
Crackshot
"In the dark of a cold house, illuminated by the dimmer light of a nearly dead fire, lays an inventor."
"His big, round shaped, purple eye bags tell the story of a lifetime full of ambition and ideas."
" ' I... I made it. This... it finally done! ' - said the tired man, while in his hands lied a gray, complex and... bloody future."
Modern Days
All this started with an idea. Black powder and Gunpowder were recent discoveries. The musket, blunderbuss and pistol where not reliable, despite of being revolutionary weaponry.
With this context, in a world of business, creatures, wars and, most importantly, adventurers, something needed to be done. Only a very few could rely on magic, so lots of artisans begun to change their names to 'inventors'.
Smiths learned how to manipulate some alchemical materials, and Alchemists started building their forges.
Now call me: Gun-Smith
You were given a new profession, a new name. You were now a 'gunsmith'. This first wave of gunsmiths, of which you are part, dared to innovate with new materials and techniques, creating rare, complex and often useless weapons.
But, you didn't do such a thing. Your creation was not useless and, after months of no-sleep nights and lots of failures, you created a ranged, metallic, fire spitting weapon: The Revolver.
This is how you begin your journey. With an incredible invention which everyone should be proud of; everyone should know about- ... really? Should they?
Creating a Crackshot
When building a Crackshot, think about what made your character create his/her invention. Remember that as the levels go by, the "project" evolves, so it is not finished in the first levels, far from it, depending on the archetype you choose, changes completely.
An approach with the phrase: 'too dangerous for our society', can be an easy and practical thing to start with. Or, perhaps, you developed this weaponry to defend your home, who knows.
These could be used as a guide to create an inventor type of background. As a counterpart, you can always say that you inherited the project or weapon and where taught by someone.
Multiclassing and the Crackshot
If your group uses the optional rule on multiclassing, here's what you need to know if you choose Crackshot as one of your classes.
Ability Score Minimum: As a multiclass character, you must have at least an Intelligence score of 13 to take a level in this class, or to take a level in another class if you are already a Crackshot.
Proficiencies Gained: If Crackshot isn't your initial class, here are the proficiencies you gain when you take your first level as a Crackshot: Smith's tools, Alchemist's Supplies and one skill of your choice.
Feats and Multiclass:
- The ‘Gunner’ feat does not remove the ‘Reload’ property from this class and its weapons.
- Any Crackshot weapon can be used by another class when using the multiclass feature. These weapons are 'class weapons'.
- There are only two ways to Dual Wield with this class: First, a dagger or smth. one handed with the Fast Pace archetype; Second, using the Heavy Artillery archetype, were you are already using the revolver and shotgun each one in one hand (this last eg. is considered Dual Wielding).
Class Features
As a Crackshot, you gain the following class features:
Hit Points
Hit Dice: 1d6 per Crackshot Level
Hit Points at 1st Level: 6 + Constitution Mod.
Hit Points: 1d6 (or 4) + Constitution Mod. per Level
Proficiencies
Armor: Light Armor & Medium Armor
Weapons: Simple Weapons
Tools: Alchemist’s supplies and Smith’s tools
Saving Throws: Dexterity, Intelligence
Skills: Choose two from History, Survival, Insight, Persuasion, Investigation, Medicine, Perception.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- A Dagger and Smith’s tools.
- (a) Leather Armor and Alchemist’s Supplies or (b) Chain Shirt.
- (a) an Explorer’s Pack, (b) a Dungeoneer’s Pack or (c) a gunpowder horn.
Wealth [4d4 x 10 Gold Pieces]
Quick Build
First, make Dexterity your highest ability score. Your next-highest score should be Intelligence. Second, choose the guild artisan background.
Eureka!
At 1st level, after years of research, you develop new weaponry: the revolver. This new weapon is used with one hand and shoots metal projectiles, propelled by gunpowder, that can travel up to 60ft.
This weapon can hold up to 6 bullets. You can use a bonus action to reload half of the loader, or an Action to reload all six bullets. You are proficient with this and all your new weaponry.
Spice Up
At 1st level, you also craft your first bullets. You obtain 12 bullets when reaching this feature. These projectiles will inflict 1d8 + Dexterity Modifier of piercing damage to a creature when hit, making a thunderous sound when shot that can be heard up to 100ft from your position.
To craft these bullets, you will need Smith’s tools and some gunpowder, having to throw a crafting DC 10 Saving Throw when taking a short or long rest. If failed, you craft one bullet per gunpowder use, when passed, you craft two bullets per gunpowder use. (Crafting recipes are at the end of the class)
Your crafting save modifier is equal to your Intelligence Modifier + your proficiency bonus. Whenever you make a crafting saving throw to make some bullets, you can add this modifier to your throw.


The Crackshot
| Level | Proficiency Bonus | Features |
|---|---|---|
| 1st | +2 | Eureka!, Spice Up |
| 2nd | +2 | Master's Touch |
| 3rd | +2 | Primed! |
| 4th | +2 | Ability Score Improvement |
| 5th | +3 | Extra Attack |
| 6th | +3 | Primed! Feature |
| 7th | +3 | Nice Touch |
| 8th | +3 | Ability Score Improvement |
| 9th | +4 | Primed! Feature |
| 10th | +4 | Master's Craft |
| 11th | +4 | Primed! Feature |
| 12th | +4 | Ability Score Improvement |
| 13th | +5 | Nice Touch II |
| 14th | +5 | Master Smith |
| 15th | +5 | Primed! Feature |
| 16th | +5 | Ability Score Improvement |
| 17th | +6 | Extra Attack II |
| 18th | +6 | Old Reliable |
| 19th | +6 | Ability Score Improvement |
| 20th | +6 | Crackshot |
Gunpowder (DMG + Special Rules):
The gunpowder uses is the number of times a gunpowder canister can be used to craft bullets before it runs out.
Taking the DMG as reference, these gunpowder canisters are:
- Gunpowder Horn (35gp, 2lb): Can be used 20 times before it's empty.
- Gunpowder Keg (250gp, 20lb): Can be used 150 times before it’s empty.
Also, there is a list of special rules at the end of the class that you might want to read.
Broken? Lost?
Anyone can lose or brake their inventions when on an adventure.
If you lose or brake your weapon, you will have to work for a new one for at least 2 days with your Smith's tools, 8lb of Iron (8sp) and lots of patience.
Master's Touch
At 2nd level, when crafting your own bullets, all successful crafting throws will give you 4 bullets instead of 2, and all failed crafting throws will give you 2 instead of 1.
Primed!
At 3rd level, you choose one Weaponry Branch in what you will specialize yourself. Choose from Fast Pace, High Caliber, Heavy Artillery or Wyvern Gunner, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 6th, 9th, 11th and 15th 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 score of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 17th level in this class.
Nice Touch:
At 7th level, you correct certain downsides of your weapon. When reaching this level, you craft one of the following upgrades for your weapon:
- Rifling: You add spiral impressions in the barrel to make the bullets spin while in the air. This gives the bullets +30ft range and +1 to the attack roll.
- Larger Hammer: You change the weight of the hammer, adding a stronger spring to the mechanism which makes for a powerful shooting. This gives your bullets +1d4 to the damage roll but makes the weapon-kick harder to handle, resulting in a -1 to your attack roll.
- Bigger Loader: You enlarge the slot of the loader to fit a bigger one. This causes the weapon's ammo capacity to increase by +2 shots before needing to reload. This upgrade does not change the reload action. You still reload 6 bullets with an action and 3 bullets with a bonus action.
Any of these upgrades will require that you spend, at least, 1 day working on your gear before it becomes effective (crafting the modifications and adding them to the weapon). This will also apply for the 13th level feature "Nice Touch II".
Master's Craft
At 10th level, now when crafting your own ammo successfully, you will get 6 bullets instead of 4, and when failing, you will gain 3 instead of 2.
Also, when using your Smith’s Tools to repair any small size object, the repairing DC is lowered 5 points.
Nice Touch II:
At 13th level, you come by the idea for a second upgrade to your weapon. Choose one of the following:
- Magnifying Glass: You add a glass-sight at the top of your gun that helps you aim at your target. With this upgrade you ignore all disadvantage related to your sight. To use this upgrade you must be able to see, meaning that any darkness, invisibility or blindness affects you anyways. Also, when using this upgrade, you can use the glass-sight upgrade to reroll one attack roll per turn. You must use the new roll after using this feature.
- Explosive Rounds: By using your Smith's tools and your Alchemist's supplies combined with three gunpowder uses you create rounds with an effective range of 25ft and a damage on hit of 1d8. These rounds explode on impact or when at maximum range, inflicting 3d8 of fire damage to each creature in a radius of 5ft that fails a DC 15 Dexterity Saving throw.
- Silence Maker: You modify the structure of the weapon’s cannon making part of it hollow, reducing the sound that makes when shooting the weapon. With this upgrade you do not lose your stealth when shooting while hidden to a creature at a range greater than 20ft.
Master Smith
At 14th level, when crafting your own ammo, every successful crafting throw will give you 10 bullets instead of 6, and every failed crafting throw will give you 5 instead of 3.
Besides, you can now perfectly repair small size objects without any skill throw and any materials needed and use the cantrip Mending as a non-magial action only with your Smith's tools.
Old Reliable
At 18th level, you get to choose one more upgrade from anyone on 'Nice Touch' crafting lists (I or II).
Crackshot
At 20th level, your mastery with your new weaponry is such that you created an ultimate concentration technique. On your turn, you can stand still aiming and calculating bullet trajectories against your objectives. In order not to break your concentration, you must not be hit or use any action, reaction or movement. In case of being hit, you must throw a concentration check.
When your next turn arrives, you fire all your bullets left in your loader as an attack action with full power and precision at the targets you were aiming. Each bullet fired with this feature has +5 to the attack roll and +4d8 damage.
You can use this feature twice per long rest.
Primed!
Gun's ready to fire. The question is, where is it firing?
Fast Pace
"Armor? What for? Speed is the Key here. " - A dead man .
Fast Handed
At 3rd level you gain the ability to shoot again if your first shot did not hit the target. This new attack roll will have disadvantage. You cannot shoot again if you miss the second chance shot.
Shootin' Frenzy
At 6th level, you can use your bonus action to shoot with hip-fire once. When hip-firing, your shots will have halved distance.
Evading Reload
At 9th level, you can dash 15ft backwards and reload all your loader at the same time by using your Action. A creature cannot use its reaction to perform an opportunity attack against you when you move away from it with this feature.
Un-Safe Distance
At 11th level, you get advantage while shooting a standing creature at 30ft or less from you.
Handy-Man
At 15th level, your hip-fire bonus action can now shoot twice. Also, hip-firing will no longer have halved distance.
High Caliber
Larger rounds make bigger holes. Bigger holes make an easy job.
Heavy Cannon
At 3rd level you find a way to craft heavier and more lethal bullets. These High Caliber Rounds require you to modify your revolver, making it bigger and with a larger cannon. Now, to use this weapon, you will need both hands.
The damage of the new ammunition is 1d12 + Dexterity Modifier of piercing damage with (90ft - 120ft) range.
To craft High Caliber Rounds you have to add one gunpowder use with your Smith’s Tools to a revolver bullet without any crafting roll. (The crafting recipes are at the end of the class)
Hold Breath
At 6th level, you crouch while stabilizing your aim, gunning at the vital points of your target.
To use this technique you have to crouch, using 5ft your movement to do so. Using your knee as a foothold will add +1d12 to your damage roll. To get up, you will need to use 5ft of your movement. While in this position, you become vulnerable to all melee attacks. These have advantage against you.
Dot Fifty
At 9th level, you force your weapon to its limits, adding new modifications to your gun, such as a stock, when creating the Magnified Round. (The crafting recipes are at the end of the class)
This round is larger than the others and carries lots of gunpowder, making it dangerous to shoot and inflicting 2d12 + Dexterity Modifier of piercing damage on hit with a range of (200ft - 350ft).
Kickback Style
At 11th level, you add the last modification to your gun: a movable trigger guard that increases the rate of fire: the lever-action. This last improvement lets you fire two more times with your attack action while standing or crouching.
If you lay on the floor, the lever-action makes you have to turn the gun to load a round, which makes it uncomfortable to use and slows down shooting from the ground, being impossible to shoot two more times.
Wall Breaker
At 15th level, you make an upgrade to the Magnified Rounds, sharpening its structure and tweaking its gunpowder balance. This last improvement gives you +1 to your attack rolls and makes your bullets able to go through walls or objects made of soft materials, such as wooden boards.
Heavy Artillery
Alchemy: the key to a big * boom * .
Powder Game
At 3rd level, you craft and carry a new weapon: a short double barrel cannon that fires special ammunition, the shotgun. You can use the shotgun in your off hand while in your main hand you hold the revolver and shoot it with an attack action or using the Extra Attack feature to shoot both guns.
The shotgun fires as main ammunition the pellet shell that, when it's shot, makes every creature in a 15ft cone take 3d8 + Dexterity Modifier of piercing damage when hit at 5ft range, 2d8 + Dex Mod when hit at 10ft range and, at maximum range, 1d8 + Dex Mod when hit at 15ft. Both barrels shoot separately, which means that making an attack discharges one barrel, letting the other one loaded.
The shotgun pellet shell needs Alchemist Supplies and gunpowder to be crafted, with a crafting saving throw DC 12. If the crafting throw is failed, you lose the gunpowder used. (The crafting recipes are at the end of the class)
When the area of this attack involves multiple creatures, you only throw one attack roll that has to pass each of the targets’ armor classes individually.
To reload this gun, you must carry its ammunition and, to load them, you must use an action.
Alchemical Shells
At 6th level, your understanding of this new weaponry sharpens your mind. You discovered new ways of using your materials to craft the following special ammunition: Paralyzing and Sleeping Darts, Tearing Slugs and Dragonbreath Shells.
When reaching this feature you get one of each and, to craft one of any kind, you must pass a crafting DC 12 Saving Throw. (The crafting recipes are at the end of the class)
Each of these have special effects and ways to use them:
-
Paralyzing Darts: A long and thin yellow dart that inflicts 1d6 + Dexterity Modifier of piercing damage to a creature hit with a range of 40ft. Also, on hit, the creature must make a constitution saving throw DC 15 to avoid being paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.
-
Sleeping Darts: A small blue dart that inflicts 1d6 + Dexterity Modifier of piercing damage to a creature hit with a range of 40ft. Also, on hit, the creature must make a constitution saving throw DC 18 to avoid being slept for 1 minute. The slept creature can be awakened by receiving damage or by being shaken, slapped or moved with an action.
-
Tearing Slug: This bullet size and weight is similar to a human’s hand. It inflicts 5d6 + Dexterity Modifier piercing damage on hit, and has a range of 25ft. Additionally, when hitting a target, the slug explodes into shrapnel inside the creature. This causes the creature to receive an additional 2d6 necrotic damage.
-
Dragonbreath Shell: One shell is enough to burn a forest down to ashes. Shooting it will create a 5ft by 15ft-line that origins in front of you. All creatures inside that fail a Dexterity Saving throw DC (8 + proficiency bonus + your Int. modifier), will receive 5d8 of fire damage, or half as much damage on a successful save.
To use these special bullets you will have to load them like you do with the pellet shells. You can load separate ammunition in each shotgun barrel. (ex. Left - Sleeping Dart / Right - Paralyzing Dart or any other)
You can select, unload and reload these bullets in a single action and, with the Multi Attack feature, shoot both loaded barrels in an attack action.
Speedloader
At 9th level, you develop a new artifact to load your revolver with ease: the speedloader. This artifact will let you load the six bullets of your gun with a bonus action. (ex. Revolver reload with bonus and Shotgun reload/shot with Action.)
Bullet Train
At 11th level, you master the wielding of your weaponry, being now even more agile in the battlefield.
You can slide up to 20ft towards a creature and shoot it four times in a single attack action with your guns, getting advantage on any attacks shot at 10ft or less of the target.
Additionally, if you use this feature while running towards a creature of a greater size than yours, you can pass below it, without provoking any opportunity attacks.
You can use this feature a number of times equal to your Dexterity modifier (minimum of 1) per long rest.
Alchemical Perfection
At 15th level, you master the crafting of your shotgun ammunition, meaning that, when crafting special ammunition, you will instantly succeed your crafting saving throw.
Also with this feature, your pellet shells are improved with +1d8 of damage dice and, when crafting pellet shells, you will gain 3 shells when passing the crafting throw and, when failed, you will not lose gunpowder, instead, you gain 1 shell.
Normal Bullets recipes:
Common Bullets: 1 Gunpowder use + Smith’s tools per craft roll.
High Caliber Rounds: 2 Gunpowder uses + Smith’s tools per craft roll.
Shotgun - Pellet Shell: 2 Gunpowder uses + Alchemist Supplies per craft roll.
High Caliber - Magnified Rounds: 4 Gunpowder uses + Alchemist Supplies + Smith’s tools per craft roll.
Alchemical Shells recipes:
Paralyzing darts: 1 Gunpowder use + Alchemist Supplies + Smith’s tools per craft roll.
Sleeping darts: 1 Gunpowder use + Alchemist Supplies + Smith’s tools per craft roll.
Tearing Slugs: 4 Gunpowder uses + Smith’s tools per craft roll.
Dragonbreath Shells: 5 Gunpowder uses + Alchemist Supplies per craft roll.
The amount of bullets crafted depends on the crafting saving throw.

Wyvern Gunner
You have adapted ancient hunting techniques, crafting a weapon inspired by the legendary hunters of distant lands.
The Bowgun
At 3rd level, you learn to transform your revolver into a much larger weapon: a Heavy Bowgun, a unique and powerful ranged weapon.
This new weapon has the same loader and reloading times as your old revolver, and its ammo has the same crafting DCs and times as your old bullets. However, you cannot load your loader with different ammo types.
Heavy Bowgun Overview
Your Heavy Bowgun has the following properties:
- Type: Ranged weapon
- Range: Ammo Range
- Damage: Ammo Damage + Dexterity Modifier
- Properties: Heavy, Two-Handed
- Weight: 15 pounds
Additionally, wielding the Heavy Bowgun reduces your speed by half while the weapon is in hand. Dropping or sheathing the weapon allows you to regain your full movement speed.
Ammunition Configuration
Due to the intricate mechanisms required to fire different types of ammunition, your Heavy Bowgun must be calibrated to specific shot types.
At 3rd level, you may choose a number of ammunition types equal to your Intelligence modifier to equip (minimum of 1) , including any ammo unlocked at higher levels.
You can change these configurations during a long rest by reconfiguring your weapon.
Specialized Ammo Restrictions
The versatility of these weaponry comes with certain trade-offs. When configuring your ammunition types during a long rest, the following restrictions apply:
-
I. Configuring your Bowgun to fire both Exhausting Shots and Cluster Shots increases reload times, limiting you to firing one shot per round, even with Extra Attack feature.
-
II. Elemental Shots are mutually exclusive if their elements are oppositional (e.g., fire and cold, lightning and thunder) . However, using neutral elements like poison or acid does not conflict with other types.
Ammunition Versatility
The Heavy Bowgun has access to specialized ammunition types, making it a highly adaptable tool in combat. The effectiveness of your specialized ammunition reflects your ingenuity and expertise. As such, your Intelligence modifier determines the Save DC for these effects.
Ammo Save DC
These ammunition are still crafted the same way you would craft the bullets for your revolver (as shown in the "Spice Up!" feature) .
All ammo recipes in this and other features are shown at the end of the subclass.
You may create, load and fire the following types of ammunition:
-
Normal Shots: Standard shots that deal 1d10 piercing damage with a range of (60/120) feet.
-
Piercing Shots: Shots that pierce through creatures in a 5ft wide 30ft long line, dealing 1d10 piercing damage on hit. When the area of this attack involves multiple creatures, you only throw one attack roll that has to pass each of the targets’ armor classes individually. This bullet stops piercing creatures when the attack roll fails or when reaching its maximum range.
-
Spread Shots: Close-range shots that hit all creatures in a 15-foot cone. Each creature must pass a Dexterity saving throw or take 2d10 piercing damage. These shots have no disadvantage when used within 5 feet.
Specialized Ammunition
At 6th level, you refine your Bowgun to fire advanced ammunition types, unlocking new tactical possibilities.
You gain access to the following ammunition types:
-
Exhausting Shots: Short-range projectiles that sap the energy of their target, forcing it to pass a Constitution saving throw or gain disadvantage on all attack rolls and ability checks until the end of its next turn. This ammo has 30 feet as its maximum range and deals 1d4 poison damage on hit.
-
Cluster Shots: Mortar-like projectiles that explode in a 15-foot-radius area on impact, dealing 2d6 fire damage to all creatures in the area that fail a Dexterity saving throw. Cluster Shots have a range of (30/60) feet.
-
Elemental Shots: Special projectiles infused with elemental energy. When you craft a batch of these bullets, you choose one damage type: acid, cold, fire, lightning, poison or thunder. These crafted shots deal 1d10 damage of the chosen type and have the same range of normal ammo, (60/120) feet.
Wyvernshots
At 9th level, your expertise with the Bowgun allows you to incorporate devastating ammunition into your arsenal.
These specialized shots are exceptionally powerful, but require careful preparation, since you can craft only one per crafting roll and, if the crafting throw is failed, you lose the gunpowder used. Additionally, having one of this Wyvenshots prepared still requires a slot within your ammo configuration.
You may choose one of the following WyvernShots as part of your ammunition configuration, since only one WyvernShot can be equipped at a time.
Also, loading a Wyvernshot charge occupies all your loader with only one shot, and once fired, a WyvernShot must be manually reloaded, which requires your action to load another charge.
WyvernSnipe
A devastating long-range shot that tears through everything in a 60 feet, 5 feet wide line, forcing each creature in the line to make a Dexterity saving throw.
On a failed save, the creature takes 2d12 piercing damage plus 1d12 fire damage.
On a successful save, the creature takes half as much damage.
Wyvernheart
A continuous barrage of high-velocity shots fired in rapid succession, making 8 ranged weapon attack rolls in quick succession with 30 feet range and 1d8 piercing damage.
You may distribute these shots among any number of creatures within range.
Bowgun Mastery
At 11th level, your expertise with the Heavy Bowgun allows you to move and fight with unprecedented fluidity.
At this level, you gain the following benefits:
-
Unburdened Movement: You no longer suffer a penalty to your movement speed while wielding your Heavy Bowgun.
-
Quick Configuration: You may reconfigure your Heavy Bowgun’s ammunition types as a short rest, instead of a long rest.
Master Rank Arsenal
At 15th level, you have mastered the craft of this specialized ammunition, enabling you to enhance every type of shot, pushing their performance to the limit.
Each ammunition type gains an additional effect, as described below:
-
Normal Shots: Now deal 1d12 piercing damage. Additionally, on a critical hit, the shot pierces through the target, hitting another creature directly behind it (within 10 feet) for half the damage dealt.
-
Piercing Shots: The range of the shot increases to 60 feet in a straight line, and it can now pierce creatures with resistance to piercing damage without penalty..
-
Spread Shots: The range increases to a 25-feet cone. Additionally, creatures hit are knocked back 5 feet on a failed saving throw.
-
Exhausting Shots: The range increases to 60 feet, and creatures that fail their saving throw, have now also their speed reduced to 0 until the end of their next turn.
-
Cluster Shots: The explosion radius increases to 20 feet and the damage goes up to 3d6 fire damage. Additionally, creatures that fail their saving throw are knocked prone.
-
Elemental Shots: Now creatures that take damage from these shots have disadvantage on saving throws against spells or abilities of the same damage type until the end of your next turn.
Bowgun Ammo recipes:
Normal Ammo: 1 Gunpowder use + Smith’s tools per craft roll.
Elemental Ammo: 1 Gunpowder use + Alchemist Supplies + Smith’s tools per craft roll.
Piercing Ammo: 2 Gunpowder uses + Smith’s tools per craft roll.
Spread Ammo: 2 Gunpowder uses + Smith’s tools per craft roll
Exhausting Ammo: 2 Gunpowder uses + Alchemist Supplies + Smith’s tools per craft roll.
Cluster Ammo: 4 Gunpowder uses + Alchemist Supplies + Smith’s tools per craft roll.
Wyvernheart Charge: 10 Gunpowder uses + Alchemist Supplies + Smith’s tools per craft roll.
Wyvernsnipe Charge: 10 Gunpowder uses + Alchemist Supplies + Smith’s tools per craft roll.
The amount of bullets crafted depends on the crafting saving throw.
The Crackshot
By Gaston Sanmiguel
Art Credits:
Cover: Tyler Jacobson - Shooting in a Burning Church
Page 2 & 5: Jeremy Chong - Fantasy Desert 160728
Page 3: Alayna Lemmer-Danner - Magic: The Gathering Plains for Standard Showdown M19
Page 6: Alayna Lemmer-Danner - Magic: The Gathering Forest for Standard Showdown M19
Page 8: Capcom - Monster Hunter Art
Back Cover: Alayna Lemmer-Danner - Marsh Flats from Magic: The Gathering
Page Textures: /u/flamableconcrete (Jared Ondricek)
Created Using: GMBinder
Special thanks:
Test and Balance: Ignacio 'Nacho' Ortiz, Ignacio 'Nachito' Ramos & Martín 'Festo' Festini.
Revision (ver 1.0.1): Bleu_Guacamole.