Trail of the Gunsmith
Trail of the Gunsmith is aGunslinger subclass.
A gunsmith is an eccentric tinkerer, unafraid of taking risks or personally modifying their firearms. They learn by improving their existing creations and building new guns. Each new creation is a stepping stone to something greater. Those following this Trail use their intelligence to forge weapons and ammunition unparalleled in the rest of the world. Some Gunsmith features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is different from your Grit save DC, and is calculated as follows:
Gunsmith save DC = 8 + your proficiency modifier + your Intelligence modifier
Maintenance. Modifications require constant tuning and maintenance in order to remain in working order. During a long rest, you may maintain a number of modified firearms up to your Intelligence modifier. If a modified firearm is not maintained during a long rest, any attack roll made with that firearm has disadvantage.
Limited Modification. You may modify a firearm a number of times up to your Intelligence modifier. In addition, every modification falls into a category. You may only place a single modification from each category on a given firearm. Modifications for firearms are shown on the Modifications chart. At 3rd Level, you gain access to the Long Barrel, Snubnose Barrel, and Elemental Barrel modifications. You gain additional modifications as your level increases, as detailed in the Modifications Table.
Freeze Round. A specially crafted round with a subdivided chemical core which shatters on impact. When it shatters, the chemicals mix and create a burst of ice spreading from the point of impact, trapping objects within 5’. A creature hit by a freeze round must make a Constitution saving throw or become chilled, taking 3d8 additional frost damage and becoming restrained until the end of your next turn, or half damage on a successful save. This damage increases by an additional 2d8 at the 17th and 20th levels.
Explosive Round. A large bullet packed with an explosive charge that detonates on impact, dealing fire damage in a 10’ radius sphere. Creatures in this area of effect must make a Dexterity saving throw or take an additional 3d8 fire damage, or half that on a successful save. This damage increases by an additional 2d8 at the 17th and 20th levels.
Heavy Round. A bullet crafted from a dense alloy. When you use these rounds to make an attack against a target with half or three-quarters cover, you make the attack as if the target had no cover. In addition, this round deals an additional 3d6 damage on a hit. This damage increases by an additional 2d6 at 17th and 20th levels.
Flash Round. A round filled with a magnesium charge. The round doesn’t deal any damage, but instead creates a blinding flash of light emanating in a 30’ cone from the barrel of the gun. Any creature within the cone must make a Constitution saving throw or become blind until the end of your next turn.
Tranquilizer Dart. A thin metal syringe modified to inject a non-lethal sedative when piercing an organic target. This round doesn’t deal any damage, but instead a creature hit with the dart must succeed on a Constitution saving throw or fall prone and become stunned until the end of your next turn.
A gunsmith is an eccentric tinkerer, unafraid of taking risks or personally modifying their firearms. They learn by improving their existing creations and building new guns. Each new creation is a stepping stone to something greater. Those following this Trail use their intelligence to forge weapons and ammunition unparalleled in the rest of the world. Some Gunsmith features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is different from your Grit save DC, and is calculated as follows:
Gunsmith save DC = 8 + your proficiency modifier + your Intelligence modifier
Walking Armory
When you choose this trail at 3rd level, you craft a mechanism which allows you to easily store and equip your personal firearms. You may draw any firearm within arm’s reach without using your object interaction.Apprentice Guncrafting
When you choose this trail at 3rd level, you can craft new firearms and modify your current ones. Onehanded guns are based on the pistol, two-handed guns on the musket, and cone guns on the scattergun. Modifying a firearm requires 8 hours of constant work per modification. You may remove an existing modification at the same time as you add a new one.Maintenance. Modifications require constant tuning and maintenance in order to remain in working order. During a long rest, you may maintain a number of modified firearms up to your Intelligence modifier. If a modified firearm is not maintained during a long rest, any attack roll made with that firearm has disadvantage.
Limited Modification. You may modify a firearm a number of times up to your Intelligence modifier. In addition, every modification falls into a category. You may only place a single modification from each category on a given firearm. Modifications for firearms are shown on the Modifications chart. At 3rd Level, you gain access to the Long Barrel, Snubnose Barrel, and Elemental Barrel modifications. You gain additional modifications as your level increases, as detailed in the Modifications Table.
Level | Modification | Effect | Category |
3rd | Long Barrel | The firearm can make attacks up to its long range without disadvantage. | Barrel |
3rd | Shortened barrel | This weapon can only make attacks up to its short range.
However, on a hit, the target is knocked back 5 feet. |
Barrel |
3rd | Elemental Barrel | Damage dealt with the firearm is considered Acid, Cold, Fire, or Lightning for
the purpose of overcoming resistance and immunity. You choose the damage type when you make this modification. |
Barrel |
6th | Silencer | This firearm is treated as silenced and makes no loud bang. | Muzzle |
6th | Muzzle Break | Add +2 to Damage rolls. | Muzzle |
6th | Compensator | Add +2 to attack rolls. | Muzzle |
10th | Auto-Loader | If you do not use the firearm to make an attack during your turn,
the firearm is reloaded to full capacity without requiring any actions. |
Reloading Mechanism |
10th | Vampiric Weapon | When the firearm’s ammunition count reaches 0, you may choose to make
additional attacks without reloading. If you choose to make additional attacks in this manner, Vampiric Weapon activates. While Vampiric weapon is active, each additional attack deals 5 necrotic damage to you. If you reduce a creature to 0 HP when Vampiric Weapon is active, you regain 10 HP. Vampiric Weapon deactivates whenever the firearm’s ammunition count is above 0. |
Reloading Mechanism |
10th | Mechanical Reloader | The gun automatically reloads itself when your ammunition count drops to 0.
After it reloads itself in this manner, the Mechanical Reloader must be reset before it is usable again. Resetting the Mechanical Reloader requires an action. You may still manually reload the gun. |
Reloading Mechanism |
14th | Piercing Ammo | Attacks made using this firearm ignore half cover and three-quarters cover.
In addition, attacks made using this weapon ignore piercing resistance for the purpose of calculating damage. |
Ammuninition |
14th | Ricochet Ammo | Attacks made using this firearm may ricochet.
If an attack hits its intended target, you may choose a single additional target within 10 feet, and make an attack roll with disadvantage against the second target. This second attack roll cannot cause your weapon to misfire. |
Ammuninition |
14th | Corrosive Ammo | Successful attacks made using this firearm
inflict an additional damage die as acid damage. |
Ammuninition |
17th | Underslung Flamethrower | As an action, you may send forth a wave of fire
from the flamethrower in a 30’ cone. Each creature caught in the cone must make a Dexterity saving throw. A target takes 6d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren’t being worn or carried. You must reload the Flamethrower before using it again. The Flamethrower reloads separately from the firearm. |
Personal Touches |
17th | Tactical Sniper Scope | As an action, you may aim down the scope
and make a single attack with advantage. |
Personal Touches |
17th | Stun Coils | As an action, you may make an attack roll to deliver an electric shock
to a creature within the firearm’s short range. On a hit, the target takes 6d6 Lightning damage and must succeed a Constitution saving throw or lose its reaction and fall prone. You must reload the Stun Coils before using them again. The Stun Coils reload separately from the firearm. |
Personal Touches |
Journeyman Guncrafting
When you reach 6th level, your skills at modifying and creating weapons have noticeably grown. Your proficiency bonus is doubled for any ability check which uses Tinker’s Tools. In addition, you’ve learned how to modify your guns to pull latent magic from the world around them. From now on, any attack made with a gun you’ve modified is treated as magical for the purpose of overcoming resistance and immunity.Quickshot
At 10th level, you can use your reaction and spend 1 Grit point to shoot your gun and make a single attack against a creature. You must complete a short or long rest before using this ability again.Specialty Ammo
Beginning at the 14th level, you can craft special ammo for your firearms with certain effects. Each round of special ammo must be crafted during a long rest, and only retains its special effects until your next long rest. You can craft and store a number of specialty rounds equal to your Intelligence modifier (minimum of 1 round) during a long rest. Upon loading a gun, you must declare which specialty rounds (if any) that you are loading into the gun. Once a piece of specialty ammo has been loaded into a gun, you may expend it as part of any attack you make with that gun.Freeze Round. A specially crafted round with a subdivided chemical core which shatters on impact. When it shatters, the chemicals mix and create a burst of ice spreading from the point of impact, trapping objects within 5’. A creature hit by a freeze round must make a Constitution saving throw or become chilled, taking 3d8 additional frost damage and becoming restrained until the end of your next turn, or half damage on a successful save. This damage increases by an additional 2d8 at the 17th and 20th levels.
Explosive Round. A large bullet packed with an explosive charge that detonates on impact, dealing fire damage in a 10’ radius sphere. Creatures in this area of effect must make a Dexterity saving throw or take an additional 3d8 fire damage, or half that on a successful save. This damage increases by an additional 2d8 at the 17th and 20th levels.
Heavy Round. A bullet crafted from a dense alloy. When you use these rounds to make an attack against a target with half or three-quarters cover, you make the attack as if the target had no cover. In addition, this round deals an additional 3d6 damage on a hit. This damage increases by an additional 2d6 at 17th and 20th levels.
Flash Round. A round filled with a magnesium charge. The round doesn’t deal any damage, but instead creates a blinding flash of light emanating in a 30’ cone from the barrel of the gun. Any creature within the cone must make a Constitution saving throw or become blind until the end of your next turn.
Tranquilizer Dart. A thin metal syringe modified to inject a non-lethal sedative when piercing an organic target. This round doesn’t deal any damage, but instead a creature hit with the dart must succeed on a Constitution saving throw or fall prone and become stunned until the end of your next turn.
Comments