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The Gunslinger

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Equipment
You start with the following equipment, in addition to the
The Gunslinger equipment granted by your background:
Proficiency (a) a revolving musket and 20 bullets or (b) a pistol and 20
Level Bonus Features Grit bullets
(a) a bayonet or (b) a flintlock
1st +2 Grit, Out of Sight 1d4 (a) an explorer’s pack or (b) a dungeoneer’s pack
2nd +2 Marksman, Expertise 1d4 Leather armor, a case of 20 bullets and tinker’s tools
3rd +2
Gunslinger’s Trail, Deadly
1d4
Alternatively, you may start with 5d4 x 10 gp to buy your
Aim own equipment.
4th +2 Ability Score Improvement 1d4
Grit
5th +3 Extra Attack 1d6
Through your quick reflexes and serene mind, you can swiftly
6th +3 Trail Feature 1d6 maneuver yourself during combat. You gain a number of grit
7th +3 Evasion 1d6
points equal to your Wisdom modifier (Minimum of 1).
You can spend these points to fuel various grit features.
8th +3 Ability Score Improvement 1d6 You start knowing three such features: Aimed Shot, Shoot
9th +4 Marksman (+2) 1d6 Down and Swift Action.
Some grit features use a grit die, which is a d4. This die
10th +4 Ability Score Improvement 1d6 changes as you gain gunslinger levels, as shown in the Grit
11th +4 Trail Feature 1d8 column of the Gunslinger table.
You regain 1 expended grit point each time you roll a 20 on
12th +4 Ability Score Improvement 1d8 the d20 roll for an attack with a firearm. You regain all
13th +5 Vicious Intent 1d8 expended grit points after a short or long rest.
14th +5 Occupational Trait 1d8 Aimed Shot. Before you make a firearm attack, you can
spend 1 grit point as a bonus action to add 1 roll of your grit
15th +5 Eagle Eye 1d8 die to the attack and damage rolls of that attack.
16th +5 Ability Score Improvement 1d8
Shoot Down. You can spend 1 grit point as a reaction to
17th +6 Trail Feature 1d10 make a firearm attack against a ranged weapon attack aimed
18th +6 Marksman (+3) 1d10 at you from at least 10 feet away which you can see,
subtracting 1 roll of your grit die to the attacker’s attack roll.
19th +6 Ability Score Improvement 1d10 You can use this feature after you see the roll, but before you
20th +6 True Grit 1d10
know if the attack hits or misses.
Swift Action. You can spend 1 grit point to reload a firearm
or take the Use an Object action as a bonus action on your
turn.
Class Features Out of Sight
Hit Points
You never go anywhere without your trusted weapon of
choice. You gain advantage on Dexterity (Sleight of Hand)
Hit Dice: 1d8 per gunslinger level rolls made to conceal a one-handed firearm on your person.
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution Expertise
modifier per gunslinger level after 1st
Starting 2th level, choose two of your skill proficiencies, or
Proficiencies one of your skill proficiencies and your proficiency with
Armor: Light armor tinker's tools. Your proficiency bonus is doubled for any
Weapons: simple weapons, short swords, bayonets, palm ability check you make that uses either of the chosen
pistols, revolving muskets proficiencies.
Tools: Tinker’s Tools
Saving Throws: Dexterity, Intelligence Marksman
Skills: Choose three from Acrobatics, Insight, Intimidation,
Investigation, Perception, Sleight of Hand, and Stealth Also at 2nd level, you've developed great precision at ranged
combat. You gain a +1 bonus to attack rolls you make with
Bayonets have the same damage and properties as short ranged weapons.
Starting 9th level, this bonus increases to
swords, and can be attached with the Use an Object +2, and starting at 18th level, this bonus increases to +3.
action to any two-handed firearm, wielding both weapons This bonus does not stack with the Archery fighting style.
at the same time by holding the firearm with two hands.

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Gunslinger’s Trail Optional Feature: Blaster
At the 3rd level, you choose the trail that reflects your own This 2nd-level feature replaces the Marksman feature, and
personal creed. Choose from the Duelist, the Gunsmith, the works with the optional Buckshot rule presented at the end
Combatant, the Guided, the Guardian, the Soulgun or the of the class description.
Grenadier, all detailed at the end of the class description.
Your choice grants you a unique feature when you choose it Blaster
at 3rd level and again at 6th, 11th and 17th levels.
At 2nd level, you’ve mastered the art of blasting your enemies
Deadly Aim from up close. You can prepare a Buckshot as a Bonus Action
by using Swift Action. Additionally, when you perform a
Also at 3rd level, whenever you score a critical hit on an Buckshot, you can add your ability modifier to the damage of
attack with a firearm, you deal additional damage equal to 1 that Buckshot.
roll of your grit die.
After you reach 3rd level and gain the Deadly Aim feature,
Ability Score Improvement creatures that roll a 1 on their saving throw against your
Reaching the 4th level, and again at 8th, 10th, 12th, 16th, and Buckshots take extra damage equal to 1 roll of your Grit die.
19th level, you can increase one ability score of your choice Starting 9th level, creatures that succeed their saving throw
by 2, or you can increase two ability scores of your choice by against your Buckshots take half the Buckshot's damage.
1.
As normal, you can't increase an ability score above 20 After you reach 13th level and gain the Vicious Intent feature,
using this feature. creatures that roll a 1 or a 2 on their saving throw against
your Buckshots take extra damage equal to 1 roll of your Grit
Extra Attack die.
Beginning at 5th level, you can attack twice, instead of once, Starting at 18th level, once per turn when you take the Attack
whenever you take the Attack action on your turn. action, you can prepare a Buckshot as part of an attack.
Evasion After you reach 20th level and gain the True Grit feature, you
can prepare a Buckshot as a Bonus Action by using Swift
Beginning at 7th level, you can nimbly dodge out of the way of Action without expending a Grit point.
certain area effects, such as a red dragon's fiery breath or an
ice storm spell. When you are subjected to an effect that
allows you to make a Dexterity saving throw to take only half
damage, you instead take no damage if you succeed on the
saving throw, and only half damage if you fail.
Vicious Intent
Reaching 13th 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.
Occupational Trait
By 14th level, through your extensive dealings with firearms,
explosions now rarely do anything to you. You gain resistance
to thunder damage, and advantage on saving throws against
effects that would make you blinded or deafened.
Eagle Eye
Starting at 15th level, you can recognize even fine details at a
glance. You can take the Search Action as a bonus action on
your turn. Moreover, when you make a firearm attack, the
firearm's short and long range are doubled.
True Grit
At 20th level, whenever you would regain 1 Grit Point, you
instead regain 2, up to your current maximum. You can also
use Aimed Shot, Shoot Down or Swift Action without
expending grit points, rolling a d4 instead of a grit die. Trail
features can’t be used this way.
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Trail of the Duelist Trick Shots
Duelists combine ultra-fast reflexes and careful aiming to act These trick shots are presented in alphabetical order.
as masters of ranged combat. They rely on their speed of fire, Crushing Shot: When you make a firearm attack against a
their most important gunslinger trait, to perform amazing creature, you can attempt to harm their conviction. On a hit,
feats with firearms. the target must make a Constitution saving throw. On a failed
save, it suffers disadvantage on the next saving throw it
Trick Shot makes before the end of your next turn.
When you choose this trail at 3rd level, you learn to perform Dazing Shot: When you make a firearm attack against a
powerful shots to disable your opponents using firearms. creature, you can attempt to dizzy them. On a hit, the target
Trick Shots. You learn two trick Shots of your choice, which must make a Constitution saving throw. On a failed save, it
are detailed as "Trick Shots" below. Whenever you use your suffers disadvantage on its attacks until the end of your next
Aimed Shot, you can perform one of your trick shots. turn.
You learn one additional trick shot of your choice, and you Disarming Shot: When you make a firearm attack against a
can choose one of the trick shots you know and replace it creature, you can attempt to shoot an object from their
with another trick shot, at 6th, 11th and 17th level. hands. On a hit, the target must make a Strength saving
Saving Throws. Some of your trick shots require your throw. On a failed save, it drops 1 object its holding of your
targets to make a saving throw to resist the trick shot’s choice and that object is pushed 10 feet away from you.
effects. The saving throw DC is calculated as follows: Distracting shot: When you make a firearm attack against a
Trickshot save DC = 8 + your proficiency bonus + your creature, you can attempt distract them. On a hit, the target
Dexterity modifier must make a Constitution saving throw. On a failed save, the
next attack roll made against it by a creature other than you
Quickdraw before the start of your next turn has advantage.
By 6th level, you add your proficiency bonus to your initiative. Forceful Shot: When you make a firearm attack against a
Furthermore, during the first round of combat in which you creature, you can attempt to trip them up and force them
are not surprised, you can spend 1 grit point as a Reaction to back. On a hit, the target must succeed on a Strength saving
make a single firearm attack at your initiative + 1 roll of your throw or be pushed 15 feet away from you.
grit die. Afterward, initiative proceeds as normal.
Startling Shot: When you make a firearm attack against
Fan Fire creature, you can attempt to startle them. On a hit, the target
must make a Constitution saving throw or lose it's reaction
Starting at 11th level, you can attack three times, instead of until the end of your next turn.
two, whenever you take the Attack action with a firearm on
your turn. Winging Shot: When you make a firearm attack against
creature, you can try to topple them. On a hit, the target must
Hemorrhaging Critical succeed on a Strength saving throw or be knocked prone.
Upon reaching 17th 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.

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Trail of the Gunsmith Trail of the Combatant
Sometimes gunslingers witnesses a magical phenomenon Gunslingers who choose this trail take their close quarter
and tries to replicate it through trial an error, combining their combat experience to higher levels, using their firearms and
firearm and their wealth of experience with gunpowder, bayonets at a fast pace. Combining both long and short range
resulting on a special firearm with several magical effects. combat, they've mastered an unique fighting style.
Magic Arsenal Close Quarter Shooter
When you pick this trail at 3rd level, you gain the ability to The moment you choose this trail at 3rd level, you learn how
manipulate and imbue a nonmagical firearm with certain to engage in close quarter combat using your firearms
magic properties, making it your magic arsenal. combined with bayonets, gaining the following benefits:
When you finish a long rest, you can use tinker's tools to Being within 5 feet of a hostile creature doesn't impose
imbue a firearm with one common magic property of your disadvantage on your ranged attack rolls.
choice (detailed at the end of the class description). You can
also change the imbued magic property for a different one the When you make a firearm attack using a firearm with a
same way. The magic property disappear from the firearm if bayonet attached, you can make a melee weapon attack
you later imbue a different firearm using this feature. with the bayonet as a Bonus Action on your turn.
Spellslinger Swift Steps
Also at 3rd level, you learn how to use your Magic Arsenal to Also at 3rd level, you can combine the use of close-range
perform a spell like shot. While wielding your magic arsenal, combat with quick reflexes and well-practiced footwork.
you can cast the firebolt cantrip through it. Wisdom is your Whenever you use Swift Action, your walking speed
spellcasting modifier for this spell., and it gains additional increases by 10 feet and you gain the option to take the
benefits when you cast it using this feature. Disengage action as a Bonus Action on your turn.
Whenever you take the Attack action with your magic Superior Agility
arsenal, you can cast this spell in place of one of the attacks.
You make separate attack rolls for each damage die. You can By 6th level, all your movements become fluid while you fight.
make these attacks rolls against the same target or different You can stand up as a reaction if you are knocked prone. You
ones, and each of them counts as a firearm attack for you. also gain advantage on any Dexterity (Acrobatics) check
You can also perform a Bursting Shot if you use Aimed made to escape a grapple.
Shot with one of these attacks, forcing all creatures within 10
feet of the target to succeed on a Dexterity saving throw (DC Overheated Blade
8 + your Wisdom modifier + your Proficiency bonus), dealing Starting at 11rd level, you can take advantage of the heat
the same damage as the target to them on a fail, or half as emanated by your firearm's barrel with an attached bayonet.
much on a success. When you make an attack using a firearm attack with an
This spell also benefits from the magic property imbued attached bayonet, your bayonet glows red hot, dealing an
onto your magic arsenal, changing the damage type with the additional 2d6 fire damage with all attacks you make with it
elemental property, casting silently and without the verbal before the end of your current turn.
component with the silenced property, or ignoring resistance The damage type changes accordingly if the firearm has
to fire damage gained through being fully immersed in water the elemental magic property.
with the waterbond property.
Arcane Disruption Close Combat Mastery
By 6th level, you can use your magic arsenal to affect spells By 17th level, your melee weapon attacks using an attached
directed at you from afar, possibly disrupting their effects. bayonet score a critical hit on a roll of 19-20, regain expended
While you are wielding you magic arsenal, you can use grit points as a critical hit with a firearm attack would, and
Shoot Down on any spell that requires a ranged spell attack deal additional damage to the target equal to 1 roll of your
and targets only you. You don't spend ammunition when you Grit die.
use this feature against a spell.
Improved Magic Arsenal
At 11th level, your magic arsenal gains the +1 magic property.
Your Spellslinger feature also benefits from this property.
Bursting Critical
By 17th level, whenever you score a critical with an attack roll
for your spellsliger feature, that attack becomes a Bursting
Shot.

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Art by: @Shaun Linn

Trail of the Guided

Some deities show special interest to gunslingers with

particularly exceptional combat senses and their volatile

weapon of choice, giving just a drop of their divinity and

enhancing their combat prowess. Whether they are aware of

this or not, these gunslingers are now capable of divine skills.

Divine Marksman

When you pick this trail at 3rd level, you gain the ability to

channel the divine energy of your guiding deity into attacks

you focus on. Whenever you hit a target with Aimed Shot, the

damage dealt by your grit die becomes radiant damage, and

the creature is marked for 1 minute, until you mark another

creature, or your release the mark, in which case the mark

disappears.
You always know the position of a marked creature if it is Trail of the Guardian
within 120ft from you, and you can release the mark to make
a divine shot against the target. The wisdom and experience gained through their life leads
some gunslingers to have a natural leadership over their
Baleful Shot: You release the mark after you make this shot. companions, and a heavy tendency to look out for them. A
A creature hit by this shot must succeed on a Charisma guardian is someone every warrior wants on their back.
saving throw (DC = 8 + your proficiency bonus + your
Wisdom modifier) or fall under the effect of the bane spell Cover Fire
until the start of your next turn.
The die your target subtracts changes as you gain The moment you choose this trail at 3rd level, you learn how
gunslinger levels, as shown in the Grit Die column of the to take care of your allies safety instead of just your own. You
Gunslinger table. can use your Shoot Down against ranged weapon attacks
made against creatures other than you.
Guided Shot: You release the mark before you make this
shot, gaining a bonus to your attack roll equal to your Field Medic
Wisdom modifier. Also at 3rd level, you can rapidly give healing treatment to
Divine Assistance your fallen allies. You gain proficiency in the Medicine skill if
you don't already have it. You can also use Swift Action to
At 6th level, you gain an additional aid from your deity in the attempt to stabilize an unconscious creature as a Bonus
form a small enlightenment at certain moments. At the end of Action. If you succeed, that creature also regains hit points
a long rest, you gain the effect of a Guidance spell that lasts equal to 1 roll of your grit die + your Wisdom modifier.
until the start of your next long rest (the spell ends early as
normal when you roll and add the d4 to an ability check). Awakening Shock
Improved Divine Marksman By 6th level, when you take the Attack action with a firearm
on your turn, you can forgo one of your attacks and shot your
Reaching 11th level, you learn to focus your divine energy on firearm to the sky. When you do so, charmed or frightened
a more destructive way. Whenever you hit a creature with a allies within 120ft of you that hear the shot can use their
firearm attack, the creature takes an extra 1d8 radiant Reaction to attempt a saving throw against the status effect.
damage. The damage increases to 2d8 if you hit the creature On a success, they are no longer charmed or frightened.
with a divine shot.
Guarding Stance
Radiant Critical Reaching 11th level, you can respond to danger more often.
By 17th level, the energy of your watchful deity reacts every You can use Shoot Down once on every creature's turn
time you make a perfect shot. Whenever you score a critical without spending a Grit point or using your Reaction.
hit with a firearm, you mark the target of your attack. You Moreover, whenever you stop a ranged weapon attack using
also regain the effect of your Divine Assistance trait if you Shoot Down, you make a firearm attack against the attacker.
already use it. You don't spend any additional bullets for this firearm attack.
Inspiring Shot
By 17th level, your allies morale raises whenever they see you
at your best. When you score a critical hit with a firearm
attack, you can choose an allied creature that can see you to
strike with you. The chosen ally can use its Reaction to make
a weapon attack.

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Soul Protection
Trail of the Soulgun At 6th level, you can use the vitality you poured into your soul
All gunslingers put their trust onto their firearm, but some of partner to protect yourself in times of need. If you are forced
them put their life and will into theirs to the point that they to make a saving throw while holding your soul partner, you
gamble their life as much as their opponent's life. A soulgun can spend a soul bullet as a Reaction to roll a d4 and and add
gunslinger shows magical prowess through his almost the number rolled to your saving throw.
fanatical believe to his firearm, constantly feeding a part of
it's very life to it. Potent Soul
Soul Parter Beginning at 11th level, your will brings more destructive
power through your soul bullets. Whenever you hit a creature
The moment you choose this trail at 3rd level, you poured so with an attack you make using a soul bullet, the creature
much of your will into your firearm that it develops magical takes extra necrotic damage equal to your Wisdom modifier.
properties that feeds of your vitality. Whenever you finish a
long rest, you can touch one firearm to pour your will into it, Soul Nourishment
making it your soul partner. Your choice should reflect the
bond you have with that firearm. By 17th level, your soul partner revitalizes whenever you land
Your soul partner gains the vampiric magic property a perfect shot with it. When you score a critical hit with your
(detailed at the end of the class description). Moreover, the soul partner, you gain an amount of soul bullets up to your
bullets created by your soul partner are soul bullets, and Soul Partner's Reload score, and any non magical bullet
some of your features require you to spend soul bullets rather already loaded becomes a soul bullet. Additionally, if the
than firing it. When you spend a soul bullet, it vanishes from attack was made using a Soul Bullet, the target is cursed by
your Soul Partner. your Cursed Soul feature. If the target was already cursed by
If you kill a creature using your Soul Partner, you gain a your Cursed Soul feature, you regain an amount of hit points
soul bullet. Soul Bullets are automatically loaded to your soul equal to 1 roll of your Grit die + your Wisdom modifier.
partner. You can’t take a soul bullet out of your Soul Partner.
Once you have a soul partner, you can't have a second one.
If you want a different soul partner, you must break the bond
with your current soul partner. If it is on the same plane of
existence, you can summon your soul partner as a bonus
action on your turn, causing it to teleport instantly to your
hand. If another creature attempts to use your soul partner, it
takes necrotic damage equal to 1 roll of your grit die.
Cursed Soul
Also at 3rd level, you gain the ability to curse the soul of a
creature through your soul bullets. If you hit a target with
Aimed Shot using a soul bullet, the creature is subjected to a
hex spell casted by you. This spell gains additional properties
when you cast it using this feature.
You use a d4 instead of a d6 for the extra necrotic damage
dealt to the target. This die changes as you gain
gunslinger levels, as shown in the Grit column of the
Gunslinger table.
You don't need to maintain concentration on the spell.
Instead, you must spend 1 soul bullet every turn you
maintain the spell.
If a target cursed by this feature dies, you can forgo
cursing a new target and instead use a Bonus Action to
regain an amount of hit points equal to 1 roll of your Grit
die + your Wisdom modifier.

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Trail of the Grenadier Explosive Critical
Most gunslinger only use explosives to power theirs shots By 17th level, when you score a critical hit on an attack with a
using a firearm, but some see more varied uses for firearm, you can use a Bonus Action to throw a grenade.
gunpowder, mixing it with different materials to get small Grenades
packs of portable explosives they call grenades.
These grenades are presented in alphabetical order.
Grenade Crafting
Adhesive Grenade: This grenade explodes in a 20 foot
When you choose this trail at 3rd level, you learn how to craft radius sphere, coating everything in a thick sticky tar.
grenades, a small pack with explosive and lethal substances. Creatures within the blast radius must succeed on a
Grenades. You learn how to craft and maintain a number of Dexterity saving throw, taking acid damage equal to 2 rolls of
grenades, detailed below, equal to twice your proficiency your grit die and becoming restrained on a fail, or half as
bonus, using Tinker's Tools and 5 bullets per grenade at the much and not becoming restrained on a success.
end of a long rest. You can also craft 1 grenade at the end of a The grenade's tar dissolves after 1 minute. A creature
short rest. All Grenades become inert if not used by the end restrained by this tar can make a Strength saving throw
of your next long rest. against your Grenade save DC at the end of each of its turns,
Once per turn when you take the Attack action on your breaking free on a success. Additionally, all surfaces within
turn, you can throw a grenade at a point of your choosing up the blast radius become difficult terrain.
to 60ft away as one of your attacks. You can also throw a Flaming Grenade: This grenade explodes in a 20 foot radius
grenade as a Bonus Action when you use Swift Action. In sphere, enveloping the area in fire. Creatures within the blast
both cases, you can draw the grenade as part of the attack radius must make a Dexterity saving throw, taking fire
you make with the grenade. damage equal to 3 rolls of your grit die on a failure, or half as
When a creature other than you throws one of your much on a success.
grenades, all creatures within the grenade's blast radius have The fire continues to burn for 1 minute. A creature that
advantage on their saving throws against the grenade´s enters the area or ends its turn there takes fire damage equal
initial effect. Grenades are subjected to the Noise and Water to 1 roll of your grit die. The fire ignites flammable objects in
properties, detailed at the end of the class description. the area that aren't being worn or carried.
Saving Throws. Your grenades require your targets to make Freezing Grenade: This grenade explodes in a 20 foot
a saving throw to resist the grenade’s effects. The saving radius sphere, blasting freezing air. Creatures within the blast
throw DC is calculated as follows: radius must succeed on a Constitution saving throw, taking
Grenade save DC = 8 + your proficiency bonus + your cold damage equal to 2 rolls of your grit die and fall prone on
Wisdom modifier a fail, or half as much and not falling prone on a success.
The ground within the blast radius becomes frozen for 1
Trapper minute. A creature that enters the area or ends its turn there
must also succeed on a Dexterity saving throw or fall prone.
By 6th level, you can use your grenades to set up traps. Using
Tinker's Tools as an Action, you can set up a trap to detonate Toxic Grenade: This grenade explodes in a 20 foot radius
one of your grenades using a Weight or a Cord trigger. sphere, spreading toxic smoke into the air. Creatures within
A creature that triggers one of your traps has disadvantage the blast radius must succeed on a Constitution saving throw,
on it´s saving throw against the grenade´s initial effect. taking poison damage equal to 2 rolls of your grit die and
Hidden traps require a successful Intelligence (Investigation) becoming poisoned for 1 minute on a fail, or half as much and
check against your grenade save DC to be found. not becoming poisoned on a success.
The smoke last on the blast radius for 1 minute or until a
Weight. While you set up this trap, you use a plaque on a 5- wind of moderate or greater speed (at least 10 miles per
foot radius on a flat surface within your reach. The trap hour) disperses it. A creature that starts its turn inside the
triggers when a Small creature or larger moves into the area. smoke must succeed on a Constitution saving throw or
become poisoned. Creatures that don't need to breathe or are
Cord. While you set up this trap, you use a cord tied up to a immune to poison automatically succeed on this saving
door or a switch within your reach. The trap triggers when throw. A poisoned creature can repeat the saving throw at the
the door or the switch move the cord. end of each of its turns, ending the condition on a success.
Art of Detonation
Traps are flammable objects, and detonate with
By 11th level, you learn how to better craft and combine your fire effects such as a lit torch or a fireball spell.
grenades with a firearm. The initial damage of your grenades A the DM's option, you may use an alternative
increases by 1 roll of your Grit die. Moreover, when you hit a trigger, like a timed device using a lit candle.
creature with a firearm attack, that creature has disadvantage Creatures with proficiency may try a Dexterity
on the next saving throw it makes against the initial effect of (Thieve's Tools) check to disarm your traps.
your grenades before the end of your current turn.

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Properties and Feats Crafting a Firearm
Firearms are a new and volatile technology, and as such bring Creating a firearm is a slow and complicated process. To
their own unique set of weapon properties. Some properties begin with, the character needs to have proficiency with both
are followed by a number, and this number signifies an Tinker’s Tools and firearms. A character engaged on crafting
element of that property (outlined below). These properties a firearm must have a set of Tinker’s Tools at hand during the
replace the optional ones presented in the Dungeon Master’s entire process and succeed on an Intelligence (Tinker’s Tools)
Guide. Firearms are ranged weapons. check (the DC for every firearm is stated in the "properties"
column of the firearms table) at the end of each day, making
Reload. When a weapon with this property has been fired a progress in 25 gp increments for every success, until the
number of times equal to its reload score, it must be reloaded market value of the firearm is reached. Regardless of whether
before firing again. You must use an action and a number of the check is a success or a failure, the 25 gp are spent every
ammunition equal to the reload score of the weapon to reload day of crafting. To craft bullets, progress is made in 5 gp
it. If you can make more than one attack as part of the Attack increments, without an Intelligence (Tinker’s Tools) check.
action (such as from the Extra Attack feature), you can reload The character will work for 8 hours on each of the days,
a weapon with the reload property in place of making an though they do not have to be consecutive. Therefore, it
attack. You must have one free hand to reload a weapon. would take 2 days, 50 gp, and a success on 2 Intelligence
Munition. You can use a weapon with the Munition property (Tinker’s Tools) checks with a DC 13 to craft a Pistol.
to make ranged attacks only if it has loaded Ammunition to Multiple characters can combine their efforts toward the
fire from the weapon. Each time you Attack with the weapon, crafting of a single firearm, provided that all characters have
you expend one piece of loaded Ammunition. Weapons with proficiency with Tinker’s Tools, at least one of them have
this property use bullets as ammunition, which are stored in proficiency with firearms, and they are all working together in
cases that can hold up to 20 bullets. the same place. Although only one character takes the
Intelligence (Tinker’s Tools) checks, additional contributors
DC. This is the set difficulty when crafting this weapon. adds half their proficiency bonus to the check and 25 gp
worth of effort for every day spent helping to craft the
Noise. When fired, a weapon with this property makes a loud firearm. For example, three characters can craft a Revolving
sound, much like two stones crashing together at high speed. Musket in 1 day, provided they succeed on the Intelligence
This sound is easily heard by any creature within ¼ mile of (Tinker’s Tools) check.
the shot.
Water. If this weapon gets wet or if it is brought underwater, Enchanting a Firearm
you must use Tinker’s Tools to disassemble and clean it Characters may enchant firearms with the magic properties
before it is operational again. You cannot use a weapon with detailed below if they are proficient with the Arcana skill.
this property underwater without magical help. When a character enchants a firearm, one or several magic
Firearm Specialist
properties can be added to the firearm. This process is
usually completed by using magical materials, but the ability
You are adept at using guns effectively, gaining the following to cast spells may be used as a substitute. The DM has the
benefits: final decision on what will be necessary to add each property,
Being within 5 feet of a hostile creature doesn't impose for example, using mithral to add the "light" property to the
disadvantage on your ranged attack rolls. firearm. Getting an exotic material or the help of a powerful
On your turn, when you score a critical hit with a firearm wizard in your campaign can be the beginning of a great
or reduce a creature to 0 hit points with one, you can adventure for your character. You can also add some magic
reload a firearm as a bonus action. properties, such as +1 or elemental, to 1 or a full case of
When you use the Attack action and attack with a one bullets through this process
handed weapon, you can use a bonus action to attack with At the end of each work day when enchanting a firearm,
a light firearm you are holding with a different hand. the character makes an Intelligence (Arcana) check with a
DC equal to 10 + the DC added by the magic property + the
Grenadier Initiate combined DC of all magic properties already on the firearm,
You’ve learned how to create grenades to use in combat: making progress in 25 gp increments for every success, until
the market value of the magic property is reached. Regardless
You gain proficiency with tinker's tools. of whether the check is a success or a failure, the 25 gp are
You learn the crafting method of two Grenades of your spent every day of crafting.
choice from among those available to the Grenadier trail The character will work for 8 hours on each of the days,
in the gunslinger class. The saving throw DC for these though they do not have to be consecutive. Therefore, it
Grenades equals 8 + your proficiency bonus + your would take 10 days, 250 gp, and a success of 10 Intelligence
Intelligence or Wisdom modifier (you choose when you (Arcana) checks with a DC 14 to enchant a Pistol with the +1
pick this feat). You use a d4 for the damage of this grenade magic property.
if you don't already have a Grit die. The same way as when crafting, multiple characters can
You can use tinker's tools to craft one Grenade which you combine their efforts when enchanting, provided that all
know the crafting method at the end of a short or long characters have proficiency with Arcana.
rest.

9
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Common Magic Properties Rare Magic Properties
DC Increases by 2 for each Added Property DC Increases by 6 for each Added Property
Magic Added Magic Added
Property Cost Description Property Cost Description

Damage dealt with the weapon is 1250 You have a +2 bonus to attack and
+2
considered Acid, Cold, Fire, Lightning gp damage rolls made with this weapon.
or Poison for the purpose of When you make a ranged attack roll with
Elemental 50 gp
overcoming resistance and immunity. this weapon, you can take aim through
You choose the damage type when the scope (no action required) to ignore
you enchant this weapon. Magic 1250
half cover and three-quarters cover.
Scope gp
The weapon and loaded ammunition Additionally, you suffer no disadvantage
are no longer affected by being wet or due to long range, dim light or darkness
Waterbond 50 gp submerged, and being underwater when doing so.
doesn't impose disadvantage or fails Whenever you hit a creature with a
on your ranged attack rolls using it. ranged attack using this weapon, you
When fired, a silenced weapon make an additional attack with
Silenced 50 gp disadvantage against the next creature (if
doesn't make a noise.
1250 any) in a line directly behind the target of
Piercer
gp your first attack within the first range
increment of this weapon. Only the
initial attack uses ammunition. If you roll
a 20 on your first attack, you ignore
disadvantage on your second attack roll.
Uncommon Magic Properties
DC Increases by 4 for each Added Property
Magic Added
Property Cost Description
250 You have a +1 bonus to attack and Very Rare Magic Properties
+1
gp damage rolls made with this firearm.
DC Increases by 8 for each Added Property
The firearm gains the light property, as
250 detailed in the PHB. This property can’t Magic Added
Light Property Cost Description
gp be applied to weapons with the two-
handed property. 6250 You have a +3 bonus to attack and
+3
You can allow the weapon to absorb gp damage rolls made with this weapon.
your life force to reload. On your turn, When you are holding this weapon, you
you can reload this firearm with can, as a command phrase, say, "Let the
250 magically created ammunition (no Wild Hunt begin" to start a Wild Hunt.
Vampiric
gp action required), taking 1d4 necrotic You can only start a Wild Hunt once per
damage. This damage ignores resistance day, and it last 1 minute. The moment
and immunity. The damage dealt by you start the Wild Hunt, your attacks
ammunition created this way is necrotic. with this weapon score a critical hit on a
Wild 6250
roll of 19 or 20. Then, every turn after
Hunt gp
the first, your attacks with this weapon
score a critical hit on a roll of 19-20 plus
one more roll in descending order. So
you would score a critical hit on a 18-20
roll on your second turn, then on a 17-
Rewarding and Magic Properties 20 on your third turn, and so on until 1
Magic properties are not unique to enchanting. minute passes and the wild hunt ends.

Attunement and Magic Properties


If the magic properties of a weapon accumulate a
DC equal or higher than 6, the weapon requires
attunement.

10
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Simple Firearms
Name Cost Ammunition Damage Weight Range Properties
Flintlock 25gp 1gp (20) 1d6 piercing 2 lb. (40/160) Reload 1, Light, Munition, DC 12, noise, water
Pistol 50gp 1gp (20) 1d8 piercing 3 lb. (60/240) Reload 6, Munition, DC 13, noise, water

Martial Firearms
Name Cost Ammunition Damage Weight Range Properties
Palm Pistol 50gp 1gp (20) 1d6 piercing 2 lb. (50/200) Reload 4, Light, Munition, DC 13, noise, water
Revolving 1d12 Reload 8, Two-Handed, Munition, DC 14, noise,
75gp 1gp (20) 9 lb. (100/400)
Musket piercing water

Multiclassing
The following information functions as additions to those Optional Rule: Buckshot
listed on pages 163 and 164 of the Player's Handbook. Any character with a free hand can use it's Action
Class Ability Score Minimum to prepare a buckshot, filling the barrel of a firearm
with a number of ball bearings equal to the highest
Gunslinger Dexterity 13 and Wisdom 13 possible roll of that firearm's damage die.
Afterward, the next attack made with that firearm
Proficiencies before the end of that character's next turn is
Class Proficiencies Gained traded with a buckshot. When performing a
buckshot, all creatures within a 15 foot cone of the
Simple weapons, Revolving Muskets, Light shooter must succeed on a Dexterity saving throw
Gunslinger armor, one skill from the class's skill list, (DC = 8 + the Shooter's Dexterity modifier + the
Tinker's tools. Shooter's Proficiency bonus, if the shooter is
proficient with the firearm), taking 2 rolls of the
firearm's damage die on a fail.
Proficiency with Firearms You don't add your ability modifier to the
Rogues, Drow and any other character damage of a Buckshot.
proficient with hand crossbows is also Creatures that succeed on their saving throw
proficient with palm pistols. against a Buckshot take no damage from it.
Artificers are proficient with both simple and A Buckshot is not an attack, so it gains no
martial firearms presented in this system. benefits from features that require a weapon
The Repeating Shot Infusion allows you to attack, such as Sneak Attack or Aimed Shot.
ignore the Reload property of a weapon. Each time you perform a buckshot, you expend
one piece of loaded Ammunition and all ball
bearings used to prepare the buckshot.
Characters with multiple attacks per Action may
prepare a buckshot in place of making one of
Credits
such attacks.
Inspired by the Gunslinger Fighter Archetype Characters with the Firearm Specialist feat may
created by Matt Mercer use any Bonus Actions granted by the Feat
Inspired by the Gunslinger Class created by when attacking with a firearm to prepare a
/u/Ujio21 Buckshot with that firearm.

11
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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