reload 4, two-handed | Long Rifle | 500 gp | 2d10 piercing | 20 lb. | Ammunition (cartridge, 150/600), heavy, reload 1, two-handed #### Snub A weapon with the *snub* property has a shorter barrel, and thus does not suffer disadvantage on attack rolls while within 5 feet of an enemy. #### Concealed A *concealed* weapon is small, and hard to spot. You have advantage on any check to hide this weapon. \pagebreak #### Scatter A weapon with the *scatter* property can only fire in a cone. The size of the cone is a number of feet equal to the weapon's *scatter* number. Every creature in the cone must make a Dexterity saving throw, the **DC** of which is equal to **8 + your proficiency bonus + your Dexterity Modifier.** Creatures that fail take the weapon's damage, and creatures that succeed take half damage. A creature within 5 feet of the weapon has disadvantage on its saving throw.