Gunsmith Homebrew Class (5e)
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___<br />
The <strong>Gunsmith</strong>
Introduction<br />
Mysterious Bond<br />
The<br />
a <strong>Gunsmith</strong><br />
Creating<br />
<strong>Gunsmith</strong> Table<br />
The<br />
Tables<br />
Firearm<br />
Upgrades<br />
<strong>Gunsmith</strong><br />
Features<br />
Brigand<br />
Upgrades<br />
Bonus<br />
Features<br />
Gunner<br />
Upgrades<br />
Bonus<br />
Features<br />
Gunslinger<br />
Upgrades<br />
Bonus<br />
Features<br />
Infantry<br />
Upgrades<br />
Bonus<br />
Features<br />
Wanderer<br />
Upgrades<br />
Bonus<br />
is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used<br />
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are<br />
Table of Contents<br />
<strong>Class</strong> Details<br />
Brigand<br />
Obsession with Progression<br />
Creating a <strong>Gunsmith</strong><br />
Gunner<br />
Multiclassing<br />
<strong>Class</strong> Features<br />
Gunslinger<br />
<strong>Class</strong> Features<br />
Upgrade Appendix<br />
Infantry<br />
Wanderer<br />
Arcane Engineering
he watches as more and more goblins clamor out of<br />
Patiently<br />
mouth of the mine. Shrouded in a cloak caked in the mud,<br />
the<br />
and leaves gathered from his trek through the<br />
twigs,<br />
forest he waits unseen. A calm, smooth<br />
surrounding<br />
accompanies the gently squeeze of the trigger... A<br />
exhalation<br />
boom erupts from the massive barrel of a heavy<br />
deafening<br />
The goblins cry out as burning shrapnel tears into<br />
arquebus.<br />
skin and from the blast that eviscerated their boss. The<br />
their<br />
wood elf takes out a bit of paper and marks Ordinance X-<br />
stoic<br />
testing as successful, jotting additional notes for<br />
308’s<br />
a woman finishes the last tweaks on her gruesome<br />
Quickly<br />
firearm as she is pulled to her feet by a crewmate. A<br />
little<br />
grin spreads across her grease smeared face before<br />
sinister<br />
chomps down on a dagger blade and follows him up the<br />
she<br />
of the fat merchant galley. Under the guise of night the<br />
side<br />
vaults over the railing taking an unwary sailor by the<br />
half-orc<br />
hand pressed firmly against his mouth and nose as she<br />
neck,<br />
his side with the sawed-off musketoon. A sharp click<br />
jabs<br />
as she cocks back the hammer and whispers, “Show<br />
sounds<br />
to the gold, and you just might get to keep your insides<br />
us<br />
sounds of magic explosions and the clangor of blades and<br />
The<br />
clashing against shields and plate surround the<br />
hammers<br />
soldier as he sprints through the smoke ladened field.<br />
brave<br />
spots an ogre looming over the remnants of his unit. The<br />
He<br />
raises his caliver, squeezes the trigger, and… nothing.<br />
tabaxi<br />
he cries out and dashes forth, propelled by some<br />
Undaunted<br />
even he doesn't quite understand. He leaps into the air<br />
force<br />
drives his bayonet into the chest of the towering brute.<br />
and<br />
ogre stumbles back, bewildered by both the soldier’s<br />
The<br />
and strange weaponry.<br />
bravery<br />
not unlike their firearms, are an amalgamation,<br />
<strong>Gunsmith</strong>s,<br />
inventor and fighter, teetering on the line betwixt genius<br />
both<br />
madness. The extraordinary firearms they wield conceal<br />
and<br />
inseverable connection bonding gun to gunman. They use<br />
an<br />
knowledge of engineering and the arcane to approve<br />
their<br />
their firearm as the bond deepens. Together both<br />
upon<br />
and weilder grow in power and prowess until they are<br />
weapon<br />
as one, the ultimate weapon.<br />
truly<br />
is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used<br />
This<br />
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are<br />
<strong>Gunsmith</strong><br />
possible future improvements.<br />
where they be… instead of all over this deck.”<br />
Part 1 | <strong>Class</strong> Details<br />
3
gunsmith and their firearm have an unexplained<br />
A<br />
bond. The weapons themselves are distinctive in<br />
preternatural<br />
either by unique design, ostentatious plating, or<br />
appearance<br />
decoration. The very first time a gunsmith raises their<br />
other<br />
firearm, their mind reeled with the possibilities of how<br />
loaded<br />
initial design could be approved upon. Only the gunsmith<br />
its<br />
complete knowledge of their bonded firearms<br />
has<br />
and capabilities, and only they are proficient with<br />
construction<br />
nature of this bond differs from gunsmith to gunsmith.<br />
The<br />
matter its nature it is undeniably real and allows the<br />
No<br />
to focus and channel his intellect through the weapon<br />
gunman<br />
an undefined force, resulting in devastating effects. This<br />
as<br />
enigmatic power flows back to the wielder transforming<br />
same<br />
into unparalleled marksmen and lethal gunfighters.<br />
them<br />
matter their background the gunsmith’s engineering<br />
No<br />
when it comes to their firearms are all self-taught.<br />
talents<br />
all, there exists no weapon in the world quite like theirs<br />
After<br />
to them nothing in the world compares to witnessing the<br />
and<br />
power their brilliant minds concocted realized on<br />
destructive<br />
field of battle. Consciously or unconsciously all gunsmiths<br />
the<br />
toward the goal of raising their firearms to legendary<br />
work<br />
<strong>Gunsmith</strong>s spare no expense researching and<br />
status.<br />
unravel the mysteries of magic and mechanics in<br />
They<br />
but imaginative ways to create weapons that reflect<br />
unusual,<br />
own personality and desires. They will not hesitate to<br />
their<br />
apart any weapon or consume any knowledge they come<br />
pick<br />
in order to somehow incorporate parts of it into their<br />
across<br />
designs.<br />
own<br />
creating a gunsmith first think about how your<br />
When<br />
came across their firearm. Did they design and<br />
character<br />
it themselves after some feverish dream, inherited it<br />
build<br />
a descendant, or simply stumbled across it and found<br />
from<br />
to wield it? Next decide the initial nature of the<br />
compelled<br />
you and your firearm share. Some feel it as a guiding<br />
bond<br />
leading them down the path to greatness, while others<br />
hand<br />
view it as curse forcing them to sacrifice their coin and<br />
might<br />
into ever-evolving weaponry. Though others still will<br />
sanity<br />
it as a benign affinity, completely oblivious to the<br />
feel<br />
power they possess… at least at first. Work with<br />
supernatural<br />
DM to come up with a concept that best fits your game<br />
your<br />
decided what inspired you to become an adventurer.<br />
Finally<br />
it simply to test your weapon and your mettle? Discover<br />
Was<br />
other mysteries await you in the wide world? Did<br />
what<br />
your firearm also mean taking up the mantle of its<br />
inheriting<br />
owner? In the end all gunsmiths share one<br />
previous<br />
motivation, gaining the means and the knowledge<br />
underlying<br />
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are<br />
A Mysterious Bond<br />
them.<br />
Obsession with Progression<br />
developing to that end.<br />
Creating a <strong>Gunsmith</strong><br />
world.<br />
Quick Build<br />
You can make a gunsmith quickly by following these<br />
suggestions. First, make Dexterity your highest ability score,<br />
but if you want to fight in close or midrange (Brigand or<br />
Infantry profession) you should make Strength your highest.<br />
Your next-highest score should be Intelligence. Second, choose<br />
the soldier or sage background.<br />
to improve their bonded firearms.<br />
Part 2 | Creating a <strong>Gunsmith</strong><br />
4
designs of the firearm types don't have to be<br />
The<br />
of the name (ie matchlocks or blunderbuss)<br />
representative<br />
can be reflavored to match your character or setting from<br />
and<br />
accurate to sci-fi, and everything in between. The<br />
historically<br />
versions of the firearm can be called whatever you<br />
mastered<br />
but should be named after a creature in your game<br />
wish,<br />
Work with your DM to determine what style bests fits<br />
world.<br />
game.<br />
your<br />
gold costs for firearms and upgrades are meant to<br />
The<br />
the cost of crafting them not a market price.<br />
represent<br />
also develop additional upgrades for your bonded firearm<br />
You<br />
making your first breakthrough and choosing a<br />
after<br />
You can add up to three upgrades to a single<br />
profession.<br />
A reclaimable upgrade can be removed and installed<br />
weapon.<br />
another applicable weapon for no additional cost. A fixed<br />
onto<br />
cannot be reused once installed, but can be salvaged<br />
upgrade<br />
order to replaced it with another upgrade.<br />
in<br />
Upgrade Table<br />
<strong>Gunsmith</strong><br />
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property of Wizards of the Coast. ©Wizards of the Coast LLC.<br />
are<br />
<strong>Gunsmith</strong> Table<br />
The<br />
Proficiency<br />
Level Bonus Firearm Design Features<br />
1st +2 Primitive Savant's Bond, Reclaim-Repair-Refit<br />
2nd +2 Primitive Way of the Gun, Gun Die, Gunman's Gambit<br />
3rd +2 Primitive <strong>Gunsmith</strong> Profession, Breakthrough<br />
4th +2 Primitive Ability Score Improvement<br />
5th +3 Primitive Extra Attack<br />
6th +3 Primitive Arcane Engineering, Potent Powder<br />
7th +3 Primitive <strong>Gunsmith</strong> Profession Feature<br />
8th +3 Primitive Ability Score Improvement<br />
9th +4 Advanced Breach Loading, 2nd Breakthrough<br />
10th +4 Advanced Master Gunman<br />
11th +4 Advanced <strong>Gunsmith</strong> Profession Feature<br />
12th +4 Advanced Ability Score Improvement<br />
13th +5 Advanced True Grit<br />
14th +5 Advanced Preternatural Reflexes<br />
15th +5 Mastered Advanced Engineering, 3rd Breakthrough<br />
16th +5 Mastered Ability Score Improvement<br />
17th +6 Mastered I'm Your Huckleberry<br />
18th +6 Mastered <strong>Gunsmith</strong> Profession Feature<br />
19th +6 Mastered Ability Score Improvement<br />
20th +6 Mastered <strong>Gunsmith</strong> Profession Feature<br />
Firearm Design Tables<br />
Firearm Tables<br />
Part 2 | Creating a <strong>Gunsmith</strong><br />
5
Dice: 1d8 per gunsmith level<br />
Hit<br />
Points at 1st level: 8 + your Constitution modifier<br />
Hit<br />
Points at Higher Levels: 1d8 or 5 + your Constitution<br />
Hit<br />
per gunsmith level after 1st<br />
modifier<br />
Light armor<br />
Armor:<br />
Crossbows, firearms, and simple weapons<br />
Weapons:<br />
Tinker's tools and smith’s tools<br />
Tools:<br />
Throws: Dexterity, Intelligence<br />
Saving<br />
Choose two from Acrobatics, Athletics, Arcana,<br />
Skills:<br />
History, Intimidation, Investigation, Perception, and<br />
Athletics,<br />
start with the following equipment, in addition to the<br />
You<br />
granted by your background:<br />
equipment<br />
a blunderbuss and 20 rounds, (b) a matchlock and 20<br />
(a)<br />
(c) two flintlocks and 20 rounds, or (d) a<br />
rounds<br />
and 20 rounds.<br />
handcannon<br />
a shortsword (b) two simple weapons, or (c) a shield<br />
(a)<br />
a dungeoneer’s pack or (b) a scholar’s pack<br />
(a)<br />
armor, smith’s tools, tinker’s tools<br />
Leather<br />
level 1 you choose to bond with a pistol, short-barrel, longbarrel,<br />
At<br />
or cannon firearm. You use your choice of using<br />
or Dexterity for the attack and damage rolls. You<br />
Strength<br />
devise an array of upgrades that can be installed onto<br />
also<br />
bonded firearms.<br />
your<br />
time in Hours for you to construct firearms or<br />
The<br />
= the Items' Total Value / (your Tinker's Tools<br />
upgrades<br />
x 15).<br />
Proficiency<br />
1st level. During a short rest you can use your tinker’s tools<br />
At<br />
repair any damaged firearms you carry as long as you have<br />
to<br />
you can use your smith’s tools to salvage metal<br />
Additionally,<br />
non-magical metal weapons, armor, or upgrades for a<br />
from<br />
of their value. If the weapon is a firearm, you can<br />
quarter<br />
half the value. 1 gp of salvaged metal weighs 3 lbs.<br />
salvage<br />
can also make ammunition with 5 gp worth of metal per<br />
You<br />
rounds. 20<br />
time in Hours for you to salvage = the Items' Total<br />
The<br />
/ (your Tinker's Tools Proficiency x 20).<br />
Value<br />
is a homebrew designed to be a standalone class,<br />
<strong>Gunsmith</strong><br />
can potentially create synergies and interactions with<br />
so<br />
class' features. However if your DM allows, here are<br />
another<br />
multiclass requirements and proficiencies.<br />
the<br />
qualify for a new class, you must meet the ability score<br />
To<br />
for both your current class and your new one.<br />
prerequisites<br />
you gain a level in a class other than your first, you do<br />
When<br />
gain all of its starting proficiencies.<br />
not<br />
is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used<br />
This<br />
property of Wizards of the Coast. ©Wizards of the Coast LLC.<br />
are<br />
<strong>Class</strong> Features<br />
Hit Points<br />
Multiclass<br />
Proficiencies<br />
Prerequisites<br />
Persuasion.<br />
Equipment<br />
<strong>Class</strong><br />
Ability Score Minimum<br />
<strong>Gunsmith</strong> Dexterity 13 and Intelligence 13<br />
Multiclass Proficiencies<br />
Proficiency<br />
Armor<br />
Weapons<br />
Tools<br />
Proficiencies Gained<br />
Light armor<br />
Crossbows, firearms, simple weapons, and<br />
whips<br />
Tinker's tools and smith's tools<br />
Savant’s Bond<br />
<strong>Gunsmith</strong> Upgrade Table<br />
Reclaim – Repair – Refit<br />
a quarter of the firearm’s value in metal for each.<br />
Part 4 | <strong>Class</strong> Features<br />
6
at 2nd level, your senses have been honed you now<br />
Starting<br />
+2 to attack rolls made with firearms.<br />
have<br />
you’ve invented a specialized strap and holster rig<br />
Additionally,<br />
optimize your effectiveness in combat. When you make an<br />
to<br />
action with a firearm, you can holster it and draw<br />
attack<br />
hosltered firearm. Your rig holds up to 2 firearms.<br />
another<br />
2nd level you learn to channel the bond you share with your<br />
At<br />
You have a pool of d6s that you spend to fuel this<br />
firearms.<br />
The number of dice in the pool equals 1 + your<br />
talent.<br />
level. Before you roll an attack, you can choose to<br />
gunsmith<br />
up to 2 die from that pool to your attack roll, damage roll,<br />
add<br />
one to each. You gain an additional die with each level of<br />
or<br />
pool regains all expended dice when you finish a short or<br />
Your<br />
rest. long<br />
2nd level, you learn to use your high acumen to plan three<br />
At<br />
ahead of your enemies. As a bonus action you can spend<br />
steps<br />
you reach 3rd level, you take up a gunsmith profession:<br />
When<br />
Gunner, Gunslinger, Infantry, or Wanderer.<br />
Brigand,<br />
at 3rd level you can construct perfect replicas of your<br />
Starting<br />
firearms as well as one other design associated with<br />
bonded<br />
chosen profession. You share the same bond with the<br />
your<br />
design and only you are proficient with it and its replicas.<br />
new<br />
9th level you create and bond with a third design of your<br />
At<br />
and develop an advanced version of each. You develop<br />
choice<br />
mastered design of all three firearms at level 15.<br />
the<br />
Tables<br />
Firearm<br />
you reach 4th level, and again at 8th, 12th, 16th, and<br />
When<br />
level, you can increase one ability score of your choice by<br />
19th<br />
or you can increase two ability scores of your choice by 1. As<br />
2,<br />
you can’t increase an ability score above 20 using this<br />
normal,<br />
the optional feats rule, you can forgo taking this feature<br />
Using<br />
take a feat of your choice instead.<br />
to<br />
at 5th level, you can attack twice, instead of once,<br />
Beginning<br />
you take the Attack action on your turn.<br />
whenever<br />
at 6th level you discovery the link between the<br />
Starting<br />
and magical. You can salvage magical crossbows to<br />
mundane<br />
enchanted upgrades that imbue your firearms with<br />
create<br />
properties. The amount of materials required depend on<br />
their<br />
upgrades take up one of the three upgrade slots of<br />
Enchanted<br />
firearm. You cannot install more than one into the same<br />
a<br />
The magical weapon is consumed in the process of<br />
weapon.<br />
upgrade's construction.<br />
the<br />
is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used<br />
This<br />
property of Wizards of the Coast. ©Wizards of the Coast LLC.<br />
are<br />
Way of the Gun<br />
Breakthrough<br />
Gun Die<br />
<strong>Gunsmith</strong>.<br />
Weapons Dealer (Variant)<br />
Sometimes a gunsmith requires additional means to raise the<br />
necessary funds for the research and construction of their<br />
firearms. You can create mundane imitations of your bonded<br />
firearms. They lack the upgrades and unique aesthetic of your<br />
own weapons, but anyone with proficiency in firearms can<br />
wield them effectively. Discuss with your DM whether this<br />
addition to the Breakthrough feature is suitable for your game.<br />
Ability Save DC = 8 + your proficiency bonus +<br />
your Intelligence modifier<br />
Ability Score Improvement<br />
Gunman’s Gambit<br />
feature.<br />
1 gun die to take the dodge action.<br />
<strong>Gunsmith</strong> Profession<br />
Extra Attack<br />
Arcane Engineering<br />
the rarity and properties of the crossbow and firearm type.<br />
Arcane Upgrade Table<br />
Part 4 | <strong>Class</strong> Features<br />
7
6th level, you invent a new gunpowder mixture that adds<br />
At<br />
arcane properties to your ammunition. All attacks<br />
innate<br />
with your bonded firearms count as magical for the<br />
made<br />
of overcoming resistance and immunity to<br />
purpose<br />
9th level you’ve developed a more efficient way to load your<br />
At<br />
and have further advanced their design. As an action<br />
firearms<br />
can spend 1 gun die to reload all the firearms you have<br />
you<br />
holstered.<br />
10th level, your mastery of the way of the gun turns your<br />
At<br />
dice into d8s.<br />
gun<br />
at 12th level your attack rolls no longer have<br />
Starting<br />
when making ranged weapon attacks against a<br />
disadvantage<br />
at level 13, as an action to remove either the<br />
Beginning<br />
blinded, or deafened status effects. You can do this a<br />
poisoned,<br />
of time equal to your Intelligence modifier per long<br />
number<br />
rest.<br />
14th level your ability to anticipate and react to attacks<br />
At<br />
to area effects and magic. If you are subject to an<br />
extends<br />
spell, or effect that requires a saving throw to dodge,<br />
attack,<br />
or resist it, you can use a reaction to roll 2 gun dice<br />
escape,<br />
your Intelligence modifier to the roll. You can choose to do<br />
and<br />
after your roll, but before the result is determined.<br />
this<br />
level 15 you gain expertise in both tinker's tools and smith's<br />
At<br />
In addition, the cost of constructing all firearms,<br />
tools.<br />
and ammunition is halved, and the value of<br />
upgrades,<br />
you can salvage from nonmagical armor is doubled.<br />
materials<br />
17th level when you roll initiative and have no gun dice<br />
At<br />
you regain 4 Gun dice.<br />
remaining,<br />
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are<br />
Potent Powder<br />
nonmagical attacks and damage.<br />
Breech Loading<br />
Master Gunman<br />
Stay Down<br />
creature that is prone.<br />
True Grit<br />
Preternatural Reflexes<br />
Advanced Engineering<br />
I’m Your Huckleberry<br />
Part 4 | <strong>Class</strong> Features<br />
8
have chosen the life of a blackguard. Your obsession with<br />
You<br />
the power hidden within your firearm has driven<br />
unlocking<br />
to acquire as much gold as you can by any means,<br />
you<br />
violent ones. Your inventive mind has a bent for<br />
preferably<br />
tactics. You prefer to get up close and personal with<br />
devious<br />
targets, and unleash a barrage of gunfire from point<br />
your<br />
you chose this profession at 3rd level, you gain<br />
When<br />
with medium armor, shields, battleaxes,<br />
proficiency<br />
rapiers, scimitars, shortswords, and<br />
longswords,<br />
warhammers.<br />
3rd level, you learn to use your firearms in an unorthodox<br />
At<br />
fighting style that incorporates close quarters combat and<br />
gun<br />
weaponry. You form a bond with either a pistol or shortbarrel<br />
melee<br />
firearm. You also gain the additional benefits:<br />
can attack with your bonded firearms in melee range<br />
You<br />
disadvantage.<br />
without<br />
you make a melee weapon attack as an action you<br />
When<br />
make an attack with a firearm as a bonus action.<br />
can<br />
can now choose to attempt a grapple or shove when<br />
You<br />
use your Gunman’s Gambit.<br />
you<br />
level 3 you make improvements to your rig that allows you<br />
At<br />
holster 5 pistol firearms and 3 short-barrel firearms.<br />
to<br />
3rd level, you devise a way to stretch your materials to<br />
At<br />
pistols designed to be used in close quarters. When<br />
construct<br />
have enough materials to construct 1 pistol you instead<br />
you<br />
2. craft<br />
addition, pistols constructed by you have the Light attribute<br />
In<br />
lose 5 feet of its normal range.<br />
but<br />
at level 7, you add your Intelligence modifier to all<br />
Starting<br />
(intimidation) checks made while you are holding a<br />
Charisma<br />
can now attempt grapple while holding weapons in both<br />
You<br />
provided one has the Light property. Additionally, you<br />
hands<br />
advantage on attempts to make or contest a grapple with<br />
have<br />
bonded firearm in one of your hands.<br />
a<br />
level 11 learn to channel your ill will through the bond you<br />
At<br />
with your weapon. As an action spend 3 gun dice to<br />
share<br />
the ammunition within a bonded firearm you are<br />
corrode<br />
covering them with enchanted rust. The effect lasts<br />
holding,<br />
one hour before the rusted ammunition is destroyed. The<br />
for<br />
can have one of two effects that you choose:<br />
rust<br />
a creature is hit by one of these rusted bullets it<br />
When<br />
make a Constitution saving throw. On a failed save, a<br />
must<br />
takes 2d6 poison damage and has the poisoned<br />
creature<br />
for one minute. On a successful save, the<br />
condition<br />
takes half as much damage and is not poisoned.<br />
creature<br />
a creature is hit by one of these rusted bullets it<br />
When<br />
make a Constitution saving throw. If it does not<br />
must<br />
it is stunned until it makes a successful<br />
succeed<br />
at 18th level, when you use gun die to damage a<br />
Starting<br />
that is grappled, poisoned, or stunned by you, double<br />
creature<br />
gun die damage. You can use this feature a number of<br />
the<br />
equal to your Intelligence modifier.<br />
times<br />
level 20, you learn to release the latent power contained<br />
At<br />
the bond between you and your firearms. Using your<br />
within<br />
you undergo a transformation. For 1 hour, you gain the<br />
action,<br />
benefits:<br />
following<br />
spectral aura surrounds you taking the form of 5<br />
A<br />
tentacles with a 20-foot range. You are considered<br />
writhing<br />
size larger. A creature grappled in this way has<br />
one<br />
on Wisdom saving throws. As a bonus action<br />
disadvantage<br />
can choose to pull any grappled creatures up to 10 feet<br />
you<br />
to you.<br />
closer<br />
a bonus action you can force a creature grappled by you<br />
As<br />
make a make a Wisdom saving throw or be frightened of<br />
to<br />
for one minute. A creature frightened in this way is<br />
you<br />
restrained. The creature can attempt to make<br />
considered<br />
save again to end the effect at the end of its turn.<br />
the<br />
you have at least two tentacles free you are immune<br />
While<br />
you use this feature, you can’t use it again until the next<br />
Once<br />
dawn.<br />
is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used<br />
This<br />
property of Wizards of the Coast. ©Wizards of the Coast LLC.<br />
are<br />
Brigand<br />
Corrupted Bond<br />
blank range using the many weapons strapped to your person.<br />
Bonus Proficiencies:<br />
Guerilla Tactics<br />
Constitution save at the end of its turn.<br />
Coup de Grâce<br />
The Unknowable Horror<br />
Improved Rig<br />
Penurious Design<br />
to the grappled, prone, and restrained conditions.<br />
Fearsome Assailant<br />
bonded firearm.<br />
Part 5 | Brigand Features<br />
9
is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used<br />
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property of Wizards of the Coast. ©Wizards of the Coast LLC.<br />
are<br />
Bonus Upgrades<br />
Brigand's<br />
<strong>Gunsmith</strong><br />
Level Upgrade Type Cost Description<br />
3rd<br />
3rd<br />
3rd<br />
3rd<br />
3rd<br />
Hollowed<br />
Build<br />
Reinforced<br />
Barrel<br />
Reinforced<br />
Frame<br />
Sawed-Off<br />
Assembly<br />
Trick<br />
Chamber<br />
Fixed 500 gp This firearm is 5 lbs. lighter.<br />
Fixed<br />
Fixed<br />
Fixed<br />
Fixed<br />
2500 gp<br />
1500 gp<br />
2500 gp<br />
3500 gp<br />
This short-barrel firearm deals 1d8 bludgeoning damage when used as an<br />
improvised weapon.<br />
This pistol firearm deals 1d6 bludgeoning damage when used as an<br />
improvised weapon.<br />
The Two-Handed trait is removed from this short-barrel firearm, but its<br />
damage die are 1 category lower and it can no longer use <strong>Gunsmith</strong><br />
Upgrades.<br />
If you shoot the last round of this firearm you instead use the highest<br />
number possible for each die. Immediately after that attack roll a d6, if the<br />
result is odd the firearm breaks and will require repair.<br />
Part 5 | Brigand Features<br />
10
take up a position that puts you far from the battlefield yet<br />
You<br />
role is no less pivotal then those in the heat of combat.<br />
your<br />
is a solitary life where you coldly eradicate key targets<br />
Yours<br />
they ever see the attack coming. Be it a single high<br />
before<br />
officer or a bombarding a pivotal cavalry before they<br />
ranking<br />
join up with the main force.<br />
can<br />
you chose this profession at 3rd level, you gain<br />
When<br />
in one of the following skills of your choice:<br />
proficiency<br />
3rd level, you learn to use unparalleled focus and calm<br />
At<br />
choosing your targets, though your attacks may not be<br />
when<br />
they are uncannily accurate and deadly. You form a<br />
furious<br />
with a long-barrel or cannon firearm. You also gain the<br />
bond<br />
have +1 to the attack roll on targets over 30 feet from<br />
You<br />
you.<br />
can now choose to take the hide action as a bonus<br />
You<br />
when you use your Gunman’s Gambit.<br />
action<br />
level 3 you add a dark cowl and cape large enough to<br />
At<br />
both you and your firearms. It is coated in a substance<br />
conceal<br />
picks up bits and debris to allow it to better blend in with<br />
that<br />
environment. After traveling in any area for an hour you<br />
the<br />
considered lightly obscured. In addition, once hidden<br />
are<br />
have disadvantage when making Wisdom<br />
creatures<br />
3rd level you choose a specialization to bolster your combat<br />
At<br />
Choose one:<br />
abilities.<br />
Ambusher<br />
you are an unseen attacker you instead use the highest<br />
If<br />
possible for each of the gun die you add to your<br />
number<br />
roll.<br />
damage<br />
Artillery<br />
you roll a 1 or 2 on a damage die for an attack you<br />
When<br />
with a bonded firearm that you are wielding with two<br />
make<br />
you can reroll the die and must use the new roll, even if<br />
hands,<br />
new roll is a 1 or a 2. You must be at least 30 feet from the<br />
the<br />
to gain this benefit.<br />
target<br />
level 7, your bond is altered by your desire to utterly destroy<br />
At<br />
targets. If the bonded weapon you are holding is out of<br />
your<br />
once per turn you can spend 2 gun dice to fire a<br />
ammunition,<br />
bullet. This attack uses the same dice and modifiers<br />
phantom<br />
a normal round but is considered force damage instead of<br />
as<br />
You can choose to knock any large or smaller<br />
piercing.<br />
hit with this bullet back up to 10 feet. You can use<br />
creature<br />
feature a number of times equal to your Intelligence<br />
this<br />
at level 11 you develop two types of cartridge rounds<br />
Starting<br />
add devastating effects to your bonded firearm attacks.<br />
that<br />
must spend 2 gun dice to use one of the specialized<br />
You<br />
instead of your normal attack. You can only use<br />
ordinances<br />
Round<br />
Concussive<br />
the next target you hit to make a Constitution saving<br />
Forces<br />
Round<br />
Shattering<br />
the damage from any gun die damage roll applied to<br />
Applies<br />
attack to any creatures within a 10-foot radius or a 15-foot<br />
this<br />
(your choice) originating from the target hit by this<br />
cone<br />
level 18 you master the art of long range targeting, gaining<br />
At<br />
following benefits:<br />
the<br />
prone you can attacking with your bonded firearms<br />
While<br />
long range no longer imposes disadvantage.<br />
at<br />
prone if you miss an attack on a target, you have<br />
While<br />
on the next attack at that same target provided it<br />
advantage<br />
the same turn and you are using the same type of<br />
is<br />
firearm. If the attack hits, it gains a bonus to its<br />
bonded<br />
level 20, you learn to release the latent power contained<br />
At<br />
the bond between you and your firearms. Using your<br />
within<br />
you undergo a transformation. For 1 hour, you gain the<br />
action,<br />
benefits:<br />
following<br />
spectral mist swirls around and clings to your body<br />
A<br />
you an ghostly appearance. No bright light or loud<br />
giving<br />
can escape from you and items you are wearing or<br />
sounds<br />
You leave no tracks or other signs of your passing,<br />
holding.<br />
cannot be tracked through magical means.<br />
and<br />
taking the attack action you can choose to become<br />
After<br />
until the start of your next turn.<br />
invisible<br />
you use a gun die for your attack or damage roll it<br />
When<br />
you use this feature, you can’t use it again until the next<br />
Once<br />
dawn.<br />
is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used<br />
This<br />
property of Wizards of the Coast. ©Wizards of the Coast LLC.<br />
are<br />
Gunner<br />
Unrelenting Bond<br />
Bonus Proficiencies:<br />
modifier.<br />
Specialized Ordinance<br />
Stealth or Survival.<br />
Long Range Tactics<br />
this ability once per round.<br />
throw or be stunned until your next turn.<br />
additional benefits:<br />
Cloaked Rig<br />
Gun Laying<br />
attack.<br />
(perception) checks to locate you based on sight.<br />
Specializations<br />
damage modifier equal to your Intelligence modifier.<br />
Kriegeist<br />
becomes a d10.<br />
Part 6 | Gunner Features<br />
11
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are<br />
Bonus Upgrades<br />
Gunner's<br />
<strong>Gunsmith</strong><br />
Level Upgrade Type Cost Description<br />
3rd Bipod Fixed 700 gp You do not have disadvantage on attack rolls while prone.<br />
3rd Rifled Bore Fixed 4500 gp<br />
3rd<br />
Stabilizing<br />
Stalk<br />
Assembly<br />
Fixed 6000 gp<br />
Increases the normal range of this long-barrel firearm by 20 feet and the<br />
long range by 50 feet.<br />
Increases the normal range of this cannon firearm by 50 feet and the long<br />
range by 100 feet.<br />
Part 6 | Brigand Features<br />
12
have taken a profession that allows you to perfect your<br />
You<br />
such as mercenary or bodyguard. You are quick on<br />
gunfighting<br />
draw and your skills are as dazzling as they are deadly.<br />
the<br />
odds mean nothing to you as you dance on the edge of a<br />
The<br />
Whether you’re blowing you enemies away with a shortbarrel,<br />
bullet.<br />
riddling them with a flurry of bullets from your twin<br />
or picking them off at range with a long-barrel no one<br />
pistols,<br />
deny your prowess.<br />
can<br />
you chose this profession at 3rd level, proficiency in one<br />
When<br />
the following skills of your choice: Performance or<br />
of<br />
3rd level, you learn to use your firearms in flashy ways that<br />
At<br />
you be as dazzling as you are dangerous. You form a<br />
allow<br />
with a pistol, short-barrel, or long-barrel firearm.<br />
bond<br />
you now have advantage on initiative rolls.<br />
Additionally,<br />
3rd level you choose a fighting style to bolster your combat<br />
At<br />
Choose one:<br />
ability.<br />
Eye Dead<br />
you are wielding a firearm in one hand and no other<br />
When<br />
you gain a +2 bonus to damage rolls with that<br />
weapons,<br />
firearm.<br />
Dualist<br />
you are wielding a firearm in each hand, as a bonus action<br />
If<br />
Shot<br />
Lucky<br />
you roll a 1 on any gun die used on your attack or<br />
When<br />
Highwayman<br />
you roll a 1 or 2 on a damage die for an attack you<br />
When<br />
with a firearm that you are wielding with two hands, you<br />
make<br />
reroll the die and must use the new roll, even if the new<br />
can<br />
is a 1 or a 2. The firearm must have the two-handed<br />
roll<br />
for you to gain this benefit.<br />
property<br />
and Gun<br />
Run<br />
you attack with a firearm and move at least 15 feet on the<br />
If<br />
turn, you gain +2 bonus to your AC until the start of your<br />
same<br />
turn while you are still holding that firearm.<br />
next<br />
at 3rd level, you develop daring trick shots to both<br />
Starting<br />
and terrify. You can declare a trick shot before making<br />
amaze<br />
Roll<br />
Barrel<br />
2 gun dice to roll 10 feet in any direction and then<br />
Spend<br />
an enemy within 10 feet of you. This movement does<br />
attack<br />
provoke attacks of opportunity<br />
not<br />
Looking<br />
Caught<br />
1 gun die to grant advantage to your next attack.<br />
Spend<br />
Varmint<br />
Dance<br />
1 gun die to force a creature you hit with this attack to<br />
Spend<br />
a Dexterity saving throw or it cannot take reactions until<br />
make<br />
start of the next round.<br />
the<br />
Spinning<br />
Gun<br />
2 gun dice to forgo one of your attacks to reload any<br />
Spend<br />
Up Hands<br />
1 gun die to force a creature you hit with this attack to<br />
Spend<br />
a Strength saving throw or drop whatever they are<br />
make<br />
holding.<br />
Strung<br />
Ham<br />
1 gun die to reduce a creature you hit’s movement<br />
Spend<br />
to 0 until it makes a Constitution saving throw at the<br />
speed<br />
of its turn.<br />
end<br />
Livered<br />
Lily<br />
1 gun die to make a shot without looking, if you hit a<br />
Spend<br />
it must make a Wisdom saving throw or be<br />
creature<br />
of you until the end of its next turn.<br />
frightened<br />
Speechless<br />
Made<br />
1 gun die to make a shot from a seemingly impossible<br />
Spend<br />
The target must make a Charisma saving throw or it<br />
angle.<br />
speak until the end of its next turn.<br />
cannot<br />
Ricochet<br />
1 gun die to bounce your attack and avoid half and<br />
Spend<br />
Out Shoot<br />
1 gun die to move 10 feet at the end of every attack you<br />
Spend<br />
learn one additional trick shot at level 5, and then two<br />
You<br />
at level 10 and 17.<br />
additional<br />
is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used<br />
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are<br />
Gunslinger<br />
Tricks Shots<br />
any attack.<br />
Bonus Proficiencies<br />
Persuasion.<br />
Quick Draw<br />
weapon you are currently holding.<br />
Gun Fighting Styles<br />
you can attack with the firearm in your off-hand.<br />
damage rolls, you can reroll them and take the new result.<br />
three-quarters cover.<br />
make until the end of your turn.<br />
At level 18, choose an additional gun fighting style.<br />
Part 7 | Gunslinger Features<br />
13
level 7, your audacious fighting spirit alters the nature of<br />
At<br />
bond you share with your firearms. You can choose to<br />
the<br />
3 gun dice to damage a creature instead of 2. Doing so<br />
spend<br />
the same dice to all consecutive attacks you make with<br />
applies<br />
bonded firearms. The gun dice are rerolled for each<br />
your<br />
and no additional gun dice can be added. If you end<br />
attack<br />
turn without attacking, miss an attack, or roll three 6’s<br />
your<br />
effect ends.<br />
the<br />
this feature is active you can’t add any additional gun<br />
While<br />
to your damage rolls. Once the effect ends you cannot use<br />
die<br />
11th level, when you attack with your bonded weapon as an<br />
At<br />
you can spend 2 gun dice to make an additional extra<br />
action<br />
with that weapon. You can use this feature a number of<br />
attack<br />
equal to your Intelligence modifier.<br />
times<br />
at 18th level, when you roll initiative and have no<br />
Beginning<br />
die remaining, you regain 6 gun die instead of 4.<br />
gun<br />
level 20, you learn to release the latent power contained<br />
At<br />
the bond between you and your firearms. Using your<br />
within<br />
you undergo a transformation. You choose whether<br />
action,<br />
transformation does Radiant or Necrotic damage upon<br />
this<br />
this feature. For 1 hour, you gain the following<br />
acquiring<br />
benefits:<br />
body radiates spectral energy creating an eyeless<br />
Your<br />
that hides your face and grants you 90 feet of<br />
mask<br />
blindsight.<br />
bonded firearms you are carrying levitate around you<br />
Any<br />
a 5-foot radius.<br />
in<br />
firearms no longer require ammunition and do an<br />
You<br />
1d6 damage all of which is Radiant or Necrotic.<br />
additional<br />
a bonus action you can perform a melee attack with<br />
As<br />
levitating firearms for 1d6 Radiant or Necrotic<br />
your<br />
damage.<br />
you use this feature, you can’t use it again until the next<br />
Once<br />
dawn.<br />
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are<br />
Reckless Bond<br />
gun die until the start of your next turn.<br />
Gun Down<br />
Expert Gunfighter<br />
Gun Saint<br />
Part 7 | Gunslinger Features<br />
14
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are<br />
Bonus Upgrades<br />
Gunslinger's<br />
<strong>Gunsmith</strong><br />
Level Upgrade Type Cost Description<br />
3rd<br />
3rd<br />
3rd<br />
Expanded<br />
Chamber<br />
Long<br />
Chamber<br />
Slide<br />
Chamber<br />
Fixed 500 gp Grants your pistol firearm two additional rounds.<br />
Fixed 900 gp Grants your short-barrel firearm one additional rounds.<br />
Fixed 700 gp Grants your long-barrel firearm two additional rounds.<br />
Part 7 | Gunslinger Features<br />
15
chosen a profession that puts you square in the middle<br />
You’ve<br />
a battlefield, ready to charge in and support the frontliners<br />
of<br />
they are most in need. Through your ingenuity your<br />
when<br />
has become a deadly melee weapon on par with the<br />
firearm<br />
at your side. Still, you are most effective at range<br />
pikemen<br />
a retreat, so that your compatriots can regroup and<br />
covering<br />
you chose this profession at 3rd level, you gain<br />
When<br />
with medium armor, shields, glaives, halberds,<br />
proficiency<br />
at level 3 you learn to use your firearms in valiant<br />
Beginning<br />
to overwhelm your enemies and inspire your allies.<br />
charges<br />
form a bond with a short-barrel or long-barrel firearm and<br />
You<br />
the railaxe or bayonet upgrade for that firearm. You also<br />
gain<br />
you move at least 20 feet in a straight-line you have<br />
If<br />
on attempts to shove the target prone or push<br />
advantage<br />
back 10 feet.<br />
them<br />
a reaction you can grant gun die to the attack and<br />
As<br />
roll of any ally within 60-feet of you that you can<br />
damage<br />
as if you were applying them to yourself.<br />
see<br />
can now choose to take the dash action as a bonus<br />
You<br />
when you use your Gunman’s Gambit.<br />
action<br />
3rd level, you’re accustomed to using a bayonet and railaxe<br />
At<br />
in combat. When you make a melee weapon attack<br />
upgrades<br />
a bayonet or railaxe, you can add your ability modifier to<br />
using<br />
damage of the second attack. Furthermore, when you<br />
the<br />
any attack with your action, you can make a melee<br />
make<br />
attack with a bayonet or railaxe as a bonus action.<br />
weapon<br />
dice cannot be applied to these upgrades' attack or<br />
Gun<br />
rolls.<br />
damage<br />
the cost of constructing a bayonet or railaxe upgrade you<br />
At<br />
attach any dagger to your bonded long-barrel firearm or<br />
can<br />
to your bonded short-barrel firearm. The magic<br />
handaxe<br />
retains all its properties when you make a bayonet<br />
weapon<br />
Upgrades constructed in this way are fixed and cannot<br />
attack.<br />
removed.<br />
be<br />
level 7, you develop the Rock and Shock barrel-mounted<br />
At<br />
During a long rest you can construct a number of<br />
grenades.<br />
equal to your Intelligence modifier of either type of<br />
grenades<br />
but not both. Gun dice cannot be applied to the<br />
grenade<br />
from these grenades. They lose their potency and<br />
damage<br />
inert after 24 hours.<br />
become<br />
Grenade<br />
Rock<br />
an action, spend 1 gun die to affix and then launch a<br />
As<br />
concussive round from your bonded firearm.<br />
specialized<br />
a point up to 30 feet of you. Each creature within 5<br />
Choose<br />
of that point must make a Dexterity save. On a failed save,<br />
feet<br />
creature takes 3d6 thunder damage and is knocked prone.<br />
a<br />
a successful save, the creature takes half as much damage<br />
On<br />
isn’t knocked prone.<br />
and<br />
Grenade<br />
Shock<br />
an action, spend 1 Gun die to affix and then discharge an<br />
As<br />
surge from your bonded firearm in a 10-feet-cone.<br />
electrical<br />
creature in that area must make a Dexterity save. On a<br />
Each<br />
save, a creature takes 2d6 lightning damage and is<br />
failed<br />
until the start of your next turn. On a successful save,<br />
stunned<br />
creature takes half as much damage and isn’t stunned. The<br />
the<br />
of both grenades is increased by 1d6 at level 10 and<br />
damage<br />
level 11, your valiant spirit allows you to give a portion of<br />
At<br />
power within the bond you share with your weapon to<br />
the<br />
allies. As an action roll 2 gun dice and grant the highest<br />
your<br />
+ half your gunsmith level in temporary hit points to<br />
result<br />
can share your bond in this way once per short or long<br />
You<br />
rest.<br />
18th level you learn to cover your allies' retreat. Spend 2<br />
At<br />
dice and until the start of your turn next turn, any<br />
gun<br />
hit by your bonded firearms' ranged weapon attacks<br />
creature<br />
a movement speed of 0 and it is unable to take reactions<br />
has<br />
level 20, you learn to release the latent power contained<br />
At<br />
the bond between you and your firearms. Using your<br />
within<br />
you undergo a transformation. For 1 hour, you gain the<br />
action,<br />
benefits:<br />
following<br />
sprout spectral wings and have a fly speed of 40 feet.<br />
You<br />
can use Radiant Bond without spending gun dice.<br />
You<br />
you add gun dice to your own attack or damage rolls<br />
When<br />
alley within 15 feet of you is granted the same effects<br />
any<br />
you use this feature, you can’t use it again until the next<br />
Once<br />
dawn.<br />
is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used<br />
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are<br />
Infantry<br />
you rejoin the charge.<br />
Bonus Proficiencies<br />
lances, and pikes.<br />
Cavalry Tactics<br />
increased an additional 1d6 at level 17.<br />
Radiant Bond<br />
gain additional benefits:<br />
yourself and two other alleys within a 15 feet of you.<br />
Suppressing fire<br />
Musketeer Fencing<br />
until the end of your next turn.<br />
Savior of the Battlefield<br />
Retrofit Attachment<br />
unless they move beyond that radius when they attack.<br />
Grenades<br />
Part 8 | Infantry Features<br />
16
is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used<br />
This<br />
property of Wizards of the Coast. ©Wizards of the Coast LLC.<br />
are<br />
Bonus Upgrades<br />
Infantry's<br />
<strong>Gunsmith</strong><br />
Level Upgrade Type Cost Description<br />
3rd Bayonet Reclaimable 500 gp<br />
3rd Railaxe Reclaimable 500 gp<br />
This long-barrel firearm can make a melee attack. The attack is 1d4, has a<br />
10-foot range, and deals piercing damage.<br />
This short-barrel firearm can make a melee attack. The attack is 1d6, has a<br />
5-foot range, and deals slashing damage.<br />
Part 8 | Infantry Features<br />
17
choose to become a vagrant. Moving from town to town<br />
You<br />
jobs where you can as you try to unravel the<br />
finding<br />
bond you share with your firearm. Your obsession<br />
mysterious<br />
your bond has allowed you to unlock abilities within<br />
with<br />
as you continue to improve on your designs, guided<br />
yourself<br />
some unseen hand. The line between inventor and<br />
by<br />
blurs as you begin to question if it is being upgraded,<br />
invention<br />
you into the perfect wielder for a flawless<br />
transforming<br />
you chose this profession at 3rd level, you gain<br />
When<br />
in one of the following skills of your choice:<br />
proficiency<br />
or Deception. Alternatively, you learn one language of<br />
Religion<br />
choice.<br />
your<br />
3rd level, you learn to deepen the bond you share with your<br />
At<br />
granting you psychic abilities. You form a bond with<br />
firearms<br />
a pistol or cannon firearm. You also gain additional<br />
either<br />
benefits:<br />
damage you deal with a gun die is considered psychic<br />
All<br />
damage.<br />
an action you can sense the sense hostile humanoids<br />
As<br />
the long range of the bonded weapon you are<br />
within<br />
Until the end of your turn you know their<br />
holding.<br />
location unless they are hidden by magical<br />
approximate<br />
You can use this feature a number of times equal to<br />
means.<br />
+ your Intelligence modifier. When you finish a long rest,<br />
1<br />
regain all expended uses.<br />
you<br />
per short rest you can mark a creature for death. You<br />
Once<br />
advantage on Wisdom (Perception) or Wisdom<br />
have<br />
to find or track the creature. In addition, half the<br />
(Survival)<br />
of Gun die (rounded down) you use to attack or<br />
number<br />
the creature are restored at the start of your next<br />
damage<br />
at 3rd level your firearm seems to speak to you<br />
Beginning<br />
you tinker away at it, guiding you in what design choices<br />
while<br />
make. You are able to construct additional upgrades as you<br />
to<br />
<strong>Gunsmith</strong> levels.<br />
gain<br />
at 7th level, your ability to sense hostility with your<br />
Beginning<br />
Tactics expands to all creatures.<br />
Paranormal<br />
as an action you can spend 2 gun dice to<br />
Additionally,<br />
telepathically with the spirit of any dead creature<br />
converse<br />
was damaged by your bonded weapon in the last 24<br />
that<br />
by touching a part of the creature's original body. You do<br />
hours<br />
need to share a language with the creature to<br />
not<br />
but the creature must be able to understand at<br />
communicate,<br />
11th level, as an action you can spend 4 gun dice to<br />
At<br />
up to 3 dead humanoids within 60 feet of you as<br />
resurrect<br />
for 10 minutes or until their hit points are 0, after<br />
shadows<br />
they vanish. Each shadow has temporary hit points<br />
which<br />
to your gunsmith level and are friendly to you and your<br />
equal<br />
You can use this ability a number of times equal<br />
companions.<br />
initiative for the shadows as a group. They obey any<br />
Roll<br />
commands that you issue to them (no action required<br />
verbal<br />
you). If you don't issue any commands to them, they defend<br />
by<br />
from hostile creatures, but otherwise take no<br />
themselves<br />
At 18th level you you to gain proficiency in either<br />
Beginning<br />
or Charisma saving throws (your choice).<br />
Wisdom<br />
your bonded firearms no longer require<br />
Additionally,<br />
and instead shoot bolts of psychic energy that<br />
ammunition<br />
level 20, you learn to release the latent power contained<br />
At<br />
the bond between you and your firearms. Using your<br />
within<br />
you undergo a transformation. For 1 hour, you gain the<br />
action,<br />
benefits:<br />
following<br />
shadowy aura forms around you giving a demonic<br />
A<br />
You gain a number of temporary hit points<br />
appearance.<br />
to your gunsmith level.<br />
equal<br />
can move through other creatures and objects as if<br />
You<br />
were difficult terrain. You take 5 (1d10) force damage<br />
they<br />
you ends your turn inside an object.<br />
if<br />
in dim light or darkness, you can take the hide<br />
While<br />
as a bonus action.<br />
action<br />
a bonus action you can strike out with the aura itself in<br />
As<br />
form of a claw. It does 2d6 psychic damage or, if you<br />
the<br />
you use this feature, you can’t use it again until the next<br />
Once<br />
dawn.<br />
is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used<br />
This<br />
property of Wizards of the Coast. ©Wizards of the Coast LLC.<br />
are<br />
Wanderer<br />
Subjugation of the Fallen<br />
to your Intelligence modifier.<br />
weapon.<br />
Bonus Proficiencies<br />
actions.<br />
At 17th level you are able to summon up to 6.<br />
Paranormal Tactics<br />
Unifying Bond<br />
you create. Your firearms' reload properties still apply.<br />
Embodiment of Shadow<br />
turn.<br />
Uncanny Design<br />
have advantage on the attack roll, 4d6.<br />
Commune with the Slain<br />
least one language. The effect lasts for 10 minutes.<br />
Part 9 | Wanderer Features<br />
18
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property of Wizards of the Coast. ©Wizards of the Coast LLC.<br />
are<br />
Uncanny Upgrades<br />
Wanderer's<br />
<strong>Gunsmith</strong><br />
Level Upgrade Type Cost Description<br />
3rd<br />
3rd<br />
3rd<br />
3rd<br />
Amethyst<br />
Inlay<br />
Banded<br />
Barrel<br />
Cylinder<br />
Chamber<br />
Moonstone<br />
Inlay<br />
Fixed 500 gp You are resistant to psychic damage while holding this firearm.<br />
Fixed 2700 gp<br />
This cannon firearm now deals 1d8 bludgeoning damage when used as an<br />
improvised weapon.<br />
Reclaimable 1200 gp Your cannon firearm reload is now 2.<br />
Fixed<br />
500 gp<br />
You have darkvision out to a range of 60 feet. If you already have<br />
darkvision, while holding this firearm its range is 90 feet.<br />
3rd Pepperbox Fixed 500 gp Your pistol firearms reload is now 4.<br />
3rd<br />
5th<br />
9th<br />
9th<br />
15th<br />
Reinforce<br />
Frame<br />
Aqua<br />
Inlay<br />
Malachite<br />
Inlay<br />
Quartz<br />
Inlay<br />
Expanded<br />
Revolver<br />
Fixed<br />
Fixed<br />
Fixed<br />
Fixed<br />
1500 gp<br />
800 gp<br />
1500 gp<br />
1500 gp<br />
This pistol firearm now deals 1d6 bludgeoning damage when used as an<br />
improvised weapon.<br />
This firearm does an additional 1d6 psychic damage if the target is<br />
undead or fiend.<br />
Whenever you kill a creature with this firearm you gain temporary hit<br />
points equal to your Intelligence modifier.<br />
You have advantage on Intelligence (Investigation) and Wisdom (Survival)<br />
checks.<br />
Fixed 1200 gp This pistol firearms reload is now 8.<br />
15th Tublar Fixed 3000 gp Your cannon firearm reload is now 3.<br />
17th<br />
17th<br />
Sapphire<br />
Inlay<br />
Sugilite<br />
Inlay<br />
Fixed<br />
Fixed<br />
3000 gp<br />
3000 gp<br />
This firearm does an additional 1d8 psychic damage if the target is<br />
undead or fiend.<br />
You cannot be frightened, charmed, or possessed while holding this<br />
firearm.<br />
Part 9 | Wanderer Features<br />
19
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property of Wizards of the Coast. ©Wizards of the Coast LLC.<br />
are<br />
Firearm Designs<br />
Pistol<br />
<strong>Gunsmith</strong><br />
Level Name Cost Damage Weight Properties<br />
Primitive Flintlock 300 gp 1d6 piercing 3 lbs Ammunition (Firearms), Range (30/90), Reload (1)<br />
Advanced Revolver 900 gp 1d8 piercing 3 lbs Ammunition (Firearms), Range (40/120), Reload (4)<br />
Mastered Chimera 3600 gp 1d10 piercing 5 lbs Ammunition (Firearms), Range (60/180), Reload (6)<br />
Firearm Designs<br />
Long-Barrel<br />
<strong>Gunsmith</strong><br />
Level Name Cost Damage Weight Properties<br />
Primitive Matchlock 700 gp 1d8 piercing 10 lbs<br />
Advanced Caliver 1700 gp 1d10 piercing 10 lbs<br />
Mastered Kirin 7600 gp 1d12 piercing 10 lbs<br />
Ammunition (Firearms), Range (40/120), Reload (1), Two-<br />
Handed<br />
Ammunition (Firearms), Range (60/180), Reload (3), Two-<br />
Handed<br />
Ammunition (Firearms), Range (100/300), Reload (5), Two-<br />
Handed<br />
Firearm Designs<br />
Short-Barrel<br />
<strong>Gunsmith</strong><br />
Level Name Cost Damage Weight Properties<br />
Primitive Blunderbuss 900 gp 2d6 piercing 10 lbs<br />
Advanced Musketoon 2300 gp 2d8 piercing 12 lbs<br />
Mastered Balgura 8500 gp 2d10 piercing 15 lbs<br />
Ammunition (Firearms), Heavy, Range (20/50) Reload (1),<br />
Two-Handed<br />
Ammunition (Firearms), Heavy, Range (25/65) Reload (2),<br />
Two-Handed<br />
Ammunition (Firearms), Heavy, Range (30/80), Reload (3),<br />
Two-Handed<br />
Firearm Designs<br />
Cannon<br />
<strong>Gunsmith</strong><br />
Level Name Cost Damage Weight Properties<br />
Primitive Handcannon 1000 gp 3d4 piercing 15 lbs<br />
Advanced<br />
Heavy<br />
Arquebus<br />
3200 gp 3d6 piercing 18 lbs<br />
Mastered Tiamat 9500 gp 3d8 piercing 25 lbs<br />
Ammunition (Firearms), Heavy, Range (50/100) Reload (1),<br />
Two-Handed, -2 to Attack Roll<br />
Ammunition (Firearms), Heavy, Range (75/150) Reload (1),<br />
Two-Handed, -2 to Attack Roll<br />
Ammunition (Firearms), Heavy, Range (100/200) Reload (2),<br />
Two-handed, -2 to Attack Roll<br />
20
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This<br />
property of Wizards of the Coast. ©Wizards of the Coast LLC.<br />
are<br />
Upgrades<br />
<strong>Gunsmith</strong><br />
<strong>Gunsmith</strong><br />
Level Upgrade Type Cost Description<br />
3rd<br />
3rd<br />
Custom<br />
Grip<br />
Fixed 500 gp Attempts to disarm you of this firearm are at disadvantage.<br />
Lensed<br />
Rear Sight Reclaimable 5000 gp This firearm's normal range is increased by 5 feet, and its long range<br />
increases by 20 feet.<br />
3rd Light Frame Fixed 3500 gp This cannon firearm is 10 lbs lighter.<br />
3rd<br />
Muzzle<br />
Sight<br />
Fixed<br />
500gp<br />
All ranges of this pistol, short-barrel, or long-barrel firearm are increased<br />
by 5.<br />
3rd Suppresser Reclaimable 1500 gp This pistol or long-barrel firearm's attacks are only audible out to 30 feet.<br />
3rd<br />
Wide<br />
Choke<br />
Muzzle<br />
Fixed<br />
4000 gp<br />
This short-barrel firearm’s ammunition now sprays in a 10-foot cone, and<br />
is one die instead of two. Instead of an attack roll, all creatures within the<br />
cone take damage if they fail a Dexterity saving throw (DC = 8 + The<br />
Firearm's Attack bonus).<br />
Part 10 | Upgrade Appendix<br />
21
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are<br />
Arcane Engineering<br />
Upgrades<br />
Enchanted<br />
Name<br />
Arcane Bolt<br />
Arcane Chamber<br />
Arcane Hammer<br />
Arcane Trigger<br />
Description<br />
Requires the disassembly of a magic crossbow, light. The<br />
long-barrel this bolt is attached to gains all the magical<br />
properties of the crossbow consumed to create the upgrade.<br />
Requires the disassembly of a magic crossbow, hand. The<br />
short-barrel this chamber is attached to gains all the magical<br />
properties of the crossbow consumed to create the upgrade.<br />
Requires the disassembly of a magic crossbow, light. The<br />
pistol this hammer is attached to gains all the magical<br />
properties of the crossbow consumed to create the upgrade.<br />
Requires the disassembly of a magic crossbow, heavy. The<br />
cannon this trigger is attached to gains all the magical<br />
properties of the crossbow consumed to create the upgrade.<br />
Enchantments I<br />
Aquireable<br />
Name Rarity Type Cost Description<br />
This magic weapon warns you of danger. While the weapon is on your<br />
person, you have advantage on initiative rolls. In addition, you and any of<br />
Firearm of<br />
Warning Uncommon Reclaimable 2000 gp your companions within 30 feet of you can’t be surprised, except when<br />
incapacitated by something other than nonmagical sleep. The weapon<br />
magically awakens you and your companions within range if any of you are<br />
sleeping naturally when combat begins.<br />
Firearm +1 Uncommon Reclaimable<br />
2000gp<br />
Firearm +2 Rare Reclaimable 8000gp<br />
Firearm +3<br />
Very Rare Reclaimable 32000gp<br />
You have a +1 bonus to attack and damage rolls made with this magic<br />
weapon.<br />
You have a +2 bonus to attack and damage rolls made with this magic<br />
weapon.<br />
You have a +3 bonus to attack and damage rolls made with this magic<br />
weapon.<br />
Part 10 | Upgrade Appendix<br />
22
is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used<br />
This<br />
property of Wizards of the Coast. ©Wizards of the Coast LLC.<br />
are<br />
Arcane Engineering cont.<br />
Enchantments II<br />
Aquireable<br />
Name Rarity Type Cost Description<br />
Radiant<br />
Pistol<br />
Radiant<br />
Long-Barrel<br />
Radiant<br />
Short-Barrel<br />
Radiant<br />
Cannon<br />
Rare Fixed 2000 gp<br />
This magic weapon grants a +1 bonus to attack and damage rolls made<br />
with it. While holding it, the wielder can take a bonus action to cause it to<br />
shed bright light in a 30-foot radius and dim light for an additional 30<br />
feet. The wielder can extinguish the light as a bonus action.<br />
As a reaction immediately after being hit by a melee attack, the wielder<br />
can cause the attacker to be blinded until the end of the attacker’s next<br />
turn, unless the attacker succeeds on a Constitution saving throw against<br />
your spell save DC. Once used, this reaction can’t be used again until the<br />
wielder finishes a short or long rest.<br />
Rare Fixed 4000 gp [Same as Above]<br />
Very Rare Fixed 3000 gp [Same as Above]<br />
Legendary Fixed 6000 gp [Same as Above]<br />
Enchantments III<br />
Aquireable<br />
Name Rarity Type Cost Description<br />
Repeating<br />
Pistol<br />
Repeating<br />
Long-Barrel<br />
Repeating<br />
Short-Barrel<br />
Repeating<br />
Cannon<br />
Rare Fixed 8000 gp<br />
This magic weapon grants a +1 bonus to attack and damage rolls made<br />
with it. The weapon requires no ammunition; it magically produces one<br />
piece of ammunition each time you make a ranged attack with it, unless<br />
you manually load it. The ammunition produced by the weapon vanishes<br />
the instant after the it hits or misses a target.<br />
Rare Fixed 14000 gp [Same as Above]<br />
Very Rare Fixed 20000 gp [Same as Above]<br />
Legendary Fixed 30000 gp [Same as Above]<br />
Part 10 | Upgrade Appendix
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