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Gun Slinger

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172 views13 pages

Gun Slinger

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nemes csongor
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Pa} [ite Ra SUE eel Cela ile RT nae) Re ER ole A Te Oa el ENT Orla —_e THE GUNSLINGER Proficiency Level Bonus Features Mental Fortitude, Grit ‘Adept Marskman, Expertise Ist 42 42 Gunslinger’s Teal, Especialist 2 Ability Score Improvernent Extra Attack, Lighting Reload Trail Feature, Firecracker #2 B 8 B Evasion a Ability Score Improvernent Trained Eye Mental Fortitude Vicious Intent Ability Score Improvement Trail Feature Perfect Focus Ability Score: Improvernent True Grit CLASS FEATURES Hrr Pots Hit Dice: 168 per gunslinger level Tit Points at et Level: 8 your Constitution modifier Hit Points at Higher Levee 148 (r 8) + your Constitation ‘modifier per gunslinger level afer Ist ‘PROFICIENCIES Armor Lig armor Weapons: simple weapons, shortswords, simple firearms, tartal Grearms ‘Toole Tinker Tools Saving Throws: Dexterity Intelligence ‘Skills: Choose three from Acrobatics, Arcana, Intimidation, Investigation, Perception, Sleight of Hand, and Stealth Fan Content permitted wader the Fan Content Policy. Not approsedjendorsed by Wizards, Portions ofthe mates EQUIPMENT You start with the folowing equipment '* (@along musket or (b) 2 palm pistols. Pia seeei eerie ea aise Ree recap * Leather armor, 2 cases of 20 bullets and tinker tole [ANtcraatly You min tart with 544 10 gp to bu you own eauipment MENTAL FORTITUDE [Beginning at Ist level. you gain a bonus to your Wisdom and Charisma saving throws equal to half your Intelligence modifier, rounded down, ‘At 4th level you can add half your proficiency bonus, rounded down, to all your Wisdom and Charisma saving, throws ifyou are not already proficient with them. Grrr At Ist level your rigorous traning grants you a way to skilfully handle your specialty weapons. You gain the following benefits: ‘+ Asa bonus action, you can aim, rolling a d4 and adding the number rolled to your next ranged attack roll on the ‘current turn, This die changes as you gain gunslinger levels, as shown in the Grit Die column of the Gunslinger table. “+ When you use the Attack action with light weapon, you ‘can make a single bonus attack with alight firearm that you're holding i the other hand. You don't add your ability modifier tothe damage of the bonus Attack ADEPT MARKSMAN ‘Starting at 2nd level you ean use your grit to swiftly ‘maneuver yourself during combat. You gain 2 Grit Points, and you gain more more as you level up, as shown inthe Grit Points column of the Gunslinger table. You can spend these points to perform the following features: Perfect Aim, Shoot Down and Swift Action. You regain I expended grit point each time you rolla 20 on the d20 col for an attack with firearm. You regain all expended grit points after a short or long rest. ‘Some of your grit features require your target to make a saving throw (o resist the features ellects, The saving throw DCis ealeulated as follows: Gait save DC = 8 + your proficiency Bonus + ‘your Intelligence modifier PERFECT AIM ‘When you aim on your turn, you can spend 1 grit point perfect your aim, adding 1 roll of your grit die to both your attack and damage rolls for that attack, SHoor Down ‘When a ranged weapon attack aimed at you from at least 10, feet away which you can see would hit you, you can fire one piece of ammunition from a firearm against it as a reaction, subtracting 1 roll of your grit die to the attacker’ attack roll Ifyou turn hit into a miss, you can spend 1 grit point to fire again, making a ranged attack within the firearm’s range ‘against the attacker as part ofthe same reaction. ss used are property of Wizards of the Coast. Wizards ofthe Coast LLC. Swirr Action ‘You can spend 1 grit point to take a bonus action on your turn. This action can be used only to reload a firearm. You learn more ways to use this bonus action as you level up. EXPERTISE At2nd level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with tinker's ‘tools. Your proficiency bonus is doubled for any ability check ‘you make that uses either ofthe chosen proficiencies. At Sth level you can choose two more of your proficiencies {Gn skills or with tinker's tools) co gain this benefit. Gonstincer’s TRAIL Atthe 3rd level.you choose the tail that reflects your own. personal ereed. Choose from the Maverick, the Gunsmith, the Gunner, the Musketeer, the Guardian, the Soulgun or the Grenadier, all detailed atthe end ofthe class description. ‘Your choice grants you a unique feature when you choose it at Sed level and again at 6th, 11th and 17th levels. SPECIALIST Also at 3rd level your techniques with firearm make you a ‘specialist, gaining the following benefits: *+ You can make your Grit bonus attack by using the Attack action with a One-Handed weapon that ist light + When you roll a1 or 2 on your grit die when you make an. aimed attack using a firearm that you are wielding with two hands, you can reroll the die and must use the new roll even ifthe new roll is a1 or a2. ABILITY SCORE IMPROVEMENT Reaching the 4th level and again at 8th, 12th, 16th, and 19th level you ean increase one ability scare of your choice by 2, or you cam increase two ability scores of your choice by 1. ‘As normal, ou can't increase an ability score above 20 using this featur. Extra ATTACK ‘Beginning at Sth level you can attack twice, instead of once, ‘whenever you take the Attack action on your tur, Licuttnc RELOAD ‘Starting at Sth level you can reload a firearm as a bonus action. Moreover, when a feature from another source allows you to reload a firearm as a bonus action, you can instead do ‘s0 with no action required You also no longer need a free hand to reload a firearm, FIRECRACKER ‘Starting at 6th level you can use the bonus action granted by your Swift Action to burst one round of ammunition from a firearm, attempting to disable a nearby opponent. A creature ‘of your choice within 5 feet of you must make a Constitution ‘saving throw, On a failed save, the target takes thunder ‘damage equal to 1 roll of your grit die and becomes blinded ‘or deafened (you choose when you use this feature) until the ‘end of your next turn ‘This s unofficial Fen Content permitted under the Fan Content Policy. Not ‘ate property of Wizards ofthe Coast Alternatively, you can use this feature to gain advantage on a roll for a Charisma (Intimidation) check. Evasion [Beginning at 7h level you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an. ice storm spell When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail OccuraTIONaL TrarT By 10th evel through your extensive dealings with firearms, explosions now rarely do anything to you. You gain resistance to thunder damage, and advantage on saving throws against effects that would make you blinded or deafened. ‘TRAINED EYE ‘Starting at 1th level you ean recognize even fine details at « lance. You can use the bonus action granted by your Swift Action to take the Search Action on your turn, gaining advantage on Wisdom (Perception) and Intelligence vestigation) checks that rely on sight when you do so, Victous INTENT Reaching 15th level your ranged attacks with a firearm score a critical hit on 2 rol of 19-20, and you also regain one expended grit point with that roll SxictruL ACTION ‘Beginning at 18th level you can use the bonus action granted by your Swift Action to add a roll of your grit die to an ability check you make on your turs, True Geir ‘AC 20th level you regain 2 expended grit point each time you olla 19 oF a 20 on the d20 roll for an attack with «firearm. Furthermore, you can roll d12 in place of your grit die when you aim. Once you use this feature, you canit use it ‘again until you finish along rest, or until you roll a 19 or a 20, ‘on che 420 roll for sn attack with a fxearm. TRAIL OF THE MAVERICK Mavericks combine ultra-fast reflexes and careful aiming to ‘act as masters of ranged combat. They rely on their speed of fire, their most important gunslinger trait, to perform amazing feats with firearms. TRICK SHOT ‘When you choose this trail st 3rd level you learn to perform powerful shots to strike your opponents using firearms, ‘Whenever you use Perfect Aim with an attack, you perform ‘one of your trick shots, choosing from among the options presented below. Deapeve SHoT ‘You focus on target to find the right place to shoot. On a hit, you score a critical hit with that attack ifthe combined roll of both your d20 roll and your grit die roll is equal or higher than a roll you would score a critical hit with Prercinc SHOT ‘You attempt to pierce multiple targets with this shot. Ona hit, lhe fired ammunition continues to travel on a strat line past the target wp to a distance in feet equal to 5 time the roll of your grit die. Ifthe fired ammunition passes through ‘creature and your original attack roll would hit that creature, you can roll for damage as if you've hit that creature with that attack, then the fired ammunition continues to travel for the remaining distance, ‘Once the fred ammunition travel the total distance or your original atack roll misses a creature, the ammunition stops, Dazinc Suor You attemps to dizzy the target. On a hit, you subtract the roll ‘of your grit die tothe target's Initiative, possibly delaying i's turn. Ifthe target is already last on Initiative, it looses it's next ‘urn, then it's Initiative changes to first place for the next turn with a value equal tothe previous first place +1. This effect ‘ends at the start of your next turn. QuicKpRAW By 6th level you add your proficiency bonus to your initiative Furthermore, during the first round of combat in which you are not surprised, you can make a single ranged attack with a firearm at your initiative +1 roll of your grit die as a reaction, Afterward initiative proceeds as normal. FAN FIRE ‘Starting at 11th level, you ean attack three times, instead of ‘wo, when you take the Attack action with a firearm on your turn, You can also make your Grit bonus attack with a one- handed firearm that isa ght. Crrticat TRICKS Upon reaching 17th level whenever you score aertical hit on an attack with a firearm, you can perform one of your trick shots to the target. Ifyour attack was already a Trick Shot, the tick shot’ effec is enhanced according to the Trick Shot DEADEYE SHOT ‘The target takes additional damage from your attack equal to ‘your Dexterity modifier Prercine SHOT ‘The distance of the shot doubles, and each time after the first ‘you hit a creature with this shot, the target additional damage equal tothe ral of your grit di. DAzING SHor ‘The effect last for one additional round, until the start of your second next (urn, and you can impose this effect onto the target again ifyou hitit with this shot while still under the effect, subtracting 1 additional roll of your grit die to its Initiative. TRAIL OF THE GUNSMITH ‘Sometimes gunslingers witnesses a magical phenomenon and tres to replicate it through tial an error, combining their firearm and their wealth of experience with gunpowder, resulting on a special firearm with several magical effects GADGETEER ‘When you pick this trail at 3rd level you can manifest magic Uhrough your Cools and grit. You can use the bonus action, ‘granted by your Swift Action to cast Cordon of Arrows, knock, Magic Weapon, or Pyrotechnics, using a set oftnker’s tools as a spellcasting focus. You also gain the mending ccantrp ifyou don't already know it SPELLSLINGER ‘Starting at 3rd level you can use a firearm under the magic ‘weapon spell from your gadgetecr feature to gain the following benefits * You add your Intelligence modifier to any Constitution saving throw made to maintain concentration on that spelh + You can use it as a spelleasting focus for your Gadgeteer spells + When you aim an attack with it, you can make an Arcane ‘Shot, adding the roll of your grit die as force damage to ‘your attack, instead of adding it to your attack roll ARCANE DISRUPTION By 6th level you can shoot at spells to possibly disrupting, heir effects, You can use Shoot Down with a firearm under the effect ofthe magic weapon spell from your Gadgeteer against ranged spell attacks aimed at you. You spend no ‘ammunition when you use this feature against a spell attack ARCANE ARSENAL ‘Starting at 11¢h level, the duration from the magic weapon ‘spell from your Gadgeteer extends up to 8 hours, and your attacks using that firearm deal extra force damage equal to your Intelligence modifier. ARCANE OVERCHARGE By 17th level if you scare a eritical hit with an attack using a firearm under the magic weapon spell from your Gadgeteer, the spell is upcasted for 1 minute as 4th level spell Ifyou score another critical under this effect, the spell is upcasted 2 s¢xinas a th evel spel for a maximum bonus of +3) 4 2 a TRAIL OF THE GUNNER ‘Special weaponry has always been an interest tll Gunslingers, but some decide to specialize their combat skills with them to blast hordes of enemies of deal massive damage ‘o singles creatures, both using a blunderbuss, CONTROLLED BLAsT ‘When you pick this trail at 3rd level, you gain special benefits when you make an aimed attack using a blunderbuss. the benefit changes ifyou make a Scatter shot by using the special property ofthe blunderbuss, or a Focus shot by not using the special property ofthe blunderbuss. Scatter: You can choose 1 additional creature within § feet of the original target of your attack and within the blunderbuss's range to target with the special property. Focus: On a hit, you deal 1d extra piercing damage. Ifyou don't use the special property of the Blunderbuss with any other attacks you make on this «urn, you retain this benefit ‘with all other attacks you make using a blunderbuss on this turn, LOcKED AND LOADED Also at 3rd leveh each time you use your perfect aim with a firearm, you can additionally reload a single piece of senmasniton that fresem. Loup AND CLEAR At 6th level. when you use Firecracker with a blunderbuss, ‘you can add one ofthe following effects of your choice. Seatter: You can force each creature within 5 feet of you to sake the Constitution saving tarow. Focus: You can target a creature within the blundesbus normal range. IMPROVED CONTROL [Reaching 1th level the effect of your Controlled Blast is enhanced, Scatter: You add your Dexterity modifier to the damage of the Scatter shot against each creature that your attack roll hits other than the original target of your attack. Focus: The extra damage increases to 2d4. Additionally, whenever you hit a ereature with an attack under the benefits of your focus shot, the target takes 1d4 piercing damage per ceach hit atthe end of their next turn, Crrticat BLasT By 17th level whenever you score a eritical hit on an attack using a blunderbuss, you gain the benefits ofa focus or scatter shot with that attack. Ifit was already a scatter or focus shot, the shot is enhanced as described below. Scatter: You can target creatures within 10 feet ofthe original target to target with the scatter effect. Focus: You can roll a d8 instead of ad for the damage dealt with the focus shot feature, i Not approvediendorsed by Wizards, Portions of the materials used east, BWirars ofthe Coast LLC. TRAIL OF THE MUSKETEER Gunslingers who choose this trail take their close quarter ‘combat experience to higher levels, using their frearms and bayonets ata fast pace. Combining both long and short range ‘combat, they've mastered a truly unique fighting style. CLOSE QUARTER SHOOTER ‘TRAIL OF THE GUARDIAN ‘The wisdom and experience gained through their life leads some gunslingers to have a natural leadership over their ‘companions, and a heavy tendency to look out for them. A. guardian is someone every warrior wants by thei side. COvER FirE Starting at 3rd level you learn how to engage in close quarter ‘combat, gaining the following benefits: + You gain proficiency with rapiers, + Being within 5 feet ofa hostile ereature doess't impose disadvantage on your ranged attack rolls. + When you use the Attack action and attack with a one. handed melee weapon, you can use a one-handed firearm that isnt light to make your Grit bonus attack, + Ifyou make an attack with a bayonet attached toa two: hhanded firearm as part ofthe Attack action on your turn, {you can use your Shoot Down against melee weapon attacks until the stat of your next turn, parrying the attack withthe bayonet. On a successful parry, attacking as part of that Reaction doesn't require you to spend a grit point, and you make the attack with the bayonet Nimee STEP Also at 3rd level you can quickly get in and out of close-range ‘combat with wellpracticed footwork. When use the your Swift Action feature, you can move 5 feet without provoking. ‘opportunity attacks. Superior AGILITY By 6th level all our movements become fluid while you fight. You can stand up as a reaction if you are knocked prone. You also gain advantage on any Dexterity (Acrobatics) check. ‘made to escape a grapple or tumble through a hostile creature's space. COMBINED ATTACKS ‘Starting at 1rd level you can take advantage of firearms and melee weapons when fighting. When you hit a creature with 2 ‘melee weapon attack while holding a firearm, you can spend: 1LToaded ammunition from that firearm to deal extra piercing ‘damage tothe target equal tothe firearm’s damage die. CLosz COMBAT MASTERY By 17th level, your attacks using a one-handed melee weapon ‘score a critical hit on a roll of 19-20, and you also regain one ‘expended grit point with that roll cn TUMBLE A creature can try to tumble through a hostile creature's space, making a Dexterity (Acrobatics) check contested by the hostile creature's Dexterity (Acrobatics) check. Source: DMG pg. 272 Fan Content permitted sade the Fas Conte are property of Wizards o ‘The moment you choose this trail at 3rd level you learn to protect your allies. You can tuse Shoot Down against ranged ‘weapon attacks made against ereatures other than you. GUARDING STANCE Also at 3rd level you can use the Bonus Action granted by ‘your Swift Action to take 2 uarding stance, gaining the following benefits for 1 minute: ‘+ You gain a second reaction on each of your turns, You ean ‘use this reaction only to shoot or reload a firearm, and you ‘cant take more than one reaction om a single turn. ‘+ You don't need to spend a grit point when using Shoot Down to make a ranged attack. + You can reload a firesrm as a reaction atthe end of each creature's turn. AWAKENING SHOCK By 6th level when one or more allied creatures that can see fr hear you fila saving throw to avoid being charmed or ffightened you can use your Reaction to shoot your firearm. ‘upwards, allowing your allies to reroll their saving throw. OVERWATCH [Reaching 1th level you can take an more aggressive stance against your foes. You can use your Action to prepare a ranged attack with a firearm against every creature you can. see. The trigger for these attacks isthe end of each target's turn, When you use this feature, you also gain an extra Reaction on each target’ turn to use only for these attacks. Crrricat REFLEXES By 17th level when you score a critical hit on an attack with a firearm, you gain an extra Reaction which you can take before the start of your next turn, and you can use this Reaction on the same turn as any other Reaction you take. ‘At by: Konstiantyn Swaletsky TRAIL OF THE SOULGUN All qunslingers put their trust onto their firearm, but some of them put their Kife and will into theirs, gaining magical but sinister prowess through his almost fanatical believe in their firearms, as well as their own cursed souls. All soulguns. gamble with their lives as much as the lives oftheir enemies. Cursep SHOT ‘The moment you choose this trail a 3rd level you can place a sinister curse in the soul of an enemy through your attacks, ‘Whenever you hita creature with an attack using perfect aim, that creature isaflcted by 2 curse of your choice for 1 ‘minute, or until the curse effect takes place, choosing from among the curses presented below. You can only have one of ‘these curses active ata single time, ifyou place anew curse, the previous curse ends. ‘When you place one of these curses, the damage type dealt by rolling your grit die changes based on the curse. Curse of Reflection: The damage type of this curse is force ‘The cursed target suffers the wounds it causes reflected on. its soul The next time the target deals damage to another creature with an attack while cursed, the cursed target takes force damage equal to 1 roll of your grit die Curse of Devitalization: The damage type of this curse is necrotic. The cursed target is drained from its physical prowess. The next time target makes an Strength, Dexterity ‘or Constitution ability check or saving throw while cursed, you subtract 1 rol of your grit die from that roll Curse of Restriction: The damage type ofthis curse is ppaychic. The cursed target is invaded by confusion, impeding itirom showing magical skill The nex time the target casts a ‘spell that restores hit points or deals damage while cursed, you subtract I roll of your grit die tothe hit points regained for the damage dealt. SouL PROTECTION Reaching 6th level you can use the foul energy of your curses +o protect yourself You have advantage on all saving throws, made to resist effects originated from a creature cursed by your cursed shot feature. ‘Additionally, ifyou fail a saving thraw while one of the ‘curses from your cursed shot feature is active, you can end ‘said curse as a reaction to reroll your saving thro. POTENT CURSE At Lith level your curses remain active even after their effects take place, but such effects cat take place more than. ‘once per turn. Each time you make an aimed attack against a ‘reature bearing one of your curses, you gain the benefits of perfect aim, changing the damage type of your grit die to that of the curse. Finally ifa creature bearing one of your curses dies, you ‘can retract the curse to your firearm as a bonus action. The next time you make an aimed attack with that frearm while the duration ofthe curse remains, you can use perfect aim ‘without spending a grit point Crrticat Cursz By 17th level whenever you score a eritical hit with an attack using a firearm, you can place a curse from your Cursed Shot feature to the target. I the target is already bearing one of such curses, it additionally suffers one ofthe following effects the first time the curse effects take place. The effect is. determined by the curse, Curse OF REFLECTION ‘The cursed target takes force damage equal to half the damage it deals tothe creature when, (Curse OF SYPHONING ‘The target takes necrotic damage equal to the roll of your grit ie when making the ability check or saving throw. Curse oF RESTRICTION ‘You subtract 2 rolls of your grit die to the hit points regained or the damage dealt by the cursed target [Acty.ivan sevie ‘This s unofficial Fan Content permitted under the Fan Content Policy. Not approved) are property of Wizards of the Coast. ©Wiearde ofthe Coat LEC. ed by Wizards, Portions ofthe ma TRAIL OF THE GRENADIER ‘Most gunslinger only use explosives to power theirs shots using a firearm, but some see more varied uses for gunpowder, mixing it with different materials to get small packs of portable explosives they call grenades. GRENADE CRAFTING ‘When you choose this trail st 3rd level. you learn how to craft, ‘grenades, a small pack with explosive and lethal substances. Grenades, You learn two grenades of your choice, which are detailed under "Grenades’ below. Grenades are one time use ‘weapons that explode when used. Grenades have the Noise ‘and Water properties. You learn one additional grenade of your choice at 6th, ‘1th and 17h evel Each time you learn a new grenade. you ‘can also replace one grenade you know with a diferent one. Using a grenade requires both for you to ignite the grenade ‘as a Bonus Action and an Attack from your Attack action to ‘throw the grenade at a point of your choosing up to 60 feet away. Grenades can only be ignited by you. An ignited ‘erenade extinguishes if not used by the end of the turn itis ignited A grenade is expended when you use it. Crafting. You can craft a number of grenades equal to your Proficiency bonus at the end of along rest, using Tinker's ‘Tools and 2 sp worth firearm ammunition per grenade. All crafted Grenades become inert if nol used by the end of your next ong rest. An inert grenade can no longer be detonated. bbutit can be used as 2 sp worth of firearm ammunition to craft anew grenade. ‘You can also use the bonus action granted by your Swift, Action to craft one grenade you know, and you can ignite this _grenacle as part ofthe same bonus action. ART OF DETONATION Also at 3rd level you can set your explosives direction in a ‘way that avoids certain targets. When you use a grenade, you ‘can choose a number of ereatures (including yourself) up to your Intelligence modifier to automatically succeed on their ‘saving throw made against the initial effect of your grenade. TRAPPER Starting at 6th level you can use your grenades to set up ‘raps, Using Tinker's Tools as an Action, you can set up a trap to detonate one of your grenades using a Weight or a Cord ‘rigger A cresture that triggers one of your traps has disadvantage on it’s saving throw against the grenades initial effect. A the DM's option, you may use an alternative ‘rigger, such as a timed device using a lit candle, ‘Traps require a successful Dexterity (Thieve's Tools) check ‘against your Grit save DC to be disarmed triggering the trap ‘on a fail or making the grenade inert on a success. Hidden. traps require a successful Intelligence (Investigation) check. against your Grit save DC to be found, ‘Weight. When you set up this rap, you use a plaque on a 5 foot radius flat surface within your reach. The trap riggers when a Small creature or larger moves into the area. Cord. When you set up this trap, you use a cord tied up to a door, container ora switch within your reach. The trap triggers when the door, container or switch moves the cord. ARCANE EXPLOSIVES ‘Also at 6th level you learn to add arcane elements to your grenades through mundane materials, Your grenades count as magical for the purposes of overcoming resistance and immunity to nonmagical damage and effects, as well as overcoming effects from the water property GRENADES IMPROVEMENT. By 11th level you can better craft and control your grenades, gaining the following benefits: ‘+ ‘The initial effect of your grenades increases by 1 rol of your Grit die. ‘+The range of effect of your grenades increases to a 15-fo0t radius sphere ‘+ Creatures you choose with your Art of Detonation feature take no damage from the grenade's inital effect. ‘+ When you ignite a grenade asa Bonus Action on your turn, you also aim as part of the same bonus action, ‘ining the benefits of perfect aim for that attack. EXPLOSIVE CRITICAL [By 17th level when you score a critical hit on an attack with a firearm, you can ignite and throw a grenade before the end of your current turn, won] GRENADES ‘These grenades are presented in alphabetical order. Adhesive Grenade: This grenade explodes in a 10-f00t, radius sphere, coating everything ina thick sticky tar Creatures within the blast radius must succeed on a Dexterity saving throw, taking acid damage equal to 2 rolls of, your grit die and becoming restrained on a fail or half as much and not becoming restrained on a success. ‘The grenades tar dissolves after I minute. A creature restrained by thi tar can make a Strength saving throw against your Grenade save DC at the end of each of te turns, breaking free on a success. Additionally, all surfaces within the blast radius become dificult terrain. Anesthetic Grenade: This grenade explodes in 2 10oot radius sphere, spreading a sleeping powder, The sleeping powder duplicates the workings ofa sleep spell through non. magical means, affecting a total number of hit points from creatures equal to 6 rolls of your grit die. Each creature affected by this grenade falls unconscious for 1 minute, until the sleeper takes damage, or someone ‘uses an action to shake or slap the sleeper awake. Concussive Grenade: This grenade explodes in a 10-f00t radius sphere, releasing an ear shattering sound. Creatures ‘within the blast radius must make a Constitution saving throw, taking thunder damage equal to 2 rolls of your git die ‘and becoming disoriented until the end of your next turn on a fail or half as much and not becoming disoriented an a ‘A disoriented creature is deafened, can only speak falteringly (it can't cast a spell that includes a verbal component) and regardless ofthe creature's abilities, it cant ‘make more than one melee or ranged attack during its urn, ‘This grenade has no effect if it's magically silenced when used Freezing Grenade: This grenade explodes in a 10foot radius sphere, blasting freezing air Creatures within the blast radius must succeed on a Constitation saving throws taking cold damage equal to 2 rolls of your grit die and loosing their Reaction on 2 fail and having their speed reduced by 10 feet until the start of your next turn on a fil, or half as much and ‘not loosing theit Reaction and having their speed reduced on. ‘The area within the blast radius becomes freezing cold for 1 minute, freezing nonmagical liquids inthe area that aren't ‘being worn or carried. A creature that enters the area or ends its turn there must also succeed on a Constitution saving ‘throw or loose their Reaction and have their speed reduced by 10 feet until the start of your next turn, ‘At: Fuse Shell Smoke Bomb (Owned by: Ubisoft Montreal Scorching Grenade: This grenade explodes in a 10oot radius sphere, enveloping the area in fire. Creatures within the blast radius must make a Dexterity saving throw, taking fire damage equal to 2 rolls of your grit die and igniting in flames for 1 round on failure, or halfas much and not becoming ignited on a success. An ignited ereature takes fre damage equal to I roll of your grit die at the end of each ofits tuins, leas a creature takes an action to douse the fre, oF if some other effect douses the flames (such as the creature being submerged in water), causing the fire to go out ‘The fire continues to bur for I mote round A creature that enters the area or ends its turn there must succeed on a Dexterity saving throws, taking fire damage equal to 1 roll of your grit dic on a fail The fie ignites lammable objects in the area that aren't being worn or carried. Shocking Grenade: This grenade explodes in « 10-oot radius sphere, releasing bits of metal that creates a lightning charged field. Creatures within the blast radius must succeed fon a Constitution saving throw, taking lightning damage equal to2 rolls of your grt die and drooping an item of their choice that they are holding on a fai or haif as much and not drooping an item on a success. A creature has disadvantage oni’ saving throw ifan item they are holding is made of metal ‘The lightning charged field remains for I minute. A creature that enters the area or ends its turn there must also succeed on a Constitution saving throw or drop an item of their choice that they are holding. Additionally, any item that is not worn or carried inside this field that is made of metal requires succeeding on a Constitution saving throw to pick it up. Toxic Grenade: This grenade explodes in a 10oot radius sphere, spreading toxic smoke into the air Creatures within the blast radius must succeed on a Constitution saving throw, taking poison damage equal to 2 rolls of your grit die and becoming poisoned for 1 minute on fail or half as much and not becoming poisoned ona success. ‘The amoke last othe blast radius for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. creature that stars its turn inside the smoke must succeed on a Constitution saving throw or become poisoned for 1 minute, Creatures that don't need (0 breathe or are immune to poison automaticaly succeed on this saving throw: A poisoned creature can repeat the saving throw at the end of each of its turns, ending the condition on ‘Teargas Grenade: This grenade explodes in a 10-oot radius sphere, spreading an irritating vapor into the air. Creatures ‘within the blast radius must succeed on a Constitution saving throw, taking acid damage equal to 2 rolls of your grit die and becoming blinded until the end oftheir next turn on a fail oF haalfas much and not becoming Blinded on a success. ‘The vapor last on the blast radius for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.A creature that starts its (urn inside the ‘vapor must succeed on a Constitation saving throw or become blinded until the end oftheir next turn, “hiss MMI por ited under the an Content Policy. Not approvedjendorsed by Wizards, Portions of the materials used a propery of Wisrds of the Coat SWiearta ofthe Coat LLC FIREARMS PROPERTIES Firearms are a new technology, and as such bring their own et of weapon properties. These properties replace the ‘optional ones presented on the Dungeon Master's Guide, Firearms are ranged weapons. BAYONET Bayonets are any melee weapons with the light and finesse properties, modified for attachment with a firearm. You are proficient with a bayonet if you are proficient withthe ‘weapon which the bayonet was modified from. ‘Two-HTanded firearm may be attached with any bayonet, ‘and one-handed firearm only with simple weapon bayonets. While attached, you can wield the bayonet by holding the firearm itis attached to, Bayonets attached to a Two-handed firearm require two hands to attack with it Reload. The value of this property isthe reload score of the ‘weapon. You can use a weapon with the reload property to make ranged attacks only if ithas loaded ammunition to fire from the weapon. Bach time you make a ranged attack with the weapon, you expend one piece ofit's loaded ammunition, You can use the Attack action to reload this weapon with a ‘number of ammunition pieces up to the reload score of the ‘weapon. Ifyou can make more than one attack as part of the Attack action (such as from the Extra Attack feature) reloading a weapon replaces one of those attacks, Drawing the ammunition from a case is part of the action or attack used to reload it, Reloading a weapon requires a free hand. ‘SpecialBlunderbuss. When you make a ranged attack using. ‘a blunderbuss, you can choose another creature within 5 feet ‘of the original target and within the blunderbuss's range. If your attack roll would hit that creature, it takes 148 piercing ‘damage. Noise. When used, a weapon with this property makes a loud sound much like two stones crashing together at high specd. ‘This sound can be heard up to 100 feet away ofthe weapon, Water. Ifthis weapon gets wet or fit is brought underwater, you must use Tinker's Tools to disassemble and clean it before you can use it again. You cannot use a weapon with this property underwater without magical help, such as an ‘enchantment, infusion or a spell FIREARM SPECIALIST You are adept at using guns, gaining the following benefits: * You gain proficiency with firearms determined by their prerequisite proficiency: Palm Pistol (Shortbows), Short ‘Musket (Light Crossbow), Pistol (Hand Crossbow) Long, ‘Musket (Longbow) Blunderbuss (Heavy Crossbow) + Being within 5 feet of« hostile ereature doesnt impose disadvantage on your ranged attack rolls. + Onyour turn, when you score a critical hit with a firearm or Feduce a creature to 0 hit points with one, you ean reload a firearm as a bonus action + When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with alight rearm that you're holding with your other hand -- Ifyou are a Gunslinger, you can instead add your ability, ‘modifier tothe damage of your grit bonus attack. CRAFTING A FIREARM If firearms are not available on the market, a character with proficiency in Tinker’s Tools may attempt to craft one. Atthe DM's option, different tools or abilities may be used co eraft a firearm, such as making a Strength (Smith's tools) check. A character crafting 2 firearm must have a set of Tinker's ‘Tools at hand during the entire process, making an Intetigence (Tinker’s Tools) check against the firearms DC at the end of each day, making progress in 25 gp increments for every success, until the market value of the firearm is reached Regardless of whether the check is a success or a failure, 25 gp worth of appropriate materials (such as metal ‘or wood) are spent every day of crafting, To craft ammunition, progress is made in 5 gp increments with 2 DC 10 check, ‘The character will work for & hours on each of the days, though they do not have to be consecutive ENCHANTING A FIREARM Firearms being a new technology could make impossible obtaining a magie firearm, but a character may attempt to tenchant a firearm on their own with one or several ofthe ‘magic properties detailed below, ifthey are proficient with the Arcana skill At the DM's option, enchanting may also equire a specific formula or item for each magic property, At the end of each work day when enchanting a firearm, the character makes an Intelligence (Arcana) check with = DC equal to 10 + the combined DC ofall magic properties ‘added tothe firearm, making progress in 25 gp increments for every success, until the combined market value of all the ‘magie properties is reached Regardless of whether the check {sa success or a failure, 25 gp worth of appropriate materials (uch as gems or rare inks) are spent every day of enchanting. ‘The character will work for 8 hours on each of the days, though they do not have to be consecutive. ‘by Jack Kaiser are property of Wizseds of the Coast COMMON Macic PROPERTIES. DC Increases by 2 for each Added Property Magic Added Property Cost Description When used, a silenced wespon Sermo ts doesn't make a noise. In darkness, ammunition fred from this weapon leaves a trace that sheds dim ight on a5 foot wide line, retues in darkness hit by this ammunition also sheds dim ight na Sefoot radius. light shed due to this property extinguishes atthe end oF your next tr, Tracer 50gp Being underwater doesn't impose Waterbond 50 gp. disadvantage or fails on your ranged attack rolls using this weapon. UNCOMMON MAGic PROPERTIES DC Increases by 4 for each Added Property Magic Added Property Cost Description 250 You have a+1 bonus to attack and ‘ep darnage rolls made with this weapon. This weapon's normal and long range are doubled, and you have a +2 bonus to ranged attack rolls made with the weapon against creatures further than 60 feet away from you. +1 250 ATTUNEMENT AND MAGIC PROPERTIES, Ifthe enchantment DC of a weapon is 16 or higher, the weapon requires attunement. ‘ADDITIONAL MAGIC PROPERTIES ‘At the DM's option, you may choose alternative ‘magic properties to enchant a weapon with, but they shoul have an appropriate cost and added DC compared to those described above, —____ooOoOoOoOoO RARE MAGIC PROPERTIES DC Increases by 6 for each Added Property Magic Added Property Cost Description You have a-+2 bonus to attack and darmage rolls rade with this, Weapon, 42 1250gp When you hit a creature with a ranged attack using this weapon, the target generates a charge for 1 minute. As an Action while holding the ormbringer, you can spend 5 charges to cast call lighting at a point directly above ‘the target, with a spell DC of 13. You don't need to maintain concentration on this spell, but he spell ends if you stop holding the Stormbringer. You ean also enhance this spell by spending additional charges, increasing the OC by 1 with each additional charge, or casting the spell as 1 level higher with each two additional charges. You can spend a maximum number of charges at a single time equal to your level Stormbringer 12508p ANCIENT BULLET Wondrous Item, Uncommon (+1) Rare (+2) or Very Rare (+3) (Requires Attunement by a Gunslinger) ‘This bullet is tied to a chain, and once belonged to a legendary marksman, While wearing it, you gain a bonus to the saving throw DCs of your grit features, The bonus is, determined by the bullet’ rarity. ‘As an action, you can hol the bullet to regain a number of arit points up to half your current maximum, rounded down, You can't use this action again until the next dawn. DRAGON FANG Weapon (any bayonet) Rare (Requires Attunement) ‘This bayonet was carved from a Dragon Fang, which infuses itwith the essence of achromatic, gem, or metallic dragon's breath, When you hit with an attack roll using this bayonet, the target takes an extra 1d6 damage of the same type as the breath infused in the fang—acid, cold, fre, force, lightning, necrotic, poison, psychic, radiant, or thunder. Once per turn when you make an attack witha firearm to which this bayonet is attached to, you can replace that attack with a dragon's breath like effect. Each creature in a 20foot cone or a 30-foot line makes a Dexterity saving throw (DC= 8 + your Proficiency bonus + your attack Ability modifier) taking 346 damage of the same type as the breath infused in the bayonet on a fail save, or half'as much on a success. ‘Thia ie unofficial Fan Content permed under the Fan Content Policy. Not approvediendorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. 8Wiearda ofthe Coaat LLC. ‘SIMPLE FIREARMS Cost Ammunition Damage Weight DC _ Range Properties Palm Pistol 25gp 1gp (20) bullets 1d6 piercing 2b. 13 (40/160) Reload 3, Light, Noise, Water Short Musket SOgp Tgp (20) bullets 1d1O piercing 8 Ib, 14 (80/320) Reload 5, Two-Handed, Noise, Water MARTIAL FIREARMS Name Cost Ammunition Damage Weight DC Range Properties Pistol 50gp Tgp (20) bullets 148 piercing 4b. 14 (60/240) Reload 5, Noise, Water Long Musket 75gp Tgp (20) bullets 1412 piercing 10 Ib. 15 (100/400) Reload 5, Two-Handed, Noise, Water Blunderbuss 100gp 2gp (20) pellets 148 piercing 141b. 16 (20/80) Reload 3, Special, Two-Handed, Noise, Water ‘MULTICLASSING ‘The following information functions as additions to those listed on pages 163 and 164 of the Player's Handbook. PREREQUISITES Chass Ability Score Minimum Gunslinger Dexterity 13 and intelligence 13, ‘PROFICTENCIES Class —_Proficiencies Gained Gunslinger Simple Firearms, Light armor, one skill rom the class's skill lst, Tinker's tools. OPTIONAL RULES Loaded Firearms: Firearms only remain loaded for 1 minute, due to ammunition loosing it's volatile properties after that time ifthey are not properly stored on a case. Firearm Proficiencies: Upon taking the Firearm Specialist feat, you gain proficiency with firearms as detailed below: Proficiencies Required Proficiencies Gained Shortbow Palm Pistol Light Crossbow Short Musket Hand Crossbow Pistol Longbow Long Munsket Heavy Crossbow Blunderbuss eT <) FIREARMS AND ARTIFICERS + Antficers ae proficient with simple firearms, and gain proficiency with martial firearms iF they gain proficiency with martial weapons through theie specialist features + The Repeating Shot Infusion works with any simple or martial weapon withthe Reload propery. ‘This is unofficial Fan Content permitted under the Fan Content Policy. Not appravedjendorsed by] of the materiats used are property of Wizards ofthe Coast, 6 Wizards ofthe Coast ‘THIS DOCUMENT WAS LOVINGLY CREATED USING GM BINDER. (@M) BINDER you woud to support the GM Binder desopers, RACED Keel ‘consider joining our Patrson community

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