Gunsmith
A half-elf grits his teeth as he racks another round in his rifle. Bringing his eye to the scope, he locks his sight on the orc charging towards him, exhales, and pulls the trigger. Releasing two shots as she dives through the cloud of smoke she made moments ago, a smiling gnome unclips a spherical canister from her belt and tosses it back into the room where it detonates in a ball of fire. The wind whistling through his beard as he stares down his opponent, a human as quick as lightning draws his pistol and sends a bolt of electric blue arcane energy crackling towards his target. Soldiers, sharpshooters and scoundrels alike, if they wield a firearm, then in some form or another, they are a gunsmith. Whether specialising in marksmanship, ordnance or adding a little arcane flare to their firearms, it is the gun that unites all gunsmiths and it is the gun that separates them from other adventurers.
Cunning and Crafty
While soldiers spent years mastering the arts of archery and swordplay and fletchers and blacksmiths honed their weapons to perfection, some minds were not satisfied with the innovation of the crossbow. The endless drive to advance what one considers the pinnacle of technology and inevitable experimentation with alchemical components and rare metals has unlocked the secrets of controlled explosive force. The few who successfully combine caution with cunning creativity and survive these trials of ingenuity go on to create, and deftly wield the first firearms. This class focuses on one's ability to design, craft, and utilise powerful and dangerous ranged weapons. With creative innovation and immaculate aim, a gunsmith is a distant force of death on the battlefield. However, not a perfect science, firearms carry an inherent instability that can occasionally leave one without a functional means of attack. Such is the danger of new and untested technologies in worlds where the arcane reign supreme.
A Thunderous Boom
Subtlety is not something one associates with a gunsmith. Typically announcing their presence wherever they travel with a thunderous boom, it is no surprise that the life of an adventurer and the life of a gunsmith go hand in hand Power with such a specificity for killing would have little use anywhere else. Something as dubious as the motivations of a gunsmith often remains a mystery, sometimes even to the gunsmith. Though a common goal can be found in wanting to test the limits of their technology, such lethal tools may cause a gunsmith to find themselves pursued by those with less than honourable intentions. However, so long as they are willing to accept the likelihood of the loss of their anonymity, any adventuring party will find a strong ally and a powerful warrior in a gunsmith and their arsenal.
Creating a Gunsmith
The first and most important step in creating a gunsmith is deciding how your character came across the art of gunsmithing. Is it a long taught skill passed down through your family? Did an alchemical accident reveal to you the power of gunpowder and lead you to dedicate yourself to refining its application? Or perhaps you didn't invent your first gun and instead stole it and having spent a number of years trying to unlock its secrets; only recently discovered its inner workings? What do want to achieve with your unique inventions? Do you plan to slay monsters, testing your metal and your mettle against ever more dangerous foes? Do you seek fame and fortune as a notorious gunslinger with a quick wit and an even quicker draw? Are your guns tools with which to enact your vengeance against someone who deeply wronged you many years ago? Do you see yourself as someone who enforces the law or thinks themselves above it? Or, are you terrified of the monstrous force of destruction you've created? Perhaps you fear you've unleashed a force upon the world far more deadly than magic? After all, magic takes dedication and devotion to master, but anyone with fingers can pull the trigger you forged...
The Gunsmith
| Level | Proficiency Bonus | Smithing Points | Grit Points | Features |
|---|---|---|---|---|
| 1st | +2 | +2 | — | Gunsmithing |
| 2nd | +2 | +2 | 1 | Crack Shot (2 Trick Shots) |
| 3rd | +2 | +2 | 1 | Shooting Style |
| 4th | +2 | +2 | 2 | Ability Score Improvement |
| 5th | +3 | +4 | 2 | Extra Attack |
| 6th | +3 | +2 | 3 | Shooting Style Feature |
| 7th | +3 | +2 | 3 | Quickdraw, Crack Shot (3 Trick Shots) |
| 8th | +3 | +2 | 4 | Ability Score Improvement |
| 9th | +4 | +2 | 4 | Rapid Repair, Crack Shot (4 Trick Shots) |
| 10th | +4 | +6 | 5 | Shooting Style Feature |
| 11th | +4 | +2 | 5 | Crack Shot (5 Trick Shots) |
| 12th | +4 | +2 | 6 | Ability Score Improvement |
| 13th | +5 | +2 | 6 | Lightning Reload, Extra Attack (2) |
| 14th | +5 | +2 | 7 | Shooting Style Feature |
| 15th | +5 | +8 | 7 | Crack Shot (6 Trick Shots) |
| 16th | +5 | +2 | 8 | Ability Score Improvement |
| 17th | +6 | +2 | 8 | Shooting Style Feature |
| 18th | +6 | +2 | 9 | Hemorrhaging Critical |
| 19th | +6 | +2 | 9 | Ability Score Improvement |
| 20th | +6 | +10 | 10 | True Grit, Crack Shot (7 Trick Shots) |
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: 5(1d8) + your Constitution Modifier
Proficiencies
- Armor: Light Armor, Medium Armor
- Weapons: Simple Weapons, Firearms
- Tools: Tinker's Tools, Smith's Tools
- Saving Throws: Dexterity and Intelligence
- Skills: Choose two from Acrobatics, Arcana, Athletics, Intimidation, Investigation, Perception and Performance
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Scale Mail or (b) Studded Leather Armor
- (a) a Dungeoneer's Pack or (b) an Explorer's Pack
- A Pistol & Tinker's Tools
Gunsmithing
Starting at 1st level you can begin crafting firearms of your own design. Firearms and special ammunition are created by spending Smithing Points to craft any of the available options. There are five standard gunsmithing options.
- Ammunition
- Pistols
- Revolvers
- Shotguns
- Wrist Pistols
Each firearm has varying options for customization that can be crafted by spending Smithing Points, all of which are listed at the end of this class description. At 1st level you gain 2 Smithing Points. You gain more Smithing Points as you gain levels in this class as shown in the Smithing Points column of the Gunsmith table. You do not have to spend these points when you gain them and can instead choose to save them to spend on more costly firearms in the future. If you lose, disassemble, or a firearm of yours gets destroyed, you gain all smithing points back that were used to create it.
Crack Shot
Beginning at 2nd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.
Grit
You gain a number of Grit points determined by your Gunsmith level, as shown in the Grit Points column of the Gunsmith table. You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of CR greater than or equal to half your level. You regain all expended Grit points after a long rest.
Trick Shot
You learn two of the following Trick Shot options of your choice. You learn an additional Trick Shot of your choice at 7th, 9th, 11th, 15th and 20th level Many Trick Shots enhance an attack in some way. Each use of a Trick Shot must be declared before the attack roll is made. You can only use one Trick Shot per attack. Some of your Trick Shots require your targets to make a saving throw to resist the Trick Shot's effects. The saving throw DC is calculated as follows:
Trick Shot save DC - 8 + your proficiency bonus + your Dexterity modifier
Bullying Shot. You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. When making a Charisma (Intimidation) check, you can fire your firearm and expend one Grit point to gain advantage on the roll.
Cauterizing Shot. You can use the hot barrel of your firearm to cauterize a wound As a bonus action after making a firearm attack, you can expend one Grit point to regain hit points equal to 1d10+ half your Gunsmith level.
Dazing Shot. When you make a firearm attack against a creature, you can expend one Grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.
Deadeye Shot. When you make a firearm attack against a creature, you can expend one Grit point to gain advantage on the attack roll
Disarming Shot. 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 them.
Forceful Shot. When you make a firearm attack against a creature, you can expend one Grit point to 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 shoved 15 feet away from you.
Fan The Hammer. When you make a firearm attack against a creature, you can expend two Grit points to attempt to make additional attacks against that creature by fanning the hammer of your firearm. You make a number of attacks equal to the number rounds currently loaded in your firearm. You make the initial attack as normal but each subsequent attack adds a +1 to the firearm's misfire score.
Piercing Shot. When you make a firearm attack against a creature, you can expend one Grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm's misfire score. 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. Only the initial attack can misfire.
Pistol Whip. As an action or reaction, you can expend one Grit point to make an impromptu melee attack with the grip of your firearm. You treat your firearm as if it has the finesse property and make this attack with proficiency dealing 1d8 + your Dexterity modifier bludgeoning damage on a hit.
Winging Shot. When you make a firearm attack against a creature, you can expend one Grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.
Violent Shot. you make a firearm attack against a creature, you can expend one or more Grit points to enhance the volatility of the attack. For each Grit point expended, the attack gains a +2 to the firearm's misfire score. If the attack hits, you can roll one additional weapon damage die per Grit point spent when determining the damage.
Shooting Style
At 3rd level you choose to specialise in a particular shooting style. Choose Cowboy, Grenadier, Marksman, or Spellslinger, all of which are detailed at the end of the class description. The style you choose grants you features at 3rd level and again at 6th, 10th, 14th and 17th level
Ability Score Improvement
When you reach 4th level, and again at 8th, 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. This number increases to three when you reach 13th level in this class.
Quickdraw
When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm and draw another firearm as a single object interaction on your turn.
Rapid Repair
Upon reach 10th level, you learn how to quickly attempt to fix a jammed gun. You can spend a Grit point to attempt to repair a misfired (but not broken) firearm as a bonus action.
Lightning Reload
Starting at 13th level your practice and familiarity with firearms makes reloading them second nature. You can reload any firearm as a bonus action.
Hemorrhaging Critical
Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.
True Grit
At 20th level your boundless resolve allows you to draw upon a limitless well of grit. Whenever, you start your turn with less than half your Hit Points and have no Grit points remaining, you immediately regain 1 Grit point. Additionally, choose one Trick Shot option you already know. You can now perform this Trick Shot once without expending a Grit point and regain the ability to do so after a short or long rest.
Shooting Styles
While some would consider fighting with firearms a fighting style in and of itself, gunsmiths often find one particular approach to shooting more favourable than others. You choice of shooting style reflects your practice and aptitude in a particular manner of firearm combat.
Cowboy
It is not uncommon to see someone riding into combat atop a mighty warhorse. It is considerably less common to see said someone wielding firearms. These are the cowboys of the world. Effective in both close and ranged combat whether mounted or not, a cowboy trusts the effectiveness of his ranged weapons but still appreciates the need to be able to give chase at a moments notice..
Bonus Proficiencies
When you choose this style at 3rd level, you gain proficiency in the Animal Handling skill. If you are already proficient, you can instead double your proficiency bonus for all Animal Handling checks you make. Additionally, you can cast the spell "Find Steed" once per long rest, though are only capable of calling forth a warhorse.
At Home in the Saddle
Starting at 3rd level, you feel as comfortable in the saddle as you do with your feet on the ground. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
Rider's Bond
At 6th level, your calm nature allows you to bond with mounts more easily. If you spend at least 10 minutes caring for and bonding with a mount, you gain advantage on all Animal Handling checks with that mount until you do something to harm or significantly scare it (DM's discretion) Additionally, you are able to maintain control of your mount without the use of your hands and audibly summon it from up to 1 mile away.
Herd The Cattle
Upon reaching 10th level, you master the ability to control enemies from the saddle of your mount. While mounted, firearm attacks you make against creatures that are within 5 feet of you do not have disadvantage. Additionally, you can now use your firearms to make opportunity attacks against creatures when they leave your reach while you are mounted.
Unmounted Combatant
Beginning at 14th level, you train your mounts to remain effective in combat even while you are not riding them. On your turn, while you are not mounted, you can verbally command your mount to move up to its walking speed You can use your bonus action to command your mount to take the Dash, Disengage, Dodge or Help action. Finally you can forgo one of the attacks granted by your Extra Attack feature to command your mount to take the Attack Action.
Trusty Steed
At 17th level you've formed an inseparable bond with your mount. When a creature damages you with an attack that would cause you to fall unconscious, you can use your reaction to add half of your mount's AC to your own potentially causing the attack to miss. If you cause the attack to miss, your mount takes the full damage. If you do not have a reaction, you can expend one Grit point to achieve the same effect.
Grenadier
Those who weren't satisfied with the crossbow went on to engineer the explosive force of the firearm, but some were still unsatisfied by even that. Grenadiers pack small canisters with explosive substances to create the pocket sized bombs they call grenades. Typically considered to have a death wish, even by other gunsmiths, grenadiers are often of the mindset that "if you're gambling with your life, why not go all in?".
Expanded Arsenal
When you choose this shooting style at 3rd level you gain access to a new Gunsmithing option, Grenades. The rules for crafting and using grenades are listed at the end of this class description along with the rest of the gunsmithing options.
Fastball Technique
Beginning at 6th level, your quick throws allow you to follow up on your grenade attacks. When you use your action to throw a grenade, you can make one firearm attack as a bonus action.
Evasion
At 10th level you proficiency in causing explosions makes you equally good at dodging similar effects, such as a white dragon's freezing breath or a lightning bolt spell When you are subjected to an effect that allows you to make a Dexterity saving throw to only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail
Controlled Blasts
Beginning at 14th level you engineer your grenades to detonate in a controlled manner so that they only harm your targets. When you make a grenade attack, you can choose a number of creatures up to your Intelligence modifier (minimum of one creature) to automatically succeed on their saving throw against the grenade.
Shortened Fuse
At 17th level you can shoot your grenades causing early detonation and a harder to dodge blast. When you throw a grenade as an action, you can expend one Grit point to shoot your grenade causing all creatures within range of the blast to have disadvantage on the saving throw.
Marksman
A gunsmith's lethality with ranged weapons is nigh unmatched except by the most skilled of archers, but a marksman's unwavering accuracy is unmatched by all. What a marksman lacks in raw power they more than make up for with their ability to consistently hit their target, and there are few targets a marksman cannot hit.
Expanded Arsenal
When you choose this shooting style at 3rd level, you gain access to a new Gunsmithing option, Rifles. The rules for crafting and using rifles are listed at the end of this class description along with the rest of the gunsmithing options.
Marksman's Eye
Beginning at 6th level, You can target your enemies with an accuracy that inflicts especially severe wounds. Whenever you hit a creature with a firearm, you may make it your focus by expending a grit point. Whenever you make an attack against a creature that is your focus, you may do so with advantage.
Steady Breathing
At 10th level your steady breathing helps you ignore the distractions of the battlefield, allowing you to zone in on your target. As a bonus action, you can expend one Grit point to ignore disadvantage on firearm attacks against one creature of your choice until the end of your turn. Alternatively, you can expend one Grit point in the same fashion to end one of the following conditions affecting you: blinded, deafened, frightened or stunned.
Unrelenting Aim
By 14th level staying on target has become second nature to you. Whenever you make a firearm attack, you can treat a d20 roll of 9 or lower as a 10, unless the roll would cause your firearm to misfire.
Vicious Intent
At 17th level, your firearm attacks score a critical hit on a roll of 18-20 whenever you have advantage on a target, and you regain a Grit point on a roll of 18 or 20 on a d20 attack roll with a firearm.
Spellslinger
There has long been a saying that "Any sufficiently advanced technology is indistinguishable from magic." A spellslinger scoffs at that saying and instead combines advanced technology with magic. Infusing their arsenal with arcane power, a spellslinger has ammunition for every occasion. With the ability to perform crowd control or even more vicious single target damage, who needs a bullet when a fireball will do?
Spellcasting
When you reach 3rd level, you augment your firearms with the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting. The spells you can learn are listed in the Spellslinger Spell List at the end of this shooting style description.
Cantrips. You learn two cantrips of your choice from the spellslinger spell list. You learn an additional spellslinger 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 first level spell magic missile and have a 1st-level and a 2nd-level spell slot available, you can cast the spell using either slot.
Spells Known of 1st-Level and Higher. You know three 1st-level spellslinger spells of your choice. The Spells Known column of the Spellslinger Spellcasting table shows you when you learn more spellslinger 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 spellslinger spells you know with a spell of your choice from the spellslinger spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability. Intelligence is your spellcasting ability for your spellslinger spells, since you learn your spells through study, memorisation and integration into your firearms. 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
Spellcasting Focus. You can use a firearm of your choice as a spellcasting focus for your spellslinger spells. When using a firearm as a spellcasting focus you do not need to perform the somatic components for a spell and instead merely pull the trigger of your firearm casting the spell as if it had been shot from your gun.
Spellslinger Spellcasting
| 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 | 3 | — | — |
| 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 |
Arcane Arsenal
Beginning at 6th level, firearm attacks made with your spellcasting focus count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
Magic Missiles
At 10th level, you modify your firearms to harness the residual magic energy left in the barrel of your gun. After casting a spell of 1st-level or higher, firearm attacks made with your spellcasting focus deal an additional 1d6 force damage per the level of spell cast until the end of your next turn. You gain this bonus regardless of whether the spell hit or not.
Homing Rounds
At 14th level you infuse your ammunition with the will to seek out the targets of your spell attacks. After hitting a creature with a spell of 1st-level or higher, firearm attacks made with your spellcasting focus gain a +1 bonus to hit, per the level of spell cast against that creature. You only gain this effect on creatures hit with spells that require a saving throw if they fail the saving throw.
Improved Arcane Arsenal
Starting at 17th level, the firearm you use as your spellcasting focus is magically reloaded whenever you cast a spell of 1st level or higher.
Spellslinger Spell List
Cantrips
Acid Splash - Chill Touch - Fire Bolt - Poison Spray - Ray of Frost - Thunderclap
1st Level
Chaos Bolt - Chromatic Orb - Ensnaring Strike - Hail of Thorns - Ice Knife - Magic Missile - Thunderwave - Witch Bolt
2nd Level
Aganazzar's Scorcher - Hold Person - Melf's Acid Arrow - Misty Step - Scorching Ray - Snilloc's Snowball Swarm - Spider Climb - Web
3rd Level
Conjure Barrage - Elemental Weapon - Fireball - Flame Arrows - Lightning Arrow - Lightning Bolt
4th Level
Blight - Fire Shield - Vitriolic Sphere
Gunsmithing
Firearms can be created at any level so long as you have enough Smithing Points to spend on them, the costs of which are detailed in its description. Certain firearm options require a specific Shooting Style to craft. Grenades can only be created by Grenadiers and rifles can only be created by Marksmen.
Firearm and Ammunition Properties
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below) These properties replace the optional ones presented in the Dungeon Master's Guide. Firearms are all ranged weapons.
Burning. This ammunition deals an additional 1d6 fire damage on a hit.
Hidden. You have advantage on the first attack you make with this weapon against a creature that fails a DC 15 Wisdom (Perception) check to spot it.
Expanding. This ammunition deals an additional damage die of the firearm's type on a hit.
Reload. The weapon can be fired a number of times equal to its Reload score before you must use your action to reload it. You must have one free hand to reload a firearm.
Magical. Your firearm attacks count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon's Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker's Tools check (DC=8+ misfire score)
If your check fails, the weapon is broken. Broken firearms can be mended over the course of a long rest by spending gp equal to 10 times the firearm's total Smithing point cost.
A firearm can never have a misfire score lower than 1 and creatures who use a firearm without being proficient increase the weapon's misfire score by 1.
Penetrating. This ammunition adds a +1 bonus to your attack rolls.
Silenced. Your firearm attacks no longer produce loud sounds when fired allowing you to maintain the element of surprise.
Basic Firearm Options
A basic firearm is a cheaply made, generic version of a certain type of firearm. Spending Smithing Points on a basic firearm grants you the complete weapon. All costs are presented in Smithing Points. Basic firearms cannot be modified with the custom firearm options.
Basic Firearms
| Type | Cost | Ammo | Damage | Weight | Range | Properties |
|---|---|---|---|---|---|---|
| Pistol | 2 | 4gp (20) | 1d8 piercing | 3 lbs | (60/240) | Light, Reload 4, Misfire 1 |
| Revolver | 3 | 4gp (20) | 1d10 piercing | 5 lbs | (80/320) | Reload 6, Misfire 2 |
| Rifle | 4 | 10gp (5) | 2d10 piercing | 10 lbs | (200/800) | Two-Handed, Reload 1, Misfire 2 |
| Shotgun | 3 | 5gp (5) | 2d8 piercing | 10 lbs | (15/60) | Two-Handed, Reload 1, Misfire 2 |
| Wrist Pistol | 2 | 2gp (20) | 1d6 piercing | 1 lbs | (40/160) | Light, Hidden, Reload 1, Misfire 1 |
Custom Firearm Options
Building a custom firearm is a step by step process that is significantly more costly than constructing a basic firearm. However, this allows you to customise more powerful firearms to your desired specifications. First, choose a Frame, followed by a Magazine, a Barrel and finally Ammunition. Certain options can be upgraded with Smithing Points, this can be done when you first create the firearm, or later when you have more Smithing Points. All costs are presented in Smithing Points.
Frames
A firearm's frame is the base for the design of the weapon and determines the base scores for its Damage, Weight, Range and Misfire properties as well as its maximum Reload score.
Basic Firearms
| Type | Cost | Damage | Weight | Range | Misfire | Max Reload | Properties |
|---|---|---|---|---|---|---|---|
| Pistol | 1 | 1d8 piercing | 3 lbs | (60/240) | 1 | 6 | Light |
| Revolver | 2 | 1d10 piercing | 5 lbs | (80/320) | 2 | 10 | - |
| Rifle | 3 | 2d10 piercing | 10 lbs | (200/800) | 3 | 4 | Two-Handed |
| Shotgun | 3 | 2d8 piercing | 10 lbs | (15/60) | 3 | 2 | Two-Handed |
| Wrist Pistol | 2 | 1d6 piercing | 1 lbs | (40/160) | 1 | 1 | Light, Hidden |
Magazines
A firearm's magazine determines its Reload score. All firearms have a base reload score of 1.
Firearm Magazines
| Reload Score | Cost | Prerequisites |
|---|---|---|
| 1 | ─ | ─ |
| 2 | 1 | ─ |
| 4 | 1 | Reload 2 |
| 6 | 1 | Reload 4 |
| 8 | 2 | Reload 6 |
| 10 | 2 | Reload 8 |
Barrels
A firearm's barrel affects various different properties. You can apply multiple barrel modifications to the same firearm, but cannot apply the same barrel modification twice. All firearms have a standard barrel.
Firearm Barrels
| Type | Cost | Misfire | Properties |
|---|---|---|---|
| Corkscrew | 2 | — | Range (+20/+10) |
| Enchanted | 4 | +1 | Magical |
| Silenced | 3 | +1 | Silenced |
| Standard | ─ | ─ | ─ |
| Vented | 2 | -1 | ─ |
Ammunition
Ammunition type affects the amount of damage a firearm deals when used. Ammunition is unique to each firearm and can be crafted in batches by spending a certain amount of gold pieces.
Ammunition Cost
| Firearm Type | Standard | Armor Piercing | Hollow Point | Tracer |
|---|---|---|---|---|
| Pistol | 4gp (20) | 20gp (10) | 40gp (10) | 40gp (10) |
| Revolver | 4gp (20) | 20gp (10) | 40gp (10) | 40gp (10) |
| Rifle | 10gp (5) | 20gp (5) | 40gp (5) | 40gp (5) |
| Shotgun | 5gp (5) | 20gp (5) | ─ | |
| Wrist Pistol | 2gp (20) | 20gp (10) | ─ |
Certain types of ammunition are more dangerous but have special properties which are detailed in the Ammunition Properties table below.
Class Name
| Ammunition Type | Misfire Score | Properties |
|---|---|---|
| Standard | ─ | ─ |
| Armor Piercing | ─ | Penetrating |
| Hollow Point | +1 | Expanding |
| Tracer | +1 | Burning |
Grenade Options
Grenades are compact explosives designed to be thrown at enemies before exploding. As an action you can throw a grenade a number of feet equal to 10 times your Dexterity modifier, to a point of your choosing where it then detonates. You must spend Smithing points to create a new type of grenade for the first time, after which that grenade can be recreated by spending the listed cost. If a grenade's effects require a creature to make a saving throw, the DC = 8+ your proficiency bonus + your Intelligence modifier.
Flashbang Grenade
2 Smithing Points/20gp. This grenade explodes in a 20 foot radius sphere, emitting bright light and loud sound. Creatures within the blast radius must succeed on a Constitution saving throw or be blinded and deafened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the conditions on a success.
Frag Grenade
2 Smithing Points/30gp. This grenade explodes in a 15 foot radius sphere, sending shrapnel flying out into the air. Creatures within the blast radius must make a Dexterity saving throw taking 3d6 piercing damage and 3d6 fire damage on a failure and half as much on a success.
Smoke Grenade
2 Smithing Points/15gp. This grenade explodes in a 30 foot radius sphere, spreading thick smoke into the air. This smoke persists for 1 minute, spreading around corners and causing its area to become heavily obscured. A moderate wind (at least 10 miles per hour) disperses the smoke after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round
Tanglefoot Grenade
2 Smithing Points/25gp. This grenade explodes in a 5 foot radius sphere, coating everything in a thick sticky tar. Creatures within the blast radius must succeed on a Dexterity saving throw or become restrained A creature can make a Strength saving throw at the end of each of its turns, breaking free on a success. Additionally, all surfaces within the blast radius become difficult terrain.
Credits
Gunsmith created by u/Rhyzler (Rhys Manson)
Inspiration taken from Matthew Mercer's Gunslinger
Revisions
These are changes made by someone who isn't the original creator. These are things that the Homebrew Team can review for themselves so they don't confuse this with part of the ordinary class. These optional additions can be disregarded or used at the discretion of the HB team.
New Grenades
Incendiary Grenade
2 Smithing Points/50 gp. This grenade explodes in a 10' radius sphere, spreading flames in every direction and lighting all creatures and flammable objects on fire. Creatures within the blast radius must make a Dexterity saving throw taking 3d6 fire damage on a failure and half as much on a success. Additionally, all creatures who fail the save take 1d6 fire damage at the end of their turns until they either spend an action to put themselves our or are put out through other means.
Slick Grenade
2 Smithing Points/20 gp. This grenade explodes in a 20' radius sphere, spreading a thin layer of oil across all surfaces in range. Any creature on a surface effected by this grenade must make a Dexterity saving throw or fall prone. Any creature that enters the radius of this effect or ends their turn within it must also make a Dexterity saving throw or fall prone. This effect lasts 12 seconds.
Additional Custom Firearm Features
Extended Range (Marksman Exclusive)
2 Smithing Points. When this feature is added onto a firearm, the short range of the weapon is doubled, and the long range of the weapon is tripled.
Underbarrel Attachment (Grenadier Exclusive)
2 Smithing Points. When this feature is added onto a firearm, after reloading said firearm you gain the ability to launch a grenade as an attack once.
Quickdraw Holster (Cowboy Exclusive)
2 Smithing Points. When this feature is added onto a firearm, you may make an additional attack on the first round of initiative.
Firearm Barrels
| Type | Cost | Misfire | Properties |
|---|---|---|---|
| Fluted | 2 | +1 | Accurate |
Accurate. Your firearm gains a +1 bonus to attack rolls.
Additional Subclasses
Golden Gun
Across the changing world, many parts have become corrupted and sick, filled with malice and the malfeasance of the faltering and faltered. These few Gunsmiths have taken up an oath to protect those who need it through means of their highly advanced force.
Trickless Sleeves
When you choose this shooting style at 3rd level, you gain 2 new Trick Shots, both of which do not count towards your total known.
Covering Fire. When you make a firearm attack, you may expend 1 Grit point and cause the target of your attack to roll all attacks during their next turn at disadvantage.
Holy Blast. When you make a firearm attack and hit, you can expend one Grit point to deal radiant damage to the target, in addition to the firearm's damage. The extra damage is 1d6 for one Grit point, plus 1d6 for each Grit point more than one, to a maximum of 5d6. For each Grit point spent, you gain +1 to your misfire score on your next shot.
Saint's Mission
Beginning at 6th level, you are considered to be an ally of most religious groups. You can obtain shelter and food from any church that is considered an ally, and can obtain 1 vial of holy water each long rest.
Holy Gun
Beginning at 10th level, the first firearm attack you make in a turn deals an additional 1d8 radiant damage This damage increases to 2d8 if it's a Fiend or Undead.
Gentle Hand
Beginning at 14th level, you gain immunity to the frightened condition. Additionally, when a creature is frightened within your line of sight, you can spend a reaction to remove that condition.
Protector of the Weak
Beginning at 17th level, you gain access to 2 new Trick Shots, both of which do not count towards your total known.
Banishing Shot. When you make a firearm attack and hit, you may expend 4 Grit points to force your target to make a Charisma saving throw or be banished to their homeplane. This Trick Shot has no effect if you're within their home plane.
Petrifying Shot. When you make a firearm attack and hit, you expend 3 Grit points to force the target of your firearm attack to make a Constitution saving throw or be paralyzed. It can repeat the saving throw at the end of each of it's turns.
For-Hire
Deep under the ordinary operations of the world lays the criminal underworld, filled with thieves, charlatans, and mercenaries. Gunsmiths who fall under this profession are considered to be of the latter group, working as unprofessional killers who follow no rules.
Trick-Filled Sleeves
When you choose this shooting style at 3rd level, you gain 2 new Trick Shots, both of which do not count towards your total known.
Cheap Shot. When you make a firearm attack against a target that has not yet attacked in initiative and hit, you can expend 2 Grit points to deal an additional 2d6 damage and cause them to become weakened. At the start of each of their turns, they can make a Constitution saving throw or take an additional 1d6 necrotic damage if they attack more than once or move more than 20 feet during their turn. This effect lasts 1 minute.
Convincing Approach. When performing a Persuasion check, you can expend 1 Grit point to give yourself advantage by flashing your firearm.
Underbelly Travel
Beginning at 6th level, you gain connections capable of quickly transporting you across towns and through populated areas. Any travel you perform through a populated area or city is doubled.
Diversion
Beginning at 10th level, you gain the ability to save yourself from threats by shifting your opponent's attentions. You can use an action to put down a replica of yourself (whether made from magic or physical objects is up to the player) and become invisible until the end of your next turn or until you make a creature perform a save or make an attack against one. A successful Insight check against your Trick Shot DC tells them the replica is not actually you.
Charlatan
At 14th level, you are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10. Additionally, you gain proficiency in Charisma saving throws.
Sly Bastard
Beginning at 17th level, you gain access to 2 new Trick Shots, both of which do not count towards your total known.
Kneecapping Shot. When you make a firearm attack and hit, you can expend 1 Grit point and instead choose to aim for the opponent's joints, halfing their movement speed until the end of their next turn. If they are hit by this trickshot twice, their movement speed is instead reduced to 0. This Trick Shot has no effect if the opponent does not use limbs to move.
Curved Shot. When you make a firearm attack, you can expend 3 Grit points choose to arc the bullet through the air as opposed to firing it in a straight line. If you hit your target, you can choose to arc the bullet to another target within 10', which you make an attack roll against. On a hit, it takes the same amount of damage as the first target.
Additional Firearm Features (Cont.)
Body Shield (Golden Gun Exclusive)
2 Smithing Points. When this feature is applied to a shotgun, it grants the wielder +1 AC.