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Gunsmith Homebrew Class (5e)

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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 />

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 />

Arcane Engineering<br />

Wanderer


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 />

property of Wizards of the Coast. ©Wizards of the Coast LLC.<br />

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 />

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 />

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 />

firearms introduce additional weapon attributes:<br />

<strong>Gunsmith</strong><br />

A limited number of shots can be made with a<br />

Reload.<br />

that has the reload property. Once all rounds are<br />

weapon<br />

a character cannot make ranged attacks with it<br />

expended,<br />

an action is used to reload it. You need at least one free<br />

until<br />

to reload a firearm.<br />

hand<br />

Some firearms have such strong kickback that it<br />

Recoil.<br />

affects accuracy. Weapons with this attribute have -2<br />

greatly<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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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 />

penalty to ranged attack rolls.<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 />

time in Hours for you to construct firearms or<br />

The<br />

= the Items' Total Value / (your Proficiency x 15).<br />

upgrades<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 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 />

your bonded firearms.<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. You can draw a<br />

to<br />

firearm as part of your attack action with that<br />

holstered<br />

or you can holster a firearm you are holding after<br />

firearm,<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 dice 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 />

attacking with it. Your rig holds up to two firearms.<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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property of Wizards of the Coast. ©Wizards of the Coast LLC.<br />

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 />

you make a melee weapon attack as an action you<br />

When<br />

make a ranged or improvised attack with a firearm as<br />

can<br />

bonus action. If you are making a ranged attack in this<br />

a<br />

being within 5 feet of a hostile creature does not<br />

way,<br />

disadvantage on the attack roll.<br />

impose<br />

can now choose to attempt a grapple or shove when<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<br />

In<br />

attribute.<br />

at level 7 your savage spirit altars the nature of the<br />

Starting<br />

you share with your firearms. You can roll a gun die and<br />

bond<br />

the number rolled to any Charisma (intimidation) checks<br />

add<br />

while holding a bonded firearm. This ability does not<br />

made<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 />

at level 11 you can use you bond to corrupt your<br />

Beginning<br />

As an action spend 3 gun dice corrupt the<br />

ammunition.<br />

within a bonded firearm you are holding. The<br />

ammunition<br />

lasts until that firearms rounds are spent or for one<br />

effect<br />

after which the ammunition is destroyed. You choose<br />

hour<br />

effect the poison has upon using this ability:<br />

what<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 dice 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. When you finish a<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 />

Venomed Shot<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 />

long rest, you regain all expended uses.<br />

The Unknowable Horror<br />

you use your Gunman’s Gambit.<br />

Improved Rig<br />

Penurious Design<br />

to the grappled, prone, and restrained conditions.<br />

Tainted Bond<br />

spend the die rolled.<br />

Part 5 | Brigand Features<br />

9


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This<br />

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 />

2000 gp<br />

1200 gp<br />

3500 gp<br />

2500 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 property is for this short-barrel firearm is replaced with<br />

Recoil. This upgrade cannot be installed on a firearm with a gunsmith<br />

upgrade, and only brigand and arcane upgrades can be added.<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 />

If you are an unseen attacker you instead use the<br />

Ambusher.<br />

number possible for each of the gun die you add to<br />

highest<br />

When you roll a 1 or 2 on a damage die for an attack<br />

Artillery.<br />

make with a bonded firearm that you are wielding with<br />

you<br />

hands, you can reroll the die and must use the new roll,<br />

two<br />

if the new roll is a 1 or a 2. You must be at least 30 feet<br />

even<br />

level 7, your resolute spirit altars the nature of the bond you<br />

At<br />

with your firearms. If a bonded firearm you are holding<br />

share<br />

out of ammunition, once per turn you can spend 2 gun dice<br />

is<br />

make a ranged attack with a phantom bullet. On a hit the<br />

to<br />

bullet does force damage instead of piercing.<br />

phantom<br />

if the target you hit is a large or smaller creature,<br />

Additionally<br />

can choose to knock it back up to 10 feet. You can use this<br />

you<br />

a number of times equal to your Intelligence modifier.<br />

feature<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. Forces the next target you hit to make a<br />

Concussive<br />

saving throw or be stunned until your next turn.<br />

Constitution<br />

Round. Applies the damage from any gun die<br />

Shattering<br />

roll applied to this attack to any creatures within a 10-<br />

damage<br />

radius or a 15-foot cone (your choice) originating from the<br />

foot<br />

hit by this attack.<br />

target<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 />

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are<br />

Gunner<br />

Relentless Bond<br />

Bonus Proficiencies:<br />

When you finish a long rest, you regain all expended uses.<br />

Stealth or Survival.<br />

Long Range Tactics<br />

Specialized Ordinance<br />

this ability once per round.<br />

additional benefits:<br />

Cloaked Rig<br />

Gun Laying<br />

(perception) checks to locate you based on sight.<br />

Specializations<br />

damage modifier equal to your Intelligence modifier.<br />

Kriegeist<br />

your damage roll.<br />

from the target to gain this benefit.<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 25 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, you gain<br />

When<br />

in one of the following skills of your choice:<br />

proficiency<br />

or Persuasion. Alternatively, you learn one<br />

Performance<br />

of your choice.<br />

language<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. When you are wielding a firearm in one hand and<br />

Dead<br />

other weapons, you gain a +2 bonus to damage rolls with<br />

no<br />

If you are wielding a firearm in each hand, as a bonus<br />

Dualist.<br />

you can attack with the firearm in your off-hand.<br />

action<br />

Shot. When you roll a 1 on any gun die used on your<br />

Lucky<br />

or damage rolls, you can reroll them and take the new<br />

attack<br />

When you roll a 1 or 2 on a damage die for an<br />

Highwayman.<br />

you make with a firearm that you are wielding with two<br />

attack<br />

and Gun. If you attack with a firearm and move at least<br />

Run<br />

feet on the same turn, you gain +2 bonus to your AC until<br />

15<br />

start of your next turn while you are still holding that<br />

the<br />

firearm.<br />

at 3rd level, you develop two daring trick shots to<br />

Starting<br />

amaze and terrify. You can declare a trick shot before<br />

both<br />

any attack. Attacks made in this way cannot benefit<br />

making<br />

additional gun dice applied their attack rolls.<br />

from<br />

Roll. Spend 2 gun dice to roll 10 feet in any direction<br />

Barrel<br />

then attack an enemy within 10 feet of you. This<br />

and<br />

Looking. Spend 1 gun die, if you hit with this attack<br />

Caught<br />

have advantage on your next attack on the same target.<br />

you<br />

Varmint. Roll 1 gun die and add the result to this<br />

Dance<br />

roll, if you hit the target must make a Dexterity saving<br />

attack<br />

or it cannot make a reaction until the start of the next<br />

throw<br />

round.<br />

Spinning. Spend 1 gun die to forgo this attack and<br />

Gun<br />

a weapon you are currently holding.<br />

reload<br />

Up. Roll 1 gun die and add the result to this attack roll,<br />

Hands<br />

you hit the target must make a Strength saving throw or<br />

if<br />

Strung. Roll 1 gun die and add the result to this attack<br />

Ham<br />

if you hit the target's movement speed is 0 until the end of<br />

roll,<br />

Livered. Roll 1 gun die and add the result to this attack<br />

Lily<br />

if you hit the target must make a Wisdom saving throw or<br />

roll,<br />

Speechless. Roll 1 gun die and add the result to this<br />

Made<br />

roll, if you hit the target must make a Charisma saving<br />

attack<br />

Spend 1 gun die to bounce your shot avoiding half<br />

Ricochet.<br />

three-quarters cover.<br />

and<br />

Out. Spend 1 gun die to move 10 feet at the end of<br />

Shoot<br />

attack you make until the end of your turn.<br />

every<br />

learn one additional trick shot at level 5 and level 10, and<br />

You<br />

two at level 17.<br />

then<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 />

Bonus Proficiencies<br />

movement does not provoke attacks of opportunity.<br />

Quick Draw<br />

Gun Fighting Styles<br />

drop whatever they are holding.<br />

its next turn.<br />

be frightened of you until the end of its next turn.<br />

that firearm.<br />

throw or it cannot speak until the end of its next turn.<br />

result.<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. The firearm must have the two-<br />

the<br />

handed property for you to gain this benefit.<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 />

a juggle that applies the same dice to each consecutive<br />

starts<br />

you make with your bonded firearms. The gun dice are<br />

attacks<br />

for each successful attack and no additional gun dice<br />

rerolled<br />

be applied to your damage rolls. If you end your turn<br />

can<br />

attacking, miss an attack, or roll three 6’s the effect<br />

without<br />

the juggle ends you cannot use gun die until the end of<br />

Once<br />

next turn.<br />

your<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. When you finish a<br />

times<br />

at 18th level, when you roll initiative and have no<br />

Beginning<br />

die remaining, you regain 6 gun dice 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 />

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 />

Reckless Bond<br />

ends.<br />

Gun Down<br />

long rest, you regain all expended uses.<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 before your<br />

If<br />

you have advantage on attempts to shove the target<br />

action,<br />

or push them back 10 feet.<br />

prone<br />

a reaction you can grant gun die to any ally within 60-<br />

As<br />

of you that you can see as if you were applying them to<br />

feet<br />

yourself.<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 Strength modifier<br />

using<br />

the damage of the second attack. Furthermore, when you<br />

to<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, your gallant spirit alters the nature of the bond your<br />

At<br />

with your firearm, and temporarily imbues your will to<br />

share<br />

your allies into your weapon. As an action, spend 2<br />

protect<br />

dice to unleash an explosive effect. You can use this<br />

gun<br />

a number of times equal to your Intelligence modifier.<br />

feature<br />

you finish a long rest, you regain all expended uses.<br />

When<br />

Grenade. You launch a concussive round from your<br />

Rock<br />

firearm. Choose a point up to 30 feet of you. Each<br />

bonded<br />

within 5 feet of that point must make a Dexterity<br />

creature<br />

On a failed save, a creature takes 3d6 thunder damage<br />

save.<br />

is knocked prone. On a successful save, the creature<br />

and<br />

half as much damage and isn’t knocked prone.<br />

takes<br />

Grenade. You unleash an electrical surge from your<br />

Shock<br />

firearm in a 10-feet-cone. Each creature in that area<br />

bonded<br />

make a Dexterity save. On a failed save, a creature takes<br />

must<br />

lightning damage and is stunned until the start of your<br />

2d6<br />

turn. On a successful save, the creature takes half as<br />

next<br />

damage and isn’t stunned.<br />

much<br />

damage of both grenades is increased by 1d6 at level 10<br />

The<br />

increased an additional 1d6 at level 17.<br />

and<br />

level 11, your valorous bond grow so abundant you can<br />

At<br />

portion of that power. As an action roll 2 gun dice and<br />

share<br />

the highest result + half your gunsmith level in<br />

grant<br />

hit points to yourself and two other alleys within a<br />

temporary<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 shimmering spectral wings that grant a fly<br />

You<br />

of 40 feet.<br />

speed<br />

you use Radiant Bond one gun die is restored at the<br />

When<br />

of your next turn.<br />

start<br />

you add gun dice to your attack or damage rolls any<br />

When<br />

within 30 feet of you is granted the same effects<br />

alley<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 />

Resplendent Glory<br />

gain additional benefits:<br />

15 feet of you.<br />

Musketeer Fencing<br />

Suppressing fire<br />

until the end of your next turn.<br />

Savior of the Battlefield<br />

Retrofit Attachment<br />

unless they move beyond that radius before they attack.<br />

Valorous Bond<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, always on the moving,<br />

You<br />

hoping to discover a way to unravel the mysteries<br />

searching,<br />

the bond with your firearms. The last time you delved too<br />

of<br />

into its power it nearly destroyed you. However that will<br />

deep<br />

deter you from continuing to improve your designs, guided<br />

not<br />

some unseen hand. The line between inventor and<br />

by<br />

blurs as you begin to question if it is actually you<br />

invention<br />

upgraded, transformed into the perfect gunman.<br />

being<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 />

Arcana<br />

choice.<br />

your<br />

3rd level, the balance of the bond you share with your<br />

At<br />

tips and for a brief moment you consciousness is lost<br />

firearm<br />

its power. Afterwards you awaken with new psychic<br />

within<br />

You form a bond with either a pistol or cannon<br />

abilities.<br />

gun die damage you deal is psychic damage.<br />

All<br />

per short rest you can place a Psionic Marker on a<br />

Once<br />

that you can see within 60 feet of you for up to 1<br />

creature<br />

as bonus action. You have advantage on Wisdom<br />

hour<br />

or Wisdom (Survival) to find or track the<br />

(Perception)<br />

In addition, half the number of gun dice (rounded<br />

creature.<br />

you use to attack or damage the creature are<br />

down)<br />

at the start of your next turn.<br />

restored<br />

an action, you can sense hostile humanoids within the<br />

As<br />

range of a bonded weapon you are holding. Until the<br />

long<br />

of your turn you know their approximate location<br />

end<br />

they are hidden by magical means. You can use this<br />

unless<br />

a number of times equal to your Intelligence<br />

feature<br />

When you finish a long rest, you regain all<br />

modifier.<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 extends to any creatures with an<br />

Paranormal<br />

as an action, you can to converse telepathically<br />

Additionally<br />

the spirit of a creature that died in last 24 hours by<br />

with<br />

a part of the its original body. You do not need to<br />

touching<br />

a language with the creature to communicate, but the<br />

share<br />

must be able to understand at least one language.<br />

creature<br />

effect lasts for 10 minutes.<br />

The<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 />

your Intelligence modifier. When you finish a long rest, you<br />

to<br />

all expended uses.<br />

regain<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 />

18th level, the bond you share with your firearm reaches its<br />

At<br />

and your firearms are as one. You gain proficiency in<br />

pinnacle<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 />

dark spectral aura cloaks you in a demonic visage<br />

A<br />

you a bonus +30 darkvision and a number of<br />

granting<br />

hit points equal to your gunsmith level.<br />

temporary<br />

can move through other creatures and objects as if<br />

You<br />

were difficult terrain. You take 1d10 force damage if<br />

they<br />

ends your turn inside an object.<br />

you<br />

in dim light or darkness, you can take the hide<br />

While<br />

as a bonus action.<br />

action<br />

an action you can make a melee weapon attack using<br />

As<br />

the aura in the form of a shadow claw. The claw is<br />

with<br />

a finesse weapon and does 2d6 + your Damage<br />

considered<br />

psychic damage or, if you have advantage on the<br />

modifier<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 />

Bonus Proficiencies<br />

actions.<br />

Paranormal Tactics<br />

At 17th level you are able to summon up to 6.<br />

Unifying Bond<br />

firearm. You also gain additional benefits:<br />

either Wisdom or Charisma saving throws (your choice).<br />

you create. Your firearms' reload properties still apply.<br />

Embodiment of Shadow<br />

expended uses.<br />

Uncanny Design<br />

Commune with the Slain<br />

attack roll, 4d6 + your Damage modifier.<br />

Intelligence of 6 or higher.<br />

Part 9 | Wanderer Features<br />

18


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 />

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 2500 gp<br />

This cannon firearm now deals 1d8 bludgeoning damage when used as an<br />

improvised weapon.<br />

Reclaimable 1500 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 700 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


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 />

Firearm Designs<br />

Pistol<br />

Design<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 />

Design<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 (50/150), Reload (1), Two-<br />

Handed<br />

Ammunition (Firearms), Range (100/300), Reload (3), Two-<br />

Handed<br />

Ammunition (Firearms), Range (200/600), Reload (5), Two-<br />

Handed<br />

Firearm Designs<br />

Short-Barrel<br />

Design<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 />

Design<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), Recoil,<br />

Reload (1), Two-Handed<br />

Ammunition (Firearms), Heavy, Range (75/150), Recoil,<br />

Reload (1), Two-Handed<br />

Ammunition (Firearms), Heavy, Range (100/200), Recoil,<br />

Reload (2), Two-handed<br />

20


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 />

Upgrades<br />

<strong>Gunsmith</strong><br />

<strong>Gunsmith</strong><br />

Level Upgrade Type Cost Description<br />

3rd<br />

3rd<br />

Custom<br />

Grip<br />

Lensed<br />

Rear Sight<br />

Fixed 500 gp Attempts to disarm you of this firearm are at disadvantage.<br />

Reclaimable 5000 gp<br />

This pistol, long-barrel, or cannon firearm's normal range is increased by 5<br />

feet, and its long range 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 sprays rounds in a 10-foot cone that has one<br />

damage die not two. Instead of an attack roll, all creatures within the cone<br />

take damage if they fail a DC 15 Dexterity saving throw. The DC increases<br />

by 1 for each design level above Primitive.<br />

Part 10 | Upgrade Appendix<br />

21


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<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


Revisions<br />

0.1.1 Reduced Gun Dice to a static 2 per turn<br />

Rev<br />

of up to a number equal to your<br />

instead<br />

Modifier. Added long rest Intelligence<br />

Intelligence<br />

restrictions to strong subclass features.<br />

Modifier<br />

0.1.2 Added negative attack bonus and shorter<br />

Rev<br />

to make Cannon Designs more distinctive.<br />

range<br />

0.1.3 Gave Attack Roll buff to Gunslinger's<br />

Rev<br />

Shots to coincide with Gun Dice change.<br />

Trick<br />

0.1.4 Restricted Brigand's ranged attack in<br />

Rev<br />

feature to bonus action only and removed<br />

melee<br />

penalty from Penurious Design pistols.<br />

range<br />

Wanderer's sensory ability restriction by<br />

Lowered<br />

Fixed wording and altered features of Infantry's<br />

1.<br />

of the Battlefield and Wanderer's<br />

Savior<br />

of Shadow capstones. Some<br />

Embodiment<br />

miscellaneous format editing.<br />

additional<br />

0.1.5 Replaced Religion with Arcana for<br />

Rev<br />

Bonus Proficiencies. Added language<br />

Wanderer's<br />

to Gunslinger's Bonus Proficiency. Changed<br />

option<br />

Wide Choke upgrade to an level based DC<br />

the<br />

of stat based. Replaced damage nerf with<br />

instead<br />

nerf and clarified upgrade compatibilities<br />

attack<br />

Brigand's Sawed-Off Assembly. Some<br />

for<br />

miscellaneous format editing.<br />

additional<br />

0.1.6 Changed Way of the Gun so that a<br />

Rev<br />

can be drawn or stowed as part of the<br />

firearm<br />

but not both. Changed Infantry's Grenades<br />

attack,<br />

work similar to Gunner's Specialized<br />

to<br />

7 feature to in order to remove<br />

Ordinancelvl<br />

crafting mechanic. Changed Gunner's<br />

clunky<br />

Bond" from "Unrelenting Bond".<br />

"Relentless<br />

<strong>Gunsmith</strong> firearm attribute descriptions.<br />

Added<br />

cost of Gunslinger's Trick Shot: Gun<br />

Lowered<br />

by 1 gun die. Limited Wanderer's lvl 7<br />

Spinning<br />

to Paranormal tactics to creatures with at<br />

upgrade<br />

6 intelligence.<br />

least<br />

0.1.7 Changed the name and flavor text of the<br />

Rev<br />

7 features of every subclasses except Wanderer<br />

lvl<br />

"Bond" feature to add parody between the<br />

to<br />

Changed the damage mod for<br />

subclasses.<br />

Musketeer Fencing to strength. Changed<br />

Infantry's<br />

bonus to Brigand's lvl 7 ability to add a gun die<br />

the<br />

of INT.<br />

instead<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 />

Big thanks to<br />

all who<br />

contributed to<br />

this project<br />

Cover Art: Skiorh<br />

For questions, comments, and subclass<br />

suggestions please email Tebor at<br />

Nudrax@hotmail.com Please include<br />

"[<strong>Gunsmith</strong>]" in the subject line<br />

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