D&D Homebrew Class: Gunslinger
D&D Homebrew Class: Gunslinger
D&D Homebrew Class: Gunslinger
U/GOBLINSCIENTIST 1
Creating a Gunslinger
Firearms are very rare weapons already. Even less accessible than
guns is gunsmithing knowledge. How did your character got access
to that information? Work with your DM about where guns are
produced, and how your character could have got access to this
knowledge. Did your character grew up in a family of gunsmiths?
Were they trained in an army of a kingdom to be a gunner?
Lastly, think about your military training. Although mechanically
it only comes to mind at 3rd level, work around it early because it
impacts your character's backstory. Why does your character favors
this style over others? Did they had a mentor? Do they still have?
Did they left? Why?
Quick Build
You can make a gunslinger quickly by following these suggestions.
First, make Dexterity your highest ability score, and Intelligence
your second highest. Second, choose the Soldier background.
Class Features
As a gunslinger, you have the following class features.
Hit Points
Hit Dice: 1d8 per gunslinger level Equipment
Hit Points at 1st Level: 8 + your Constitution modifier You start with the following equipment, in addition to the
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution equipment granted by your background:
modifier per gunslinger level after 1st
(a) a rapier or (b) scimitar
Proficiencies (a) a light crossbow and 20 bolts or (b) two daggers
Armor: Light armor (a) a dungeoneer's pack or (b) an explorer's pack
Weapons: Firearms, simple weapons, hand crossbow, heavy A leather armor, and a gunsmith's tools
crossbow, scimitar, shortsword, longsword, rapier If you forgo your starting equipment, as well as the items offered
Tools: Gunsmith's tools by your background, you start with 5d4 × 10 gp to buy your own
Saving Throws: Dexterity, Intelligence equipment instead.
Skills: Choose two from Acrobatics, Athletics, Insight,
Investigation, Medicine, Perception, and Stealth
U/GOBLINSCIENTIST 2
Snapshot. You can make attacks of opportunity with handguns,
Optional Rule: Multiclassing threatening a space of 10 feet around you.
If your DM allows you to multiclass, here is what you need to Tactical Roll. After taking the Attack action with a firearm, you
know if you want to choose gunslinger as one of your classes. can take a bonus action to take the Dash or Disengage actions.
Ability Score Minimum. As a multiclass character, you must
have at least a Dexterity score and an Intelligence score of 13 Trickshot. When you are hit by a ranged weapon attack and have
to take a level in this class. a firearm in hands, you can shoot the projectile off with your
Proficiencies Gained. If gunslinger isn't your initial class, here reaction. When you do so, roll the firearm's damage roll and reduce
are the proficiencies you gain when you take your first level as the damage you take by that amount.
a gunslinger: firearms, light armor, gunsmith's tools.
Military Training
At 3rd level, you choose a training you undergo that specializes your
Improved Gunsmithing role. Choose between the Marine, Agent, Sniper or Spellslinger, all
You have a deeper knowledge about gunsmithing than other detailed on the next section.
gunsmiths. You have built your choice of either a pistol, a musket or Your choice grants you features at 3rd level and again at 6th, 9th,
a blunderbuss, and 20 pieces of bullet cartridges or pellet shells. 13th and 17th levels.
The time it takes for you to make a gun is lowered to 3 work days,
and it takes 1 day to modify one. You can also fix and craft Ability Score Improvement
cartridges as a part of a short rest, and the batches of ammunition When you reach 4th level, and again at 8th, 12th, 16th and 19th
you make come with an additional amount of ammunition equal to level, you can increase one ability score of your choice by 2, or you
your Intelligence modifier times two. can increase two ability scores of your choice by 1. As normal, you
Also, you can craft a single hand bomb as a part of a short or long can't increase an ability score above 20 using this feature.
rest instead of one whole day.
Extra Attack
Gunslinger Talent Beginning at 5th level, you can attack twice, instead of once,
At 2nd level, your skillful gunplay surpass most field gunners whenever you take the Attack action on your turn.
around. Choose one of the following features. Later, at 7th, 10th,
15th and 18th level, you can choose another one. You can't take a Technology Upgrade
feature more than once.
Bayonet Master. Bayonets you wield have the finesse weapon At 5th level, your insights and tests finally paid off. You learn how
property, and foes within 5 feet of you don't impose disadvantage on craft and modify firearms of second technology level, and
your ranged attack rolls. In addition, after taking the Attack action, ammunition as well. It costs 500 gp to craft a gun, and you can't
you can spend a bonus action to make a single melee attack with a modify a firearm one of a different technology level than the first.
bayonet or combined melee weapon. You can also now craft a grenade in the same manner of a hand
Bull's Eye. Making ranged attack rolls against prone creatures or bomb. Finally, you get your choice of either a rifled pistol, a rifle or a
at long range doesn't impose disadvantage on your ranged attack shotgun that you have been working on all this time.
roll. You also ignore half cover and three-quarters cover. At 11th level, you can craft and modify firearms of third
Grenadier. The DC of hand bombs and grenades you use can be technology level. It costs 1,000 gp to make one, and modifying
equal to 8 + your proficiency bonus + your Intelligence modifier follows the same rules as before. You get your choice of either a
instead of their set DC, and you can add your Intelligence modifier revolver, an assault rifle or a tactical shotgun.
to damage rolls you make with them.
Handgun Shooting. You can make a single attack with a Unload
handgun with a bonus action. If it doesn't have a repeater, you can At 11th level, you gain the ability to fire all bullets in your weapon in
also load it once before or after the attack. an instant. Choose a creature within range of your firearm. It makes
Head Shot. Your firearm ranged attacks score a critical hit on a a Dexterity saving throw with DC equal to 8 + your proficiency
roll of 19 or 20. bonus + your Dexterity modifier. On a failed save, it takes piercing
Long Gun Shooting. When you roll a 1 or 2 on a damage die for damage equal to 1d6 per piece of ammunition fired (or per 5 pieces
an attack you make with a long gun, you can reroll the die and you of ammunition from an automatic weapon) + your Dexterity
must use the new roll, even if it is a 1 or 2. modifier, or half as much damage on a successful save. You need
Point-Blank Shooter. Foes within 5 feet of you don't impose both of your hands to do so. Once you use this feature, you can only
disadvantage on your ranged attack rolls, and when making ranged use it again after finishing a long rest.
attacks against foes within 10 feet of you, you gain a +2 bonus to At 14th level, you can use this feature two times before finishing a
your ranged attack roll and, if that foe is prone, you have advantage long rest, and at 18th level you can do it three times before finishing
instead of disadvantage on your ranged attack roll. a long rest.
Prodigious Gunsmith. When crafting firearms, instead of
dedicating a full work day, you can work only during long rests. You Fire and Steel Artist
can also craft hand bombs in batches equal to your Intelligence
modifier as well. At 20th level, you reach perfect mastery of your craft, capable of
Scattershot Master. When firing scattershots at targets beyond doing things you once thought to be impossible. With an action, you
the first half of your short range, you can forgo the advantage to can enter a state of focus in which you can double your Dexterity
attack two adjacent creatures instead. Make a single attack roll and modifier in all your attack rolls and damage rolls with firearms.
compare it to each creature's AC value. You spend only one shell of This state lasts for 1 minute, and after it is over, you can only do it
ammunition when attacking in this manner. again after finishing a long rest.
U/GOBLINSCIENTIST 3
Bonus Proficiencies
Military Trainings When you take this training at 3rd level, you gain proficiency in
martial weapons, medium armor and shields.
Each gunslinger learned his ways under a certain context to fill a
specific role. Some were trained in a lord's army to be foot soldiers, Field Medic
others to handle artillery while others were trained to be assassins. When you take this training at 3rd level, you become prepared to
Some might have been trained by a retired soldier to handle a gun provide health support for your wounded allies. On your turn, you
and adapted what he learned for adventuring or whatever means can spend an action to make you or an adjacent creature regain hit
they wanted. points equal to 1d8 + your Intelligence modifier + your gunslinger
In any way, your choice of training will decide your preferred style level. Once you use this feature, you must finish a short or long rest
to approach problems. They won't indicate your profession or your before you can use it again.
role, just how you learned to do your thing.
Trench Fighter
Marine Beginning at 6th level, you become adept at fighting under harsh
conditions. You gain the following benefits:
A fighter at heart, you were trained to survive on the battlefield. You
know how to handle not only the gun, but also melee weapons, Traversing any type of non-magical difficult terrain costs you no
sturdier armor and even first aid and strategy. As an adventurer, you extra movement.
are the type that goes on the front lines providing support for your Fighting under various conditions that would normally give
melee combatants and protection for your squishy rear, ready to characters disadvantage on their attack rolls will not affect you.
fight against all sorts of enemies and hazards. You have advantage in saving throws against environmental
If you like kicking doors and running in guns blazing, this hazards such as cold, heat and altitude.
archetype is for you. You have advantage on saving throws to resist diseases.
Evasion
At 9th level, your experience in being on the crossfire makes you
nimbly dodge away of certain area effects, such as a hand bomb or a
fireball 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.
Veteran Scars
Surviving all those dangers made you very tough. At 13th level, you
gain proficiency in Constitution saving throws.
Extra Attack
Beginning at 17th level, you can attack a third time instead of twice,
whenever you take the Attack action on your turn.
Sniper
Snipers are trained in the art of precision shooting. Utilizing
distance, stealth and concentration as their main weapons, they can
hit things from incredible distances. They use their skills for
surgical shots causing devastating damage to single targets.
In an adventuring party, they shine the most in the safety of the
rear, where they can concentrate and bring death from afar. If you
like dishing out high damage and eliminating targets one at a time,
the sniper is for you.
Concentration
At 3rd level, you can hit softer spots by taking your time. You can
reduce your speed to 0 feet and have your firearm attacks deal an
extra 1d6 damage until the end of your turn.
The extra damage increases by 1d6 when you reach 9th level
(2d6) and 17th level (3d6) in this class.
Trained Eye
At 6th level, your training starts to prove useful even when you are
not shooting. You add your Intelligence modifier to all Wisdom
(Perception) checks made that rely on sight.
Camper
Beginning at 9th level, attacking with a firearm against foes
unaware of you that are farther than 40 feet does not give away your
position. The sound only gives off the direction.
U/GOBLINSCIENTIST 4
Ballistics Knowledge Improved Calculated Moves
At 13th level, you double the range of firearms you attack with, if At 9th level, you can bait and exploit an opponent's opening.
you are not attacking with scattershots. Whenever you hit a studied creature with a ranged firearm attack,
you can spend one use of your calculated moves feature to make
Unparalleled Skill them do a Constitution saving throw against a DC of 8 + your
At 17th level, your mind, senses and body reach impossible levels of proficiency bonus + your Dexterity modifier. If they fail, they either
coordination. You Dexterity score increases by 2, as well as your can't move or are disabled until the end of their next turn.
maximum for that score. In addition to this, you can study a creature with no action any
time you hit them with a firearm or they miss you with an attack
Agent roll. You can study creatures between attacks in this manner.
Agents are spies, assassins and investigators. They are trained and Brilliant Deduction
equipped to deal not only with the gun, but also to deal with people, At 13th level, you gain the ability to focus your mind and delve into
secrets, infiltration and other important matters outside of combat. the depths of what you know, the possibilities, logic and even pure
Equipped with technology, quick wits and intuition, they can intuition to come up with an answer to a certain question. Make a
uncover truths buried deeper than anything you can think of. question that can be answered with yes or no. You will be given an
If you like stealth, social interactions and the game of information answer after 1 minute of thinking, in the same manner of the
mixed with fire and lead, the agent is for you. commune spell. After using this feature, you can't use it again until
you finish a long rest.
Bonus Proficiencies
When you take this training at 3rd level, you gain proficiency with So Predictable
the disguise kit, forgery kit, thieves' tools and any one skill of your At 17th level, studied creatures are no match for you. You have
choice. advantage on attack rolls against them and they have disadvantage
on attack rolls against you. You also have advantage on all saving
Calculated Moves throws against effects caused by them.
At 3rd level, you can take an instant to study an opponent and come
up with a plan. With an action in your turn, choose a creature you Spellslinger
can see. For 1 minute, they are considered studied by you, granting Spellslingers use arcane magic to augment their gunplay. For a
you the following benefits: curious students of certain fields, seeking knowledge in other areas
Your firearm ranged attacks deal an extra damage equal to your to improve their field is not uncommon. Spellslingers study
Intelligence modifier against the studied creature. evocation magic to learn and produce energies, and transmutation
You gain a +1 bonus to AC against attacks made by the studied magic to augment their explosives and metal.
creature. If you want gunfire with a twist of wizardry, you will love the
spellslinger.
You can't study more than one creature at the same, and studying a
second one will cancel the last one. You can study a number of Spellcasting
times equal to your Intelligence modifier. You regain one expended When you reach 3rd level, you learn how to cast spells. See the
use of this feature after finishing a short rest, or all expended uses Player's Handbook, chapter 10 for the general rules of spellcasting
after finishing a long rest. and chapter 11 for the wizard spell list.
You gain additional uses of this feature when you reach 6th level Cantrips. You learn two cantrips of your choice from the wizard
(1), 9th level (2), 13th level (3), and 17th level (4) in this class. spell list. You learn an additional wizard cantrip of your choice at
10th level.
Expertise Spell Slots. The Spellslinger Spellcasting table shows how
When you reach 6th level, choose two of your skill proficiencies. many spell slots you have to cast your spells of 1st level and higher.
Your proficiency bonus is doubled for any ability check you make To cast one of these spells, you must expend a slot of the spell's
that uses either of the chosen proficiencies. level or higher. You regain all expended spell slots when you finish a
long rest. For example, if you know the 1st-level spell shield and
have a 1st-level and a 2nd-level spell slot available, you can cast
shield using either slot.
Spells Known of 1st-Level of Higher. You know three 1st-level
wizard spells of your choice, two of which you must choose from
the evocation and transmutation spells on the wizard spell list.
The Spells Known column of the Spellslinger Spellcasting table
shows when you learn more wizard spells of 1st level or higher.
Each of these spells must be an evocation or transmutation spell of
your choice, and must be of a level for which you have spell slots.
For instance, when you reach 7th level in this class, you can learn
one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from
any school of magic.
Whenever you gain a level in this class, you can replace one of the
wizard spells you know with another spell of your choice from the
wizard spell list. The new spell must be of a level for which you have
spell slots, and it must be an evocation or transmutation spell,
unless you're replacing the spell you gained at 3rd, 8th, 14th, or
20th level from any school of magic.
U/GOBLINSCIENTIST 5
Spellslinger Spellcasting
—Spell Slots per Spell Level—
Gunslinger Cantrips Spells
Level Known Known 1st 2nd 3rd 4th
3rd 2 3 2 — — —
4th 2 4 3 — — —
5th 2 4 3 — — —
6th 2 4 3 — — —
7th 2 5 4 2 — —
8th 2 6 4 2 — —
9th 2 6 4 2 — —
10th 3 7 4 3 — —
11th 3 8 4 3 — —
12th 3 8 4 3 — —
13th 3 9 4 3 2 —
14th 3 10 4 3 2 —
15th 3 10 4 3 2 —
16th 3 11 4 3 3 —
17th 3 11 4 3 3 —
18th 3 11 4 3 3 —
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1
Arcane Studies
At 3rd level, you gain proficiency in the Arcana skill, and you can
cast any wizard spell as a ritual if that spell has the ritual tag and is
of a level of which you can cast. You must know the spell or have it
contained in a parchment of your own making, of which you must
refer to during the casting.
You can make a spell parchment in the same way a wizard adds a
spell to its spellbook. See the Player's Handbook, page 114 for the
rules on how to do it.
Spell Shooting
At 6th level, you can aim your spells with a firearm, using it as a
spellcasting focus if necessary and shooting it instead of performing
the spell's somatic components. Whenever you do so, the spell's
range increases to the used firearm's range if it is greater. This
works even if the spell has a range of touch.
Lightning Rod Bullet
At 9th level, you can use your bullets as lightning rods for your
spells. After hitting a target with a firearm attack, until the end of
your next turn, that creature has disadvantage on the next saving
throw it makes against spells you cast, or you have advantage on
your next spell attack against it instead, whichever happens first.
Spell Parry and Riposte
At 13th level, you learn the counterspell spell. It doesn't count
towards your known spells. Whenever you cast it with a firearm and
successfully counter a spell, you can make a single weapon attack
with the firearm used against the caster as a part of the reaction
Spellcasting Ability. Intelligence is your spellcasting ability for you used to cast counterspell.
your wizard spells, since you learn your spells through study and
memorization. You use your Intelligence whenever a spell refers to Arcane Infusion
your spellcasting ability. In addition, you use your Intelligence At 17th level, every shot you make carries a bit of your magic. All
modifier when setting the saving throw DC for a wizard spell you weapon attacks you make with firearms deal an additional 1d8
cast and when making an attack roll with one. damage of your choice between acid, cold, fire, lightning or thunder
damage.
Spell save DC = 8 + your proficiency bonus +
your Intelligence modifier
Spell attack modififer = your proficiency bonus +
your Intelligence modifier
U/GOBLINSCIENTIST 6
Gunsmith's Tools
Firearms A gunsmith's tools enables a character to craft, modify, fix and
For all of this to make sense, we need to lay out the firearms as maintain firearms, as well as craft ammunition. It weights 10 lb.
weapons and the special rules pertaining to them. As one might and costs 50 gp, and are hard to find.
notice, the Dungeon Master's Guide does feature special firearm Components. Gunsmith's tools include a ball-peen hammer, sets
rules at pages 267 to 268, including weapons and weapon of screwdrivers, pin punches, files and pliers, safety goggles with
properties. The problem with those is that only the renaissance amplifying lens, rulers and squares, cleaning rods, grease and oil
weapons are balanced, but there are too few of them. We will be bottles, a powder horn, a small mortar and pestle and, lastly, spare
inspired on both the renaissance and modern weapons, but in a screws, springs and cloth pieces.
way to make the early firearms accessible to other classes. Crafting Firearms. If a character is proficient with the
gunsmith's tools, they can craft any first technology level firearm in
Basic Rules one workweek (5 days of 8 hours of work), spending 50 gp in
materials.
There are two types of firearms: handguns and long guns. Fixing Firearms. As a part of a long rest, a proficient character
Handguns are usually one handed and have the light property, while can fix a broken first technology level firearm.
long guns are two-handed. Of course, all of them have the Modifying Firearms. With two workdays, a proficient character
ammunition property. can turn first technology level firearms into others. They can turn a
handgun into any other handgun, a long gun into any other long
Technology Levels gun. They can also turn a handgun into a long gun or a long gun
Firearms are classified according to their technology level in three into a handgun with an additional day of work.
classes: first technology level, second technology level and third Crafting Cartridges. If you are proficient with the gunsmith's
technology level. Ammunition also have a technology level, although tools, as a part of a long rest, you can make cartridges in batches of
you can use ammunition of any technology levels on all firearms, 6 + two times your proficiency bonus. You need to spend 1 gp in
regardless of the firearm's technology level. More details on the rest materials per batch you make. You can buy these materials from
of the document. from any alchemy or magic shop, and they weight 1 pound for every
Reloading 50 gp in materials. You can also collect them from nature, though
First technology level weapons are muzzle-loaded. It takes one the DM might ask for an ability check. You can make only first
bonus action or an action to reload a barrel. Second technology technology level cartridges in this way.
level weapons are breech-loaded. You can reload it once during an
Attack action or with a bonus action or action. This means you can Explosives
attack twice by shooting, reloading and shooting again with an These items are special items that can be used to demolish or as
Attack action and then reloading it again with your bonus action to weapons as well. Can be sold at gunsmiths by the price in the table,
have it ready for the next round. and can be crafted with a gunsmith's tools using the normal crafting
Third technology level weapons have repeaters. You can attack a rules.
number of times indicated on their repeater property. After that, you Hand Bomb. As an action, a character can throw a hand bomb at
have to reload them with a bonus action or action. You can't reload a point within 60 feet, causing all creatures in a 15-foot cube to
them during an Attack action like you could with breech-loading make a DC 10 Dexterity saving throw or take 3d6 thunder damage,
weapons. or half as much on a successful save.
Lastly, you always need both hands to reload any firearm. Dynamite Stick. A character can light the fuse and put it
Booming Sound
anywhere. After 1 minute, it explodes for 4d6 thunder damage in a
Firearms make loud noises, a flash of light and a faint smell of 10-foot-radius centered on it, and creatures in the blast area must
burnt explosives when used. A shot can be heard from as far as 200 make a DC 12 Dexterity saving throw for half damage. A character
feet away from the shooter. can also bind sticks together to strengthen the explosion. Each
additional stick increases the damage by 1d6 and the radius by 5
Rarity feet, to a maximum of 10d6 thunder damage in a 30-foot-radius.
Firearms are to be treated like magic items in regards to getting Also, a creature or object can only be struck by one explosion at the
them. First of all, only first technology firearms are to be found, and same time. If more than one dynamite batch explode at the same
only in very specific places, such as a gunsmith in a very large city, time affecting the same area, everything only takes the damage of
with no other competitors. Maybe there could be a dwarvish or the highest explosion.
gnomish character who learned the trade from an old gunsmith, Red Barrel. A barrel filled with explosive substances. Very
and now they are the only known source of firearm related products dangerous. If it takes any amount of damage, it explodes for 10d6
the players know about. Maybe one or two nations are investing in thunder damage in a 30-foot-radius. Creatures in the blast area
the technology, and thus are known to be the only place where must make a DC 12 Dexterity saving throw to take half damage.
gunslingers and gunsmiths can be found. Can be used to make ammunition and other explosives, considered
In any case, treat first technology firearms related equipment as as 250 gp of materials for such, speeding up the production to a
uncommon magic items, costing from 100 gp to 200 gp. Second mere 1 hour of work per batch of ammunition or hand grenade or
technology level firearms should be treated as rare magic items, dynamite stick. Lastly, as with dynamite sticks, a creature or object
and third technology level firearms should be treated as very rare can only be affected by one explosion at a time.
magic items. Explosives
Item Cost Weight
Hand Bomb 50 gp 1 lb.
Dynamite Stick 50 gp 1 lb.
Red Barrel 250 gp 20 lb.
U/GOBLINSCIENTIST 7
Grenades Ammunition. Firearms use bullet cartridges or pellet shells as
Those are better forms of hand bombs, made with more advanced ammunition, and they are always destroyed upon use.
knowledge. They are akin to higher technology level weapons and Automatic. This weapon can fire a burst of bullets in a single
as such, can't be created with normal knowledge. This means that attack, spending 10 rounds of ammo. If you choose to do that, you
players can't create them with gunsmith's tools proficiency, but can either focus fire on one target or on a 15-foot cube. If you focus
rather have to find them. They don't list prices, but you can treat on a target, add the weapon's damage dice twice to the damage
them as rare magic consumable items. rolls. These dices do not get multiplied on critical hits. If you focus
Explosive/Fragmentation/Napalm Grenade. As an action, a in an area, roll an attack roll once and compare it to all targets' AC
character can throw one at a 15-foot cube within 60 feet of them, values in the area to determine if it hits each one separately.
causing all creatures in the area to make a DC 13 Dexterity saving Bayonet-lug. The barrel has a special lug at the tip of its barrel to
throw, taking the listed damage on a failed save or half as much allow one to attach a melee weapon with the light quality to it,
damage on a successful one. allowing you to make melee attacks with it, dealing damage equal to
Flashbang. As an action, a character can throw a flashbang at a the attached weapon's damage dice. None of the attached weapon's
point within 60 feet. All creatures on a 20-foot radius within that properties transfer to the firearm.
point must make a DC 13 Constitution saving throw, becoming Combined. This firearm is a combination of a firearm and the
blinded and deafened until the end of their next turn on a failed melee weapon in parenthesis, except it can't have the thrown
save. property. Can be used as both firearm and the melee weapon.
Smoke Bomb. As an action, a character can throw a smoke Multi-barrels. You can attack with the weapon multiple times
bomb at a point within 60 feet. It quickly emits a thick black smoke, before reloading. You need one bonus action or action to reload
creating a heavily obscured area in a 20-foot radius that lasts for 1 each barrel separately. The number of barrels the weapon has is
minute. A moderate wind (at least 10 miles per hour) disperses the indicated in parenthesis.
smoke in 4 rounds; a strong wind (20 or more miles per hour) Repeater. The weapon can shoot the number indicated in
disperses the smoke in 1 round. parenthesis before needing to reload. Special quality for third
technology level firearms only.
Grenades Scattershot. You can fire pellet shells that fire a volley of shots
Item Damage Weight rather than a single one, making it easier to hit far away targets
Explosive Grenade 5d6 thunder 1 lb. with at least one pellet. Targets within the first half of your short
range take one extra damage dice, and you have advantage on
Fragmentation Grenade 5d6 slashing 1 lb.
targets beyond it, up to its long range, which doesn't incur you
Napalm Grenade 5d6 fire 1 lb. disadvantage. The weapon's damage dice changes to the indicated
Flashbang — 2 lb. value in parenthesis when doing so, and you can't do sneak attack
Smoke Bomb — 2 lb.
damage with it.
Special. Grenade launchers are used to launch grenades up to
120 feet away, and flamethrowers consume napalm grenades to
Properties deal their damage in a 30-foot cone in front of you.
These are the firearm's special properties. Suppressor. The weapon makes no sound and light when used,
and thus, it ignores the booming sound rule.
U/GOBLINSCIENTIST 8
U/GOBLINSCIENTIST 9
Gunslinger Apprentice
Firearms Accessibility You have trained and studied firearms, gaining the following
This last section is more targeted towards dungeon masters than benefits:
players. One of the major points in this design is to allow characters Increase your Dexterity score by 1, to a maximum of 20.
of all classes to be able to use firearms. Due to the scarcity in You gain proficiency with firearms.
ammunition and gunsmiths, it's almost impossible for a character You gain proficiency with the gunsmith's tools.
to function properly with just firearms proficiency alone. They also
need proficiency with the gunsmith's tools to fabricate their own
ammunition. Advanced Gunsmith
So, a non gunslinger player character that wants to use firearms Prerequisites: 5th level, proficiency with the gunsmith's tools
can only make first technology weapons, which are arguably
inferior than crossbows due to reloading and you, as the DM, can You can craft and modify firearms of second technology level, and
reward them with higher technology weapons instead of magic ammunition as well. It costs 500 gp to craft one, and each batch of
weapons. But even then, how can a non gunslinger player character ammunition costs 2 gp. You can only modify a firearm of a
get proficiency with firearms? technology level into another one of that same technology level.
One way would be to get a one level dip in the gunslinger class.
But that solution is still very restrictive to most character builds.
Instead, consider the following player options. Credits