Faz Bindlestick's Guide to Firearms

by Ricin

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Faz Bindlestick's
Guide to Firearms
A practical primer for aspiring gunsmiths, gun-nuts, and gunslingers for the world's greatest roleplaying game

Message from Faz Bindlestick

This is going to be a bit long, but is a good summary of my thoughts on the ruleset, how it works, and who I think would like it the most. Feel free to skip it and jump right in, though!

Faz Bindlestick's Guide to Firearms is the culmination of three years of work. Wanting to add firearms to my own home games, and unsatisfied with any of the other systems out there, I began work on my own. Iterating on it slowly, it's finally in a state that I'm pretty satisfied with.

At its core, this system is about building firearms from the ground up. Many parts and attachments are available to choose from, all compatible with over 30 base types of firearm. Parts can be added, removed, and modified to turn your gun into a living, breathing1, extension of your character.

Other firearm rules

Here are the problems I found with other systems, and how I've addressed them.

  • Gunslinger as a separate class. There is no gunslinger class, merely those who sling guns. Historically, guns are far easier to be trained in compared to earlier weapons, allowing for the training of more effective soldiers, faster. In this sense, a separate class that has special skills allowing them to use firearms is farcical. Proficiency is still required, though mostly for balance purposes, and in that way they are the same as any other weapon.
  • Firearms are special. Many systems boil their firearms down to a handful of weapons that are essentially unique, exotic weapons. While firearms in this supplement are expensive and complex, being hard to acquire as a lowly band of adventurers, they are not marred by their exoticism or difficulty to master.
  • Misfiring. Many firearm systems also tend to have a misfire system. These usually punish multiple attacks, making them a bit of a headache to use, with the fear of wasting a turn, of breaking the weapon, or of it exploding in the user's face. While I too include a misfire system, it is designed to reward multiple attacks while still adding an air of uncertainty to such volatile weapons, and limiting the damage output a tad once reloading becomes negligible at higher levels.

Who is it for?

While I designed these firearms for myself and my table, I do hope others can find value in it. Those who enjoy a bit of complexity and customization will enjoy modifying and building their own, unique, firearms. Conversely, those who simply want a drag-and-drop option have over a dozen pre-made firearms to use in their games. I do purposefully leave many things open-ended. Many feats are geared toward firearms, but not restricted to them.

1Firearms do not breathe, usually.

Firearms

Firearms are special types of ranged weapons that fall into both the simple and martial weapon categories. They are modular and dynamic, containing many different working parts that make up the whole of the weapon. These parts come in two main categories, Main Parts and Attachments. Main parts are the minimum needed to create a working firearm, whereas attachments are entirely optional. The parts affect the firearm's properties like range, damage, weight, and so on.

Firearm Properties

Proficiencies

Firearms fall under both the simple and martial categories. For the purposes of becoming proficient with firearms, matchlocks and flintlocks are simple ranged weapons, while the rest (break-action, bolt-action, etc.) are martial ranged weapons. Characters with proficiency in all simple weapons are also proficient in simple firearms. Characters with proficiency in at least one martial ranged weapon are proficient in martial firearms.

Ammunition

All firearms have the ammunition property, and there are many types of ammunition used amongst the wide range of firearms. Generally, the ammunition a firearm shoots is denoted by both the firearm's class and firing mechanism, and the ammunition is destroyed upon firing.

Reloading

Firearms are reloaded by taking the Reload action. For firearms that have a magazine size larger than 1, the Reload action will load a number of pieces of ammunition based on your proficiency bonus, depending on the firearm class. If a spell, ability or otherwise grants a character another action, such as action surge or haste, these actions may be used to take the Reload action.

Magazine

Firearms that have the ability to hold multiple rounds of ammunition can fire numerous times without reloading. The size of a firearm's magazine is denoted by its firing mechanism. The firearm can be fired that many times before needing to be reloaded with more ammunition.

Jamming

When a 1 is rolled on the d20 when making an attack roll with a firearm, the weapon becomes jammed, and the attack misses, but ammunition for this attack is not consumed.. Unjamming a weapon requires spending an amount of time needed to fully reload its magazine as you clear the jam. Unless stated otherwise, firearms have a d4 misfire die. Jammed weapons have a misfire score, which starts at 1. When making an attack roll with a jammed weapon, roll the firearm's misfire die. If you roll equal to or lower than the

firearm's current misfire score, it remains jammed. The attack is wasted and the misfire score increases by 1. If a number higher than the firearm's current misfire score is rolled, the firearm unjams itself, and the attack proceeds as normal.

When a firearm's misfire score reaches the maximum value of its misfire die, it becomes permanently jammed until it is manually unjammed by reloading it. A firearm's misfire score is reset back to 1 when it is unjammed.

Weight

A firearm that is is 5 lb. or less is light. A firearm that is 30 lb. or more is heavy, requires a STR score of 13 to use, and uses STR modifier instead of DEX modifier for the attack and damage rolls. For every 10 lb. after 30, the STR requirement increases by 1. For example, a firearm that weighs 50 lb. would require a STR score of 15 to use, and use the STR modifier for attack and damage rolls made with it.

Characters who lack the Strength score requirement for a firearm make all attacks using that firearm at disadvantage.

Value Modifiers

Some parts have a "mod." value for different values such as weight, cost, or range. These modifier values are multiplied by the value they are modifying.

Range

Range is calculated based on a combination of a firearm's parts. Some add bonuses or penalties to attack rolls for the firearm's normal range, long range, or both. These are denoted as a [±X] directly after the range number, such as:

Ammunition (60 [+1]/120 [-2] ft.)
If needed, round range values to the nearest multiple of 5.

Firearm Parts

Main Parts

Main parts are critical to a working firearm. A firearm must have at least one of each type of main part in order to function. Main Parts consist of a firearm's firing mechanism, class, body, barrel, and stock.

Class

A firearm’s class determines its damage, ammunition type, special properties, and weight modifier.

Firing Mechanism

A firearm’s firing mechanism determines its ammunition type, magazine size, reload speed, other special properties, and cost modifier.

Body

The body is the frame of the firearm, holding all the parts together. While many wood materials are listed, all firearms incorporate some metal parts to withstand the intense forces

generated when firing the firearm.

The body material determines its weight class which, when multiplied by ten, determines the maximum weight that the material can support. Including attachments and parts added later, the firearm's total weight must be equal to or lower than its weight class times 10.

For example, the maximum weight of any firearm made out of Cherry wood is 30 lb.

The body material's cost and weight is multiplied by the cost and weight modifiers of the firearm's firing mechanism and firearm class to calculate the firearm's base weight and base cost. Thereafter, any part or attachment simply adds its weight and cost to the firearm's total.

This part combines with the chosen class and firing mechanism to create the most rudimentary form of a firearm. Once created, these parts cannot be separated from the body, holding everything together and protecting all the inner parts.

Barrel

The barrel of a firearm determines its range.

Stock

Stocks affect attack bonuses at certain ranges, optimizing the firearm for certain engagements.

Attachments

Attachments are parts that change the gun's statistics. Up to one of each type of attachment may be installed on a given firearm, unless stated otherwise. They count towards the total weight that the Body Material can support. They can be added to or removed from a firearm using Tinkers' Tools.

Modifiers

These attachments modify the Main Part of the firearm and generally add special abilities to it. They are innate to the main part and cannot be removed from it, nor can they be added to existing parts without the proper training and gunsmithing facilities. A main part may only have one modifier attached to it at a time.

Optics

Optics, or sometimes called sights, attach to the firearm and generally make it easier to aim. They improve the firearm's normal and/or long ranges.

Barrel-Ends

Barrel-Ends attach to the end of the barrel and add special modifiers.

Underbarrels

Underbarrels attach to the bottom of the barrel and add special abilities to the firearm.

Building a Firearm

To build a firearm, first pick a firearm class. This affects its damage, weight, and other traits. Next, pick a firing mechanism. This affects the type of ammunition it fires, its magazine size, and base cost. Then choose a body material. Multiply its weight by the weight modifier of the chosen class

and multiply its cost by the cost modifier of the chosen firing mechanism. Finally, choose a stock and barrel, and add their weight and cost to the total.

For example, a classic revolver could be a Pistol class firearm with the Cylinder-Action firing mechanism. For a body material, we choose cedar. Cedar costs 50gp, weights 3 pounds, and can support a firearm that weights up to 10 pounds. To calculate the base weight and cost we multiply
the modifier values by the values of our material.
A pistol class firearm has a weight modifier
of 1/2, and a cylinder-action firearm has a

Quick Size-Scaling

To scale a firearm to fit that of a differently sized creature, apply these rules. Note that generally, firearms of different sizes are completely unwieldy for creatures of the wrong size, and cannot be wielded effectively, if at all.
Take a finished, legal firearm and simply modify the damage dice, weight, cost, and range of the firearm using the following steps.

  • Small and Medium creatures use firearms of the same size.
  • For each size above Medium, multiply the number of damage dice by 1+n, where n = how many size categories above medium the creature is. (Tiny: -2, Medium: 0, Large: 1, etc.) If the creature is Tiny, reduce the step of the damage once or reduce it twice if the firearm has only one damage die. (i.e: 2d6 to 2d4, 1d10 to 1d6) Multiply the range for the firearm by this number as well.
  • Multiply the cost and weight of the firearm by 2n+1. For Tiny creatures, multiply the weight and cost by 1/4.

For example: A sample flintlock rifle does 2d6 damage, weighs 10 pounds, has a range of (60/120), and costs 108gp. Scaled to a huge-sized creature it would deal 6d6 damage, weigh 80 pounds, have a range of (180/360), and cost 864gp.

cost modifier of 6x. Rounding down the weight, the revolver has a base weight and cost of 1lb., 300gp.

Our firearm is still not functional, however, and needs at least one of each main part. Let's add a short barrel and no stock to the pistol. The firearm's base weight and cost plus the weight and cost of, in this case, just the barrel, will give us our total. The short barrel weighs 2 pounds and costs 20gp. Adding this to the base values we get a total of 3 lb., 320gp for our revolver.

All of this back work is not necessary to everyday gameplay, however, as the parts simply inform the weapon's traits. It is a good idea to keep track of a firearm's parts though, so this revolver could be written something like this:

Revolver

cylinder-action, cedar, no stock, ammunition (30/60 ft.), magazine 6, light

320gp, 3lb.

Modifying firearms

A firearm can be modified with Tinkers' Tools, so long as the user is proficient with them. Attachments can be removed or swapped out over a short rest, or over 10 minutes with a successful DC 15 skill check using Tinkers' Tools. Main Parts such as barrels can be swapped, removed, or added over a workweek minus a number of days equal to your Intelligence modifier, to a minimum of one workday.

Firearm Tables

Main Parts

Firearm Class

Class Damage Weight Mod. Properties
Pistol 1d10 piercing 0.5x One-Handed
Rifle 2d6 piercing 1x Two-Handed
Blunderbuss 2d8 piercing 3x Two-Handed, Range Mod. 0.75, shot/shell ammuntion
Hand-Cannon 2d12 piercing 6x Heavy, must be matchlock, no long range, hand-cannonball ammuntion
Crank Gun 1d10 piercing 10x Heavy, Special, must be cylinder-action, belt ammunition,

Firing Mechanism

Mechanism Ammunition Cost Mod. Magazine Size Properties Reload
Matchlock Musketball/Shot 1x 1 Fires at the end of the round. May change target with disadvantage. Cannot fire underwater or in heavy rain 1 action
Flintlock Musketball/Shot 1.5x 1 Cannot fire underwater 1 action
Break-Action Cartridge/Shell 2x barrel amount Can have multiple barrel parts 1 action or 2 bonus actions
Bolt-Action Cartridge/Shell 3x 5 loading, must be Two-Handed 1 action loads pieces of ammunition = Proficiency Bonus
Lever-Action Cartridge/Shell 4,5,6x 6,9,12 Must be Two-Handed PB + 1
Cylinder-Action Cartridge/Shell 6x 6 --- PB - 1

Body Material

Material Weight Class Weight Cost
Cedar 1 3 lb. 50gp
Pine 2 3 lb. 70gp
Cherry 3 4 lb. 85gp
Mahogany 4 5 lb. 100gp
Walnut 5 6 lb. 125gp
Oak 6 8 lb. 140gp
Hickory 7 6 lb. 210gp
Iron 10 9 lb. 180gp
Steel 12 8 lb. 250gp
Mithral 13 5 lb. 5000gp
Adamantine 20 18 lb. 2000gp
Mechanus-Forged Copper Enough 8 lb. 1000pp

Barrels

Barrel Range Weight Cost
Snub Barrel 15/40 1 lb. 15gp
Short Barrel 30/60 2 lb. 20gp
Normal Barrel 60/120 4 lb. 40gp
Long Barrel 70/200 6 lb. 80gp
Pole Barrel1 100/240 8 lb. 150gp

Stocks

Stock Effect Weight Cost
No Stock -3 to attack rolls at long range. No disadvantage to attack rolls against creatures within 5ft. - -
Short Stock +1 to attack rolls within normal range but -2 to attack rolls at long range. 2 lb. 10gp
Standard Stock --- 3 lb. 15gp
Wide Stock +1 to attack rolls at long range , but -2 to attack rolls against creatures within 5ft. 4 lb. 25gp
Hydraulic Stock +1 to attack rolls for every consecutive attack made on the same turn. 8 lb. 350gp

1Bayonet attacks made with a firearm with this barrel have reach.

Attachments

Modifiers

Attachment Main Part Effect Weight Cost
Rifling Barrel Doubles Barrel range. - 3x Barrel
Barrel of Slipperiness Barrel This firearm cannot become jammed - 820gp
Straightbolt Firing Mechanism Negates loading property of 1 shot per turn, requires bolt-action. - 225gp
Swing-out Cylinder Firing Mechanism Allows use of speedloaders with cylinder-fed firearmrs, requires cylinder. - 425gp
Elemental Reciever Firing Mechanism Changes damage type to fire, cold, lightning, poison, or acid. - 2250gp

Optics

Optic Effect Weight Cost
Pip Sight +10ft. normal range - 10gp
Ring Sight range +10ft. with an additional +15ft. normal range - 25gp
Glass Sight range +30ft. 1 lb. 120gp
Tube Sight range +30ft., +1 to attack rolls at long range. 2 lb. 450gp
Scope range +100ft., +2 to attack rolls at long range. 3 lb. 1000gp
Ethereal Sight Allows sight of creatures inside the Ethereal Plane, though checks made to spot them are made at disadvantge. 8 lb. 3200gp

Barrel-ends

Attachment Effect Weight Cost
Barrel Extender Adds 1/10 of the barrel's range to the firearm's range 2 lb. 120gp
Flash Hider -10ft. range, prevents visual muzzle-flash 2 lb. 300gp
Suppressor -20ft. range, silences shot to creatures outside firearm's range. 6 lb. 1500gp
Elemental Enhancer Adds 1d6 fire, cold, lightning, poison, or acid damage 3 lb. 2000gp
Adjustable Elemental Enhancer Adds 1d6 fire, cold, lightning, poison, or acid damage, adjustable with a bonus action. 3 lb. 6250gp
Ethereal Entangler Can send the bullet into the ethereal plane, toggled on and off with a bonus action. Additionally, creatures with the etherealness or incorporeal movement traits are vulnerable to damage from this firearm (but other resistances still apply). 6 lb. 3250gp

Underbarrels

Attachment Effect Weight Cost
Gun-Legs +50ft. long range while in half cover or prone. 4 lb. 100gp
Sling You may draw or stow this firearm as a free action. 2 lb. 20gp
Bayonet Firearm may be used to make melee a weapon attack, dealing 1d4 or 1d8 piercing damage. 1 or 2 lb. 15gp or 35gp

Ammunition

Ammunition

Name Type Cost Weight
Musketball (20) Ammunition 2gp .5 oz. each
Blunderbuss Shot (20) Ammunition 5gp 1 oz. each
Pistol Cartridge (12) Ammunition 4gp .5 oz. each
Rifle Cartridge (12) Ammunition 6gp .5 oz. each
Shotgun Shell (12) Ammunition 8gp 1 oz. each
Hand-Cannonball Ammunition 5sp 4 lb.
Ammunition Belt Crank Gun 10gp 20 lb.
Stripper-clip Bolt/lever-action Loader (2x size)gp 1 oz.
Speedloader Break/cylinder-action Loader (1x size)gp 1 oz.

Ammo Variants

Ammo Replaces Effect Cost
Inscribed Round any Delivers spell via impact. Replaces damage. Spell scroll cost
Aether Rounds any Additional 1d8 force damage in 5 ft. radius. 100gp each
Ceramic rounds Musketball, Hand-Cannonball Attack becomes 15ft. cone slashing damage, DC 12 Dex save for half damage. 2x
Slug Shotgun Shell Negates blunderbuss range penalty for close range only. 2x
Birdshot Shotgun Shell Change base damage to 4d4 piercing. 3x
Full Metal Jacket Pistol, Rifle Cartridge +2 to hit against targets wearing heavy armor, negates half cover. 3x
Hollow-Point Pistol, Rifle Cartridge 1 additional damage die against targets with no armor. 3x
Dragon's Breath Shotgun shell, Blunderbuss Shot Attack becomes 15ft. cone for 2d6 fire damage, DC 14 Dex save for half damage. 50gp each

Items

Loaders

Loaders reduce the time required to reload a firearm. Instead of spending a whole action reloading, you can instead use an item interaction to take the Reload action, taking ammunition from the loader. Loading a loader takes 1 minute.

Bayonets

Bayonets designed for one-handed firearms weigh 1lb., cost 15gp, and deal 1d4 damage.

Those designed for two-handed firearms weigh 2lbs., cost 35gp and deal 1d8 damage.

If the total weight of the firearm, including the bayonet, would still be considered light, then the bayonet attack is considered to have the finesse property.

A one-handed bayonet may be attached to a two-handed firearm, but not vice-versa.

Crank Gun

Marvels of technology and engineering, these special firearms send a flurry of lead downrange, shredding countless opponents to bits. These guns generally must be mounted onto specially made mounts due to their immense weight.

Crank guns fire at an unprecedented rate, though take the longest to reload out of all firearms. For each attack made with a crank gun, the gun fires 6 times. Attack rolls are made for each shot.

Furthermore, While a crank gun is mounted to a crank gun stand, it gains the following special properties:

  • For the purposes of circumventing the gun's heavy property and weight, the wielder is not considered to be carrying the crank gun, so long as the crank gun remains attached to its stand, and the wielder is not carrying the stand.

Crank Gun Stand

15gp, 30lbs

A crank gun stand is a special tripod made for supporting crank guns. It stands about three feet tall and has implements and attachment points needed to mount any crank gun to it. Doing so requires five minutes and the use of someone proficient with Tinker's Tools.

Ammunition Belt

10gp, 20lbs

Ammunition belts are how ammunition is delivered into the mechanism of the crank gun. Each ammo belt weighs 20 pounds, which is counted toward to the total weight of the gun while attached to it. Each belt can hold up to 60 pistol cartridges.

Once exhausted, the ammunition belt must be loaded over the course of 10 minutes. An ammunition belt cannot be loaded while attached to a crank gun.

Removing or attaching an ammo belt to a crank gun requires an action. A crank gun may only have one ammo belt attached to it at a time.

Sample Firearms

Name Cost Damage Weight Properties
Simple Firearms
Matchlock Pistol 70gp 1d10 piercing 3 lb. ammunition (30/60 [-3] ft.), light, matchlock, cedar(1), no stock
Matchlock Rifle 105gp 2d6 piercing 10 lb. ammunition (60/120 ft.), two-handed, matchlock, cedar(1)
Matchlock Blunderbuss 125gp 2d8 piercing 16 lb. ammunition (45/90 ft.), two-handed, matchlock, pine(2),
Flintlock Pistol 95gp 1d10 piercing 4 lb. ammunition (30/60 [-3] ft.), light, flintlock, cedar(1), no stock
Flintlock Rifle 130gp 2d6 piercing 10 lb. ammunition (60/120 ft.), two-handed, flintlock, cedar(1)
Flintlock Spear Rifle 270gp 2d6 piercing 16 lb. ammunition (100/240 ft.), bayonet(1d8), reach, two-handed, flintlock, cedar(1), pole barrel
Flintlock Blunderbuss 160gp 2d8 piercing 16 lb. ammunition (45/90 ft.), two-handed, flintlock, pine(2)
Flintlock Fire Rifle 2380gp 2d6 fire 10 lb. ammunition (60/120 ft.), two-handed, flintlock, cedar(1), elemental reciever
Dwarven Blunderbuss 465gp 2d8 piercing 33 lb. ammunition (45/90 ft.), heavy, two-handed, STR 13, flintlock, steel(12)
Handcannon 155gp 2d12 piercing 37 lb. ammunition (60 ft.), bayonet(1d8), heavy, two-handed, STR 13, matchlock, mahogany(4),
Repurposed Ship Cannon 420gp 2d12 piercing 60 lb. ammunition (140 ft.), heavy, two-handed, STR 16, matchlock, iron(10), rifled long barrel, no stock,
Martial Firearms
Revolver 320gp 1d10 piercing 3 lb. ammuntion (30/60 [-3] ft.), magazine 6, light, cylinder-action, cedar(1), no stock
Derringer 130gp 1d10 piercing 3 lb. ammunition (15/40 ft.), magazine 2, light, break-action, cedar(1), no stock, snub barrel
Double-Barreled Shotgun 235gp 2d8 piercing 20 lb. ammunition (45 [+1]/90 [-2] ft.), magazine 2, two-handed, break-action, pine(2), short barrel, short stock
Double-Barreled Sawed-off Shotgun 180gp 2d8 piercing 11 lb. ammunition (25/45 ft.), magazine 2, two-handed, break-action, pine(2),
Bolt-Action Rifle 155gp 2d6 Piercing 10 lb. ammunition (60/120 ft.), magazine 5, loading, two-handed, bolt-action, cedar(1),
Bolt-Action Sniper 1475gp 2d6 Piercing 16 lb. ammunition ([-2]/240/500 [+3] ft.), magazine 5, loading, two-handed, bolt-action, pine(2), rifled long barrel, wide stock, scope
Lever-action Rifle 255gp 2d6 piercing 10 lb. ammuntion (60/120 ft.), magazine 6, two-handed, lever-action, cedar(1)
Lever-action Shotgun 335gp 2d8 piercing 16 lb. ammuntion (45/90 ft.), magazine 6, two-handed, lever-action, pine(2),
Crank Gun 1315gp 1d10 piercing 67 lb. ammunition (60/120 ft.), heavy, special, two-handed, STR 18, cylinder-action, hickory(7),

Feats

Called Shots

Practice makes perfect, and with extensive practice you've mastered the art of hitting even smaller targets. Before making an attack with a ranged weapon with which you are proficient, you can choose to take a -5 penalty to the attack roll. If the attack hits, you successfully land a shot on a specific part of the creature. If applicable, the following locations can be hit, with corresponding effects. The saving throw DC for these effects are equal to 8 plus your Proficiency Bonus and whichever ability score modifier you used to make the attack roll.

  • Head: The target must succeed on a Constitution Saving Throw or have disadvantage on attack rolls and saving throws until the end of its next turn.
  • Torso: You increase your critical range for this attack by 1.
  • Arms: Choose one of the creature's arms. The target creature must succeed on a Strength Saving Throw or drop whatever is in that arm, knocking the item 10ft. away from you.
  • Legs: The target creature must succeed on a Dexterity Saving Throw or fall prone. Large and larger creatures make this save with advantage.
  • Wings: The target creature must succeed on a Strength Saving Throw or plummet 20ft. Undead and constructs are immune to this effect.

Cannonmaster

You are a sight to behold on the battlefield, unleashing volley after volley with unprecedented speed. A strong fighter, you are drawn to the most powerful weapons available to you, packing the hardest punch with each shot. You gain the following benefits:

  • Increase your Strength by 1, to a maximum of 20.
  • When using siege equipment such as cannons, ballista, trebuchet, or other similar weapons that require multiple actions to aim and fire, you may aim and fire them using one action. Additionally, you can use your Strength modifier for the attack and damage rolls made with these weapons.
  • When you roll a 1 on a damage die for an attack made with a ranged weapon that uses your Strength modifier, you may roll an additional damage die.

Cover Fighter

Experienced in the art of a firefight, you know how to avoid enemy fire while returning fire of your with deadly precision. Whether from a low wall, a tree trunk, a small trench, or the window of a building, you know how to keep your head down and keep calm amongst the hail of bullets. You gain the following benefits:

  • Increase your Dexterity or Constitution by 1, to a maximum of 20.
  • Cover increases your Armor Class by an additional 1.
  • While in half or three-quarters cover, you may add a +1 or +2, respectively, to a ranged weapon attack roll made against a creature, so long as your cover is in between yourself and that creature.

Frontliner

Owing to your brawn, bravery, or otherwise, you prefer to fight up close and personal, charging headlong into battle. You gain the following benefits:

  • Increase your Strength, Dexterity, or Constitution by 1, to a maximum of 20.
  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged weapon attacks.
  • When you make a ranged weapon attack against a creature and hit, you may use your bonus action to make a melee attack.

Gunslinger

Known for having the fastest hands in the West, East, North, South, or anywhere in between. Your lighting reflexes drop foes in a flurry of gunpowder before they even know what hit them. You gain the following benefits:

  • You may add your proficiency bonus to your initiative, or again if you already do so.
  • As part of your weapon attacks, you may draw the weapon if it is stowed.
  • You have advantage on ability checks to notice concealed weapons on another creature.

  • You may use your reaction to make a weapon attack against another creature that has not yet taken its turn in combat. This attack is at disadvantage unless you succeed on a Dexterity (Sleight of Hand) check contested by the target's Dexterity (Acrobatics) check. If the attack is a ranged weapon attack, it cannot exceed the weapon's normal range.

Jury Rigger

Guns can be fickle. They jam, break, and sometimes are plain out to get you. You've seen it all, and know how to whip your firearm back into shape at a moment's notice. You gain the following benefits.

  • Increase your Strength or Intelligence by 1, to a maximum of 20
  • When using a firearm with a misfire die of d4 or lower, treat it as a d6. Additionally, when rolling the misfire die before an attack roll with a jammed firearm, you may use your bonus action to reroll it.
  • You may swap attachments on your firearm over the course of 1 minute with a successful Tinker's Tools check. You may also modify your firearm's main parts in half the time, to a minimum of a short rest.

Mud Lover; Ground Hitter

You are very accustomed to being shot at and to hitting the deck in an emergency. Unfortunately for you, cover is always a bit too far away. You gain the following benefits:

  • Increase your Dexterity or Constitution by 1, to a maximum of 20.
  • When you are targeted by a ranged weapon attack, you may use your reaction to drop prone.
  • Being prone does not impose disadvantage on your ranged weapon attacks.
  • While prone, your speed increases by 10 feet.

Outlaw

Nothing beats the smell of gunpowder in the moments after blasting away a foe. You gain the following benefits:

  • When you reduce a hostile creature to 0 hit points, you may take the Reload action as a Bonus Action until the end of your turn.
  • When when you score a critical hit with a firearm, you may automatically reload up to 2 rounds, consuming ammo as normal.
  • As an action, you can make as many attacks as ammunition left in the magazine of a one-handed cylinder-action firearm that you are proficient with. These attacks are always at disadvantage and cannot exceed the firearm's normal range.
  • Lever-Action firearms that are light are considered to be one-handed for you.

Pistolero

You've honed your skill of aiming two weapons at the same time. You gain the following benefits:

  • When you take the Attack action and attack with a ranged weapon that you're holding in one hand, you can use a bonus action to attack with a different ranged weapon that you're holding in the other hand. You may add your ability modifier to the damage of the bonus attack.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
  • You can take the Reload action to reload two light, one-handed firearms in each of your hands at once.