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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.
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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.
Here's an example based on a bog standard DC of 10: “Easier to get it in town,” offers the Rogue.
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.
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.
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.
• Sarae's Prototype
700g, 1d12 piercing, 15lbs, 180/720, two-handed,
reload 1, 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.
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
DM's Guild
www.dmsguild.com