2 Crafting 3 Optional Option-Barrels 3 Keywords - 4 Feats 5
2 Crafting 3 Optional Option-Barrels 3 Keywords - 4 Feats 5
Weapons- 2
Crafting 3
Keywords- 4
Feats 5
Feat- Firearms Expert 5
Feat- Firearm training 5
Feat- Firearms Adept 5
Magic Items 6
Magic Ammunition 6
Baldrick Bullet 6
Illumination Bullet 6
Explosive Bullet 6
Poisonous Bullet 6
Named Bullet 7
Wondrous Items 7
Efficient Bandolier 7
Lens of Distance 7
Spyglass of Seeing 7
Amulet of Bullet Protection 7
The Fighter Subclass
https://www.dndbeyond.com/subclasses/gunslinger
More grit options (homebrewed)-
https://dnd-5e-homebrew.tumblr.com/post/132727617574/source-httpsgoogl3zzwse/amp
Weapons-
Blunderbuss V2
1d8 piercing damage, cone attack 15ft centered on its target, dex save or 1d6 piercing damage.
Diplomacy
https://criticalrole.fandom.com/wiki/Diplomacy
4d6 lightning. Con save or stun. Charged with lightning spells or similar effects.
Handgunne 750 gp 3d6 bludgeoning15 lb.Firearm (range 80/320), hooked (15), heavy, misfire
2, reload 1, two-handed.
Ammunition- 3gp.
Mortar 1000gp (crafting only). 2d10 fire. 50lb. Firearm (range 300/1200), heavy, two handed,
reload 1, misfire 3 special*.
Special property- attacks with the mortar are made at disadvantage against targets within 60ft
range of it, and its attacks ignore all cover.
The mortar also benefits from the explosive property, but it's explosion deals 2d8 fire damage
instead of 1d8.
Ammunition- 20gp.
Molotov Cocktail- 10gp. 10 foot radius sphere, 30ft range. Dex saving throw, 2d10 fire or half as
much on a failed save, and any flammable objects are ignited.
Explosive arrowheads
Flare Gun
Keywords-
Hooked. A weapon that has the hooked property is designed to be fired only when hooked onto a
special fork (1 gp, 2 lb,) –or over a hard, stationary surface, such as a low wall. Hooking the weapon
requires an action or a bonus action (the character’s choice). If the character moves after hooking
the weapon, or drops the weapon, the weapon is no longer considered to be hooked. While a weapon
with this property is not hooked, attack rolls with it are made at disadvantage.
Reload. The weapon can be fired a number of times equal to its Reload score before you
must spend 1 attack or 1 action to reload. You must have one free hand to reload a
firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or
lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the
weapon cannot be used again until you spend an action to try and repair it. To repair
your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire
score). If your check fails, the weapon is broken and must be mended out of combat at
a quarter of the cost of the firearm. Creatures who use a firearm without being proficient
Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving
throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8
fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away
When Crafting Ammo: Using your Tinker’s tools you may spend money to collect raw materials for
crafting ammunition. Which weigh 4 pounds for every 50GP spent. As part of a long rest, you can
use tinker’s tools to craft a single batch of one ammunition type. Then subtract half the market value
of the created ammunition from the total GP worth of raw materials you are carrying. Batch sizes
and prices are shown in the Archetype's firearms table. At the expense of paying the full market
value, the crafted batch produced will be silvered (cannot be done for explosive ammunition). When
crafting Bad News or Mortar ammo, be sure to subtract the gunpowder when the ammo is crafted,
and not when it is shot. However this gunpowder does not count towards the crafting cost of the
ammo.
Gun Drafting: Before you can craft a Firearm you must first create a draft of it. During a Short Rest,
you can choose a Firearm and then make a tinkering (Intelligence) check, if you meet or succeed the
DC of the Firearm; you successfully create a draft for the Firearm, and can now start to craft that
Firearm. However, you cannot attempt to draft a Firearm if you are currently in the process of
crafting another item. How often you can attempt to draft a firearm is up to the DM’s discretion.
Crafting a Firearm: When crafting a Firearm you follow the same rules as stated for crafting Non
magic items in the player handbook, but the normal crafting time is halved. I.e. a Pepperbox (Market
Value 250GP) would only cost 125GP and 25 days to make. Additionally a day’s crafting can be done
as part of a long rest but a tinkering check must be made to determine any success.
You learn two trick shots of your choice from among those available to the Gunslinger (CR)
archetype in the fighter class. If a trick shot you use requires your target to make a saving throw to
resist the trick shots effect, the saving throw DC equals 8 + your proficiency bonus + your Dexterity
modifier.
You gain one grit point. These points are used to fuel your trick shots. A grit point is expended when
you use it. You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with
a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM's discretion).
You regain all your expended grit points when you finish a short or long rest.
Magic Items
Magic Ammunition
Baldrick Bullet
Weapon, uncommon (cursed)
You have a +1 bonus to attack and damage rolls made with this magic bullet.
Curse. When someone makes an attack with this magic bullet, the bullet flies in an arc and attempts to
harm the user instead of the target. Compare the attack roll to the user's own AC rather than that of their
target. If the attack exceeds their AC, they are hit by the attack instead of the target. If it does not, the
bullet still attempts to hit them, but they narrowly avoid being harmed by it.
This magic bullet appears to be a normal +1 bullet when examined. This bullet is not rendered non-
magical after use, only a remove curse spell can render it non-magical.
Illumination Bullet
Weapon, uncommon
This magic bullet causes the target to glow like a torch for 10 rounds (1 minute).
If fired into the air, it slowly falls back down to the ground whilst emitting light like a torch. It descents at
a rate of 60 ft. per turn, down from the firearm's maximum range, and stops glowing after 10 rounds (1
minute).
Explosive Bullet
Weapon, rare
This magic bullet explodes in a great ball of fire on impact. Each creature in a 20-foot-radius sphere
around the point where it strikes must make a DC 15 Dexterity save. Each affected creature takes 6d6 fire
damage on a failed save, or half on a success. The fire spreads around corners and ignites flammable
objects that aren't being worn or carried.
Poisonous Bullet
Weapon, rare
A creature struck by this magic bullet must succeed on a DC 15 Constitution saving throw or take 2d10
poison damage and become poisoned for 1 minute.
Named Bullet
Weapon, very rare
A named bullet is a magic bullet meant to slay a particular person and only that person. A named bullet
functions as an arrow of slaying with a very focused target (a single, specific creature). Additionally, a
named bullet has advantage on attack rolls made against its intended target.
After dealing additional damage to its intended target, the bullet is rendered non-magical.
Wondrous Items
Efficient Bandolier
Wondrous Item, uncommon
Each of this bandolier’s eight pouches connects to an extradimensional space that allows the bandolier
to hold numerous items while never weighing more than 2 pounds. Each compartment can hold up to 60
bullets, 60 loads of shot, 6 pouches of smokepowder, two one-handed firearms, or one two-handed
firearm each.
You can draw any item the bandolier contains as if doing so from a regular pouch.
Lens of Distance
Wondrous Item, uncommon
This simple glass lens allows the user to see better at longer ranges. On its own it functions as a
spyglass, but when it is attached to a firearm it doubles the normal and long ranges of the firearm.
Attaching the lens is an action, while detaching it can be done as a bonus action.
The lens has an illusory dot in the center, with an illusory number next to it. The number shows the
distance, in feet, between the lens and whatever the dot is overlayed over.
Spyglass of Seeing
Wondrous Item, rare (requires attunement)
This small tube filled with many alchemical lenses functions as a Lens of Distance, even when used by a
character not attuned to it.
If a character attunes to, then that character can also use it as a Gem of Seeing.
This magic amulet has 7 charges. While wearing it, you can expend 1 or more charge to cast one of the
following spells: blur (2 charges), mirror image (2 charges), shield (1 charge), or protection from normal
missiles (3 charges).