Professional Documents
Culture Documents
By DMCoAl2k
Class: Gunsmith
Class Details Did they steal or purchase a firearm and now want to
reverse-engineer the design? Was their firearm a family
A dragonborn rolls out of the swooping red dragon's fiery heirloom? Was the idea given to them in a dream or by a
breath. Unscathed, he reloads his bulky clockwork akimbo deity?
pistols and unleashes a torrent of ball ammunition into the QUICK BUILD
crimson wings. The dragon spirals out of control, You can make a gunsmith quickly by following these
plummeting into a distant field. suggestions. First, put your highest ability score in Dexterity,
A gnome conjures and sits under a harsh yellow light, followed by Intelligence, or Wisdom if you are playing a
tinkering tirelessly on a small mechanical device, filling it soulmonger gunsmith. Second, choose the guild artisan
with multiple delicate components. After hours of work, background.
hearing distant footsteps, she summons a spectral hand Optional Rule: Multiclassing
using a simple spell and surgically places the device next to a If you wish to use the optional rule on multiclassing in the
doorway. Moments after a large gnoll charges through the PHB, here’s what you need to know when multiclassing into
doorway eager for its next feast, but is instead blown to gunsmith.
pieces by a large explosion at the foot of the doorway. Ability Score Minimum. When multiclassing into
His goliath ally’s chest is left with a large hole in it after the gunsmith, you must have at least Dexterity and Intelligence
scorpion-like Geryon pulls it’s stinger back. The goliath's ally, (or Wisdom for Soulmonger) score of 13.
a tiefling, kneels, adjusting his long platinum rifle and Proficiencies Gained. If gunsmith isn’t your initial class,
scoping through the hole in the goliath’s chest. The rifle here are the proficiencies you gain when you take your first
glows a radiant gold and a beam of light shoots through the level in gunsmith: light armour, smith’s tools, tinker’s tools,
goliath's chest, scorching the fiend behind him and closing firearms, crossbows and simple weapons.
the goliath’s wounds. Spell Slots. If you take the arcane gunsmith subclass, add
half your levels (rounded up) in the gunsmith class to the
Akin to artificers, gunsmiths have experimented and appropriate level from other classes to determine your
improved upon the crossbow, using rare metals, alchemical available spell slots.
components and their wits to create and wield their very own
firearms. Whilst rare throughout Concordia, firearms are not Class Features
unheard of. Rumours echo throughout streets in Concordia As a gunsmith you gain the following features:
that the Yorassian Empire may be developing similar
technology. Hit Points
Hit Dice: 1d8 per gunsmith level
Innovative Inventors Hit Points at 1st Level: 8 + your Constitution modifier
Gunsmiths often spend sleepless nights inventing or Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
improving their creations in specialised workshops, and modifier per gunsmith level after 1st
occasionally profit by selling their creations. Gunsmiths are Proficiencies
known to work with other gunsmiths or artificers. In some Armour: Light armor
areas of Concordia, gunsmiths gather in secretive orders or Weapons: Simple weapons, crossbows, firearms
join forces with artificers, fighters and rarely, bloodhunters. Tools: Smith’s Tools, Tinker’s Tools
Most gunsmiths, however, are independent almost to a fault.
Saving Throws: Dexterity, Intelligence
Versatile Deadeyes Skills: Choose three from: Acrobatics, Arcana, Athletics,
History, Intimidation, Investigation, Perception, Sleight of
Inventors of their own arsenal, gunsmiths are able to adapt to Hand
thrive in any scenario thrown at them. Gunsmiths hone their
reflexes, intuition, wits and aim tirelessly to ensure they can Equipment
use their equipment as efficiently as possible. You start with the following equipment, in addition to the
While a gunsmith’s equipment is powerful and versatile, equipment granted by your background:
their equipment comes at a heavy cost. Due to the relatively a firearm and 20 pieces of ammunition
new invention of firearms and firearm-related equipment, (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an
materials are expensive and hard to come by, and become explorer’s pack
even more expensive when the manufacturing of creations Leather armor, a dagger, smith’s tools and tinker’s tools.
fail or break.
Upon choosing this class, you gain proficiency with Tinker’s
Creating a Gunsmith Tools and Smith’s Tools. You may use them to craft
As you create your gunsmith character, consider how your ammunition, repair damaged firearms, or even draft and
character came into acquisition of their firearm. Did they create new ones (DM’s discretion). Some extremely
make the invention themself? Did they discover blueprints? experimental and intricate firearms are only available
through crafting.
Marksman
Attacking at long range doesn't impose disadvantage on your
The Gunsmith ranged weapon attack rolls. You can spend an action to line
Level Proficiency Bonus Features up and lead a shot on a target, giving advantage on your next
long firearm attack against that target. Your ranged weapons
1st +2 Firearm Speciality ignore half cover and three-quarters cover. Before you make a
2nd +2 Mark of the Maker ranged attack with a ranged weapon with which you are
3rd +2 Quickdraw
proficient, you can choose to take a -5 penalty to the attack
roll. If you do so and the attack hits, it deals +10 damage.
4th +2 Ability Score Improvement When crafting boat-tailed ammunition, repairing damaged
5th +3 Extra Attack long firearms, or drafting new long firearms you may do so at
half of the cost.
6th +3 Mark of the Maker Feature
7th +3 Evasion Demolitionist
8th +3 Ability Score Improvement
Your explosions ignore resistance to fire damage, and
immunity now becomes resistance. When rolling for
9th +4 Firearm Speciality (2) explosive damage, you may reroll 1’s on each damage die up
10th +4 Mark of the Maker Feature to one time each. If a creature of large or smaller fails an
explosion’s saving throw, you may choose to also knock the
11th +4 Extra Attack (2) target(s) prone. You must decide this before you make an
12th +4 Ability Score Improvement attack roll. When crafting explosive ammunition, repairing
13th +5 Hair Trigger
damaged heavy weapons, or drafting new heavy weapons you
may do so at half of the cost.
14th +5 Vicious Momentum
15th +5 Mark of the Maker Feature Mark of the Maker
16th +5 Ability Score Improvement At 2nd level, you can begin making your own specialised
firearms, using your own maker’s mark. Choose Gunslinger,
17th +6 Extra Attack (3) Soulmonger, or Arcane Gunsmith, all detailed at the end of
18th +6 Mark of the Maker Feature the class description. The mark of the maker you choose
19th +6 Ability Score Improvement grants you features at 3rd level and again at 6th, 10th, 15th
and 18th level.
20th +6 Sixth Sense
Quickdraw
When you reach 3rd level, you double your dexterity bonus
when determining your initiative. You can also stow a
firearm, then draw another firearm as a single free
interaction on your turn.
Firearm Speciality Ability Score Improvement
At 1st level you have crafted and mastered a certain type of When you reach 4th level, and again at 6th, 8th, 12th, 14th,
firearm, and gained an adept learning of all other firearms. 16th, and 19th level, you can increase one ability score of
You can’t take a Firearm Speciality option more than once, your choice by 2, or you can increase two ability scores of
even if you later get to choose again. your choice by 1. As normal, you can’t increase an ability
At 9th level you may choose another Firearm Speciality. score above 20 using this feature.