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THE GUNSMITH'S TREATISE

A Compendium / Add-on for the 5E Gunslinger


class by MATTHEW MERCER

v1.1 2-19

The Gunsmith's Treatise is meant to serve as an in-road for DM's who wish to allow their players to
play the archetype in their worlds, but who might be unsure how to bring gunpowder, firearms, and
that level of technology into their campaigns without severely unbalancing their worlds.

In this Treatise, both players and Dungeon Masters will find ideas on how one can source the raw
materials necessary for gunpowder in and out of shops, additions to existing checks for Tinker's Tools
used for firearm repair and creation, and additional features and potential drawbacks for firearm and
ammunition experimentation.

DESIGNED BY XERO REYNOLDS & JESSE SCHLAM FOR


HAUNTED MOUNTAIN TABLETOP

ART BY XERO REYNOLDS

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The Gunsmith's Treatise 1


TABLE OF CONTENTS

GUNPOWDER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
STANDARD AMMUNITION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
GUNSMITHING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
GRIT EXPANSION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
EXPERIMENTATION AND UPGRADING. . . . . . . . . . . . . . . . . . . . . . . . . . . 8
- experimentation table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
- upgrading firearms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
SPECIAL AMMO . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
- enhanced misfire options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
THE ARMORY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
CREDITS AND SPECIAL THANKS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Gunpowder
“Comprehend Languages? Unnecessary. I find that GUNPOWDER INGREDIENTS
'click' and 'boom' are universally understood across
Saltpeter (Potassium Nitrate) 75% . . . DM Discretion
the realms.”
-Malacodah, Tiefling Gunslinger Softwood Charcoal 15% . . . 1sp per pound

By default, gunpowder already exists in the DMG (p Sulfur 10% . . . 50sp per pound
267), and is sold in horns or kegs. Additionally, it can
be found in the same section in crude devices such as Graphite Powder . . . used to coat gunpowder
light-and-toss bombs, grenades, or sticks of dynamite. granules, and prevent ignition by static discharge.
(DM's discretion)
The rules for the damage dealt from these weapons or
standard containers of gunpowder being ignited are Natural sources of Sulfur: hot springs, thermal vents,
also spelled out. As a DM, you've already got a solid volcanic areas, mineral deposits
base to work from if you're not sure where to begin.
Natural sources of Charcoal suitable for gunpowder:
But as Mercer rightly points out, gunpowder can still any remnants from burning softwood trees
come at a premium, or be rare enough to cost
ridiculous amounts. This rough brand of black
powder economy can leave the Gunslinger in the
lurch unless they have a large disposable income, You might notice that saltpeter is the key ingredient in
access to a friendly alchemist, or have the know-how gunpowder percentile wise, and that we've not
to source the materials themselves to save some coin. included a price. Why is that?

The obvious benefit for the player choosing this DIY Well, the honest answer is that saltpeter tends to be
method is the ability to sell their excess black powder the most time consuming and difficult of the materials
at a profit, provided they can safely get the material to to source. The DM must decide how far along the
a venue where they might market it (and provided the development curve their world is when it comes to
DM is okay with it!). gunpowder, and the means to produce it.

To give you an idea, let's look at the natural sources


Gunpowder Pricing per DMG of saltpeter: alkaline deserts, urine, guano, limestone
caverns, sap from the sunflower plant, tobacco,
Gunpowder (Horn) . . . (2 lbs) 35gp spinach, celery, cabbage, and certain soils.
Gunpowder (Keg) . . . (20 lbs) 250gp
As you can see, saltpeter either requires certain
conditions (the mixture of water through limestone
formations interacting with bat droppings, soil that
In the end, the choice falls to the DM on whether or has experienced certain plants and growing
not to streamline the player's production of conditions, mineral-specific arid climes), or a high
gunpowder, as just gathering the raw materials may level of skill with alchemy to distill it in minute
be enough of a challenge on its own before one amounts from certain plants.
factors in the means to process them.
There is also a process called a “nitrate bed” that
With that in mind, here are the basics to give DM and utilizes straw, grass, urine, and a time frame involving
player alike an idea of what to expect, suggested months to allow the nitrates from urine to chemically
prices for materials, and where to source the combine with the other organic material.
components.

Haunted Mountain Tabletop THE GUNSMITH'S TREATISE 3


The resulting calcium nitrate, once dried, is collected DM EXAMPLE
from this niter bed, run through wood ash, and then
allowed to dry to produce gunpowder-grade saltpeter.
The Gunslinger's Player wishes to source some
It's a pretty involved process for the average
materials to later bring to an Alchemist in town
adventurer …
that has been known to produce black powder
for cannons used by the local naval forces.
… but not for the enterprising shopkeeper,
particularly if they can charge for the process.
The Party's journey tracking down a young Red
Dragon that's been terrorizing the area takes
This could be another in-road for the DM. While
them through a natural hot spring before they
things like charcoal simply involve burning some
can reach the beast's den.
wood, sulfur itself still has to be processed from the
raw mineral form into usable powder for the mixture. “Oh! Can I possibly collect some sulfur while
Mining concerns, alchemist stores, and other we're here?” they ask hopefully.
professionals that deal with minerals might offer this
for a modest fee. “You can try,” Replies the DM. “Give me a
Nature check.”
There is also the matter of crafting the gunpowder,
and the inherent risks involved. The DM could allow The player rolls a total of 17.
a player that lacks the alchemist tools proficiency to
instead use Grit to aid in the crafting (see Grit “Okay, you realize from your lessons that the
Expansion section), or have the player roll a check matte yellowish patina around the edge of
such as Performance with a preset DC to determine if some of the pools is sulfur. Did you want to try
they are successful. to get some?” asks the DM.

Here's an example based on a bog standard DC of 10: “Easier to get it in town,” offers the Rogue.

“I checked. They're out,” the Gunslinger replies.


“Just give me five minutes to get some of this.”
9-2: Failure. Materials are spent, and no
gunpowder is produced. The DM nods. “As you approach one of the
steaming pools, the rotten egg scent is strong.
10 or higher: Success, and requisite The sulfurous deposits rim the sloping walls of
amount of gunpowder is created, based on the springs. Give me a straight Dexterity check.”
the weight of the materials.
“Wait, why?”
20: Critical success, “high grade” gunpowder
The DM smiles. “To see whether or not you
created which results in more gunpowder
manage to keep your footing on the edge, or if
than the sum weight of the components,
you take a plunge into what is basically
DM's discretion disgusting-smelling boiling water.”

1: Critical failure. Roll percentile dice. If the


result is 59 or above, the powder is simply Similar checks can be applied to delving through
inert. If below, the powder ignites, dealing caves in search of saltpeter, which in turn might
1d4 fire damage to any creature within five provoke a quick encounter with whatever creature
feet. doesn't appreciate the intrusion into their home.

Haunted Mountain Tabletop THE GUNSMITH'S TREATISE 4


Standard Ammunition
“I'm sorry … you want me to make ye a cannon Ammunition Tools
ball, but ye want it no bigger than the end o' me
thumb? Well, it's yer coin.”
1 small crucible or cauldron
-Curin, Dwarf Blacksmith
1 metal scoop

Believe it or not, the means to produce ammunition 1 mold, or mold-tool for shaping the liquid
for firearms are already commonplace in Dungeons & metal.
Dragons.
Time required: time allotted to bring lead to
Consider the smithing required to produce bolts, melting point, and 10-15 minutes per ball for
arrowheads, sling ammo, and ball bearings. It is a cooling once poured into a single mold or mold-
simple enough matter for a blacksmith to produce a tool cavity.
ball of metal, after all. If your campaign utilizes
cannons for instance, then it's more than likely that
said smiths are already familiar with making cannon It's suggested that the DM forego playing into the
grape-shot: heavy-gauge bearings which are only real-world risks of handling this toxic metal to
slightly larger than the average bullet for muzzle- simplify the process, but that's entirely up to the DM.
loaded firearms.
A performance check can be called for for players that
However, knowing how something is made is never lack blacksmithing knowledge, and other factors may
the same as being able to make it. Here, the DM can improve their crafting. (See Grit Expansion section)
play around with the process for players that wish to
craft ammo on their own time and dime. Substandard ammunition may be produced by the
Gunslinger on these checks, and while still usable, the
If the player isn't proficient with blacksmith's tools, DM may impose penalties on the player for
there is still a reasonable way for them to make essentially cutting corners. An example of this might
bullets with some effort, luck, and ingenuity on their be raising the misfire score on a weapon that the
part. Gunslinger has loaded this ammunition into. (See
Experimentation section)
The Tinker's Tools have been largely simplified
within the Gunslinger archetype to give the player the It should also be remembered here that the Gunslinger
chance to repair and even create firearms, so it Archetype as written allows the player to craft
follows that they would be useful in creating the field ammunition using Tinker's Tools at half the cost of
tools necessary for making more ammo, provided the outright purchasing them. DM's should factor this
player has the components to do so. in when utilizing these suggestions.
Short of having access to a smelter, the player's With these guidelines, it's entirely fair to allow a
optimal choice for making bullets in the field would player to craft ammunition at a campfire when the
be lead. Lead can be purchased in thin sheets at 6cp party rests. Just keep in mind that thee conditions
per sheet. For field-craft, the Gunslinger would aren't ideal, and that the Gunslinger will only be able
require: to produce so much ammo in a set time frame, unless
they're willing to sacrifice some sleep.

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Gunsmithing
“A chunk of wood, a length of pipe, and a means to For unskilled players, the DM can ask for a
fire the powder. That's all it is. It's the in-between that Performance check during crafting, with the chance to
makes crafting a gun either a science, or a more reward the player with an additional bonus effect for
expensive method of removing your own arm.” the weapon on high or critical successes. Likewise,
-Ulren Ghast, Human Gunslinger penalties on the crafted weapon such as a higher
Misfire or Reload score might be imposed. (See
Built in to the Gunslinger Fighter Archetype is the Experimentation section.)
ability to use Tinker's Tools to construct new weapons
at the DM's discretion. Experimental weapons such as There is also the idea that repetition in one's craft
Bad News and the Hand Mortar are included in the yields skill benefits. At higher levels, the DM may
Gunslinger's basic Firearms table. Anything beyond employ this concept for the Gunslinger when making
that is up to the DM. simpler weapons to replace existing ones, or to sell
for profit.
This streamlines the otherwise daunting task of
gunsmithing, where the character would realistically Example:
have to know blacksmithing, engineering, and even At level 10, the Gunslinger not only has Rapid
woodcarving to produce a workable weapon. But Repair for fixing weapons in combat, but should
there are ways to reward those characters whose reasonably have had enough experience with their
backgrounds might delve into those other disciplines, work that simple firearms are no great task to
and also those Gunslingers who may not have those construct.
particular skills.
In this case, the DM may choose to reduce the overall
While not explicitly stated, based on the idea that a cost for weapons such as the Palm Pistol (50g) and
Gunslinger may repair a broken weapon out of Pistol (150g) by a significant amount to reflect the
combat at one quarter the weapon's cost, it stands to efficiency and knowledge of the Gunslinger.
reason that creating the weapon itself is a full cost
job.

It's up to the DM to determine fair value for the


materials and time involved in crafting a new weapon.
For experimental weapon ideas, see the
Experimentation section.

This is also where the DM can reward skilled and


unskilled players alike when it comes to
manufacturing. Here's an example for players that
have previously taken proficiency with Smith's Tools
(or similar Homebrew content, such as the
Blacksmith Feat or Background):

Metalcraft Proficiency
Allows the Gunslinger that has proficiency with
Smith's Tools to reduce the cost of crafting a firearm
by at least one-fifth of the weapon's total cost rounded
up, with the total being left to DM's discretion.

Haunted Mountain Tabletop THE GUNSMITH'S TREATISE 6


Grit Expansion
“Burns. Splinters. Entry and exit wound scars. The
perpetual taste of black powder on your tongue, and
the stink of brimstone seared into your lungs.

“Do this long enough, and the litany of knowledge


will be written on your flesh as much as it'll be etched
into your brain.”
-Aurie Ravenvale, Half-elf Gunslinger

Grit is based off of the Gunslinger's Wisdom


modifier, and is used to perform various trick shots,
increase the damage on an attack, and at 10th level it
may be used to quickly repair a gun after a misfire as
a bonus action.

The Class fantasy here is that the Gunslinger is


experienced enough to make split-second decisions in
the heat of battle to perform amazing feats. Said
actions are born of the inherent Wisdom of the
Gunslinger, owing to a lifetime of training, fighting,
and learning what works in the field.

In essence, Grit behaves a great deal like focusing


keenly on a certain task. It functions like everything
from a spell slot to Bardic Inspiration, depending on Focused Crafting
the action involved. But the DM can elect to take this
At level 7, the Gunslinger may spend 1 Grit to add
concept of practice and wisdom a step further to
+1d4 to their roll for a crafting check. It becomes d6
reward the player out of combat.
at 10th level, a d8 at 12th level, d10 at 15th level, and
a d12 at 18th level.
Example:
The player is attempting to create ammunition out of
This of course could also be applied to crafting
combat, and the DM has chosen to employ some of
checks involving making new firearms, or
the suggestions in the ammunition section. They roll
Experimentation. (See Experimentation section) And,
poorly on their Performance check, creating
following on the previous example of a level 10 or
substandard rounds. Bad luck, friend.
higher Gunslinger, the DM might consider:
But consider the benefits of higher levels, and using
that Wisdom in order to give the player a helpful Master Craftsperson
boost. In this instance, the use of a Grit point might be The Gunslinger can spend 1 Grit during a crafting
applied to the crafting check for an additional amount check to make their roll with advantage.
to the roll.

Haunted Mountain Tabletop THE GUNSMITH'S TREATISE 7


Experimentation and Upgrading
Schematics
“Three turns counter-clockwise, one turn one- Schematics are plans that carefully detail how a piece
quarter clockwise, and one—waitasec... of firearm technology can be created. They come in
three flavors:
“Why is this smoking?”
-Druisa the Scorched, Halfling Tinkerer Gun Schematics. These are full designs for a
complete firearm, detailing materials and construction
required.
AUTHOR'S NOTE: Firearm Trait Designs. These detail
Of all the additional material, this section is the most improvements of a firearm, such as rifling, improved
“crunchy”. It's strongly recommended that DMs and firing mechanisms, or accessories. They can be used
players discuss the possibility of using these in Experimentation, Upgrading, or for producing add-
mechanics prior to gameplay. ons for a given weapon.
Specialized Bullets. These detail the materials and
One of the great things about the Gunslinger processes for producing rare ammo types. (See
Archetype is that Matthew Mercer allowed room for Special Ammo section)
those that love the fantasy of engineers and mad
scientists to have some creative fun. It's that spirit that
inspired this section of the Treatise. How it works
The Gunslinger declares what kind of weapon they
In the write-up for the Gunslinger, the process for wish to make: pistol, or long-gun. This sets the
creating new guns is left fairly open-ended. The baseline stats of the weapon.
player asks the DM about one of the crafted weapons
on the existing chart, and the DM decides what the To begin, they must have 2.5x the cost of the base
player needs to accomplish to make that gun. Simple. weapon. This amount covers the additional materials
required for Experimentation
But what about the joy of tinkering? What about the
thrill of chance that pervades the rest of the The player then has up to three d100 rolls on the chart
Archetype? below. These determine the characteristics and final
stats of the weapon. If a player owns a schematic for a
That's where Experimentation comes in. particular trait, they can consider that an automatic
success, and remove 1x the cost of the base weapon
At its simplest, Experimentation is a game of risk vs. from the Experimentation total.
reward. The concept is one of a Gunslinger sitting
down at their bench with a pile of materials, and Levels 3-7: One trait per Experimentation.
setting to work trying to craft something new, Levels 10-15: Two traits per Experimentation
improve upon a design, or see how far the tech can be Lvels 16-20: Three traits per Experimentation
pushed.
The DM may allow Focused Crafting here to adjust
It also introduces the idea of Schematics, which is the result depending on the result of the additional die
something the DM can offer in stores at varying rates roll. Example: the level 7 Gunslinger gets a 4 on their
of rarity, or allow the Gunslinger to produce and sell d4 roll, allowing them to add 5 to the total. A Master
for profit as mentioned in earlier sections of this Craftsperson could spend the Grit to reroll the result
module. completely.

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All weapons created through Experimentation are
considered Prototypes, and can be used to create full 71-78 Grape-shot Capable: This weapon can fire
weapon schematics. However, only weapons purpose- grape-shot with no additional penalty. +1 to misfire.
built from full weapon schematics are eligible for
Upgrade, as Prototypes are considered too 79-82 Explosive Capable: This weapon can fire
temperamental for additional crafting. Explosive ammunition with no additional penalty. +1
to misfire.
While it costs 2.5 times for Experimentation, the
resulting Schematic allows the Gunslinger to make 83-86 Alchemist's Delight: this weapon is capable
the weapon again at half the cost it took to develop of firing Noxious, Chewing, and Cloud-shot ammo
it. types without additional penalty.

Prototypes are still eligible for enchantment. 87-89 *Rifling: Roll percentile dice twice (lower
Individual traits gained through successful number is shortest range) for pistols, roll four times
Experimentation can not be turned into schematics, as for Long-guns. Add results to base range, rounded
they are happy accidents of the process. down to nearest 5 or 0. Bumps damage up by one die
type. 1d8 becomes 1d10, etc. +1 to misfire.
• Pistol-type Base Stats:
100g, 1d8 piercing, 1lb 50/200 90 Failure. No Trait awarded.
reload 1, misfire 1
91-94 +Flintlock Device: Reduces total misfire
• Long Gun-type Base Stats: score by 2, with a minimum final misfire score of 1.
280g 1d10 piercing 8lbs 110/460
Two-handed, reload 1, misfire 2 95-97 Breech-loaded: this weapon can switch ammo
types in combat as a Bonus action. +1 to misfire.

Experimentation Table 98-99 Precision Engineering: The first shot of this


1-2 Failure. No trait awarded. weapon in combat always has a misfire score of 0.
Resets at the beginning of a new combat encounter.
3-19 Shortened Barrel(s): Reduces range by 10/30
for pistols, 40/100 for long-guns. 100 Chimera Frame: This weapon has a rotating
cylinder for its barrels, and each barrel is built for a
20-36 Lengthened Barrel(s): Increases range by specific ammo type. The barrels can be rotated to the
10/30 for pistols, 40/100 for long-guns. desired ammo type as a Bonus action. Minimum of
two barrels when not combined with multi-barrel.
37-49 *Tapered Barrel(s): This trait adds +1 Player chooses ammo types at creation, and the
damage for pistols, +2 for Long-guns. +2 to misfire. weapon ignores those ammo type penalties (unless
otherwise stated). +1 to misfire for each barrel over 4
50 Failure. No trait awarded. regardless of weapon type.

51-59 Multi-Barrel: roll d8, add result or lower to


reload score. Adds +1 misfire for every barrel over 5 * denotes traits that can not be combined.
for pistols, over 3 for long-guns, and adds 1lb per + denotes traits that can not be stacked.
barrel for pistols, 2lb for long-guns.
If the player rolls the same trait on subsequent rolls,
60-69 +Snaplock device: reduces total misfire score or ends up getting a trait that can not be combined or
by 1, with a minimum misfire score of 1. stacked with a previous trait, the DM may allow them
to re-roll at least once. If it happens again, it is
70 Failure. No trait awarded. considered a failure with no trait awarded for that roll.

Haunted Mountain Tabletop THE GUNSMITH'S TREATISE 9


Experimentation Example:
Upgrading Firearms
Any firearm that is not a Prototype is eligible for the
Sarae is a 12th level Gunslinger, who wishes to Upgrade process. However, the Gunslinger must have
try her hand at crafting something new and the appropriate Schematic in order to successfully
fearsome to deal with an upcoming fight. She sets implement a new trait.
to work to craft a long gun with some punch. Her
total cost for the experiment will be 700g. As Upgrading can serve in place of older Masterwork
Weapon rules, it's suggested that each Upgrade costs
She gets two Traits for her creation, so she rolls at least 1.5x the firearm's base value.
d100 twice. Her first roll is a 25. That gets her the
Lengthened Barrel Trait. She notes that. Like Experimentation, the amount a firearm can be
upgraded depends on the level of the Gunslinger
Her next roll is and 82. She asks the DM if she starting at 10th level.
can use Focused Crafting to bump that a bit, and
the DM agrees. Sarae gets a 6 on her d12 roll, Levels 10-15: One upgrade per weapon.
putting her into the range for the Rifling Trait, Levels 16-20: Two upgrades per weapon.
which she prefers. She takes that.
As noted in the Experimentation Table, certain traits
She now rolls her d100 four times for the can not be stacked or combined. However, there is a
increased range Rifling gives, adding the lowest Trait available only at Upgrade, and it can be stacked:
two rolls to minimum, and highest two to
maximum. Her rolls are 23, 10, 95, and 67. Refined Design: Lowers the weapon's misfire score
23+10=33, 95+67=162, or an additional 33/162 to by 1 (minimum of 1), or increases weapon damage
the base weapon's range. She will round down the +1. If stacking, the additional upgrade is 3x the base
total after adding everything up to the nearest 5 or cost of the weapon.
0.
Rifling Upgrade Rule: a weapon can only have the
Rifling also bumps up the base weapon damage Rifling Trait applied to it twice.
die from a d10 to a d12, and adds +1 to misfire.
Upgrading does not limit other gear or enchantments
Now Sarae adds all the stats from the Traits to the that can be applied to a firearm.
base stats for a Long Gun type base. The DM can
assign a weight increase that seems appropriate to
the materials added.

• Sarae's original Long Gun


280g, 1d10 piercing 8lbs 110/460
Two-handed, reload 1, misfire 2

• Sarae's Prototype
700g, 1d12 piercing, 15lbs, 180/720, two-handed,
reload 1, misfire 3

Now, Sarae can create a Schematic of this


weapon, which will allow her to build another for
350g that can be further upgraded. She can also
create Schematics of the weapon Traits for later
use.

Haunted Mountain Tabletop THE GUNSMITH'S TREATISE 10


Special Ammo
“If they can cast it, conjure it, or wiggle their fingers
at a book to throw my way, I can damn sure figure out Gag-order Round: A thin-shelled projectile that
how to put it in a bullet.” shatters on impact, releasing a choking cloud of dust
-Kruhl Dreson, Half-orc Gunslinger and glass particles. Upon a hit, the target must make a
Constitution saving throw (DC equal to 8 +
Gunslinger's proficiency bonus + Gunslinger's
This is naturally best used with Experimentation. As Dexterity modifier) or be rendered unable to speak for
with Traits or full-weapon Schematics, these ammo 1 round. +2 misfire, regardless of weapon type or
types can have their own blueprints that might be trait.
found or purchased out in the wide world at varying
degrees of scarcity. Starlight Round: A simple bullet made from a
heat-reactive mineral that bursts into bright light
If the player wishes to experiment with different when fired. Illuminates a 60 ft area in bright light,
chemical reagents and ammo materials to try to with dim light extending out another 60ft.
“discover” these, consider the character's level and Illumination lasts for one minute. If targeting a
Performance when assigning a DC, as well as any creature, on hit the target must make a Dexterity
crafting perks, or other bonuses that might be saving throw (DC equal to 8 + Gunslinger's
available to them. proficiency bonus + Gunslinger's Dexterity modifier)
or suffer Blindness until they move at least 10 feet
The results of failure are up to the DM, but given the away from the area. Does not dispel Darkness. +1
dangerous properties of some of these items, damage misfire regardless of weapon type or trait.
to one's health is always an option.
Cloud-shot: A thin-shelled projectile that shatters
on impact, releasing a reactive liquid that instantly
vaporizes and expands into a dense cloud sphere with
Explosive: A bullet or larger ordnance designed to a 20 ft radius. The Sphere spreads around corners, and
explode on impact. Upon a hit, everything within 5 ft its area is heavily obscured. It lasts for 10 minutes, or
of the target must make a Dexterity saving throw (DC until a wind of moderate or greater speed (at least 10
equal to 8 + Gunslinger's proficiency bonus + miles per hour) disperses it. +2 misfire on any
Gunslinger's Dexterity modifier) or suffer 1d8 fire weapon not designed for this ammo.
damage. +3 misfire on any weapon not designed for
this ammo. Sprite-shot: A hardened mixture of molasses and
a phosphorescent chemical that reacts to heat,
Grape-shot: Small bearings encased in a cylinder attaching itself to the target and glowing brightly in
that are designed to spread upon leaving the barrel. low light conditions. Upon hit, target creature is
Fires pellets in a 30ft. cone for an additional +1d4 “tagged”, and can not remove this sticky mass with
piercing damage on top of the weapon's base damage, non-magical means. All Perception, Investigation, and
requiring a DEX saving throw (DC equal to 8 + Survival checks to see or track this creature have
Gunslinger's proficiency bonus + Gunslinger's advantage. Any Attack roll against an affected
Dexterity modifier) for every creature inside the cone. creature or object has advantage if the attacker can
+3 misfire on any weapon not designed for this see it, and the affected creature or object can't benefit
ammo. Negates normal range for the firearm. from being Invisible. Effect lasts for ten minutes. +2
misfire regardless of weapon type or trait.

Haunted Mountain Tabletop THE GUNSMITH'S TREATISE 11


Noxious Round: A thin-shelled projectile that Enhanced Misfire
shatters on impact, releasing a small cloud of toxins at If the player's weapon misfires while attempting to
the target's location. Upon a hit, the target creature shoot Special Ammo, the DM can ask for an
must make a Constitution saving throw (DC equal to additional d10 roll. If the player rolls a 1, the Special
8 + Gunslinger's proficiency bonus + Gunslinger's Ammo detonates, and the gun can only be repaired
Dexterity modifier) or suffer 1d10 poison damage. +2 out of combat. The player and all creatures in range of
misfire on any weapon not designed for this ammo. the Special Ammo's effect are now treated as the
target of any potential damage, status conditions, or
Chewing Round: A thin-shelled projectile that necessary saves.
shatters upon impact, splashing a globule of acid on
the target. Upon a hit, the target creature takes 1d6 In the case of Grape-shot, the area of effect becomes
acid damage as the concoction chews through armor a sphere with a 15 ft radius instead of a cone,
and flesh. centered on the Gunslinger.

Special Ammo Combat Rule: Further Experimentation ideas


Much like reloading, it takes 1 Action to switch an If you're familiar with Campaign 1 of the Twitch
ammo type in combat, unless the Gunslinger has show Critical Role, you know that the Gunslinger
Lightning Reload, or a weapon with the Breech- character Percy was also been given ample
loading trait. The character must have one free hand opportunities for creating other inventions besides
to change ammo types. firearms.
Special Ammo DM note: Given the loose rules While we might produce a module in the future that
regarding damage types in D&D, it falls to the DM covers this concept in a more concrete way, it's best
to decide if these special ammo types also convey for the DM to handle this kind of engineering in much
any damage over time effects. For example: an the same way that Matthew Mercer and Taliesin Jaffe
explosive round does fire damage, but may also set did: by talking through it, and deciding what is and
the target ablaze for a limited number of rounds, isn't possible.
dealing additional fire damage at the start of their
turn. The way forward is wide-open for DM's that want a
bit more Mad Science flavor in the Experimentation
phase, particularly for higher level Gunslingers that
want to make something truly unique. Here are some
Enhanced Misfire Options ideas that you can tinker with, ripped straight from
the best of speculative fiction:
This section is for DM's that wish to add a bit more
• Chemical battery development for electrifying
volatility to the standard misfire mechanic, especially
weapons, giving Lightning damage.
given the wild nature of the special ammo types, and
Experimentation. • Simple mechanical additions to armor and
clothing for physical check bonuses.
Enhanced Misfire takes into account the • Tech development for improving ocean and
unpredictable nature of special ammo properties, air ships, and their armaments.
particularly when explosives, acid, or other chemicals • Using gunpowder and alchemist methods for a
are loaded into the firearm. This alters the level of poor man's fireball.
risk involved when using non-standard ammunition. • Using the Tinker skills to give more counters
to the perils of magic.
• Building a better Gnoll trap.

Haunted Mountain Tabletop THE GUNSMITH'S TREATISE 12


The Armory
Purchased Firearms
Name Cost Ammo Damage Weight Range Properties
Key Pistol 25g 2g(20) 1d6 piercing 1lb 30/120 Light, Reload 1, misfire 1
Tanegashima 170g 5g(20) 1d10 piercing 4lbs 70/260 Light, Reload 1, misfire 2
(pistol)
Petronel 180g 5g(20) 1d12 piercing 5lbs 80/280 Reload 1, misfire 1
Short Carbine 250g 5g(20) 1d12 piercing 8lbs 100/460 Two-handed, Reload 2,
misfire 2
Tanegashima 320g 7g(20) 2d8 piercing 12lbs 140/500 Two-handed, Reload 1,
(Rifle) misfire 2
Arquebus 380g 10g(10) 2d10 piercing 30lbs 150/700 Two-handed, Reload 1,
misfire 3
Nock Gun 650g 10g(20) 1d12 piercing 22lbs 120/480 Two-handed, reload 7,
misfire 3

Crafted Firearms
Weapons here should be considered primarily for full-weapon schematics in combination with
Special Ammo and/or Experimentation.
Name Cost Ammo Damage Weight Range Properties
Ill Rebuttal - 10g(6) 2d8 piercing 6lbs 70/220 Alchemist's Delight
Reload 2, misfire 2
Blunderbuss - 10g(10) 2d10 piercing 10lbs 50/240 Grape-shot capable,
Dragon Reload 1, misfire 2
Nine Hells - 15g(20) 2d12 piercing 50lbs 80/280 Two-handed, Chimera
Frame, Reload 9, misfire 4

Additions/Enhancements
Finely-made Scope
70g 1lb
Two-handed firearms only. Taking 1 Action to peer through this carefully calibrated device adds 100 feet
to the maximum range of the weapon. After a shot is fired, an additional Action must be taken to hone in
on a target and gain the range bonus.

Bayonet
30g 5lb 1d10 piercing damage
Two-handed firearms only. Allows the firearm to double as a pike, conveying all benefits of Reach, but
requiring Martial Weapon Proficiency to use without penalty.

Gun Blade
10g 1lb 1d4 piercing damage
One-handed firearms only. Allows the firearm to double as a standard dagger, melee only. Can be
Upgraded to no larger than a shortsword.

Haunted Mountain Tabletop THE GUNSMITH'S TREATISE 13


CREDITS
Core concepts, copy writing and game design:
Xero Reynolds

Additional design, play-testing, and feedback:


Jesse Schlam

Cover, layout, and interior art:


Xero Reynolds

For Haunted Mountain Tabletop


Game Design: Xero Reynolds
Producer: Katy Reynolds
www.hauntedmountaintabletop.com

The GUNSLINGER Class Archetype concept and design:


Matthew Mercer

SPECIAL THANKS
Jesse Schlam (for being a brave DM)
Katy Reynolds
Chris Reed
Sean Stephens
John Stephenson
Carissa Schlam
Joe Chaib

Huge thanks and all credit to Matthew Mercer for creating such a unique
and fun class archetype for the rest of us geeks to play with! If ever I get the
chance to thank you in person, the first glass of port is on me.

- Xero

Haunted Mountain Tabletop THE GUNSMITH'S TREATISE 14


DUNGEONS & DRAGONS, D&D, Wizards of the
Coast, Forgotten Realms, Ravenloft, Eberron, the
dragon ampersand, Ravnica and all other Wizards
of the Coast product names, and their respective
logos are trademarks of Wizards of the Coast in
the USA and other countries.

This work contains material that is copyright


Wizards of the Coast and/or other authors. Such
material is used with permission under the
Community Content Agreement for Dungeon
Masters Guild.

All other original material in this work is


copyright 2019 by Haunted Mountain Tabletop
and published under the Community Content
Agreement for Dungeon Masters Guild.

The Gunsmith's Treatise


A Compendium/Add-on for the
5E Gunslinger Class

First Publication: February 2019

DM's Guild
www.dmsguild.com

For more modules, accessories, or other custom


made tabletop loot, please visit Haunted Mountain
today at
www.hauntedmountaintabletop.com

Haunted Mountain Tabletop THE GUNSMITH'S TREATISE 15

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