Gunslinger

Most warriors and combat specialists spend their years perfecting the classic arts of swordplay, archery, or polearm tactics. Whether duelist or infantry, martial weapons were seemingly perfected long ago, and the true challenge is to master them.   However, some minds couldn't stop with the innovation of the crossbow. Experimentation with alchemical components and rare metals have unlocked the secrets of controlled explosive force. The few who survive these trials of ingenuity may become the first to create, and deftly wield, the first firearms.   This archetype focuses on the ability to design, craft, and utilize powerful, yet dangerous ranged weapons. Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new, untested technologies in a world where the arcane energies that rule the elements are ever present.   Should this path of powder, fire, and metal call to you, keep your wits about you, hold on to your convictions as a fighter, and let skill meet luck to guide your bullets to strike true.  

Gunslingers around the Azure Sea

The discovery of Blackpowder has accelerated the use of firearms across the The Azure Sea in recent years, though Gunslingers are still an uncommon enough sight.   Only the very top-of-the-line ships in the Imperial Navy carry cannons, and the powder itself is not easy to obtain or to handle. Still, a select few have accepted the risks involved, and are still looked on with wary curiosity by most.  

Firearm 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 ranged weapons.   Reload
The weapon can be fired a number of times equal to its Reload score before you must spend an action (or an attack) to reload. You must have one free hand to reload a firearm.   Misfire
Whenever you make an attack roll with a firearm, and the dice roll is equal 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 equal to 8 + Misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon's Misfire score by 1.   Explosive
Upon a hit, everything within 5ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.   Ammunition
All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker's Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold in batches listed next to the price.  
Name Cost Damage Weight Properties Reload Misfire Ammo
Blunderbuss 300 sp 2d8 piercing 10 range 15/60, two-handed 1 2 5 sp for bag of 5 ammo, 25 cp to craft
Hand Mortar crafted 2d8 fire 10 range 30/60, explosive 1 3 10 sp for 1 ammo, 5 sp to craft
Musket 300 sp 1d12 piercing 10 range 120/480, two-handed 1 2 5 sp for 20 ammo, 25 cp to craft
Palm Pistol 50 sp 1d8 piercing 1 range 40/160, light 1 1 2 sp for 20 ammo, 1 sp to craft
Pepperbox 250 sp 1d10 piercing 5 range 80/320 6 2 4 sp for 20 ammo, 2 sp to craft
Pistol 150 sp 1d10 piercing 3 range 60/240 4 1 4 sp for 20 ammo, 2 sp to craft

Trickshots

Gunslingers can make the following Trick Shots using their Grit Points.  
Name Grit Points Description
Bullying Shot 1 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 expend one grit point to gain advantage on the roll.
Dazing Shot 1 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 1 When you make a firearm attack against a creature, you expend one grit point to gain advantage on the attack roll.
Disarming Shot 1 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 10ft away from you.
Forceful Shot 1 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 pushed 15ft away from you.
Piercing Shot 1 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.
Violent Shot 1+ When 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.
Winging Shot 1 When you make a firearm attack against a creature, you 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 .
The Gunslinger is based on original work by Matt Mercer.

Gunslinger by Michal Lisowski

Class
Fighter

Gunslinger


Firearm Proficiency. (Level 3)
Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.

Gunsmith. (Level 3)
Upon choosing this archetype at 3rd level, you gain proficiency with Tinker's Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM's discretion). Some extremely experimental and intricate firearms are only available through crafting.

Adept Marksman. (Level 3)
When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.
You learn two trick shots of your choice from the following list: Bullying Shot, Dazing Shot, Deadeye Shot, Disarming Shot, Forceful Shot, Piercing Shot, Violent Shot, Winging Shot.
Each use of a trick shot must be declared before the attack roll is made. You can only use one trick shot per attack.
You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.
You gain a number of Grit points equal to your Wisdom modifier (minimum of 1). These are used to activate Trick Shots. 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 significant threat (DM's discretion). You regain all expended grit points after a short or long rest.
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

Quickdraw. (Level 7)
When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.

Rapid Repair. (Level 10)
Upon reaching 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. (Level 15)
Starting at 15th level, you can reload any firearm as a bonus action.

Vicious Intent. (level 18)
At 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll with a firearm.

Hemorrhaging Critical. (Level 18)
Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half the damage from the attack at the end of its next turn.


Cover image: Classes by Kazunori Aruga

Comments

Please Login in order to comment!