Credits (Final Edition)

  • Credit to /u/SeekerofDreams for the Spellshooter Gunslinger trail. (Originally Called Spellslinger)
  • Inspired from Matthew Mercer and Taliesin Jaffe from Critical Role, as well as Firaxis games' XCOM
  • Credit to The Hawthorne Guild for helping me revise the Gunslinger and Arcane Artillery proper. Join their Discord if you want some D&D RP fun! Link Here

Art Credits


Art Credits (Cont.)

  • Frontier Flames Picture: Hallowed Ground Cover by Robert Sammelin
  • Hound Justicar: Samikichan
  • Gun Warlock: Source Unknown
  • Horned Gunslinger Girl: Source Unknown
  • Dark Gunslinger: Source Unknown
  • Gun Arm: Piat-101
  • Doom Wallpaper: Bethesda & Zenimax
  • Magic Gunslinger: Source Unknown
  • Glassing Beam: http://lightspeeed.deviantart.com/
  • Gunslinger Shooting Zombies: Paizo Publishing
  • Dragon Gun: Source Unknown
  • Lightning Gunshot: Source Unknown
  • K9000 Gun, Lucky Revolver, Mysterious Revolver: Bethesda Software
  • Ice Sniper: Source Unknown
  • Swordsplosion: Gearbox Studios
  • McCree's Revolver (Golden Skin): Blizzard Entertainment
  • Khvostov 7G-0X: Bungie Studios
  • Elemental Gunslinger: Source Unknown

General Rules

These are universal rules for every gun found in this book.

Misfire (Optional Rule). This rule is made only for games where firearms are prominent and you wish to emphasize inferiority of Primitive Firearms. These rules only apply to them in this instance.

If you make an attack roll and the roll matches or is lower than a firearm's misfire number, (such as 2, for example), your gun jams. You cannot make an attack with it again until you spend an action to clear the chamber. Your firearm's misfire number then goes up by 1, to a maximum of 5. You can spend 1 minute and make a DC 10 + your firearm's misfire number Dexterity(Tinker's tools) or Intelligence(Tinker's tools) check to reduce your gun's misfire number by 1, to a minimum of its original misfire number.

Primitive Guns (Optional Rule). In games where firearms are prominent, you can use this optional rule. Primitive Firearms are not properly built for combat. If you make more than two attacks with these weapons on your turn, the firearm's misfire number goes up by 1, to a maximum of 10.

Reload. Some ranged weapons can be fired a number of times before they must be reloaded. Ranged weapons with the reload property take an action (player's choice) to reload its ammunition.

If you wield two light ranged weapons with the reload property, you can reload them both at once as an action during your turn.

Mundane Ammo Types
Name Cost Usable with Weight Properties
Musketball 2gp(20) Primitive firearms without scatter 1 lb Piercing
Spreadshot 2gp(20) Blunderbusses 1 lb Bludgeoning
Cartridge 3gp(10) Advanced firearms without scatter 1 lb Piercing
Buckshot 2gp(20) Shotguns 2 lbs Bludgeoning
Slug 3gp(10) Shotguns 3 lbs Removes the scatter property. functions like a Cartridge Round.

Firearm Properties

The following properties will not be featured universally on every firearm and will vary from gun to gun.

Automatic. Automatic firearms can make a separate attack that releases a salvo of bullets per pull of the trigger. As an action, you can force any creatures of your choice in a 25-foot square centered on a point within your firearm's maximum range to make a Dexterity saving throw, taking the gun's automatic damage (listed in parenthesis) on a failed save, and half that damage on a success. This action subtracts 10 rounds from your gun. You can use this action only if you have the ammunition available to do so.

Firearms with the automatic property always expend six ammunition per attack.

Automatic Save DC (Proficient) = 8 + Dexterity modifier
Automatic Save DC (Proficient) = 8 + Dexterity modifier + Profiicency Bonus

Burst Fire. Burst fire firearms are able to make a special attack that releases a stream of multiple bullets. As an action, you can force up to 6 creatures of your choice in a 15-foot square centered on a point within your gun's maximum range to make a Dexterity saving throw, taking your gun's burst fire damage (listed in parenthesis) on a failed save, and half that damage on a success. This action subtracts 6 rounds from your gun. You can use this action only if you have the ammunition available to do so.

Additionally, guns with the burst fire property always expend 3 rounds per attack.

Burst Fire Save DC (Not Proficienct) = 8 + Dexterity modifier
Burst Fire Save DC (Proficient) = 8 + Dexterity modifier + Profiicency Bonus


Scatter. Firearms with the scatter property have two types of damage, a regular damage roll and a scatter damage roll. When you hit a creature with a firearm that has the scatter property, creatures within 5 feet of the target take scatter damage if the attack would hit them. The original target does not take this damage.

You gain resistance to the scatter damage dealt from your firearm attacks.

A spell cast using a firearm with the scatter property only triggers once, and only on the original target of the attack. (see the blood-lightning shot spell)

Proficiency with Firearms

Firearms are not typical weapons. The nature of their construction and the complexity of their use and care make a special kind of training required to become proficient with them. Unless otherwise specified by the DM, firearms count as a separate proficiency from martial and simple weapons. There are two types of proficiencies associated with firearms. Longarms, which include Two-Handed firearms, and Sidearms, which include every other kind of firearm. Sidearms can be wielded in one hand.

Primitive Firearms
Name Damage Cost Weight Properties
Sidearms
Flintlock Pistol d6 piercing 250gp 3 lbs Ammunition (range 30/90), Loading, Light, Misfire 3
Dragoon d8 bludgeoning 300gp 4 lbs Ammunition (range 10/30), Loading, Scatter (1d4), Misfire 3
Pepperbox d8 piercing 800gp 4 lbs Ammunition (range 40/120), Reload 4, Shell Loading, Misfire 1
Longarms
Musket d12 piercing 500gp 10 lbs Ammunition (range 70/200), Two-Handed, Loading, Misfire 2
Arquebus 3d4 piercing 200gp 13 lbs Ammunition (range 60/150), Two-Handed, Loading, Heavy, Misfire 4
Blunderbuss d12 bludgeoning 900gp 7 lbs Ammunition (range 15/45), Two-Handed, Loading, Scatter (1d6), Misfire 3
Wheellock Gun d10 piercing 400gp 5 lbs Ammunition (range 50/160), Two-Handed, Loading, Misfire 2
Firearms (Gunsmith DC 8 + max damage/2)
Name Damage Cost Weight Properties
Sidearms
Pistol d6 piercing 1,000gp 2 lbs Ammunition (range 40/120), Reload 8, Light
Heavy Pistol d8 piercing 1,150gp 3 lbs Ammunition (range 40/140), Reload 8
Sawn-Off Shotgun 2d4 bludgeoning 1,200gp 4 lbs Ammunition (range 20/40), Reload 4, Scatter (1d4)
Longarms
Rifle d12 piercing 1,500gp 10 lbs Ammunition (range 90/300), Two-Handed, Reload 6
Carbine d10 piercing 1,350gp 6 lbs Ammunition (range 60/200), Two-Handed, Reload 8
Shotgun d12 bludgeoning 2,000gp 7 lbs Ammunition (range 30/60), Two-Handed, Scatter(1d6), Reload 6
Heavy Rifle 3d8 piercing 2,900gp 18 lbs Ammunition (range 200/1,000), Two-Handed, Loading, Heavy
For You Technophobic Plebs, Here's Some Crossbow Variants or Whatever
Name Damage Cost Weight Properties
Martial Ranged Weapons
Repeating Crossbow d10 piercing 100gp 18 lbs Ammunition (range 100/400), Heavy, Two-Handed, Reload 6
Automatic Crossbow d8 piercing 200gp 20 lbs Ammunition (range 100/400), Heavy, Two-Handed, Automatic (d10), Reload 20
Reloading Hand Crossbow d6 piercing 350gp 3 lbs Ammunition (range 30/120), Light, Reload 4
Splinterfire Crossbow d12 piercing 400gp 21 lbs Ammunition (range 30/60), Heavy, Two-Handed, Scatter (1d6), Reload 6
Special Firearm Examples (Gunsmith DC 8 + max damage)

Use these guns only when firearms and technology are prominent in your world. These are made to give options to gun using players who wish to grow in power. They are not and will not be properly balanced in a world that uses more primitive weapon technology. Implement these guns into those games with caution.

Name Damage Cost Weight Properties
Sidearms
Automatic Pistol 2d4 Piercing 2,100gp 3 lbs Ammunition (range 40/120), Light, Reload 24, Automatic(6d4)
Burst Pistol d8 Piercing 2,100gp 3 lbs Ammunition (range 30/90), Light, Reload 24, Burst Fire(3d8)
Revolver d8 Piercing 2,200gp 3 lbs Ammunition (range 50/180), Light, Reload 6
Hand Cannon d10 Piercing 2,700gp 4 lbs Ammunition (range 60/200), Reload 6
Longarms
Automatic Rifle 2d6 Piercing 3,500gp 8 lbs Ammunition (range 90/300), Two-Handed, Reload 30, Automatic(6d6)
Burst Rifle 1d12 Piercing 3,500gp 8 lbs Ammunition (range 90/300), Two-Handed, Reload 24, Burst Fire(3d12)
Double Barrel Shotgun 2d6 bludgeoning 2,400gp 11 lbs Ammunition (range 90/300), Two-Handed, Scatter (1d8) Loading, Special
Anti-Material Rifle 3d12 Piercing 4,500gp 18 lbs Ammunition (range 300/1,800), Two-Handed, Loading, Heavy
Shoulder Cannon 4d10 Bludgeoning 6,500gp 30 lbs Ammunition (range 60/200), Two-Handed, Loading, Bulky, Special
Rifleblade d12 Piercing 5,000gp 10 lbs Ammunition (range 90/300), Two-Handed, Reload 6, Bayonet(1d6 Piercing/Slashing)
Gunlance 2d6 Piercing 6,000gp 16 lbs Ammunition (range 70/230), Two-Handed, Reload 6, Bayonet(1d12 Piercing, Reach), Special
Nock Gun d12 Piercing 5,500gp 20 lbs Ammunition (range 70/210), Two-Handed, Loading, Special

Shoulder Cannon Special Rules

You can make a special attack with a Shoulder Cannon that targets any creature within a 5 wide foot line out to its maximum range. Any target in the path of this special attack must succeed a DC (8 + your Dexterity modifier + your proficiency bonus) Strength saving throw or take it's damage roll and be knocked prone. They take half damage on a success and are not knocked prone. Shoulder Cannons are considered siege weapons for the purposes of damage. Shoulder Cannons use a special type of ammo known as a Mini-Cannonball, which weighs 2 lbs and costs 5gp per round.

Nock Gun Special Rules

You can use your action to fire all 7 barrels of this gun at once. Make an attack roll with disadvantage. If you succeed, roll 7d12 damage. This attack deals 7d4 bludgeoning damage to you and forces you to succeed a DC 10 Strength saving throw or be knocked prone.

Gunlance Special Rules

You have disadvantage when you use the lance to attack a target within 5 feet of you. You can wield the lance one handed when mounted.

Double Barrel Shotgun Special Rules

Double Barrel shotguns can be fired twice per attack. When you make an attack roll with a double barrel shotgun, you can make two attack rolls at the same creature. The second attack roll is made with disadvantage, and on a hit, you do not add your ability score modifier to the damage of that attack, unless your modifier is negative.

Attachment Rail Placement Chart
Gun Rail Placement
Primitive Firearms Top, Sides (1) Barrel
Advanced and Special Firearms Top, Bottom, Sides (2), Barrel
Crossbows Top, Bottom
Rifleblades, Gunlances Top, Sides (2)

Removing And Placing Attachments

You can remove any attachment from its rail as an action during your turn, and you can place one as a bonus action.

Attachments (Gunsmith DC 8 + Cost/100, Rounded Down)
Name Weight Placement Restrictions Cost Properties
Attachment Rails - Any - 100gp Firearms can now have attachments placed on the rail.
Telescopic Sight .25 lbs Top - 500gp Increases the normal and maximum range of the firearm by 10 feet.
Longshot Sight 2 lbs Top Bulky Rifles, Anti-Material Rifles 700gp Increases the normal and maximum range of the firearm by 30 feet.
Glowing Dot Sight - Top - 400gp +1 to damage rolls at creatures within 30 feet.
Foregrip - Bottom Sidearms 300gp You are immune to being disarmed as long as you have a free hand to hold the foregrip.
Bipod - Bottom/Barrel Bulky Rifles, Anti-Material Rifles 200gp +1 to attack rolls when prone or behind half-cover.
Bayonet + 1/2 the melee weapon's weight Barrel - 100gp Adds a melee weapon to the barrel of the gun. You are not considered proficient in melee attacks made with this bayonet unless you are proficient with improvised weapons. You cannot have a Barrel or Bottom attachment when you have this attachment equipped.
Beam Marker - Sides, Bottom - 700gp You can use a bonus action to mark a creature with the beam and reroll 1s and 2s to all damage rolls until the end of your turn.
Glowtorch 1 lb Sides, Bottom - 500gp Adds a magic torch that can be turned on and off as a bonus action. It sheds bright light in a 30 foot cone and dim light in a 30 foot cone.
Canted Sights .5 lbs Top - 1,000gp Grants the benefits of a Telescopic Sight and a Glowing Dot Sight. You must switch between them as a bonus action to get each one's bonuses.
Suppressor .25 lbs Barrel - 700gp When you make an attack roll with this firearm while hidden, each creature in a 30 foot radius must make a Wisdom(Perception) check. The DC of this check is 10 + (attack roll result) / 5. You are still considered hidden to any creature that fails the check, even if other creatures succeed.
Advanced Suppressor .25 lbs Barrel - 1,300gp Functions exactly like the Suppressor custom part, except the DC of the Wisdom(Perception) check is 10 + (attack roll result) / 2, and the radius is 10 feet.

Custom Parts List (Gunsmith DC 8 + Cost/1000, Rounded Down)

Applying And Removing Custom Parts

Any firearm can only have two custom parts at one time. You must build a custom part onto the weapon in order to use it. Doing so takes 1 week of work (8 hours per day) and 500gp of raw materials. Dismantling a custom part takes one day of work (8 hours) and 10gp of raw materials. You must dismantle a custom part to build another onto it if your gun is already at its custom part limit.

Name Weight Usable with Cost Properties
Pistol Grip - Siderarms 3,000gp +1 to attack rolls.
Heavy Barrel 1 lbs Rifles, Carbines 4,000gp Increases the normal range of the gun by 20 feet and the maximum range by 20 feet. This cannot be combined with Light Barrel.
Light Barrel -1 lb Rifles, Carbines 4,000gp Reduce the normal range of the gun by 5 feet and the maximum range by 10 feet. This cannot be combined with Heavy Barrel.
Tight Choke Barrel - Shotguns 4,000gp Add your ability score modifier to your firearm's scatter damage. This cannot be combined with Wide Choke Barrel
Wide Choke Barrel - Shotguns 4,000gp The range for your firearm's Scatter damage roll is now 10 feet around the original target. This cannot be combined with Tight Choke Barrel
Sawn Off Barrel -3 lbs Shotguns - Removes the two-handed property from the shotgun and changes its classification to sidearm. Lowers the damage die and scatter damage die by one category. (For example, a d12 die lowers to a d10.) Reduces the shotgun's normal and maximum range by 10.
Magazine Capacity .5 lbs All firearms 7,000gp Increases the ammunition count of longarms by 6, and increases the reload count of sidearms by 8. If firearm has the loading property, it loses that property and gains the reload property instead. (6 rounds for longarms, 8 rounds for sidearms.)
Rifling - Muskets, Flintlock Pistols, Arquebuses, Wheellock Guns 3,000gp +30 normal range, +10 max range. Weapon now uses rifled bullets instead of round bullets. Some firearms have this built in inherently.
Light Frame -2 All Firearms 5,000gp Gun's weight cannot decrease past 1 lb.
Burst Mechanism - Rifles 10,000gp Turns firearm into Burst Rifle.
Automatic Mechanism - Rifles, Pistols 10,000gp Turns the firearm into Automatic Rifle or Automatic Pistol.
Recoil Compensator - Firearms with the Automatic or Burst Fire Property 12,000gp You can add your Dexterity modifier to your Automatic and Burst Fire damage.

A Note About Attachments & Custom Parts

Custom Parts and Attachments are primarily for games where guns are both advanced and commonplace in your worlds. They're made to explicitly make them superior to more primitive weapons. If every character in your current game is not holding at least one gun and they are not a Barbarian or Druid, or something equivalent, then it is wise to keep them out or just give those who don't wield guns more magic items and armor to compensate.

Expanded Fighting Styles

You can't take the same Fighting Style more than once, even if you get to choose again.

Akimbo Shooting

When you take the attack action with a light weapon, you can use a bonus action to make an attack with a light ranged weapon you are holding in your other hand. You do not add your ability score modifier to the damage of this attack, unless that modifier is negative.

Breacher

When you make a ranged attack at a creature within 15 feet of you and you roll a 1 or 2 on the damage die, you can reroll the damage die and must take the new roll, even if the number is a 1 or a 2. The weapon must have the scatter property in order to gain this benefit.

Deadeye

You get a +2 bonus to attack rolls you make with martial and simple ranged weapons, as well as longarms which do not have the bulky or scatter property.

Dueling Edit

When wielding a one-handed weapon in one hand and no other weapons, you get a +2 bonus to your damage rolls with these weapons.

Sniper

You gain a +2 bonus to damage rolls if you attack a creature further than 30 feet away from you with a ranged weapon or a firearm that does not have the scatter property.

Phalanx

You can now wield a two-handed melee weapon, heavy crossbow, light crossbow, or a longarm with a shield, but you must use an action to brace the weapon against the shield in order to attack with it. The weapon stays braced in this way as long as you move no more than 10 feet during your turn. The weapon loses any benefits you gain from using it with two hands while braced.


Giving Classes Guns

These proficiencies are also gained if a class gains weapon proficiencies when mutliclassed into.


Artificers and Clerics start with proficiency in sidearms and firearms with the scatter property.


Barbarians, due to their primitive nature and lack of understanding of complex technology, such as guns, cannot start with proficiency in firearms unless already given from another class, archetype, feat or special training, unless otherwise approved by the DM.


Bards start with proficiency in sidearms, muskets, rifles and carbines.


Druids cannot be proficient in firearms, as they are always made from metal in some measure. The DM can make exceptions to this. A character that multiclasses into a druid with proficiency in firearms can only do so if the DM approves it.


Fighters start with proficiency in longarms and sidearms. Fighters can choose from the breacher, deadeye, dueling edit, and phalanx fighting styles.


Monks start with proficiency in sidearms, but they do not count as monk weapons.


Mystics, Sorcerers, Warlocks, and Wizards get proficiency in pistols, sawn-off shotguns, dragoons, and flintlock pistols.


Paladins start with proficiency in longarms and sidearms. Paladins can use firearms for Divine Smite, Improved Divine Smite, and any spells that would require them to take an attack with a melee weapon before taking effect, but you must be within at least 10 feet of the creature attacked to do so. Paladins can choose from the breacher, dueling edit, and phalanx fighting styles.


Rangers start with proficiency in longarms and sidearms. Rangers can choose from the akimbo shooter, deadeye, dueling edit and sniper fighting styles.


Rogues start with proficiency in sidearms, muskets, wheellock guns, carbines, and rifles.

New Feats

Akimbo Master

You master the art of wielding two ranged weapons at once. You gain the following benefits:

  • You can draw or holster two sidearms when you would normally be able to draw or holster only one.
  • If you are wielding two ranged weapons with the loading property, you can ignore the loading property for those weapons, and do not need a free hand to reload them.
  • You can wield two one-handed ranged weapons at once, even if they do not have the light property.

Archaic Gunmaster

Prerequisite: Primitive & Misfire Rules implemented
You have become well trained with primitive firearms. You gain the following benefits:

  • When you make more than two attacks with a primitive firearm during your turn, the firearm's misfire count does not increase by 1.
  • These weapons only misfire for you if you roll a 1, regardless of its misfire number.
  • Ignore the loading property for non-heavy firearms

Gunmaster

You are a veritable master with guns, and gain the following benefits:

  • Ignore the loading property for non-heavy firearms.
  • If you are disarmed, you can use your reaction to draw and fire a light sidearm.
  • Increase the normal range of all firearms you wield by 10.

Bayoneteer

Prerequisite: Proficiency in firearms
You have mastered the art of fighting with weapons attached to the barrel of your gun. You gain the following benefits:

  • You gain a +1 bonus to damage rolls with bayonets.
  • You gain proficiency in improvised weapons.
  • Firearms with bayonets attached gain a reach of 10 feet.
  • When you take the attack action with a firearm that has a bayonet attached to it, you can use a bonus action to make a melee attack with the bayonet at a creature within 5 feet of you.

Buccaneer

You have mastered the art of dueling with gun and sword, and gain the following benefits:

  • When you use the attack action with a one-handed melee weapon, you can spend a bonus action to fire a light firearm you wield in your other hand. You can use this bonus action to attack with a one handed melee weapon if you use your attack action with a light firearm.
  • While wielding a light firearm and a one-handed melee weapon, you gain a +1 bonus to your AC.
  • Ignore the loading time and reload action for light firearms. You do not need a free hand to load in the ammunition.

Close Quarters Shooter

You have trained yourself in the delicate art of using ranged weapons in close quarters combat. You gain the following benefits:

  • Making an attack with a ranged weapon while within 5 feet of a hostile creature does not impose disadvantage on the attack roll.
  • You cannot make a ranged attack roll with disadvantage at any target within 30 feet of you. However, if you would normally have disadvantage when making an attack roll within this range, such as a magical effect or obscured vision, you cannot get advantage on the attack roll either.
  • You can make opportunity attacks with ranged weapons. The reach for these attacks is 15 feet.

Gunsmith Initiate

Prerequisite: Intelligence 13, proficiency in smith's tools or tinker's tools

Your proficiency bonus is doubled in tinker's tools and/or smith's tools, and you can now craft primitive firearms. You are assumed to have gotten the materials for the firearm you wish to craft before you took this feat. You craft these guns at a rate of 5gp per hour.

Gunsmith Adept

Prerequisite: Gunsmith Initiate, player level 12

You have gone through extensive training in gunsmithing, letting you create new firearms via experimenting. You can now create firearms, found on the chart above. You can craft special firearms, as well as Attachments and Custom Parts, if it is appropriate for your setting (such as if firearms are prominent). Once per long rest, you can make an Intelligence check with your proficiency bonus added once you complete a short rest. If you succeed, you manage to craft the blueprints for the gun or parts (the DCs are listed on the charts above). If you fail, the DC goes down by 1 for subsequent checks (Minimum of 10).

When the blueprints are created, you can then make the gun or parts. It is assumed that during your travels you came across the required materials to make these items before you took this feat. You craft these items at a rate of 5gp per hour, and can now craft primitive firearms at a rate of 10gp per hour.

The cost to craft primitive firearms is now cut in half for you (rounded up).

You can now reduce a primitive firearm's misfire number to a minimum of 1, regardless of its original misfire number.


Variant Rule: Firearms Are Prominent

If firearms are common in your world, you can craft firearms as well as primitive firearms when you take the Gunsmith Initiate feat.

Heavy Weapons Guy

Prerequisite: Strength 16
You have strengthened yourself to be able to use large and unwieldy firearms more effectively. If you have the Extra Attack or Bulletstorm feature, you can use a single one of those attacks when you use those features with a bulky firearm. Ignore the loading property once per turn for these weapons.

Mounted Shooting

You wield guns with deadly efficiency on mounts. While you are mounted and aren't incapacitated, you gain the following benefits:

  • You get a +1 bonus to attack rolls with firearms while mounted.
  • Being within 5 feet of a hostile creature when making an attack roll with firearms while mounted does not impose disadvantage on the attack roll as long as the creature's size is smaller than your mount.
  • You have advantage on attacks rolls against any unmounted creature smaller than your mount within your firearm's normal range.

Pistol Whipper

You are skilled in using guns as melee weapons when and if they run out of bullets. You increase your Strength or Dexterity ability score by 1, to a maximum of 20, and are now considered proficient with firearms you use as melee weapons. The damage die for these firearms is as follows: sidearms are d6, and they are considered finesse weapons, longarms are d8, and heavy longarms are d10. The damage type for these attacks is bludgeoning.

Rifle Master

Rifles are complex weapons, but you know just how to make every shot count. You gain the following benefits when wielding a rifle, carbine, or a musket and wheellock gun with the rifling property:

  • You gain a +1 bonus to damage rolls with these weapons.
  • You can reroll 1s and 2s to damage with these weapons.
  • If you roll a critical hit or deal a killing blow with these weapons, you can use your reaction to take an additional shot at a creature within 10 feet of the creature hit.
  • The normal range of these weapons increases by 10, and the long range increases by 30.

Scattershot Master

You have mastered getting the most effect out of firearms with the scatter property. You get the following benefits:

  • You gain a +1 to attack rolls with these weapons
  • Your scattershot damage can target any creature of your choosing within the scatter range of your target.
  • You can reroll 1s and 2s to your scatter damage.
  • You can load all of the ammo for shell loading firearms with the scatter property using a bonus action.

Sidearm Master

You have mastered the art of wielding a sidearm with delicate precision. You gain the following benefits:

  • You gain a +1 bonus to attack rolls made with these weapons.
  • When you take the attack action with a sidearm can use a bonus action to make an attack roll at a creature within 10 feet of you.
  • When you roll initiative and are not surprised, you can use your reaction to draw a sidearm and attack a creature within its normal range.

Six-Gun Ace

You have perfected the art of shooting with your revolver or hand cannon. You gain the following benefits:

  • You gain a +1 bonus to attack rolls with these weapons.
  • You cannot be disarmed while wielding a revolver or hand cannon in one hand and your other hand is free.
  • When you make an attack with your revolver or hand cannon and are not holding anything in your other hand, you can use your bonus action to make two additional attacks against creatures within its normal range. You do not add your ability score modifier to the damage of these attacks, unless that modifier is negative.

Superior Marksman

You have perfected the art of the slow, steady kill. You gain the following benefits when wielding a ranged weapon with the bulky property:

  • You gain a +1 to attack rolls with these weapons.
  • You can use a bonus action to steady your aim. You can then make an attack roll that can neither have advantage or disadvantage. On a hit, deal double the weapon’s damage die.
  • If you make a ranged attack roll with advantage, you can reroll one of the attack rolls once.

Suppressive Fire

When you have a firearm with the automatic or burst fire property drawn, you can use an action to suppress a field of fire within a 10 foot radius at any point within your weapon's normal range. This ability expends a number of bullets equal to half your firearm's total reload count when used. You cannot take bonus actions if you take this action. You must have at least half your gun's reload count loaded into your weapon to use this ability. When you use this ability, you gain the following benefits until the beginning of your next turn.

  • Creatures within the area have disadvantage on attack rolls and Dexterity Saving Throws.
  • Creatures within the area can only move at half speed and cannot Dash.
  • If any creatures move or take an action within the area or moves into its area for the first time, you can make an attack against them. You can make this attack for a number of times equal to half your proficiency bonus. You cannot make this attack at the same creature more than once. This attack does not expend ammunition.

Tricky

You have trained in a performance art with firearms that allows you to use special tricks during combat. You gain the following benefits:

  • You learn two tricks of your choice from among those available to the Virtuoso Archetype in the gunslinger class. If a trick requires your target to make a saving throw to resist the trick's effects, the saving throw DC equals 8 + your proficiency modifier + your Dexterity modifier.
  • If you already have superiority dice, you gain two more, otherwise, you have two superiority dice. These are used to fuel your tricks. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
  • If a trick's effect includes a modifier that equals your Gunslinger level, you instead treat that modifier as equal to your highest class level instead.

The Gunslinger

A Human finishes loading rounds into her gun and and runs straight into a pack of angry kobolds that are threatening her town. She tumbles and spins, her weapon burping out salvo after salvo of hot lead against the poorly armed draconians with naught but simple spears to use against her.

Setting his perch up at the top of a tree, a Half Elf begins to train the custom built sights of his homemade rifle on his prize. Amidst the roaming herd of goblins and hobgoblins, there stands a single, massive fire giant shouting commands to the monsters near the edge of a cliff. As he lets out a haughty guffaw, the half-elf sees his opening. His lips curl into a grin, and he pulls the trigger.

The sound of rapid clops echoes across the battlefield. A group of goblins tries to close in on a tiefling and her horse. One of them throws a bomb at her horses feet, but in a flash, the horse and its rider suddenly dart to the side, and the bomb explodes among the crowd of pursuers instead, leaving the tiefling unharm

A half orc examines a strange puzzle before him, holstering his gun after checking that the coast is clear. He looks befudded at it for a moment, before shrugging and messing around with it. With a click, the puzzle opens, and the half-orc smiles a giddy smile.

Whether outlaws from a distant land trying to redeem themselves, swashbucklers with an eye for the explosive, or smiths that wish to show off their talents to the world in the heat of battle, gunslingers come from many backgrounds, but all have one thing in common. They’re all very good with guns, and use unique fighting styles and speed to strike down any foe that challenges them with less advanced weaponry.

Using Unique Weapons With Style

Though this is heavily dependent on the adventure being run, guns are considered very rare in most adventures, and few know how to operate them. Their exotic nature can lead to confusion and panic among those at the business end of these tools. Gunslingers take advantage of this and combine the usage of these guns with a stylistic grace and speed very few can comprehend. A Gunslinger will hone their skills with these distributors of supersonic lead death and become nearly impossible to track as they strike targets with nearly impossible shots




Born for Adventure

Most adventurers seek adventure out. Others have it thrust upon them. Gunslingers seem to have been born with a natural affinity and curiosity for exploration and dealing with the problems out in the wild. You'll find them at the job board before any paladin or fighter, and they'll be eager to take on the challenges of the darkest and most dangerous dungeons. The more challenging the encounter, the greater use they'll get out of their pride and joy.

Creating a Gunslinger

When creating a gunslinger, consider two major things. Firstly, consider how rare guns are in the adventure your DM is running, and then consider how your character came across their knowledge of how to make and use them? Did they have a eureka moment in a time of renaissance? Did they train with a mentor before deciding to go on their own path? Or did they form a pact with a dark entity for this knowledge? Either way, their background should lead them to come across these deadly tools for use in their adventures.

The Gunslinger
Level Proficiency Bonus Features
1st +2 The Tongue, Gun Stunts, Quickdraw
2nd +2 Fighting Style, Lucky Item
3rd +2 Slinger's Trail
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Trail Feature
7th +3 Evasion
8th +3 Ability Score Improvement
9th +4 Trail Feature
10th +4 Lucky Item Improvement
11th +4 Shootout Sense
12th +4 Ability Score Improvement
13th +5 Trail Feature
14th +5 Overwatch
15th +5 Final Stand
16th +5 Ability Score Improvement
17th +6 Trail Feature
18th +6 Superhuman Reflexes
19th +6 Ability Score Improvement
20th +6 Gunslinging Supreme

Quick Build

To quickly build a gunslinger, make Dexterity your highest ability score. Secondly, choose an ability score of your choice to be the second highest. This could be Constitution if you want a hardier gunslinger with more health, Charisma if you want a fast talking slinger that can play a mean tune, Intelligence if you want a gunslinger that's well learned and booksmart, or Wisdom if you want a worldy and perceptive master of firearms. Lastly, choose the Folk Hero background.

Class Features

As a Gunslinger, you get the following class features.

Hit Points

Hit Dice: 1d8 per Gunslinger level
Hit Points at 1st level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 or 5 + your Constitution modifier per Gunslinger level after 1st

Proficiencies

Armor: Light armor, medium armor, shields


Weapons: Longarms, sidearms, simple weapons, crossbows, shortswords, scimitars, rapiers, whips
Tools: A vehicle or musical instrument of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose two from: Arcana, Acrobatics, Animal Handling, History, Insight, intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, or Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail or (b) leather
  • (a) a carbine and 20 cartridge rounds, (b) a shotgun and 20 buckshot rounds, or (c) a heavy pistol and 20 cartridge rounds
  • (a) a shortsword, a pistol and 10 cartridge rounds, (b) two pistols and 20 cartridge rounds, or (c) a simple weapon and a shield
  • (a) a dungeoneer’s pack, (b) an explorer’s pack, or (c) a scholar’s pack

Variant Rule: Firearms are Primitive

If firearms are primitive in your world, you may instead choose the following equipment variations.

  • (a) a wheellock gun and 20 musketballs, (b) a blunderbuss and 20 spreadshot rounds, or (c) a pepperbox and 20 musketballs
  • (a) two simple weapons, (b) two flintlock pistols and 20 musketballs, or (c) a shield

The Tongue

Starting at 1st level, you learn an ancient and ritualized language, practiced often by gunslingers and certain secretive societies of old. It is a deliberate and ritualized code of speech patterns and dialect, each syllable containing complex nuances and multiple meanings. Nowadays, only gunslingers and certain guilds opened by the people of the past still know and actively teach this language. This language can only be understood by those that know the tongue.

Additionally, you understand and can write in a set of ancient symbols and written jargon that conveys the messages of the tongue in deceptively short inscriptions. This writing is generally used to tell stories or to write down spells and rituals, and books containing the tongue are treasures often sought out by linguists and wizards alike due to the potential of finding lost magic or rich historical lore contained within in their text.

Quickdraw

Also at 1st level, your hands are fast as lightning in a shootout. You can stow one weapon and/or draw another as part of your movement or action before needing to take the Use Object action. Additionally, you ignore the loading times for firearms.

Gun Stunts

Starting at 1st level, you have developed a set of stunts you can use to give you an edge in combat. You gain the following options:
Run ‘N Gun. When you take the attack action on your turn, you can move up to 10 feet as a bonus action.
Slinger’s Reflexes. You can use a bonus action to clear the chamber of a gun that misfired.
Stock Strike. When you make a melee weapon attack using a firearm on your turn, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. Additionally, if the attack hits, you can use your bonus action to not provoke opportunity attacks from the target of the attack until the end of your turn.

Fighting Style

At 2nd level, you adopt a particular style of fighting. Choose one of the following options. You cannot choose the same fighting style twice, even if you get to choose again.

Akimbo Shooting

When you take the attack action with a light weapon, you can use a bonus action to make an attack with a light ranged weapon you are holding in your other hand. You do not add your ability score modifier to the damage of this attack, unless that modifier is negative.

Breacher

When you hit with a ranged attack roll, you roll a 1 or 2 on the damage die, you can reroll the damage die and must take the new roll, even if the number is a 1 or a 2. The weapon must have the scatter property in order to gain this benefit.

Deadeye (Archery Edit)

You get a +2 bonus to attack rolls you make with martial and simple ranged weapons, as well as longarms which do not have the bulky or scatter property.

Dueling Edit

When wielding a one-handed weapon in one hand and no other weapons, you get a +2 bonus to your damage rolls with these weapons. This additional damage only applies for ranged attacks made at creatures within 30 feet of you.

Sniper

You gain a +2 bonus to damage rolls if you attack a creature further than 30 feet away from you with a ranged weapon or a firearm that does not have the scatter property.

Phalanx

You can now wield a two-handed melee weapon, heavy crossbow, light crossbow, or a longarm with a shield, but you must use an action to brace the weapon against the shield in order to attack with it.

The weapon stays braced in this way as long as you move no more than 10 feet during your turn. The weapon loses any benefits you gain from using it with two hands while braced.

Lucky Item

When you reach 2nd level, you have taken up a personal effect that grants you uncanny luck in certain situations and says something interesting about you.

This can take the form of a lucky hat that you never take off, a scarf given to you by a lost lover, or a cigar that seems to never run dry. Choose a benefit and a quirk from the table. You can use the benefit’s feature once per long rest. If your lucky item is lost or destroyed, it mysteriously reappears on you at the end of your next long rest.

When you reach 10th level, you can choose one additional benefit and quirk. You can choose the benefits labeled with slinger trails. You can use either of the benefits twice before you complete a long rest.

Name Bonus
Benefit
Deft(Delver) You get the identify and locate object spells and can cast them as rituals.
Fearless You can use an action to end one effect on yourself that is causing you to be frightened.
Preserve At the end of a battle, you can recover all your ammunition if you take a minute to search the battlefield.
Relief You can spend one minute meditating with your item in hand, after which you regain hit die equal to one third your gunslinger level (rounded down).
Rider(Vaquero) You gain the beast bond spell, and can cast it as a ritual.
Seeker(Myth Breaker) You get the hunter's mark spell, and can cast it once per long rest without expending a spell slot.
Sly (Virtuoso) You gain one Battlemaster Maneuver and treat it as a Virtuoso Trick.
Quirk
Adept You gain proficiency in two weapons of your choosing.
Eloquence You learn two languages of your choosing.
Socialite You gain proficiency in two gaming sets of your choosing.
Erudite You gain proficiency in one skill or tool of your choice.

Slinger’s Trail

At 3rd level, you begin to train your slinging to go down a particular style. You can choose from either Myth Breaker, Virtuoso, Vaquero, Delver, or Mysterious Stranger, all detailed at the end of the class description. The trail you choose grants you features at 3rd level, and again at 6th, 9th, 13th, and 17th level.

Ability Score Improvement

When you reach 4th level, and again at 8th level, 12th level, 16th level, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As usual, you can’t increase an ability score above 20 using this feature.

Extra Attack

At 5th level, you can attack twice, instead of once when you take the attack action on your turn.

Additionally, when you take the Attack action on your turn, you can forgo one of your attacks to reload your weapon.

Evasion

At 7th level, your reflexes are as fast as any bullet you fire from your gun. When you make a Dexterity Saving Throw to take half damage from a damaging effect, such as a shotgun's scattering shells or a black dragon's acid breath, you take no damage on a successful save and only half damage on a failed save.

Shootout Sense

By 11th level, you are ready to react to danger at a moment's notice. You gain advantage on initiative rolls.

Additionally, you can't be surprised while you are conscious.

Overwatch

At 14th level, you can use an action to lie in wait to take an action against any enemy that reveals itself. If a creature moves, makes a weapon attack, or casts a spell while within your firearm's range, you can use your reaction to make an attack against them.

Saving Throws. Overwatch requires targets to make a saving throw to resist the penalites imposed on them. The Saving throw DC is as follows:

Overwatch Save DC = 8 + your proficiency bonus + your Dexterity modifier.

On a hit, the following effects are imposed in addition to the attack's normal effects.

  • If the attack was triggered by the target's movement, it must make a Dexterity saving throw. On a failed save, its movement speed is reduced by half until the end of your next turn. On a successful save, their speed is only reduced by 10 until the end of your next turn.
  • If the attack was triggered by the creature making a weapon attack, it must make a Constitution saving throw. On a failed save, it has disadvantage on attack rolls until the start of your next turn. On a successful save, it only has disadvantage on the triggering attack.
  • If the attack was triggered by the creature casting a spell, it must make a Cosntitution save. On a failed save, the target(s) of the spell have advantage on the saving throw to resist the effects of the spell, in addition all targeted creatures gain resistence to the spells damage. If the spell requires a spell attack roll it would be made with disadvantage.

Final Stand

Starting at 15th level, when you are reduced to 0 hit points and don’t die outright, you can use your reaction before you fall unconscious to make an attack roll at an enemy. This attack is made with disadvantage. If the attack hits, you gain hit points equal to 1d8 + your gunslinger level. Once you use this feature, you cannot use it again until you complete a short or long rest.

Superhuman Reflexes

At 18th level, a you have sharpened your reflexes to supersonic proportions. You now get the following benefits:

  • You can use Disengage and Dodge as a bonus action.
  • Once per short rest, when you are hit by a ranged attack, you can reduce the damage of that attack to 0.
  • You can use two gun stunts as a bonus action once per short or long rest.

Gunslinging Supreme

By the time you reach 20th level, you have become an undisputed slinger extraordinare. Add your proficiency bonus to damage rolls you make with your firearms, except when making an attack that does not normally apply your ability score modifier to it's damage. (For example, making an offhand attack.)

Additionally, if you use the automatic or burst fire area of effect action, you can make one weapon attack as a bonus action.

Class Starting Wealth
Class Funds
Gunslinger 5d4 x 10 gp


If a Gunslinger is playing in a game where they can exchange equipment for wealth, the cost for primitive firearms is (orignal price)/10, and the cost for advanced firearms is (original price)/20.

Multiclassing

In order to multiclass as a Gunslinger, you must have a minimum Dexterity and Charisma ability score of 13.

Multiclassing Proficiencies
Class Proficiencies Gained
Gunslinger Light armor longarms, sidearms, one vehicle of your choice

Gunslinging Trails

At level 3, you begin to train yourself in various principles of gunfighting. These choices are less like classical training and more like lifestyles and philosophies. You may choose from the Myth Breaker, Virtuoso, Vaquero, or Delver trails.

Myth Breaker

Myth Breakers specialize in hunting down and dealing with the most dangerous of beasts. They hunt down anything from ancient dragons to beholders with extreme precision and skill. Determined and well researched in a variety of lore, myth breakers are experts in hunting down that which makes the average person tremble in fear.

Myth Breaker's Tactics

When you choose this trail at 3rd level, you can choose from one of the following tactics that help you slay various monstrosities.

Crowd Control. Your quick trigger finger lends itself well to killing hordes of creatures. Once per turn, when you make a firearm attack roll against a creature, you can make an additional attack against a creature that's within 5 feet of the targeted creature and in range of your firearm.

Legend Buster. The crack of your gunshot is a symbol of teamwork as you mark powerful targets for death. When you succeed a firearm attack roll against a creature, the next attack made against the offending creature deals an extra d8 damage on a hit. You can only use this ability on one creature per turn.

Leviathan Feller. Your skill with a gun can send even big monstrosities reeling. When you hit with a firearm attack roll against a creature, you can push them back 10 feet from you in the direction you hit them. This forced move can only be done once per turn.

Varmint Slayer. You have a knack for landing precision shots that help you hit small or dodgy pests. You get advantage with firearm attacks on creatures that have moved further than 15 feet or taken the dodge or disengage action before your turn.

Showstopper. Creatures with exotic movements are no match for your expertly placed shots. If you hit with a firearm attack roll on a creature, it must succeed a Strength saving throw or have its flying speed, swim speed, climbing speed, walking speed and burrowing speed reduced by half, or become 0 if it was 5 feet until the end of its next turn. You can only use this ability once per turn.

Showstopper Save DC = 8 + your proficiency bonus + your Dexterity or Intelligence modifier.

Slayer's Senses

Once you reach 6th level, you've learned a set of magical rituals to help you detect the presence of great and legendary beasts. You learn the detect good and evil spell, and can cast it as ritual.

Monstrous Defense

At 9th level, you can learn one of the following defensive tactics that add to your monster hunting skillset.

Critter Sense. Your dedication to tracking dangerous pests has allowed you to develop senses to help hunt them down. You gain 15 feet of blindsight and tremorsense, and creatures cannot get advantage on attack rolls or benefit from being hidden or invisible while within 15 feet of you, as long as you are not incapacitated.

Uncanny Dodge. You always keep your eyes about you, making surprise attacks from above and below difficult. When a creature damages you with an attack, you can use your reaction to halve that damage against you.

Into the Fray. Creatures that crowd upon you find it quite hard to attack you. When a hostile creature makes an attack roll against you while another hostile creature is within 5 feet of you or it, the creature makes the roll with disadvantage.

Mythical Guardian. When keeping track of legendary creatures, your hunter's senses heighten your defense. You can end one effect on yourself causing you to be charmed or poisoned as an action.

Slayer's Discipline. You are stalwart in the face of any kind of danger. You get proficiency in a saving throw of your choice.

Strength In Knowledge

When you reach 13th level, you have augmented your mind and strengthened your resolve against the horrors out in the great beyond. You have advantage on saving throws against being charmed, frightened, petrified, paralyzed or poisoned.

Legendary Overwatch

By the time you reach 17th level, you are able to stop the most fearsome creatures right in their tracks with nothing but your bullets. If you make a successful overwatch attack against a creature, you can make it suffer the following effects:

  • If the creature is moving, it is stunned until the end of your next turn.
  • If the creature is making an attack roll, it automatically fails that attack roll and cannot make any more attacks until the end of your next turn.
  • If it is casting a spell or forcing a creature or creatures to make a saving throw, the spell or area of effect attack automatically fails, dealing no damage if it would normally do so. If the creature was casting a spell, the spell slot is wasted.

Once you use this feature, you cannot use it again until you complete a short or long rest.

Virtuoso

Virtuosos don’t see guns as just a mere tool of destruction, they see them as an art form that they wish to master. Those who chose to train as virtuosos collect and train with as many guns as possible in to become more versatile and powerful shooters whose skill and showmanship is unrivaled.

The Art of Lead

Starting when you choose this trail at level 3, Virtuosos get a bevy of special skills enhanced by special dice called superiority dice.

Tricks. You learn three tricks of your choice, which are detailed under "tricks" below. Many tricks enhance an attack or assist allies/debilitate enemies in some way, shape or form. You can only use one trick per attack.

You learn two additional tricks at 9th level, 13th level, and 17th level. Each time you learn a new trick, you can also replace one Trick you know with a different one.

Superiority Dice. You have four superiority dice, which are d8s, to spend on Tricks. When you use a superiority die, it's expended. You regain all your superiority dice when you finish a short or long rest. You get an additional superiority die at 9th level, and one more at 17th level.

Superiority Dice Improvements. Superiority dice turn into d10s at 9th level and d12s at 17th level.

Saving Throws. Some of your Tricks require your target to make a saving throw to resist the trick's effects. The save DC is calculated as follows:

Trick Save DC = 8 + your Dexterity or Charisma modifier + your proficiency bonus.

Fast & Low

Once you reach 6th level, you can weave in and out of combat with the greatest of ease. You can spend 1 superiority die to use Disengage as a bonus action.

Head In The Game

At 9th level, you are constantly on top of your game, and are always ready for action. You add your Charisma modifier to your initiative rolls.

Additionally, you gain proficiency in Wisdom saving throws.

Skilled & Witty

Starting at 13th level, you have become an epitome of expertise and sheer skill, both on and off the battlefield. You learn an additional skill, tool, or language of your choice. Alternatively, you can choose a skill or tool you are proficient in. Double your proficiency bonus for checks made using that skill or tool.

Additionally, you get advantage on Persuasion and Intimidation checks when trying to defuse a fight.

Trick Prodigy

By the time you reach 17th level, you regain 1 superiority die if you roll initiative and have no superiority dice remaining.

Tricks

These tricks will be listed in alphabetical order.

Break Cover. Spend a superiority die to attack a creature in cover with an attack roll. Add the number rolled to the attack's damage. This attack ignores any cover bonuses the target is benefiting from.

Commander's Strike. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.

Concussive Attack. When you make a successful weapon attack, you can spend a superiority die and add the number rolled to the attack's damage. You cause your target to be discombobulated, imposing disadvantage on the next attack they make.

Disarming Attack. Make an attack roll and expend a superiority die and add the number rolled to the attack's damage. If it succeeds, you force the creature hit to drop one of its held items. The creature must make a Strength saving throw. If they fail, they drop the held item down to their feet.

Disorienting Attack. When you make a successful weapon attack, you can spend a superiority die to disorient them, giving allies an opening. The next attack roll that's made against the target has advantage if the attack is made before the start of your next turn. Add the result of your superiority die to the ally's attack roll.

Evasive Footwork. When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

Intercept. When an enemy that you can see makes a ranged spell attack or a ranged attack within your firearm's range, you can expend a superiority die in order to use a reaction to attempt to shoot it out of the air. Make a ranged weapon attack against the missile or spell. Add the number rolled on your superiority die to the attack roll. These missiles and ranged spells have an AC equal to the attack roll of the creature that shot or cast them. If you succeed, the attack automatically fails as you strike it and either interrupts its effects or knocks it off course. You can use this trick before or after the attack roll is made, but before it's revealed to be a hit or a miss.

Piercing Attack. When you hit with a ranged weapon attack, you can expend a superiority die to have the shot continue on through the target after hitting it in order to attempt to damage an additional creature. If the creature within range of your shot and in the same line as your shot would have been hit by your attack roll, they take damage equal to the number rolled on your superiority die + your Dexterity or Charisma modifier. The damage is the same as the type dealt by the original attack.

Precision Attack. When you make a weapon attack roll against a creature, you can expend one superiority die and add the number rolled to the roll. You can use this trick before or after making the attack roll, but before any effects of the attack are applied.

Rocket Jump. If you make a jump, you can spend a superiority die to make the jump with vim and vigor, adding the number rolled + your Dexterity modifier to that jump's distance.

Slinger's Luck. If your weapon would misfire, you can expend a superiority die in order to channel the inherent luck of your craft to avoid the misfire entirely. Add the number rolled on your superiority die to your next attack roll.

Trip Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add a superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Warning Attack. When you miss a creature with a weapon attack, you can expend a superiority die to attempt to frighten the target as the shot whizzes past them. The target must make a Wisdom saving throw. Subtract the result of your superiority die from their roll. On a failed save, it is frightened of you until the end of your next turn.

Vaquero

Vaqueros are born and raised in the life of the commonfolk, tending to ranches and animals. Because of this, they are experts at fighting on mounts. Vaqueros are speedy combatants that are hard to pin down, as well as experts at travel and exploration. This makes them naturally inclined to adventure.

Back in the Saddle

When you choose this trail at 3rd level, your expertise in mount riding shows forth as well. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.

Additionally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

Finally, when you Run 'N Gun, you can move an additional 5 feet. You can do this a number of times equal to your Dexterity modifier, and you regain all expended uses when you finish a long rest.

Corraller

Once you reach 6th level, your wrangling skills start to shine forth. You gain advantage on Wisdom(Animal Handling) checks to control, calm, or tame mounts.

Galloping Gaucho

At 9th level, you are hard to pin down, whether you're mounted or not. If you've moved at least 20 feet in a straight line on your turn, you gain a bonus to your AC equal to half your proficiency bonus (rounded down) until the start of your next turn.

Frontiersman

Starting at 13th level, you have become adept at surviving the toughest of conditions out in the wild. You are immune to poison and disease, and have advantage on saving throws and ability checks to resist being shoved or knocked prone.

Deft Evasiveness

By the time you reach 17th level, your vigilance to danger lets you dash in and out of danger with the greatest of ease. Creatures have disadvantage on opportunity attacks against you. Additionally, when you are subject to a damaging effect, such as a trap or a cone of cold spell, you can use your reaction to move 10 feet in any direction or command your mount to move 10 feet in any direction before making the saving throw to resist it. If this movement would place you outside of the area subject to the effect, you do not need to make a saving throw to resist it, and are not affected.

Delver

In the darkest tombs, the most cursed catacombs, and the deepest of dungeons, Delvers are right at home. Skilled navigators and experts at finding and procuring artifacts, they have a nose for trouble, and the right set of skills and know how to get out of any scrape.

Catacomb Crawler

When you choose this trail at 3rd level, your talent for raiding dungeons begins to truly surface.

You gain darkvision out to 60 feet if it do not have it already, and you can move while squeezed into a space smaller than yourself without spending extra movement.

Additionally, you gain proficiency in thieve’s tools and navigator’s tools, and get a climb speed of 20 feet.

Slapdash Ploy

At 6th level, you seem to perform your best work when you have no idea what you're doing. When you use a skill, make a saving throw, or make an attack roll with a weapon you are not proficient with, you can choose to add your proficiency bonus to the roll. You can do this before or after the roll is made, but before it is determined to be a success or failure.

Once you use this feature, you cannot use it again until you finish a short or long rest.

Dungeon Adept

Starting at 9th level, you gain a knack for dealing with the dangers of dungeons and their eldritch inhabitants. You are resistant to damage dealt by traps. Additionally, you have advantage on checks you make to disarm traps or identify creatures.

Cave Runner

Starting at 13th level, you can dart out of any scrape you find yourself in. When you Run 'N Gun, you do not provoke opportunity attacks. You can use this feature a number of times equal to your Dexterity modifier. You regain expended uses when you finish a short or long rest.

Ace in the Hole

By the time you reach 17th level, you have a trick up your sleeve that you can pull out the moment it is needed. At any time during another creature’s turn, you can use your reaction to immediately take an extra turn, interrupting the current turn. Once you use this feature, you can’t use it again until you complete a long rest.

Reflavor: Arbalest

To reflavor the gunslinger to be more medieval, make the following changes.

  • Any ability referencing firearms, change to reference crossbows.
  • Remove the reference to gun prices in the Class Starting Wealth.

Equipment

  • (b) Leather, a repeating hand crossbow and 10 bolts
  • (a) A repeating crossbow and 20 bolts, (b) a scatter crossbow and 20 bolts(c) a light crossbow and 20 bolts
  • (a) a shortsword, (b) a repeating hand crossbow and 10 bolts, or (c) a shield

Multiclass Proficiencies

Class Proficiencies Gained
Arbalest Light armor, medium armor, crossbows, one vehicle of your choice

'Slinger's Mark

Despite their intense variety - to a point where it seems no two are quite the same - one fact remains consistent across every single gunslinger: each one has a distinct aspect of their appearance. This 'Slinger's Mark is almost as universally recognizable as the strange weapons they carry; good thieves and experienced fighters take it into account when sizing the gunslinger up - but, despite scholarly research into the subject, there is nothing innately arcane about the 'Slinger's Mark.

Consider your character’s personality - what sets them apart from others by their nature? To pursue firearms with the mind of a scholar and the taste of an artist requires a very special brand of person, with a personality to match. Your 'Slinger's Mark should reflect this inherently unique personality, and be consistent across the whole of your experience.

'Slinger's Mark
d6 Mark
1 You always have a holster strapped to your thigh, even when you aren't armed.
2 You wear a badge, carry a banner, or wear a piece of clothing that has the pattern of crossed guns stiched in.
3 When you walk around, you always keep one hand lowered towards your hip.
4 Ammunition is always held in your hand, and you constantly fidget with it.
5 You have a favorite hat you always wear on your head for whatever reason.
6 You have a fine appreciation for technology of all kinds.

Mishap

Though it may come as a surprise to the daft or sarcastic, gunslinging is a dangerous affair. To be a gunslinger is to have a firm grasp on your survival. It must never falter, for it is all that separates a gunslinger from a dead gunslinger. Thus, gunslingers are pockmarked by their many close-calls. Every scar has its story, often firmly lodged in the gunslinger’s mind as a warning to never make the same mistake twice.

Dead men may tell no tales, but scars definitely do. Consider how your gunslinger acquired them. Where is it on their body, who gave it to them, what were they doing at the time, and what did they learn from the experience?


  • Credit to The Hawthorne Guild for helping me revise the Gunslinger and Arcane Artillery proper. Join their Discord if you want some D&D RP fun! Link Here

Mishap
d6 Mishap
1 You are missing the tip of your thumb on your dominant hand.
2 Powder-burns cover your forearms, but don’t go higher than your elbows.
3 A long horizontal scar covers the side of your face, starting just below your eye and next to your nose, curving around to the nape of your neck.
4 A star-shaped scar covers your heart, with a twin shaped like the crescent moon on the opposite side of your body.
5 One of your ears is constantly ringing.
6 You get twitchy whenever you're around a certain item.

Home Memorabilia

They say “home is where the heart is”. For the eternally migratory gunslinger, this phrase rings distinctly true. Whether they are an urchin from the city, a nomadic tribesman, or a landowning baron’s child, a gunslinger on the road looks inward for their home. But, as they say: “though the mind is willing, the flesh is weak”. The longer they are away, the gunslinger will find that their thoughts of home will begin to fade alongside their fondest memories. Keenly aware of the steady ebbing of their resolve should such memories fade, many gunslingers choose to keep mementos to remind them of the past they left behind.

When choosing memorabilia, consider the values of your gunslinger. Why are they traveling, where are they going (in the literal and figurative sense), and where have they been? Did they start out on the road to escape persecution, and need constant reminder that you are just a step ahead of oblivion? Were they the victim of violence, and have started out to exact retribution or ensure it never happens to someone else? Were they simply bored, and wanted a change of scenery? The memorabilia a gunslinger carries is a window into both their past and their future.

Home Memorabilia
d6 Memorabilia
1 The first copper piece you ever earned.
2 A tear-stained scrap of paper with a broken promise.
3 A small bag filled with mud scraped from your boots.
4 A braid of red, brown, black, and blonde hair
5 A silver bullet, a copper bullet, and an obsidian bullet; a name is carved into each.
6 A cloth wrapped around a locket or a small frame containing a picture of the smiling face of a childhood friend.


Way of The Equilibrium

Monks who study the way of the equilibrium find their home in the chaos of battle, using light ranged weapons with a speed that turns them into a blur of pure speed and motion. They learn to link themselves with their weapons and weave their shots through the air as though they were extensions of their own body. Such mastery of shooting makes monks that follow down this path as deadly as any swordmaster in close combat.

Path of the Kata

At 3rd level, you gain proficiency with hand crossbows and sidearms, which are your Kata weapons, and count as monk weapons for you. When wielding these weapons, you gain the following benefits:

  • You do not need a free hand to reload a light weapon with the loading or reload property.
  • You can make an attack with these weapons as part of your martial arts or flurry of blows features. If you do, these attacks use your martial arts die instead of its normal weapon damage.
  • When you first make a successful attack roll with these weapons, the next 10 feet of your movement does not provoke opportunity attacks.

You can spend a ki point to reload any weapon with the reload property as a bonus action.

One With The Projectile

When you reach 6th level, your Kata weapons count as magical for the purposes of overcoming resistance and immunity. You can apply stunning strike to your Kata weapons, as long as the attack is made within their normal range. Your Kata weapons also count as improvised melee weapons for you, and you use your martial arts die + your Dexterity or Strength bonus on a hit with them.

You can use a bonus action to make your Kata weapons deadlier. On a hit, these attacks deal extra damage equal to your martial arts die. You only gain this benefit once per turn.

Kata Defense

At 11th level, you have perfected your form with your guns so that your flurry of shots makes you and your allies harder to hit. If you move 20 feet before you make a ranged weapon attack with your Kata weapons, the next attack made against you is done with disadvantage.

Additionally, you can spend 3 ki points when a creature makes a ranged weapon attack against a creature that is friendly to you to use deflect missile as you shoot the projectile, throwing it off course or causing it to miss entirely. You must have the ammunition available to be able to use this move.

Bullet Soul

Once you reach 17th level, you are able to channel your innate ki powers to empower your furious flurry of strikes. When you make an attack with your Kata weapon, you can spend 4 ki points to cause that attack to deal additional damage equal to your Wisdom modifier.

College of Gunmetal

Bards of the college of gunmetal are downright obsessed with guns. They are experts in performing trick shots and doing stunts with their firearms and explosive weapons that lends well to them being effective on the field of
adventuring and dungeon crawling. Members of
these colleges are often called many names, from
explosive artists, guns for hire, to less flattering
names like gun nuts and desperados.

Gunmetal bards are no strangers to danger, and
their expertise in using lead spewing weapons makes
them downright intimidating foes to have against you.
A gunmetal bard that knows how to precisely weave
their magic in with their gunslinging will find a welcome home in any adventurer’s guild or shady underground organization.

Bonus Proficiencies

When you join the College of Gunmetal at 3rd level, you gain proficiency with medium armor, flintlock pistols, and pepperboxes. If the setting allows for it, you also gain proficiency in pistols and heavy pistols.

If you’re proficient with a ranged weapon, longarm or sidearm, you can use it as a spellcasting focus for your bard spells.

Fighting Style

At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again.

Akimbo Shooting

When you take the attack action with a light weapon, you can use a bonus action to make an attack with a light ranged weapon you are holding. You do not add your ability score modifier to the damage of this attack, unless that modifier is negative.

Dueling Edit

When wielding a one-handed weapon in one hand and no other weapons, you get a +2 bonus to your damage rolls with these weapons.

Gunplay

Also at 3rd level, you've trained yourself to interweave the use of their guns into your performance in combat. Whenever you take the Attack action on your turn, you can use one of the following Gunplay options of your choice. You can only use one Gunplay option per turn.

Disorienting Shot. You can expend one use of your Bardic Inspiration to cause the firearm to deal extra damage to the target you hit and leave it open. The damage equals the number you roll on the Bardic Inspiration die. The next attack roll made against the creature is made with advantage.

Dueling Shot. You can expend one use of your Bardic Inspiration die before you make an attack with a firearm to issue a challenge to a creature as you attack it with precision. Add the number rolled to the attack roll. If it hits, the creature has disadvantage on attacks against creatures other than you until the start of your next turn.




Piercing Shot. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target hit and any other creature of your choice in the same line as your shot. The damage equals the number you roll on your Bardic Inspiration die.

Trick Shot. You can expend one use of your Bardic Inspiration before you make an attack with a firearm to move up to half your walking speed in any direction. Add the number rolled on your Bardic Inspiration die to the damage roll. You also add the number rolled to your AC until the start of your next turn.

Iron Reflexes

Starting at 6th level, your reflexes become razor sharp. When you hit a creature with a Gunplay feature, you do not provoke opportunity attacks from that creature.

Additionally, when a creature misses you with a weapon attack, you can use your reaction to make a weapon attack at that creature.

Gunplay Magic

When you reach 14th level, whenever you use a Gunplay option, you can roll a d6 and use it instead of expending a Bardic Inspiration die. Additionally, when you use your action to cast a bard spell, you can use your bonus action to make a weapon attack.

Gunpowder Domain

Clerics of the gunpowder domain seek to spread the word of their god through explosive weapons. They tend to be conquerers, protectors, or holy guardsman. Some even organize into special forces, reacting quickly to dangerous threats from beyond. Any diety can call this domain theirs, but they tend to be of lawful or neutral alignment.

Gunpowder Domain Spells
Cleric Level Spells
1st ice bayonet, frag blast
3rd branding smite, arc cannon
5th crash bullets, conjure barrage
7th drop shield, overcharging smite
9th conjure firing squad, wall of force

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency in longarms and sidearms.

Holy Gunfighter

Starting at 1st level, your connection with your deity makes your gun strikes quick as lightning. You ignore the loading times and the reload property for longarms and sidearms. When you take the attack action on your turn, you can make one firearm attack roll as a bonus action.

You can use the bonus attack feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Divine Bullet

At 2nd level, you can use your Channel Divinity as a bonus action to infuse your gun with a bullet charged with divine energy. You can add your Wisdom modifier to your next firearm attack roll. On a hit, the bullet deals additional radiant damage equal to 2 + your cleric level (rounded down). Any creature of your choosing within 5 feet of the target takes radiant damage equal to half the damage dealt with the attack roll.

Channel Divinity: Godly Guidance

Once you reach 6th level, when making an attack roll with a firearm, you can use your Channel Divinity to implore your deity to guide your shot. You can make an attack roll at any creature within range, even if you cannot see them or if they are in full cover, as long as you are aware of them. Such creatures get a +3 bonus to their AC.

Holy Spellshot

When you reach 8th level, you can infuse your divine magic within a single bullet you fire. When you make a firearm attack roll, you can choose to cast a cantrip through the bullet instead. This spell cannot target more than one creature, and cannot have a range of self. Make the attack roll using your Wisdom modifier instead of your Dexterity modifier. The bullet itself deals no damage, but if the spell requires a saving throw to be resisted, the creature automatically fails the save. If the spell requires an attack roll, it automatically succeeds, and is treated as a critical if the firearm attack was a critical.

At 14th level, you can use this feature when you cast a Cleric spell of 1st level or higher.

Once you use this feature, you cannot use it again until you complete a short or long rest.

Explosive Apotheosis

Once you reach 17th level, your affinity for guns and gunpowder makes you resistant to fire, thunder and lightning damage.

Additionally, when you hit with a firearm attack or cast a damaging cleric spell that targets only one creature, you can cause the bullet or the spell to explode, dealing extra damage equal to your cleric level to the creature and any creatures within 10 feet of it. You can use this feature a number of times equal to your Wisdom modifier per long rest.

Path of the Dakka

Barbarians are close quarters fighters to the death, going into a feral rage and slashing, bashing and smashing things until they are nothing but a bloody pulp. But some have learned how to channel that rage into the power of a loaded ranged weapon, dishing out as much damage as they can while right in the thick of things.

Needs More Dakka

You like to shoot. You like to shoot a lot, and you like to shoot often, and you never want to stop. At 3rd level, you gain proficiency in firearms if you are not already. While raging, you can use Strength, instead of Dexterity, for your ranged attack rolls when you make them within at least 10 feet of the target, as you fire from the hip with no regard for finesse or aiming, pointing at something and shooting until it dies. Also, you cannot get disadvantage on ranged attack rolls when another hostile creature is within 5 feet of you while raging.

Additionally, while raging, you can fire out a stream of projectiles in your bloodlust. When you take the attack action on your turn with a ranged weapon, you can use your bonus action to make a ranged attack roll at a creature within 5 feet of you.

Rage Loading

At 6th level, your rage fuels your barrage, and the ammo count of your weapons cannot stop you. While raging, you ignore the loading property for ranged weapons you are proficient in.

Loose Cannon

Your stream of projectiles cannot be stopped, and being struck only spurns you to shoot more. When you reach 10th level, when you take damage, you can use your reaction to fire your weapons wildly at creatures as a reaction to taking damage. Any creatures of your choosing within 10 feet of you that you can see must succeed a Dexterity saving throw. The DC of this save is equal to 8 + your proficiency bonus + your Dexterity modifier. On a failed save, they take damage equal to d10 + your barbarian level. The damage is the same type as the ranged weapon you used. On a successful save, they take half as much damage.

Always More, Never Enough

There ain't no such thing as too much dakka, and at 14th level, you intend to prove such an obvious fact. While raging, you can use Strength, instead of Dexterity, for your ranged attack rolls when you make them within 15 feet of a target.

Additionally, while raging, you can take a special action that allows you to fire your ranged weapon at any creature within 10 feet of you that you can see. On a hit, deal damage as normal and the creature is pushed back 5 feet.

Oath of The Frontier

Paladins are usually known as white armored smooth featured defenders who protect the weak with a sword in one hand and a shield or prayer book in the other. But some Paladins are starting to see the appeal of these iron lead spewing weapons that are being created. In fact, a select few have deigned to follow a god or create an oath based around using such weapons as the stream upon which their holy wrath flows. They seek out the new frontiers in which to spread their deity's influence, and root out ne’er do wells wherever they hide.

Tenants of the Frontier

Tenants of the frontier may vary from Paladin to Paladin, but they all revolve around exploring new places and rooting out evil in order to protect truth, justice, and tradition. Paladins of this alignment tend toward lawful good or lawful neutral. It’s rare to see them turn towards evil. The core rules for this oath are as listed.

Lead The Frontier. You are to lead the charge in the endless quest of discovery and and the conquest of the wilds.

Root out the Truth. You will walk into the darkness and root out the truth in any matter. Nothing can hide from your gaze, and no wool shall go over your eyes.

Greed Is The Enemy. Goods and money in the frontier must be divided fairly, and those who take more than what is fair are wrong to do so.

Every Option Before Violence. Patience and temperance are very important when two peoples come together, and the last thing you should seek in such a situation is bloodshed.

Choose Fights Wisely. You will fight smart, but will never resort to dirty tactics to win at any cost. However, there is no shame or dishonor in retreating from a fight you know you cannot win.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of The Frontier Spells
Spell Level Spells
3rd goodberry, ice bayonet
5th hold person, zone of truth
9th elemental bullets, crash bullet
13th death ward, ghost bullets
17th hold monster, conjure firing squad

Channel Divinity

Frontier Paladins channel their divinity in the form of their eagerness for adventure and desire for truth and justice. At 3rd level, once per short or long rest, you get the following channel divinity options:

Frontiersman's Reflexes. You can use your channel divinity to dodge out of the way of attacks. For 1 minute, you can use your reaction to add your Charisma modifier to your AC against an attack that would hit you, potentially causing that attack to miss you.

Divine Protection. You can use your channel divinity to protect your allies from the horrors of the beyond. For 1 minute, hostile abberations, fiends, feys, monstrosities oozes, or undead make attacks with disadvantage while within 30 feet of you.

Aura of the Frontier

At 7th level, Frontier Paladins emit an aura of cleanliness about them. You and creatures within 10 feet of you are immune to poison.

At 18th level, this sphere increases to 30 feet.

Horror Slayer

Starting at 15th level, if you hit an aberration, fiend, fey, dragon, or undead with an attack and activate divine smite, your divine smite deals extra radiant damage equal to your Charisma modifier + the spell level of your divine smite. Once you use this feature, you cannot use it again until you complete a short or long rest.

Divine Infusion

At 20th level, you can use your action to summon divine energy into your weapon for 1 minute. The weapon now has these properties for the duration:

  • The weapon deals an additional 4d6 radiant damage that ignores resistance and immunity.
  • A golden, glowing ten gallon hat appears on your head that sheds bright light in a 5 foot radius and dim light in a 10 foot radius. Your attacks to score a critical hit on an 18-20. If you are wearing magical headwear, it appears to be the hat, but still gives the benefits of the headwear.

You can dispel this effect any time during your turn without spending an action. Once you use this feature, you cannot use it again until you complete a long rest.

Drifter

Drifters are fighters that specialize in blending in with the common folk and using well timed gunshots to bring low the mightiest of tyrants. Drifters travel from town to town, searching around for odd jobs and a warm bed, getting familiar and friendly with the locals before exacting their own brand of justice on wrongdoers.

Bonus Proficiencies

When you take this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: Animal Handling, History, Insight, Investigation, Perception, Persuasion, Nature, or Survival. You can gain proficiency with a tool of your choice instead of a skill choice.

Getting Around

At 3rd level, you can write, read, speak, and understand two of the following languages: Abyssal, Celestial, Draconic, Dwarvish, Elvish, Giant, Gnomish, Goblin, Halfling, Infernal, Orc, Sylvan, or Undercommon.

You also learn the vicious mockery cantrip and can cast it at will. You also learn the animal messenger spell, and can cast it as a ritual. You can cast compelled duel, but you cannot cast it again with this feature until you complete a long rest. Charisma is your spellcasting modifier for these spells.

Lightning Reflexes

At 7th level, your pure grit allows you to react before others in combat. You gain advantage on initiative rolls.

Dauntless

Once you get to 10th level, your manuevers are able to push you through the toughest conditions. When you use a maneuver on your turn, you can end one effect on yourself that is causing you to be frightened or poisoned. Additionally, when you use the superiority option of your maneuvers, your movement ignores difficult terrain for 1 minute.

Surge Stockman

Starting at 15th level, when you action surge, you can either instantly reload any ranged weapons you have, and ignore the loading and reload properties for 1 minute, or immediately move 5 feet without provoking opportunity attacks.

Wildly Resilient

When you reach 18th level, you gain proficiency in one additional saving throw of your choice.

Maneuvers

Clapback

Prerequisite: Drifter archetype
When a creature damages you, you can use your reaction to cast compelled duel. The creature takes 2d6 psychic damage on a failed save, and half as much damage on a success.

Superiority. You can cast compelled duel or vicious mockery as bonus actions on your turn. You can cast vicious mockery as a reaction to taking damage.


Parting Shot

Prerequisite: Drifter archetype
When a creature reduces you to 0 hit points or critically hits you with an attack, you can use your reaction to make a weapon attack against that creature.

Superiority. You make the attack with advantage. If you succeed, you regain hit points equal to your Charisma modifier (minimum of 1).

Trip Attack

When you hit a creature that is Large or smaller with a weapon attack, you can attempt to trip it up. The creature must succeed a Strength saving throw or fall prone.

Superiority. You can trip a creature that is Huge or smaller. If the creature is smaller than you, it takes additional damage equal to your proficiency bonus on a failed save.

Buildbrew Up

This is an archetype made for layhnet's Vighter class.

Warden

Wardens are rangers that are the mysterious guardians of both urban cities and dense jungles. They watch over their territory with keen eyes, ready to defend the weak wherever they may be attacked. They appear in a flash and disappear with a crack like lightning. Wardens, unlike most rangers, have taken up a path of lead and iron to help them defend others, and their keen senses make them excellent marksmen, both from the treetops, and from up close.

Ranged Weapon Superiority

At 3rd level, you can choose one of the two following features.

Longshot Mastery. +20 to the long range and normal range for your ranged weapons. Add 1d8 damage once per turn to any successful ranged weapon attacks made beyond 30 feet.

Close Quarters Dominance. Add 1d8 damage once per turn to successful attacks made within 15 feet or fewer with your ranged weapons. You can make opportunity attacks with your ranged weapons.

Extra Attack (Revised Ranger)

If you are using Wizards of the Coast's Revised Ranger, found in their Unearthed Arcana section, you also get the Extra Attack class feature at 5th level.

Evasion

7th level Wardens let nothing escape their watchful eyes, and are experts at dodging wide area attacks, such as a storm of bullets or acidic waves. 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.

Multiattack

At 11th level, you learn one of the following features after having trained with your weapons of choice in order to make multiple attacks. You can use the feature they choose when taking the attack action on your turn.

Barrage. You can make a ranged attack at every target available in a 20 foot square within within your weapon’s normal range. Ignore the reload action or loading times for firearms when making this attack. You must have the ammunition available to hit the targets, and must roll a separate attack for each.

Slam Fire. You can make an attack with your ranged weapons on any number of creatures of your choosing within 10 feet of you that you can see. Ignore the reload action or loading times for firearms when making these attacks. You must have the ammunition available to hit the targets, and must make a separate attack roll for each.

Ever Vigilant

At 15th level, you have become a vigilant guardian for all those you protect, be it from close range or afar. You can use a reaction in order to take a shot at any enemy that is within your weapon’s range if they attempt to attack or cast a spell at any creatures friendly to you. If you hit, the creature's attack or spell automatically fails, dealing no damage if it would normally do so. If they were casting a spell, the spell slot is wasted.



Black Powder Soul

Some people have to train their entire lives in the delicate science of using the explosive gunpowder in a weaponized form. You, however, are born with a special kind of magic running through your blood that allows you to channel the properties of this very compound through your attacks. Perhaps your parents made a deal with a god of the forge to give you such a boon, or maybe your birth was marked as a sign of progress upon the world, the special explosive blood within you allowing you to spark the flames of technological advancement in weaponry.

Black Powder Soul Spells
Tastiness Cookie Type
1st frag blast
3rd magic weapon
5th crash bullet
7th bubble shield
9th conjure firing squad
11th mini-nuke

Bonus Proficiencies

At 1st level, you gain proficiency with longarms and sidearms.

Magic Flak Jacket

Starting at 1st level, your black powder blood allows you to manifest a shrapnel resistant shield around yourself. As an action, you can assume a magical set of armor that glows with a dim light in a 5 foot radius around you. While this armor is active, your AC is equal to 12 + your Dexterity modifier. Whenever you take damage from a ranged weapon attack, reduce the damage by an amount equal to your Charisma modifier.

This armor lasts until you dismiss it as a bonus action, until you are incapacitated, or until you don armor or pick up a shield.

Black Dust Affinity

Once you reach 6th level, you can channel the explosive energy in your soul outwards to give your firearm attacks and spells an extra kick. When you make an attack roll with firearms, you can expend a number of sorcery points, up to 6 to cause the round to explode with magical energy. The attack deals an additional damage of its type equal to 2 + the number of points spent, and the ammunition explodes. Creatures within 5 feet of the target must make a Dexterity saving throw. They take (the number of sorcery points spent)d4 thunder or fire damage on a failed save, and half as much damage on a successful save.

Additionally, when you make a spell attack roll or cast a spell that deals damage and targets only one creature, you can expend 2 sorcery points to cause the spell to explode in a flurry of bullets and fire. Creatures within 10 feet of the target must succeed a Dexterity saving throw, taking 1d10 fire and 1d10 piercing damage on a failed save, and half as much damage on a successful save. The amount of piercing and fire damage increases to 2d10 when you reach 13th level, and 3d10 when you reach 17th level.

Curve The Bullet

Your affinity for guns and explosive ammo allows you to channel a special kind of magic through rounds you fire to make them hit much harder and much more accurately once you reach 14th level. When you make a firearm attack roll, you can spend 2 sorcery points. Add the number spent to the attack roll. This attack ignores half-cover. You can spend 5 sorcery points to add +2 to the attack roll and have the attack ignore three quarters cover.

Cannon Arms

By 18th level, you can infuse the weapons you have such a natural affinity for into your own form. As an action, you can draw any two firearms of your choice and fuse them to yourself, forming your arms into the guns themselves for 1 hour. You must have both hands free to do this, and cannot wield a shield for the duration. After the duration, the weapons unfuse from your arms and fall to the ground.

While the weapons are fused, you do not need a free hand to load them, and you can still use the somatic components of spells.


You can cast any spell that does not consume a material component with a cost. If you take the attack or cast a spell action on your turn, you can use a bonus action to fire one of the fused weapons as a bonus action. You do not add your Dexterity modifier to the damage of this attack, unless that modifier is negative.

Once you use this feature, you cannot use it again until you complete a long rest.


Buildbrew Up

This was created as a supplement to /u/SwordMeow's Tweaked Sorcerer Class. Click the link below to check it out!

Bounty Hunter

You take dirty jobs. Don't much care what they are. You wield guns and other ranged weapons with maximum efficiency, and are a master of talking your way into and out of any job, and shooting your way out when that fails. You train yourself to make precise, exploitative and dirty strikes and communication and never run into the problem of falling victim of a deal gone bad.

Quick Trigger Finger

When you choose this archetype at 3rd level, you have honed your skills to avoid being taken advantage of, even when taken off guard. If you are surprised, you are still able to act in the first round of combat, acting at your intiative minus 10.

Slinger's Reflexes

At 3rd level, when you fire a ranged weapon with the loading or reload property, you can choose to make a DC 20 Dexterity (Sleight of Hand) check. On a success, you ignore that property for that weapon for 1 minute. Once you use this feature, you cannot use it again until you complete a short or long rest. The DC for this check decreases to 15 at 13th level.

Additionally You can use your Cunning Action to make a Wisdom (Perception) or Intelligence (Investigation) check.

Offer You Can't Refuse

Starting at 9th level, your senses and social skills are honed to get the most out of your deals. You have advantage on Charisma (Persuasion) and Wisdom (Insight) checks when making deals or bartering for prices.

Additionally, you can use an action to make a jarring threat disguised with a honeyed offer to a creature within 60 feet of you. that can hear you and is able to understand you. That creature must succeed a Wisdom saving throw or be frightened of you for 1 minute. The DC for this save is 8 + your proficiency bonus + your Charisma modifier. While the creature is frightened of you, you have advantage on Charisma checks in order to get them to back down or offer you a favorable deal. A creature can repeat the saving throw at the end of each of their turns, ending the effect on themselves on a success. If they succeed the saving throw, they are immune to this ability for 24 hours.

Superior Evasion

Once you reach 13th level, you can react to danger much more effectively than most, even when caught off guard. When you make a Dexterity saving throw, you can use your reaction to reload a ranged weapon with the reload property.

Never Miss The Mark

By 17th level, you can make damn sure your shots hit by putting yourself in the line of fire to do so. When you mke an attack roll, you can choose to add +10 to the result. You can do this before or after the roll is made, but before it is determined to be a success or failure. When you do this, your movement speed is halved, you cannot take reactions, and attacks against you are made with advantage until the end of your next turn.

The Frontier Flames

Sometimes, when a world experiences a strong surge of determination for a cause or virtue, such a virtue can manifest into its own magical force. It is not an entirely sentient entity, but rather a manifiestation of the strongest ideals and emotions. This is one of those entities, representative of the strong compulsion to explore new places and exact justice upon those who would hurt others. Sometimes, such an entity can possess magical power to distribute. You have made a pact with this entity, which manifets itself as an undying flame, and are able to draw upon its boundless magical energy to exact justice on the lawless and go where no ordinary person would ever go.

Alignment Restrictions

Evil creatures can understand the importance of justice, and chaotic creatures can see the usefulness of the law. But chaotic evil creatures cannot comprehend such intricacies in their black hearts, nor do most want to. Chaotic evil creatures cannot take The Frontier Flames as their patron. The DM can waive this restriction to better suit their campaign.

Expanded Spell List

The Frontier Flames let you chooose from an expanded spell list when you learn a warlock spell. The following spells are now available on the warlock spell list for you.

Frontier Flames Expanded Spells
Spell Level Spells
1st compelled duel, hunter's mark
2nd soften the sword, zone of truth
3rd spirit guardians, crash bullet
4th overcharging smite, mordenkeinan's private sanctum
5th hold monster, greater restoration

Frontier Soul

At 1st level, you get proficiency in Wisdom (Survival) and Wisdom (Perception) checks. If you are already proficient in these skills, you get double your proficiency bonus in checks you make with them. Your patron's thirst for justice manifests itself into a fire within your very soul. You can use a bonus action to manifest this fire into a personal effect that keeps you safe, such as a glowing, fiery hat, a vest made of shimmering light, or a pair of glowing wings. When you manifest the flames, your armor class is 13 + your Dexterity modifier when not wearing armor or using a shield, and you shed bright light in a 5 foot radius around you, and dim light for an additional 10 feet.

You can dismiss these flames as a bonus action. You lose this bonus if you don armor or pick up a shield.

Blinding Justice

Starting at 6th level, if any creature makes a melee attack against you, you can use a reaction to surge your flames out in front of you. The creature must succeed a Constitution saving throw or be blinded until the end of your next turn. If Frontier Soul is active when you activate this ability, the creature takes radiant or fire damage equal to half your warlock level + your Charisma modifier (minimum of 1) on a failed save, and half that damage on a successful save.

Once you use this feature, you cannot use it again until you complete a short or long rest.

Turn The Unjust

When you reach 10th level, your patron bestows upon you an unshakable courage that can strike fear deep into the hearts of those who seek to inflict chaos and evil upon society. You are immune to being frightened, and when another creature of an evil or chaotic alignment attempts to frighten you or an ally within a 10 foot radius of you, you can use your reaction to brighten the fire within your soul momentarily, turning the frightening effect against them. The creature must succeed a Wisdom saving throw or be frightened by you for 1 minute. The creature can remake this saving throw to end the effects of this feature at the end of each of its subsequent turns.

Creatures whose alignment is chaotic evil have disadvantage on this saving throw.

Cleansing Fire

At 14th level, you can manifest your patron into the force of one of your blows, sending outlaws everywhere reeling. You can use a bonus action to channel the fire within your soul into a powerful physical force. For 1 minute, you are surrounded by a fiery glow, and shed bright light within a 10 foot radius, and dim light within a 30 foot radius. When you next succeed a weapon attack while glowing in this way, you can choose to send forth the flames of justice into your attack, dealing an extra 5d10 radiant damage and 5d10 Fire damage. The creature must them make a Constitution saving throw or be paralyzed until the end of your next turn. The magic then fades. The fire damage ignores resistance and immunity for evil aligned creatures, and you can reroll 1s and 2s to radiant damage dealt to chaotic aligned creatures.

Once you use this feature, you cannot use it again until you complete a long rest.

Eldritch Invocations

Cloak of Radiant Fire

Prerequisite: Frontier Flames patron
When Frontier Soul is active, you have resistance to fire and radiant damage.

Wisdom of Justice

Prerquisite: Frontier Flames patron, Pact of the Tome feature
While completing a short or long rest, you can spend 10 minutes meditating and attuning yourself to the fire within you, tome in hand. When you finish this ritual, your tome alights with an ancient power that gives you an uncanny insight. Whenever you next make a Wisdom(Insight) check to discern a lie from a creature, you can choose to automatically succeed the check. In addition, if any creature attempts to use magic to decieve you or modify your perception of reality, you gain advantage on your next check to resist it.

Swiftly Loyal

Prerequisite: Frontier Flames patron, Pact of the Chain feature
You can select the hound justicar as your familiar. If you have a hound justicar as your familiar, it gains additional hit points equal to your warlock level plus twice your charisma modifier.

When you reach 11th level, the hound justicar's speed increases by 10 times your charisma modifier. Its bite attack now deals an extra 2d6 fire and 2d6 radiant damage. The fire damage ignores resistance and immunities against evil and chaotic aligned creatures.

Frontiersman's Blade

Prerequisite: Frontier Flames patron, Pact of the Blade feature
You can create a longsword made from the fire within your soul that sheds dim light in a 5 foot radius around you. The blade's light seems to extend further than usual, though the weapon weighs no extra. This weapon has the Reach property. When you hit a creature, you can expend a spell slot to deal an extra 1d8 fire and 1d8 radiant damage to the target per spell level, or 1d10 fire and 1d10 radiant damage if held in two hands. If the creature is chaotic or evil aligned, you can halve their speed and give them disadvantage on saving throws until the end of your next turn.

The Judgement

Prerequisite: Frontier Flames patron, Pact of the Firearm feature
You can create a pepperbox forged from pure light and fire in your hand that becomes a revolver at 13th level. When you hit a creature with its ammunition, you can expend a spell slot a spell slot to deal an extra 1d8 fire and 1d8 radiant damage per spell level and plants a mote of bright fire on the creature that judges its soul at the start of its next turn. If the creature is evil aligned, it is blinded until the end of your next turn. If the creature is chaotic aligned, it cannot take reactions until the end of your next turn.

Uncanny Empath

You can learn one language of your choosing. You can cast comprehend languages at will without expending a spell slot. You can cast tongues once without spending a warlock spell slot. You regain the ability to cast this spell in this way when you complete a long rest.

Yippee Ki-Yay

Prerequisite: Frontier Flames patron, 5th level
You can cast find steed once without expending a spell slot. You regain the ability to cast this spell again in this way when you complete a long rest. When you cast it in this way, you cast it as an action, and can spawn the mount underneath you.

Frontier Survivalist

Prerequisite: Frontier Flames patron, 7th level
You always know which direction is north, and the amount of time required for you to get the benefits of a long rest is halved when traveling on uncivilized land. You can cast create food and water, purify food and water, and pass without trace once without spending a warlock spell slot. You regain the ability to cast the spells in this way when you complete a long rest.

Flames of Hope

Prerequisite: Frontier Flames patron, 9th level
You can cast aura of life and searing smite once without spending a warlock spell slot. You regain the ability to cast these spells in this manner when you complete a long rest.

Additionally, you can spend an action during your turn to end one of the following effects on a creature: frightened or charmed. Once you use this feature, you cannot use it again until you complete a short or long rest.

Justicar's Blast

Prerequisite: Frontier Flames patron, 12th level
You can cast mini-nuke once without expending a spell slot with the following changes: you can exclude a number of creatures from the blast and the subsequent effects of this spell equal to half your warlock level + your Charisma modifier.

You regain the ability to cast the spell in this way when you complete a long rest.

Soulfire Infusion

Prerequisite: Frontier Flames patron, 13th level
You can cast elemental weapon as your 7th level Mystic Arcanum. When cast in this way, it can affect your pact weapon, if you have one. You can choose radiant as a damage type to apply to your weapon when you cast the spell. When you make a successful attack roll while this spell is active, you can change the damage type of the additional die rolled to radiant or fire damage.

Against evil or chaotic aligned creatures, the damage die of the spell changes to d6s instead of d4s.

Aura of Justice

Prerequisite: Frontier Flames patron, 15th level
You get holy aura as your 8th level Mystic Arcanum.

The Ultimate Judgement

Prerequisite: Frontier Flames patron, 17th level
You get glassing beam as your 9th level Mystic Arcanum. Evil and chaotic aligned creatures have disadvantage on the saving throw, and you can exclude creatures friendly to you from the area of effect of this spell.


Pact of the Chain Familiar

If you select Pact of the Chain and take the required Invocation, you can choose the following creature as a familiar. The Hound Justicar is a dog of varying breeds made of a magical fire and light. It does not feel hot to the touch, and is a very loyal and friendly creature, especially with children. It is a staunch ally of justice and lawfulness, and will not tolerate the hurting of innocents.


Hound Justicar

Medium celestial, lawful good


  • Armor Class 14 (Natural Armor)
  • Hit Points 25(4d8 + 1)
  • Speed 40ft.

STR DEX CON INT WIS CHA
15 (+3) 14 (+2) 12 (+1) 11 (0) 11 (0) 12 (+1)

  • Skills Perception +5
  • Damage Resistances poison
  • Damage Immunities fire, radiant, necrotic
  • Condition Immunities poisoned, frightened
  • Senses passive Perception 15, darkvision 60 ft.
  • Languages Understands the languages of its master, but can only speak in barks
  • Challenge 1 (200 XP)

Fur Armor of Justice. The hound justicar is resistant to nonmagical bludgeoning, piercing, and slashing damage from chaotic or evil aligned creature.

Magic Resistance. The hound justicar has advantage on saving throws to resist magical effects.

Rebuke The Unholy. The hound justicar has advantage on attack rolls against fiends and the undead, and rerolls 1s and 2s to damage against them.

Pack Tactics. The hound justicar has advantage on attack rolls against a creature if at least one of the hound justicar's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +5 to hit, one target. Hit 5 (1d6 + 3) piercing damage and 3 (1d6) radiant damage.

Blinding Bark. As an action during its turn, the hound justicar can emit a bark that emits a beam of light out to a 15 foot cone. Any creature within the cone must make a DC 12 Constitution saving throw or be blinded until the end of the hound justicar's next turn.

Pact of the Firearm

You can use your action to create a pact weapon in your empty hand. You can choose the form that this firearm takes each time you create it . You are proficient with it while you wield it. This firearm counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. This firearm uses a magical reserve of ammunition supplied by your patron that does not run out. You still have to reload it, however.

You can only summon a primitive firearm as your pact weapon until you reach 13th level, when you can now summon firearms.

Your pact firearm disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can transform one magic firearm into your pact weapon by performing a special ritual while you hold the firearm. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.


Variant Rule: Firearms are Prominent

If firearms are a common sight in your world, you can also summon firearms as well as primitive firearms until you reach level 13.


Pact Boon

If your patron is the Archfey, your weapon might be a shiny redwood rifle decorated in gold plated patterns shaped in complex leaf designs. If you have the Fiend patron, your gun might be a charcoal black shotgun adorned with flames, with an evil dark steel barrel. If you draw your magic from The Great Old one as a patron, your gun might resemble a pepperbox made from ancient stonework, engraved everywhere with glowing, yellow-orange eyes.

Eldritch Invocations

First Impressions

You have a knack for making an impression in combat. Add your Charisma modifier to your initiative rolls.


Blast & Shoot

Prerequisite: Pact of the Firearm feature, eldritch blast cantrip, 5th level
When you cast eldritch blast, you can attack with your pact weapon as a bonus action.

Gunstorm

Prerequisite: Pact of the Firearm feature, 5th level
You can attack twice when you take the attack action on your turn using your pact weapon.

Improved Pact Weapon

Prerequisite: Pact of the Blade or Pact of the Firearm feature, 5th level
Any weapon you create using your pact feature is a +1 weapon. This invocation doesn't affect a magic weapon you transformed into your pact weapon.

Show of Force

Prerequisite: 9th level, Pact of the Firearm or Pact of the Blade feature
You can use your Charisma modifier, instead of your Dexterity modifier, for your attack and damage rolls for your pact weapon.

Superior Pact Weapon

Prerequisite: Pact of the Blade or Pact of the Firearm feature, 9th level
Any weapon you create using your pact feature is a +2 weapon. This invocation doesn't affect a magic weapon you transformed into your pact weapon.

Draining Shot

Prerequisite: 11th level, Pact of the Firearm feature.
When you make a successful shot against a creature with your pact firearm, you can choose to drain that creature of life and transfer it to you. a dark crimson line leads back to the barrel of your gun, give you temporary HP equal to half the amount of damage dealt.

Greater Pact Firearm

Prerequisite: Pact of the Firearm feature, 13th level.
You can summon a special firearm when you invoke your pact weapon as part of your Pact of the Firearm feature. You can change your current weapon to become one of these special firearms when you take this invocation.

Customized Pact Weapon

Prerequisite: Pact of the Firearm feature, 13th level
Any firearm you create using your Pact of the Firearm feature can start with one Attachment or Custom Part of your choice that can be used with it. This invocation doesn't affect a magic weapon you transformed into your pact weapon.

When you reach 17th level, your pact weapon can start with any number of two Attachements or Custom Parts.

Eldritch Strike

Prerequisite: 9th level, Eldritch Blast cantrip
When you cast eldritch blast, you can use a bonus action to make a weapon attack.

Ultimate Pact Weapon

Prerequisite: Pact of the Blade or Pact of the Firearm feature, 15th level
Any weapon you create using your pact feature is a +3 weapon. This invocation doesn't affect a magic weapon you transformed into your pact weapon.

Eldritch Storm

Prerequisite: Pact of the Firearm feature, eldritch blast cantrip 18th level
You can concentrate the eldritch blast cantrip through the barrel of your pact weapon, focusing the crackling beams into one large ray of magical force. Make a ranged spell attack roll. If the attack hits, roll four eldritch blast damage rolls. Add your Dexterity modifier to the damage of this attack.

Sly Sniper

Prerequisite: Archfey patron, Pact of the Firearm feature

You can create an arquebus (or a heavy rifle if firearms are prominent, or when you reach 13th level) forged from a spindly wood, who's barrel is a bright brass adorned with ornate carvings. Vines are wrapped around the gun's length. When you hit a creature with its ammunition, you can expend a spell slot to deal an additional 2d8 poison damage to the target per spell level, and makes the creature charmed by you until the end of your next turn.

Grasp of The Ancient One

Prerequisite: Great Old One patron, Pact of the Firearm feature

You can create a blunderbuss (or shotgun if firearms are prominent, or when you reach 13th level.) made from a black, inky marble and a sickly, green colored steel that seems to glow. Spectral tentacles writhe around the barrel of the shotgun, slurping sounds following every shot you make with it. When you hit a creature with its ammunition, you can expend a spell slot to deal an additional 2d8 psychic damage to the target per spell level, and you can make the creature frightened of you until the end of your next turn.

Wrath of The Inferno

Prerequisite: Fiend Patron, Pact of the Firearm feature

You can create a musket (or a rifle if firearms are prominent, or when you reach 13th level.) forged in the fires of Pandemonium. Its wood is a black, unbreakable charcoal, and its barrel is blood red. Flames seem to surround the trigger that don't hurt you when you put your finger inside it. When you hit a creature with its ammunition, you can expend a spell slot to deal an additional 2d8 fire damage to the target per spell level that ignores resistance and immunity.

Gun Mage

Gun mages are wizards who have devoted themselves to te study of both firearms and magic. They take to inscribing their favorite spells on their guns, using their favored weapons as conduits for their magic. Generally wizards will stick to just casting spells, but gun mages learn how to use both with equal efficiency.

Slinger's Training

When you choose this tradition at 2nd level, you gain proficiency with light armor and one sidearm of your choice. You also gain proficiency in Smith's Tools and the Insight skill if you do not have it already.

Gun Inscription

Starting at 2nd level, you can inscribe your learned magic into guns. Guns you inscribe on are treated as a spellbook which you can store a certain number of spells on. Guns store up to 3 spells at 2nd level, can store one additional spell at 6th, 10th and 14th level. You can change all of the inscriptions over the course of one day (8 hours) of work and expending 5 x the spell's level gp of raw materials per inscription changed. You can only inscribe spells into guns that have a casting time of 1 action or 1 bonus action. These spells are always considered prepared for you, and do not count against the number of wizard spells you can prepare per day.

You can cast these spells through inscribed guns. The gun acts as your spellcasting focus and fulfills the somatic and material requirements for these spells, as long as the materials have no value (such as 500gp worth of diamonds).

Spells cast through your gun give you additional properties:

  • If you cast an abjuration spell through your gun, give you or a creature of your choice within 30 feet of you for an amount of temporary hit points equal to five times the spell's level.
  • If you cast a conjuration spell through your gun, you get a magial boost of speed, surrounded by a blue mist. Until the end of your next turn, your movement speed increases by 5 x the spell's level in feet.
  • If you cast a divination spell through your gun, you gain a temporary insight into the future. You have advantage on saving throws for a number of rounds equal to the level of the spell.
  • If you cast an enchantment spell through your gun, you gain an aura of allure about you. Creatures within 30 feet of you have disadvantage on attack rolls made against you.
  • If you cast an evocation spell through your gun, the next attack roll you make deals additional force damage equal to (the spell's level)d10.
  • If you cast an illusion spell through your gun, your form becomes ghostly and glitchy, and you seem to move without hinderance. Your movement does not provoke opportunity attacks for a number of rounds equal to the spell's level.
  • If you cast a necromancy spell through your gun, your form temporarily assumes a frightening appearance. Choose a creature within 30 feet of you. That creature must succeed a Wisdom saving throw or be frightened of you for a number of rounds equal to the spell's level.
  • If you cast a transmutation spell through your gun, the leftover energy transfers into a protective shield around you. You gain +2 to your AC for a number of rounds equal to the spell's level.

You can only benefit from one gun spell property per round until you reach 10th level.

If you have inscribed a spell that has a range of self and casting time of 1 action, you can cast it as a bonus action.

War Adept

At 6th level, your training for battle and war reaches new heights. Your quick wit in battle lets you add your Intelligence modifier to your initiative rolls. You gain proficiency in another longarm or sidearm of your choice. As long as you are wielding a gun and wearing light armor or have mage armor cast on yourself, you have advantage on concentration saving throws.

Spellshot

When you reach 10th level, you can infuse magic within a single bullet you fire. When you make a firearm attack roll on your turn, you can choose to cast a spell through the bullet instead. This spell cannot target more than one creature, and cannot have a range of self. Make the attack roll using your Intelligence modifier instead of your Dexterity modifier. The bullet itself deals no damage, but if the spell requires a saving throw to be resisted, the creature automatically fails the save. If the spell requires an attack roll, it automatically succeeds, and is treated as a critical if the firearm attack was a critical.

Once you use this feature, you cannot use it again until you complete a short or long rest.

Combat Magic

Once you reach 14th level, you have mastered the art of gunslinging and magic, shooting and casting with equal efficiency. When you use your action to cast a spell, you can make one firearm attack roll as a bonus action.

Covenant of The Augmented

Mortals have been fascinated by automated constructs since the creation of the first golem. Some people studied ways to make their machines better, while others seek to become the very constructs they created for the promise of power and immortality with the right maintenance. Those tend to follow the Covenant of the Augmented. They seek to dabble in a little bit of both.

The Augmented Covenant Quirks
d6 Quirk
1 Your emotions are dampened, even in tense situations.
2 You have an affinity for weapons that some would call obsessive.
3 You cannot stand getting dirty or dusty.
4 You sleep completely rigid and with both eyes open.
5 Your voice takes on an almost mechanical nature
6 You find pleasure in taking mechanical objects apart and putting them back together.

Armored Charger

When you join this covenant at 3rd level, you gain proficiency in heavy armor. You can wear heavy armor and still use quick step and other slayer features where light armor is otherwise required. You cannot wield a shield and still gain this benefit.

Additionally, if you quick step into a creature's space, it must succeed a Strength saving throw against your Slayer spell save DC. On a failed save, it takes nonmagical bludgeoning damage equal to your imbue arms die and is pushed back 5 feet. On a successful save, it takes half that damage and is not pushed. At 6th level, this damage becomes magical.

Grafted

Also at 3rd level, your augmentations have given you a litany of special abilities for use in combat.

Shock Absorbers. You can add your Dexterity modifier to your long jump and high jump. You are resistant to falling damage, and you can use your Occult Studies feature to reduce any falling damage you take.

Grafted Weapons. You get armored weapons. They can be either ranged weapon (ammunition, loading, range 10/30) or melee weapon, such as piston powered punches or a wrist mounted gun, which deal 1d4 piercing, slashing or bludgeoning damage on a hit If you take the attack action with at least one free hand, you can use a bonus action to attack with these weapons.

Grafted Armor. Your body becomes as tough as iron. Your AC increases by 2 when you are not wearing heavy armor or wielding a shield.

Improved Grafting

When you reach 6th level, you have upgraded your senses. You no longer need to eat or sleep. You gain 10 feet of a special sense called motionsense. You are immediately aware of the presence of any creature that moves or takes an action while within this sight. Creatures cannot get advantage on attacks as a result of being hidden from you while within range of this sense.

At 14th level, this motionsense range increases to 30 feet, and creatures within that sense cannot benefit from being invisible while within range of this sense if they move more than half their speed on each of their turns.

Additionally, your damage die from your grafted weapons becomes d6, and, while imbued, they are considered magic weapons. At 14th level, while imbued, your grafted weapons offer a +1 bonus to attack and damage rolls.

Arcane Shields

At 14th level, you can spend a Pact Magic slot to gain temporary shielding around yourself that serves as protection for you. These temporary hit points last for 1 hour. You gain temporary hit points equal to your Slayer level. While you have any of these temporary hit points, you are resistant to all damage. If you begin your turn without the maximum amount of these hit points remaining, roll your Occult Studies die. Regain that amount of these hit temporary hit points.

Once you use this feature, you cannot use it again until you complete a short or long rest.

Overclock

When you reach 20th level, you can use your bonus action to overcharge your augmentations and turn into a true killing machine, working your mortal body and machine parts to their limits. You gain the following benefits:

  • Your movement speed is doubled, and you can quick step twice. The second quick step must be done as a bonus action. You cannot use the Armored Charger feature more than once on your turn. You can take the Dash, Dodge, or Disengage action as a bonus action.
  • You are immune to falling damage, and your jumping distance is tripled. You can perform a special action known as a Meteor Strike when landing your jump. For every 10 feet you fall, you deal d6 force damage to all creatures within 15 feet of you, to a maximum of 20d6. A successful Strength saving throw halves this damage.
  • Your grafted weapons damage becomes d10.
  • You have advantage on Strength, Dexterity, and Constitution saving throws and checks, cannot be knocked prone, paralyzed, or restrained and you reduce any forced move imposed on you by half.
  • You add force to the list of damage types you can inflict with your imbued weapons, or with any slayer spell that can inflict your choice of cold, fire, or lightning damage. You roll double your imbue arms damage die to imbued attacks.

This transformation lasts for 1 minute, but you can end it early as an action, or whenever you drop to 0 hit points. Once you use this feature, you cannot use it again until you complete a long rest.


BuildBrew Up: Slayer

This and Covenant of the Doom Hunter were made to supplement /u/revlid's Slayer class. Here is a link to the pdf, because I'm considerate like that, but go support that creater anyway.

Covenant of the Doom Hunter

There are those who would stand against the tides of darkness and remain stalwart in the face of hell itself. And then there are those who actively delve into the darkness and tear the essence from within its soul.

Whether they be holy warriors in a fanatical crusade against hell or a group of hunters that have gained divine authority to slay fiends, or simply an angry soldier who has little else left to lose, those that wander the Covenant of the Doom Hunter seek to make archfiends tremble at the mention of their names.

Doom Hunter Covenant Quirks
d6 Quirk
1 You very rarely speak, and are deadly silent in combat.
2 You are easy to enrage, but you never lash out at innocents... Things you percieve as evil, however...
3 You care little for collateral damage, in combat or out.
4 Scars on your body gain an odd, hellish red glow.
5 You have a tendency to hoard a lot of weapons.
6 Your face is normally blank, but you don a sinister grin whenever you pick up a new weapon.

Monster Affinity

You have an affinity for fiends.

Hellspeed

When you join this covenant at 3rd level, you gain proficiency in heavy armor, and you wearing heavy armor does not prevent you from using Quick Step or other slayer abilities and spells. You cannot use a shield and gain this benefit.

Additionally, when you Quick Step, the area you move through becomes lit on fire. Creatures that start their turn in this area or enter its area for the first time take fire damage qual to your imbue arms damage die. This fire lasts until the end of your next turn, and you cannot be hurt by it.

Berserk

Also at 3rd level, when in combat, you go into an angry trance that lets you perform elegantly brutal feats.



You add radiant and thunder damage to the list of damage types you can inflict with your imbued weapons, or with any slayer spell that can inflict your choice of cold, fire, or lightning damage. You also gain the following benefits:

Brutal Flurry. Once per turn, when you succeed an attack roll, you can make a melee weapon attack roll at another creature. On a hit, this attack deals your Imbue Arms damage.

Fiendsbane. When you hit a fiend with an imbued weapon, you roll twice as many imbue arms damage die.

Unshakable Will. You are immune to being charmed while in combat. You have advantage on saving throws to resist being charmed at all other times.

Harness Hell Itself

When you reach 6th level, you have become imbued with hellish and abyssal energy. You gain resistance to fire damage, and are resistant to poison. You also gain proficiency in the Intimidation skill. You can channel your near hellish presence to use your Occult Studies on this skill, and gain advantage on the check if you do so.

You Will Be Worse

At 14th level, you are always under the effects of a detect good and evil spell. Additionally, you are immune to being frightened. If a creature attempts to frighten you, you can instead force them to make a Wisdom saving throw. On a failed save, they become frightened of you. They can repeat the Wisdom saving throw at the end of each of their turns, ending the effects on a success. Fiends have disadvantage on this saving throw.

Rip And Tear

Beginning at 20th level, you can use your action to become a living embodiment of that which can slay doom. This can take the form of your body becoming shrouded in radiant light, or burning fire erupting from your very core.

  • Once per turn, whenever you hit a creature with a ranged weapon attack, you can immediately move up to your speed towards that creature as part of that attack. If this puts you within range of that creature, you can make a melee weapon attack at that creature. On a hit, deal double your imbue arms damage to that creautre.
  • You cannot be forced to move and are immune to being stunned, charmed, paralyzed, petrified, and poisoned.
  • You become immune to poison and fire damage. You also reduce all incoming damage from fiends by 6.
  • You get truesight out to 120 feet, and creatures cannot get advantage on attack rolls while within that range or as a result of being hidden from you.

This transformation lasts for 1 minute, after which you revert to normal. You cannot use this feature again until you complete a short or long rest. You can assume this form as a reaction when using You Will Be Worse.

New Spells

Blood-Lightning Bullet

transmutation cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, M (a weapon)
  • Duration: Instantaneous

As part of the action used to cast this spell, you must make a ranged attack with a weapon against one creature within it's normal range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and blood-red lightning leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes lightning damage equal to your spellcasting ability modifier.

At Higher Levels. This spell's damage increases when you reach higher levels. At 5th level, the ammunition deals an extra 1d8 lightning damage to the target, and the lightning damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.

Wall of Denial

conjuration cantrip


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (Dust from Brick or Mortar)
  • Duration: Concentration, up to1 Minute

You summon a 10 foot wide, 10 foot tall and 1 inch thick wall of magical force to impede foes passage that extends from a point you choose within range. Before you cast the spell, choose who may pass through it. Those who are chosen may walk through unimpeded. Anyone else must make a Strength Saving Throw. If they succeed, they pass through. If they fail, they are forced to stop and cannot move through the wall for the rest of their turn. The wall has 5 HP and 10 AC. If it's HP reaches 0, the wall dissipates.

At Higher Levels. The wall’s HP goes up by 5 at level 5(10 HP), level 11(15 HP) and level 17(20 HP).

Daring Ditty

enchantment cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, M (Musical instrument or a Speaking Cone)
  • Duration: 1 minute.

You play or sing a quick little ditty for you or a single ally you can see within range. This spell appears as but a song unless a creature makes a Wisdom(Perception) check to recognize otherwise, the DC of which is determined by your spell save DC. You invigorate your ally and give them the ability to use one the following benefits for 1 minute. Once an ability is used, this spell's effects end.

  • The creature's movement speed is doubled for one movement action
  • The creature gets advantage on one saving throw to resist being charmed, frightened or put to sleep.
  • The creature gets advantage on a Death saving throw.

Alternatively, you can use this cantrip to roll the required Saving Throw for your ally to escape a spell's effect, treating it as a Charisma saving throw, instead of using the required attribute dictated by the spell.

You can only affect up to three creatures with this spell. If you cast it a fourth time, the spell ends for the first creature it was cast on if the creature has not yet used one of its benefits.

Delayed Chromatic Blast

1st-Level evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (A 50gp gem)
  • Duration: 1 Round

You hurl a 3 inch diameter sphere at a space of your choice within range, imbued with either acid, cold, fire, lightning, poison or thunder energy. It explodes into a 10 foot radius sphere around the point at the start of your next turn. Anyone within the sphere must make a Dexterity Saving Throw or take 4d8 damage of the type you choose, and half as much damage on a successful save.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.at 2nd level or higher, increase the initial fire damage by 1d6 for every level above first.

Frag Blast

1st-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a small bag of gunpowder and a small string)
  • Duration: Instantaneous

You conjure up a magical bomb at a point you can see within range, which explodes with a blast of thunder and fire. Creatures within a 10 foot radius sphere must succeed a Dexterity saving throw. They take 2d6 fire and 2d6 thunder damage on a failed saving throw, and half as much damage on a successful save. This spell deals maximum damage to objects and structures.

You can choose to conjure the bomb up into your hand and not immmediately throw it when you cast the spell. When you do so, you or a creature you hand it to can throw it to a point they can see within 60 feet of them, after which the bomb explodes on conact with a creautre or surface. After 1 minute of being cast in this way, the bomb explodes.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage or the thunder damage increases by 1d6 for each slot level above 1st.

Jinx

1st-level enchantment


  • Casting Time: 1 reaction when hit by an attack
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

When a creature makes an attack roll against you, you can use a reaction to place a curse on them. This curse wracks their minds whenever they attempt to attack you. When this spell is cast, and every round afterward, every time the cursed creature targets you with an attack roll, it takes d4 psychic damage. As a bonus action during your turn or if the cursed creature is killed, you can move this curse to a new target.

Ice Bayonet

1st-level conjuration


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: S, M (A piece of ice and a two-handed firearm)
  • Duration: 1 minute

You create a shard of ice at the end of the barrel of one of your guns (Restricted to rifles, muskets, blunderbusses and shotguns). For 1 minute, you can treat your firearm as a melee weapon with reach that does 1d6 Piercing damage and 2d6 cold damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot above 1st.

Cryostasis

2nd-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (A drop of water and fine dust)
  • Duration: Instantaneous

You choose one creature within range. You close your fist and flash freeze the air around them in an attempt to lock their joints up and freeze them in place. The creature must succeed a Constitution saving throw. On a failed save, it takes 2d6 cold damage and has its movement speed reduced to 0 for 1 minute. At the end of each of its subsequent turns, the creature can remake the saving throw in order to end the spell's effects on itself.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, increase the damage by 1d6 for every level you cast it higher than 2nd.

Arc Cannon

2nd-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a small piece of flint)
  • Duration: Concentration, up to 10 minutes

You evoke a gun that shoots lightning bolts in your free hand.

The gun is similar in size, shape, and function to a flintlock pistol or a pistol, if appropriate for the setting, and lasts for the duration. If you let go of the cannon, it disappers, but you can evoke the gun again as a bonus action.

You can use your action to make a ranged spell attack with the sparking gun, with a range equal to the long range of the gun. On a hit, the target takes 3d6 lightning damage.

You have advantage on attack rolls against objects or creatures made entirely of metal, such as a steel pole or an iron golem.


Soften The Sword

2nd-level Transmutation


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: V, S, M (A crushed mealworm, a small piece of iron, and an opal worth about 25gp that is consumed when the spell is cast)
  • Duration: Concentration, up to 1 minute

You choose a creature within range wielding a nonmagical weapon forged from metal. This creature's weapon turns blunt and soft, making them unable to hit as hard as they usually could. As part of casting this spell, and as a bonus action during each of your turns, you can roll a d4. Subtract the result from the weapon's next damage roll. This spell only affects one weapon at a time, and you must cast it again in order to affect a new weapon of your choice.

At Higher Levels. For every level this spell is cost above 2nd level, increase the die taken from the damage roll of the weapon by 1d4.

Spiritual Firearm

2nd-level evocation


  • Casting Time: 1 Bonus Action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 Minute

You create a floating, spectral firearm within range that lasts for the duration or until you cast this spell again. When you cast this spell you can make a ranged spell attack against a creature within normal range of the weapon. On a hit, the target takes damage equal to 1d8+your spellcasting ability modifier. If the weapon has the scatter property, the scatter damage is 1d4 force damage.

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

At Higher Levels. When you cast this spell at a level higher than 2nd, increase the damage the weapon deals by 1d8 or 1d6 for every level above 2nd.

Hydraulic Beam

3rd-level evocation


  • Casting Time: 1 Action
  • Range: Self(15 foot wide line)
  • Components: V, S, M (a drop of water.)
  • Duration: Instantaneous

You project a beam of water from your hand or an object of your choosing on your person in a 15 foot wide, 30 foot long line in a direction of your choosing. Creatures within the line must succeed on a Strength saving throw. On a failed save, they take 6d6 bludgeoning damage and are knocked prone. They take half damage on a success and are not knocked prone.

At Higher Levels. For every level this spell is cast above 3rd level, increase the damage by 1d6 for every spell slot level above 3rd.

Elemental Bullets

3rd-level evocation


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S, M (pieces of nonmagical ammunition)
  • Duration: Instantaneous

You infuse a number of pieces of mundane ammunition equal to your spellcasting ability modifier with a single element of your choice. Choose from fire, cold, lightning, acid, poison, or thunder. These bullets now deal an extra 2d6 of the chosen type of damage if the round hits.

Crash Bullet

3rd-level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, gathers an explosive sonic energy around it. Make the attack roll as normal. The target takes 4d8 thunder damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage.

Whether you hit or miss, each creature within 10 feet of the target must make a Constitution saving throw. Each of these creatures takes 2d8 thunder damage on a failed save, or half as much damage on a successful one. The piece of ammunition or weapon then returns to its normal form.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.

Rotting Strike

3rd-level necromancy


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: V, S, M (A piece of mundane ammunition)
  • Duration: Concentration, up to 1 minute

The next time you hit with a weapon attack roll, the attack tears away the target's strength. The attack deals an extra 3d6 necrotic damage and the target must make a Constitution saving throw. On a failed save, they have disadvantage on Strength ability checks and saving throws for the spell's duration.

At Higher Levels. For every level this spell is cast above 3rd level, increase the damage dealt 1d8.


Ghost Bullets

4th-level transmutation


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S, M(Pieces of nonmagical ammunition)
  • Duration: 1 hour

By speaking a ghostly incantation, you transform 4 nonmagical, mundane bullets in your inventory into ghostly projections that can pass through inorganic material for 1 hour. These bullets ignore cover bonuses to AC, and are targeted using a creature's unarmored AC. These rounds deal double damage to spirits, however, due to their focus on targeting organic material, constructs are not affected by these bullets, and attacks made against them automatically miss.

Vortex


4th-level conjuration


  • Casting Time: 1 Action
  • Range: 90 feet
  • Components: S, M(An amethyst worth 200gp, a ball of cast iron, a magnet and a dash of glow worm powder)
  • Duration: Instantaneous

You snap your fingers and create a 20 foot radius wide arcane vortex at a point you can see within range. Any creature that starts its turn within the vortex or enters it's area for the first time takes 2d10 force damage and has it's movement speed reduced by half. Creatures within the vortex cannot take the Dash action. Any creature attempting to leave the vortex's area must succeed a Strength saving throw. If they fail, they are unable to use their movement to leave the vortex's area for the rest of their turn.

Any creature that starts its turn within 5 feet of the vortex must succeed a Strength saving throw or be pulled into an unoccupied space within its boundaries. If there is no unoccupied space in the vortex, the creature is not pulled in.

The vortex stays active for three rounds. At the start of the fourth round, the vortex implodes, releasing a massive amount of arcane energy. Anyone within the vortex's area when this happens must make a Dexterity saving throw or take 4d10 force damage and be knocked prone. If they succeed, they take half damage and are not knocked prone.

Drop Shield

4th-level abjuration


  • Casting Time: 1 Action
  • Range: Self
  • Components: M(An iron bowl, powder from medicinal herbs)
  • Duration: Concentration, up to 1 minute

You create a soothing shield in a 10 foot radius sphere that heals the wounds of allies within it's boundaries. The shield's hit points are equal to (your caster level) x 5 and has an AC of 15. All creatures can enter and exit the shield freely. Creatures friendly to you that start their turn within the shield or enter it's area for the first time regain d6 + your spellcasting ability modifier hit points. Attacks and spells cannot be cast from within the shield at enemies outside of the shield, or vice versa, but can target the shield itself. If the shield's hit points are reduced to 0, spell ends.

Bubble Shield

4th-level evocation


  • Casting Time: 1 Action
  • Range: Self
  • Components: M(An iron bowl, a leather strap from a shield)
  • Duration: 1 minute

You create a static, impenetrable shield in a 5 foot radius around yourself for the duration of the spell. Any creatures can enter and exit the shield freely. This shield is completely immune to all damage from attacks and spells going into and out of it, and you cannot target creatures inside the shield with attacks or spells, and vice versa.

Overcharging Smite

4th-level evocation


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack during the spell’s duration, your weapon overcharges with pure power, and the attack deals an extra 4d12 force damage. Additionally, if this attack reduces the target to 40 HP or below, the overcharge from your weapon explodes out at nearby enemies, dealing 4d12 force damage to any creature of your choosing within 5 feet of the target.

At Higher Levels. When you cast this spell at 5th level, the force damage increases by 1d12, the range of the energy explosion increases to 10 feet, and the HP threshold for the explosion increases to 50 HP or below.

Quick Load

4th-level divination


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S, M(A firearm and at least one piece of nonmagical ammunition)
  • Duration: Instantaneous

You touch the firearm and ammo of a willing creature, if the creature has pieces of nonmagical ammunition in their inventory. The ammunition disappears into time and space in order to appear later in the firearm. When the reload count of their firearm reaches 0, the bullets appear right inside the firearm, instantly raising it's reload count.

Conjure Firing Squad

5th-level conjuration


  • Casting Time: 1 Action
  • Range: 90 feet
  • Components: S, M (Any piece of nonmagical ammunition)
  • Duration: Instantaneous

You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon towards a point within range. Choose a number of creatures within 30 feet of the point chosen. For each creature, a set of magical guns blinks into view, fires at it, and disappears. Make a ranged spell attack roll at the creatures chosen. On a hit, the attack deals 6d10 force damage.


Chromatic Wave

6th-level evocation


  • Casting Time: 1 Action
  • Range: Self
  • Components: V
  • Duration: Instantaneous

You charge up and release a wave of magical energy charged with either acid, cold, fire, lightning, poison or thunder damage. Each creature you choose within 30 feet of you must succeed a Dexterity saving throw or take 5d6 damage of one type of your choosing, 5d6 damage of another type of your choosing, and are stunned until the beginning of your next turn. A creature that succeeds the saving throw takes half the damage and isn't stunned.

Mini-Nuke

6th-level evocation


  • Casting Time: 1 action
  • Range: 600 feet
  • Components: V, S, M (a small metal ball)
  • Duration: Instantaneous

A huge bomb streaks forth from your hand at a point within range taht you can see that explodes into a highly poisonous cloud in a 60 foot radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 3d6 fire damage, 3d6 poison damage, and 4d6 thunder damage. On successful save, it takes half as much damage.

After this bomb explodes, the cloud lingers for 24 hours. A strong wind (about 40 miles per hour) disperses this cloud after about 6 hours. Creatures that start their turns within the cloud or enter its area for the first time take 5d6 poison damage.

You can refrain from firing the bomb after completing the spell, if you wish. A small metal ball about the size of a cannon ball, appears in your hand. At any time, you or a creature you give the bomb to can throw the bomb (to a range of 40 feet) or fire it out of a cannon or a shoulder cannon (to the weapon's maximum range). It explodes on impact, with the same effect as the normal casting of the spell. You can also set the bomb down without shattering it. After 1 minute, if the bomb hasn't already, it explodes.

Power Word Blind

7th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You speak a word of power that destroys the senses of one creature you can see within range, leaving it utterly blinded. If the target has 150 hit points or fewer, it is blinded. Otherwise, the spell has no effect. The blinded target must make a Constitution saving throw at the end of each of its turns. On a successful save, the spell ends.

Cryobomb

8th-level evocation


  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V, S, M (A piece of dry ice and silver powder worth 25 sp)
  • Duration: Concentration, 1 minute

A glowing bead of ice forms from your finger and shoots out to a point within range, where it remains and grows colder for the duration. When the spell ends, either because your concentration is broken or because you decide to end it on your turn, the bead breaks apart and lets out an ice storm that flash freezes anything near it and spreads around corners. Each creature within a 20 foot radius sphere centered on the point must succeed a Constitution saving throw. A creature takes cold damage equal to the accumulated damage and is paralyzed for a number of rounds equal to the accumulated number on a failed save.

If a creature succeeds the save, it takes half the damage and is not paralyzed. A creature can remake the Constitution saving throw at the end of each of its subsequent turns in order to end the paralysis.

This spell's base damage is 8d6 and it's base paralysis time is 1 round. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6 and the paralysis increases by 1 round.

If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to explode in a freezing storm of ice. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes. The cold freezes objects in the area and puts out nonmagical flames.

Power Word Paralyze

9th-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You speak a word of power that overloads the nerves of one creature you can see within range, leaving it utterly blinded. If the target has 150 hit points or fewer, it is paralyzed. Otherwise, the spell has no effect. The paralyzed target must make a Constitution saving throw at the end of each of its turns. On a successful save, this paralyzing effect ends.

Glassing Beam

9th-level evocation


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: S, M(A focusing lens, glow worm powder, an emerald worth 5,000 gp that is consumed when the spell is cast)
  • Duration: Concentration, 12 hours

You call upon a mighty, destructive beam of magical force to destroy your enemies and burn the earth around them until it's surface is but glass.

Choose a point within range. You summon forth a large, white orange pulsating beam in a 30 foot radius, 50,000 foot high column centered around that point. Creatures that start their turn within that point or enter its area for the first time take 5d10 fire damage, 5d10 radiant damage, 5d10 force damage, and 5d10 necrotic damage. After two rounds, the beam turns the surface within it into cracked and jagged glass, destroying plants and objects that aren't being worn or carried. This turns the area into difficult terrain that is extraordinarily painful to cross. Any creature that moves more than half its speed on this terrain takes 2d10 piercing damage. Structures hit by this beam take double the damage from this spell.

You must use your action to maintain the beam. As long as you maintain the beam, your movement speed is 0, and you have disadvantage on Dexterity saving throws. You can use your bonus action to move the beam up to 20 feet in any direction you wish.


Artificer Spell List

1st Level
  • Ice Bayonet
3rd Level
  • Elemental Bullets
4th Level
  • Bubble Shield
  • Drop Shield
  • Ghost Bullets

Bard Spell List

Cantrips (0 Level)
  • Daring Ditty
  • Wall of Denial
1st Level
  • Jinx
2nd Level
  • Arc Cannon
  • Soften The Sword
3rd Level
  • Elemental Bullets
4th Level
  • Drop Shield
  • Ghost Bullets
5th Level
  • Quick Load
7th Level
  • Power Word Blind
9th Level
  • Power Word Paralyze


Cleric Spell List

Cantrips (0 Level)
  • Wall of Denial
2nd Level
  • Soften The Sword
  • Spiritual Firearm
3rd Level
  • Rotting Shot
4th Level
  • Drop Shield

Paladin Spell List

1st Level
  • Ice Bayonet
2nd Level
  • Spiritual Firearm
3rd Level
  • Elemental Bullets
4th Level
  • Bubble Shield
  • Overcharging Smite
5th Level
  • Quick Load

Ranger Spells

1st Level
  • Ice Bayonet
  • Frag Blast
3rd Level
  • Crash Bullet
4th Level
  • Drop Shield
  • Ghost Bullets
5th Level
  • Quick Load
  • Conjure Firing Squad

Sorcerer Spell List

Cantrips (0 Level)
  • Blood-Lightning Bullet
  • Wall of Denial
1st Level
  • Delayed Chromatic Blast
  • Frag Blast
2nd Level
  • Cryostasis
  • Arc Cannon
3rd Level
  • Hydraulic Beam
4th Level
  • Vortex
6th Level
  • Chromatic Wave
  • Mini-Nuke
7th Level
  • Cryobomb
    9th Level
  • Glassing Beam

Warlock Spell List

Cantrips (0 Level)
1st Level
  • Jinx
  • Frag Blast
3rd Level
  • Elemental Bullets
  • Rotting Strike
4th Level
  • Ghost Bullets
  • Vortex
6th Level
  • Mini-Nuke
7th Level
  • Power Word Blind
8th Level
  • Cryobomb

Wizard Spell List

Cantrips (0 Level)
  • Blood-Lightning Bullet
  • Wall of Denial
1st Level
  • Delayed Chromatic Blast
  • Conjure Flak Jacket
  • Ice Bayonet
  • Frag Blast
2nd Level
  • Cyrostasis
  • Arc Cannon
3rd Level
  • Elemental Bullets
  • Hydraulic Beam
4th Level
  • Ghost Bullets
  • Vortex
  • Bubble Shield
5th Level
  • Quick Load
6th Level
  • Chromatic Wave
  • Mini-Nuke
8th Level
  • Cryobomb
9th Level
  • Glassing Beam

NPC Stat Blocks


Lookout

Medium humanoid (any race), any alignment


  • Armor Class 15 (breastplate)
  • Hit Points 16 (3d8 + 3)
  • Speed 30ft.

STR DEX CON INT WIS CHA
11 (0) 14 (+2) 12 (+1) 14 (+2) 10 (0) 11 (0)

  • Skills Perception +4
  • Senses passive Perception 12
  • Languages any one language (usually Common)
  • Challenge 1/4 (50 XP)

Actions

Musket. Ranged Weapon Attack: +4 to hit, range 70/200 ft., one target. Hit 8 (1d12 + 2) piercing damage.

(Alternate Weapon) Rifle. Ranged Weapon Attack: +4 to hit, range 90/300 ft., one target. Hit 8 (1d12 + 2) piercing damage.

Lookouts protect cities and certain towns, usually from a high place such as battlements or towers. They sometimes serve as the guards for caravans or rich monarchs.


Marksman

Medium humanoid (any race), any alignment


  • Armor Class 16 (breastplate)
  • Hit Points 33 (6d8 + 6)
  • Speed 12ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 13 (+2) 10 (+0) 11 (0)

  • Skills Perception +2, Acrobatics +5
  • Senses passive Perception 12
  • Languages any one language (usually Common)
  • Challenge 2 (450 XP)

Actions

Bulky Rifle. Ranged Weapon Attack: +6 to hit, range 200/1,000 5ft., one target. Hit 13 (3d8 + 3) piercing damage.

Pepperbox. Ranged Weapon Attack: +5 to hit, range 40/120 ft., one target. Hit 7 (1d8 +3) piercing damage.

Marksmen are long range killers, and can serve either as specialized guards for palaces or assassins. They specialize in firearms from a very long range, often using bolt-action rifles to make their kill.


Hired Gun

Medium humanoid (any race), (any alignment)


  • Armor Class 17 (Splint Mail)
  • Hit Points 52 (8d8 + 16)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 15 (+2) 12 (+1) 10 (0) 13 (+2)

  • Saving Throws Dex +5, Str +3
  • Senses passive Perception 10
  • Languages any one language (usually Common)
  • Challenge 3 (700 XP)

Quickdraw. The hired gun can stow and draw a weapon before needing to use its Use Object action.

Actions

Multiattack. The hired gun makes two ranged weapon attacks. It ignores loading times and the reload action for firearms when making these attacks. If it has a shortsword drawn, it can also make a shortsword attack. If it has a free hand, it can make an additional revolver attack.

Revolver. Ranged Weapon Attack: +5 to hit, range 50/150 ft., one target. Hit 7 (1d8 + 3) piercing damage.

Shotgun. Ranged Weapon Attack: +5 to hit, range 20/40 ft., one target. Hit 9 (1d12 + 3) bludgeoning damage. 4 (1d6) damage against any target within 5 feet of the original target, if the attack roll for the first would have hit.

Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit 4 (1d6 + 1) piercing damage.

Hired Guns are mercenaries for hire, and are experts in the use of firearms. They are often found guarding caravans, rich nobles or fighting alongside militaries. They make heavy use firearms to their advantage, especially their revolvers. If they can line up a group of targets in their sights, they'll use their shotguns to mow them all down.


Warden

Medium humanoid (any race), any alignment, typically good


  • Armor Class 16 (studded leather)
  • Hit Points 78 (12d8 + 24)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 10 (0) 15 (+3) 12 (+1)

  • Skills Survival +6, Perception +6, Acrobatics +6
  • Senses passive Perception 16
  • Languages any language, typically Common
  • Challenge 5 (1,800 XP)

Natural Explorer. The warden has advantage on initiative rolls and has advantage on the first turn in combat against any creatures that have not acted yet.

Longshot Mastery. The warden adds 1d6 damage once per turn to any successful ranged attacks it makes beyond 30 feet.

Actions

Multiattack. The warden makes two bolt-action rifle attacks or two repeater pistol attacks.

Rifle (Telescopic Sight). Ranged Weapon Attack: +7 to hit, range 100/910 ft., one target. Hit 8 (d12 + 3) piercing damage.

Pistol (Pistol Grip). Ranged Weapon Attack: +8 to hit, range 40/120 ft., one target. Hit 6 (1d6 + 3) piercing damage.

Wardens are vigilant protectors of people both in the city and beyond. They are experts with long ranged weapons and act as guardian angels for the innocent. They are often found as specialized guard units or vigilantes.



Militia

Medium humanoid (any race), any alignment


  • Armor Class 19
  • Hit Points 9 (2d8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (0) 12 (+1) 10 (0) 11 (0) 9 (-1) 10 (0)

  • Skills Perception +2
  • Senses passive Perception 12
  • Languages any language, tpyically Common
  • Challenge 1/8 (25 XP)

Actions

Wheellock Gun. Ranged Weapon Attack: +3 to hit, range 40/160 ft., one target. Hit 6 (1d10 + 1) piercing damage.

(Alternate Weapon) Carbine. Ranged Weapon Attack: +3 to hit, range 70/300 ft., one target. Hit 6 (1d10 + 1) piercing damage.

Flintlock Pistol. Ranged Weapon Attack: +3 to hit, range 30/90 ft., one target. Hit 4 (1d6 + 1) piercing damage.

(Alternate Weapon) Heavy Pistol. Ranged Weapon Attack: +3 to hit, range 40/120 ft., one target. Hit 5 (1d8 + 1) piercing damage.

City Militia are commoners who have united and taken up arms in a single cause. They often rise up to assist the guards when the going gets tough, such as when the city is being raided by threats from the outside world.



Myth Breaker

Medium humanoid (any race), any alignment


  • Armor Class 18 (unarmored defense)
  • Hit Points 99 (18d8 + 18)
  • Speed 43ft.

STR DEX CON INT WIS CHA
10 (0) 20 (+5) 12 (+1) 16 (+3) 14 (+2) 14 (+2)

  • Saving Throws Dex +9, Cha +6
  • Skills Perception +10, Intelligence(Insight), +6, Survival +6
  • Senses passive Perception 20, blindsight 30 ft., tremorsense 30 ft.
  • Languages any two languages, one of which typically is common
  • Challenge 9 (5,000 XP)

Gun Expert. The myth breaker can use a bonus action to clear its firearm's chamber if it misfires, and can reload any firearm with the long Load property as a bonus action, as long as it doesn't have the heavy property.

Firearm Flourishes. The myth breaker adds 1d8 damage to one attack roll that hits during its turn.

Luck of the Craft. The myth breaker can reroll a failed attack roll with its firearms as a bonus action.

Varmint Slayer. The myth breaker has advantage with firearm attacks on creatures that have moved further than 15 feet or taken the dodge or disengage action before before its turn.

Actions

Multiattack. The myth breaker makes two attacks with its rifleblade, and one with its hand cannon.

Rifleblade. Ranged Weapon Attack: +11 to hit, range 90/300 ft., one target, Hit: 12 (d12 + 5) piercing damage.

Rifleblade(Bayonet) Melee Weapon Attack:, +11 to hit, reach 5 ft., one target, Hit: 9(1d6+5) piercing damage.

Hand Cannon. Ranged Weapon Attack: +11 to hit, range 60/200 ft., one target, Hit: 11 (1d10 + 5) piercing damage.

Myth Breaker

Myth breakers are masterful monster hunters who have taken up the specialization of firearms and gunslinging. They know a variety of tricks to get the most out of their explosive weapons of choice, and don't shy away in the face of even the most dangerous and fearsome of beasts, abberations, monstrosities, dragons, fiends and undead. They're learned and well read, knowing a great deal about mythical creatures of all kinds and how to track them down, and they use their bevvy of firearms at their disposal to assist in killing them.

Myth breakers hunt down these monstrosities for various reasons. Most do it for profit, often not having any trouble whatsoever finding jobs to kill a band of owlbears harrassing a nearby village or a beholder making a lair nearby a commonly traveled trade route. Others do it for a sense of justice and altruiusm, often dealing death to evil vampires and expelling dark fiends that threaten the existence of a city, and may or may not accept payment as a compensation for doing the good deeds they do. Others do it simply for the thrill of hunting down powerful and intelligent beasts and seeing them slain by the sound of their rapidly firing guns.

Whatever their reasons, a myth breaker is often a welcome sight when seen in a town, and some are regarded as legendary heroes across the realms, regarded fondly for their heroic deeds and vast knowledge on mysterious and deadly creatures.

Magic Items

Ammunition, Double Tap

Wondrous item, uncommon
When you attack with this ammunition, regardless of whether or not you hit, you can repeat the attack roll against the same creature you fired at again at the beginning of your next turn. If the creature was brought to 0 HP by the ammunition on the first attack, you can instead make the second attack roll at a different target within 30 feet of the creature attacked at the beginning of your next turn. Otherwise this ammunition drops to the ground harmlessly. If both attack rolls were able to be made with this ammunition, it loses its magic and becomes mundane.

Ammunition, Returning

Wondrous item, rare
This ammunition can take the form of either arrows, sling bullets, crossbow bolts, or gun rounds. When it is fired for the first time, it teleports back to you/back into your gun. Every time you fire this ammunition from here on out, there's a 50% chance it will teleport back into you. This ammunition can always be recovered after battles.

Ammunition, Tracer

Wondrous item, very rare
When you make an attack roll with this ammunition, it has advantage. On a hit, the round begins to glow and seems to draw attacks toward it. The next creature that makes an attack roll against the creature hit by the ammunition makes the roll with advantage. On a hit, the creature's attack deals an extra d8 damage. The ammunition then loses its magic.

The round can always be recovered after a battle if it does not hit a creature.

Artemis Cannon

Weapon (rifle), very rare (requires attunement)
You gain a +1 to attack and damage rolls made with this magic rifle. This weapon has 3 charges. You can use an action to expend one charge and cast conjure barrage, or you can use an action to expend 2 charges to cast conjure volley. The spells are cast with the following changes:

  • You can exclude a number of creatures from the effect of these spells equal to 2 + your Dexterity or Wisdom modifier.

You regain 1d3 charges with this weapon when you complete a long rest.

Brimstone

Weapon (shoulder cannon), very rare (requires attunement)
This shoulder cannon has the automatic property, and does not fire cannonballs, instead firing 1st level fire bolt cantrips as its attacks. It takes an action to reload the weapon after it fires 24 fire bolts.

This cannon has 3 charges. You can expend one of these charges to cast fireball without expending a spell slot. When you expend this charge, your shoulder cannon loses its magic for 1 hour, and fires and endless supply of rifled rounds that deal 1d6 piercing damage. You regain all expended charges when you complete a long rest.

Crimson Fang

Weapon (pistol), legendary (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic pistol. In addition, while you are attuned to this weapon, you regenerate 10 hit points per round that you are not in direct sunlight. You also gain 120 feet of darkvision, are permanently under the effects of a spider climb spell, and get a Dexterity, Strength and Constitution score of 18, unless any of your scores were higher than that.

Blood Draining Shot. When you deal damage to a target using this pistol, you regain hit points equal to half the damage you dealt.

Charm. Once per long rest, you can attempt to charm a creature within 30 feet of you that you can see. The creature must succeed a DC 15 Wisdom saving throw against this magic or become charmed by you. The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn’t under your control, it takes your requests or actions in the most favorable way it can.

Each time you or creatures friendly to you do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until you are killed, are on a different plane of existence than the target, or if you take a bonus action to end the effect.

Curse. This pistol is cursed, and becoming attuned to it extends the curse to you. Using the identify spell on this weapon will reveal it to be a +2 pistol. As long as you remain cursed, you are unwilling to part with the pistol, and keep it as close to you as possible. Every time you complete a long rest, you must drink the blood of a humanoid creature that is indifferent to you or friendly to you, willing or unwilling. If you do not, you gain 1 point of exhaustion after you complete the rest. This number goes up by 1 every 2 weeks you are attuned to this weapon. In addition, your skin slowly starts to become pallid and sickly, and any creature with a passive perception of 12 or higher notices that your canines have grown longer and sharper when talking to you. When you kill a humanoid creature with this pistol, you must succeed a DC 15 Wisdom saving throw or spend any actions during your turns moving toward the creature’s corpse and feasting on its blood. Once you do this, you lose the compulsion for blood. You must consume the blood of 10 hostile humanoid creatures in order to stave off the exhaustion from the weapon’s curse. This number goes up by 10 every 2 weeks you are attuned to this weapon.

Cursebringer

Weapon (carbine), legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls made with this magic carbine, and rounds fired from it deal necrotic damage instead of piercing damage.

Deathcurse. You can cast the hex spell two times without expending a spell slot per long rest. When you reduce a creature to 0 hit points that has the hex on it, the round explodes. Any creature within a 10 foot radius around the creature hit must succeed a DC 14 Dexterity saving throw. They take 8d6 necrotic damage on a failed save, and half that damage on a successful save.


Cold Famine

Weapon (bulky rifle), rare (requires attunement)
You gain a +2 bonus to attack and damage rolls you make with this magic gun. This weapon deals an extra 1d4 cold damage on a hit. This rifle cannot be reloaded, and once its ammunition is spent, it’s spent. It regains 1d4 rounds at the start of each of your turns. This cannot increase the rifle’s ammunition count past 4.

Debt Collector

Weapon (rifleblade), legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls made with this magic gun, and you can critically hit on an 18 and 19 as well as a 20. When you score a critical hit with this weapon on a creature within 5 feet of you, you can immediately make a bayonet attack that deals 1d10 slashing damage on a hit as part of that attack.

Dragon Cannon

Weapon (any firearm with the scatter property), legendary (requires attunement)
You get a +1 to attack and damage rolls made with this weapon. This gun is molded into a particular dragon's likeness, whether chromatic or metallic. Depending on which dragon it's made to look like, this weapon deals d4 damage of the breath weapon damage of that dragon. This also alters the weapon's name. (for example, Bronze Dragon Cannon)

As an action, you can speak this weapon's command word and fire out the breath weapon of a young dragon. This breath weapon's damage and saving throw stat and DC is determined by the type of dragon the gun was made to look like.

After making this attack, as long as you have this firearm drawn, roll a d6 at the start of each of your subsequent turns. On a 6, the breath weapon recharges, and you can use it again.

Exuberant Radiance

Weapon (bulky rifle), very rare (requires attunement by a good aligned character)
You gain a +1 to attack and damage rolls made with this magic rifle. As a bonus action, you can cause this rifle to shine brilliantly, shedding bright light out to a 30 foot radius and dim light out to a 90 foot radius. Its rounds deal an extra d6 radiant damage on a hit.

Touched By Angels. Once per long rest, you can sprout wings that give you a flying speed of 40 feet for 1 hour.

Blinding Critical. When you score a critical hit with this weapon, the creature you hit is blinded for 1 minute. It can succeed a DC 12 Constitution saving throw to end this effect at the end of each of its subsequent turns. When it succeeds the saving throw, it is immune to the effects of blinding critical for 12 hours.

Firearm of Swift Hands

Weapon (any firearm), rare (requires attunement)
While attuned to this firearm, you ignore the reload action for it when its ammunition count goes to 0, or you ignore the loading times for it.

Hive Splitter

Weapon (rifle), very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls you make with this magic rifle. This weapon critically hits on a 19 as well as a 20.

Bulletswarm. When you critically hit with this weapon or when an enemy fails a saving throw against a called shot you make, this weapon spawns two clouds of insects that you can direct to attack two different targets within 10 feet of the creature shot. The creatures take d12 piercing damage.

Lucky Seven

Weapon (revolver), legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls you make with this magic six shooter. This gun has golden lines along its body and green three leaf clovers on its grip, and sparkles dimly in your hands. Each shot feels like you're gambling for something big.

Uncanny Luck. You get the lucky feat if you do not have it already while attuned to this firearm, and you can reroll 1s and 2s to its damage once per turn.

Seven of Clovers. If you roll a natural 7 on an attack roll made with this revolver, your attack automatically hits and is considered a critical hit. It does maximum damage for both damage rolls and deals an extra 7 force damage to for 7 minutes, including the damage of this attack.

Man's Best Friend

Weapon (any firearm), legendary (requires attunement by a wizard or a gunslinger)
This weapon, hidden deep within the confines of a mad laboratory, is a strange conglomeration of science and necromancy, and appears to be a human wizard and a magic using gunslinger’s attempt to keep their favorite pet around after its passing. The brain itself, or at least a piece of it is floating in a jar attached to the body of the gun, and the sights are arranged with two floppy ear like mechanisms. The face of the deceased animal is painted either on the body itself or around the sights, and magic runes of necromancy are engraved into its barrel.

Only a gunslinger or a wizard can attune to this weapon. Any other creatures attempting to do so will be growled at by the weapon and fail to attune to it.

You gain a +3 bonus to attack and damage rolls you make with this odd sentient firearm. It has the following additional properties.

Sentience. Man’s Best Friend contains the soul of a friendly dog with an Intelligence of 6, a Wisdom of 20, and a Charisma of 16. It has advantage on saving throws on Wisdom (Perception) checks that rely on hearing or smell.

The weapon can understand Common, any language its previous masters knew and any language you know while attuned to it. It communicates in barks, yips, whines and growls that are audible out to 60 feet. However, it can translate those barks when speaking directly to you as primal feelings and emotions, such as fear, excitement or sadness.

Personality. Man’s Best Friend is extraordinarily curious, and will constantly try to direct you towards interesting things, such as caves, treasure, and squirrels. It is extremely loyal to you once you form a bond to it, and will growl whenever it senses dangerous intentions from other creatures, or pant happily in the presence of creatures friendly to you. The weapon can move ever so slightly in your grip, but never enough to force your aim off or drop it. It usually does this when it wishes to be pet. Man’s Best Friend thrives on affection and assurance, and if those things are not regularly provided to it by its wielder, a conflict between the two will occur after 10 consecutive days of neglect.

A Nose For Danger. This weapon makes Wisdom (Perception) rolls every 1 minute to check for hostile creatures in 150 foot radius, rolled by the DM. If it senses any, the ears perk up on the gun and it begins to emit a low growl. It will roll Wisdom (Insight) checks every minute you spend in the presence of a creature that is indifferent to you or does not know you personally. If it senses ill intent or hostility, it will react similarly.

Bloodhound. Man’s Best Friend can cast find traps and 5th level hunter’s mark at will. It decides when to cast these spells, and will maintain concentration on the latter so you don’t have to.

Guard Gun. When in combat, the gun will bark viciously when attacking, and will yip and whine when its wielder is badly hurt. The gun can take its own actions in combat, and will always take its turn before its wielder in the initiative order. The gun can use its action to make a Wisdom (Perception) check or give a bark of encouragement to you, granting you a d4 to use on your next attack roll, saving throw or ability check for 1 minute or until used. The check can sniff out invisible creatures or creatures on the ethereal plane within 30 feet of you.

Metalmancy

Wondrous item, legendary (requires attunement by a bard)
Only bards can attune to this weapon. If anyone else attempts to attune to it, it produces a loud, discordant sound into their mind. They must succeed a DC 10 Constitution saving throw. They take 2d6 psychic and 2d6 Thunder damage on a failed save, and half that damage on a successful save, and regardless of the results, they fail to attune to the weapon.

This metallic lute doubles as a +2 repeating rifle that uses your Charisma modifier to fire its shots rather than your Dexterity modifier, and is shot by strumming its chords. It does not fire regular ammunition from it. Instead it draws from your innate bardic pool of energy to fire each round. On a hit, its rounds deal 1d6 thunder and 1d6 fire damage. You reload this weapon by playing a powerchord as a bonus action or reaction. This weapon's bardic rounds are infinite, and as long as you wield this weapon and are not incapacitated, you can continue to reload an endless supply of ammunition into it.

While attuned to this strange wonder of art and technology, you are immune to being deafened and gain resistance to thunder damage. You get the fire bolt and thunderclap cantrips and can cast them at will as long as you are attuned to this lute. You get access to the following abilities:

  • Thunderstruck: When you use an action to go into a Counterhcarm performance, and as part of that action during subsequent turns, you can also make a spell attack roll at any two creatures within 60 feet of you that you can see. On a successful hit, these targets take 4d6 lightning damage.
  • Dragonforce: When you cast a spell that deals fire, thunder or lightning damage, you can use a bonus action during your turn to spawn the projected illusion of a huge red, gold, bronze or blue dragon from the spell’s effect. All creatures hostile to you within 60 feet of the projection must make a Wisdom saving throw. Creatures that were damaged by your spell have disadvantage on this saving throw. On a failed save, they are frightened of you for 1 minute. They can remake the saving throw at the end of each of their turns. If a creature makes the saving throw, it is immune to the effects of dragonforce for 24 hours. The draconic projection disappears at the end of your turn. Once you use this feature, you cannot use it again until you complete a short or long rest.

This lute has four charges. You can expend a single charge as an action to cast the following spells: thunderwave, fireball, and control weather. You regain 1d4 charges when you complete a long rest.

Ooze Launcher

Wondrous item, legendary (requires attunement)
This weapon shoots a glob of ooze that force a creature within 300 feet of you to make a DC 14 Dexterity saving throw. They take 6d6 acid damage as well as an additional 2d6 acid damage at the end of their next turn if they fail, and they take half damage and do not take additional acid damage at the end of their next turn if they succeed. After you fire this weapon, you must use an action to cock the ooze making mechanism before it can be fired again.

Additionally, you can use an action to attempt to summon oozes from their native plane into the gun’s barrel and spawn them at any unoccupied space within 30 feet of you. Roll a d100 to decide what ooze or oozes you can summon. Oozes spawned in this way are telepathically controlled by you and, if in combat, act immediately after you on the initiative order. You can use a bonus action to describe to the ooze or oozes any order you wish, which it will follow to the letter. If you give them no direct orders, they will pursue and attack the closest hostile creature to you that it can sense or defend themselves to the best of their ability. This ooze or oozes remain on the battlefield until killed or if you either spend an action to dismiss them back to their home plane or if you summon another ooze or oozes. Once you use this feature, you cannot use it again until you complete a long rest.

Ooze Chart
d100 Result Ooze Type
1-50 Ochre Jelly
51-70 Gelatinous Cube
71-85 Gray Ooze (4)
86-95 Psychic Gray Ooze(2)
96-00 Black Pudding

Round, Spell Bullet

Wondrous item, rarity varies depending on the spell
This round is a spell bullet with the properties of Arcane Ammunition on the Spellshooter archetype. When you fire this round from a firearm that it can be used with, the spell is cast through the bullet using those properties.

Rifle of Endless Torrent

Weapon (rifle), very rare (requires attunement)
This rifle was forged from a magic decanter that taps into the plane of water. It fires out two kinds of watery beams. The first kind is a concentrated beam that has you make an attack roll. It deals 1d12 bludgeoning damage on a hit. The second kind of watery beam requires that you use a bonus action on your turn to speak the command word “Torrent”, and fires out a large beam of water that strikes any creature within a 30 foot long, 5 foot wide beam. Creatures within the beam must succeed a DC 14 Strength saving throw. They take 3d12 bludgeoning damage and are knocked prone on a failed save. They take half that damage and are not knocked prone if they succeed.

Six of Stars

Weapon (hand cannon), very rare (requires attunement)
You gain +2 to attack and damage rolls with this revolver. This weapon was forged from the alloy found in a meteor and enchanted with its stardust.This gun has 6 charges within it, and grants the following benefits that can be used by expending charges:

  • When making an attack with this gun, you can choose to expend 2 charges to shoot a small meteorite at your targets instead. This is treated like a DC 14 Melf’s Minute Meteors meteor. You can expend additional charges to increase the damage dealt by 1d6.
  • You can use a bonus action to expend 1 charge to infuse the rounds in your gun with magic from the stars. These rounds deal 1d6 extra force or fire damage (your choice).

Strange Guardian’s Revolver

Weapon (hand cannon), legendary (requires attunement)
This large magnum hand cannon has a fine dark silver body with a pearlescent grip. While attuned to it, you get the attention of a mysterious guardian who watches over you. Whenever you’re in battle, sometimes this guardian may arrive to aid you.

You gain a +3 bonus to attack and damage rolls you make with this hand cannon. While attuned to this weapon, you have advantage on Charisma(Persuasion), Charisma(Intimidation), and Charisma(Deception) checks against creatures who do not know you personally when attuned to. This weapon critically hits on a 19 and a 20.

Mysterious Critical. When you critically hit with this hand cannon, the creature you hit becomes frightened of you for 1 minute if it does not know you personally. It can remake the saving throw at the end of each of its subsequent turns, ending the effect on itself if it succeeds. A creature that succeeds the saving throw is immune to this weapon’s fright effect for 12 hours.

The Strange Guardian. When you take the attack action on your turn against a creature with 150 hit points or less, roll a d100. On a 10 or lower, a mysterious spectral guardian will immediately manifest itself to the sound of a strange song at the end of your turn. The Strange Guardian wields a +3 hand cannon that has +19 to hit, and deals 4d6 + 19 piercing damage and 3d4 force damage that ignores resistance and immunity, and cannot be harmed or targeted by attacks, spells or area of effect attacks. Once the strange guardian appears, it makes three hand cannon attacks against the creature that you attacked during your turn. The Strange Guardian then disappears followed by another mysterious musical flourish.

Swordbreaker

Weapon(shotgun), legendary (requires attunement)
This shotgun bears an incredibly sleek and sharp design, and sports a sleek bayonet on the front with indents made to catch swords. It also has a bull’s head engraved on each side of the body of the gun, it's head turned to the side to showcase its long horns. You gain a +2 bonus to attack and damage rolls with this magical shotgun, and +2 to your armor class. Swordbreaker grants the following abilities:

  • Counterattack: As a reaction, you can add +3 to your AC against a melee attack that would hit you. If this causes the attack to miss, you can make an attack with the bayonet as part of the reaction. This bayonet does d10 slashing damage on a hit.
  • Bulltrue: If you take the dodge action on your turn, you can use your reaction to fire your shotgun at a creature that targets you with a melee attack. They must roll the saving throw before their attack is deemed a success or a failure. If they fail the saving throw, they are pushed 10 feet away from you and knocked prone, immediately canceling their attack roll.
    
    

Swordsplosion

Weapon(shotgun, slug rounds), legendary(requires attunement)
This gun is a bastardized mishmash of transmutation magic, medieval weaponry and gunslinging grit. It's what happens when a Transmuter and a Gunslinger marry and make a kid in the form of a crazy firearm. You gain a +3 bonus to attack and damage rolls you make with this magic gun.

No Kill Like Overkill. This shotgun supercharges any slugs it fires from it with transmutation magic, turning it into a greatsword that deals 2d6 slashing and 1d8 force damage. Upon hitting a creature, the sword explodes. Each creature within a 10 foot radius sphere of the creature hit must succeed a DC 15 Strength saving throw. They take 2d8 force damage on a failed save, and half that damage on a successful save. You can exclude friendly creatures from this sphere up to your Dexterity modifier +2. (Minimum 1) From the explosion comes three more swords that you can direct at any point within 20 feet of the creature hit with the first sword. Any target within 5 feet of the point must succeed a DC 15 strength saving throw. They take 2d6 force damage on a failed saving throw, and half that damage on a successful saving throw. The creature hit by the initial sword cannot be affected by the secondary explosions.

The Alibi

Weapon (anti-material rifle), legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls you make with this magic rifle.

It Wasn’t Me. You can use a bonus action to turn invisible. You remain invisible as long as you move no further than half your movement speed or are prone. You become visible when you make an attack with this rifle, but fade back to invisibility as long as the above conditions for invisibility were met before you made the attack. This weapon critically hits on an 18, 19 and a 20 when invisible.

The Silent Terror

Weapon (pistol), very rare (requires attunement)
This pistol grants it's wielder +2 to attack and damage rolls. This firearm comes with a built in suppressor enchanted with shadow magic that renders it completely silent. No muzzle flare appears from this gun, and it is almost entirely silent when fired. Successful hits with this weapon deal an extra 3d6 damage once per turn if you have advantage on an attack roll, or if an ally is within 5 feet of the creature you shoot. If you fire this gun while hidden, any creature within 10 feet of you must immediately make a perception check against your attack roll - 5. If any of the creatures succeed, you are no longer considered hidden to them.

Vortex Pistol

Weapon (pistol), rare (requires attunement)
This weapon deals an additional 1d4 lightning damage upon a hit.

Vortex Round. You can spend an action to charge this pistol. When you next take the attack action on your next turn, the first shot fired from this pistol forms an unstable gravimetric anomaly in a 10 foot radius on the space the creature you targeted occupies, and detonates at the beginning of your next turn. Any creature that starts its turn within 5 feet of the vortex must succeed a DC 13 Strength saving throw or be pulled into its boundaries and unable to leave. A creature within the vortex must succeed a DC 13 Strength saving throw if it wishes to leave its boundaries. If a creature ends its turn within the vortex, it takes 1d6 force damage. When the vortex detonates, any creature within its boundaries takes 2d6 lightning and 2d6 force damage.

Weapon, Watertuned

Weapon (any ranged weapon), uncommon (requires attunement)
While attuned to this weapon, it functions normally while underwater, and suffers no penalties.


The Midas Cannon

Weapon (hand cannon), legendary (requires attunement)
This weapon is forged entirely from pure, magical gold that does not deteriorate or smudge. Its flashy and gaudy and seems to fire rounds made of pure gold, regardless of what you load into it.

You gain a +2 bonus to attack and damage rolls you make with this flashy cannon. As soon as you attune to this weapon, you instantly become the owner of a pocket dimension that contains 1,000,000 gold pieces. You can spend an action to open this plane and draw a handful of 20 gold pieces. You can use a bonus action during your turn to close the entrance to this dimension.

Mercantile Force. When you make an attack roll, you can, as part of that action, dissolve 100 gp on your person or in a stash you own to increase the damage this weapon deals by 1d6, to a maximum of 5d6. Until the beginning of your next turn. You can spend an additional 100 gp to lower the critical hit range of this weapon by 1, down to a minimum of 15, until the beginning of your next turn.

Wealthy Kills. When you reduce a creature to 0 hit points as a result of damage from Mercantile Force, roll a d100. On a result of 1-80, they turn into a pile of gold pieces. How many gold pieces they turn into is dependent on their size. On a result of 81-00, they become petrified and permanently turned into a gold statue. Their worth in gp is dependent on their size. Creatures killed in this way can only be brought back by a wish or true resurrection spell, or similarly powerful magic.

Size Value (gp)
Tiny 1
Small 10
Medium 100
Large 1,000
Huge 10,000
Gargantuan 100,000

Curse. This hand cannon is cursed, and attunement to the weapon causes the curse to be transferred to its wielder. Using the identify spell on this gun simply reveals it to be a +2 hand cannon. After 10 days of being attuned to The Midas Cannon, you start to lose 100 gold pieces, 10 platinum pieces, 1,000 silver pieces, and 10,000 copper pieces after you complete a long rest. Every time you lose the equivalent of 800 gold pieces or more, your hit point maximum decreases by d20 + 8 until you complete a long rest after having gained at least 8,000 gold pieces. This becomes 80,000 gold pieces after 20 days. When you see a pile of money, you must succeed a DC 15 Charisma saving throw or think that you deserve the biggest share of the money, and will argue to no end and use underhanded tricks to make sure you get your way. You will not resort to violence unless you wish to do so. If this money belongs to someone else, you must succeed a DC 15 Charisma check or use any means necessary to steal this money without being caught. After 20 days of being attuned to this weapon, your alignment changes to chaotic neutral, and you get the following personality trait: "Money. It is the most wonderful thing in this world, and I must have more of it. I wish to pile my gold high enough to reach the heavens."

Artifacts

Even guns can become artifacts. This is an example of an artifact gun that can be made in almost any campaign that features guns universally. Feel free to come up with your own.

Everyman

Weapon (rifle), artifact (requires attunement)
Sometimes, a legendary party needs a legendary weapon. Firearms are some of the most powerful pieces of emerging technology in this world, so infusing them with magic seems like a logical next step. And the next step after that requires an effort by a crew of mortals to forge a weapon that's not only legendarily powerful, but extraordinarily versatile.

Such a weapon requires the teamwork of powerful spellcasters, expert tinkerers, and someone who's an unprecedented expert in lead burping, explosive personal tools of destruction. When such conditions are met and much work has been done over a lengthy period of time, they forge a firearm that has come to be known as The Everyman. The gun that can be wielded by anyone for any purpose.

This firearm is the perfect tool for a world in peril, being able to customize itself to suit nearly any battle and any situation. Its appearance is so imposing that those who hear the tale of such a gun and recognize its common features are filled with an immediate and palpable awe and fear; and rightly so. Its bullets are filled with a magical might and powered by the most advanced technology seen in the world. It can be a heavy barreled and deadly assault weapon one minute, or an easily concealed sidearm of swift death the next.

This weapon only ever seems to come around when it's more than needed in the world, and often disappears shortly after. Generally it's either found again by brave adventurers who seek out its resting place on a battlefield or in a dark laboratory, or is forged anew by another team of legendary heroes. Even finding the blueprints can be considered a world shaking discovery that can alter the fate of nations.

Magic Weapon. The Everyman is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. Any ammunition fired from it can be changed into a type of damage of your choosing when you make the attack roll. Once per short rest, you can turn one round fired from the gun into Tracer or Double Tap rounds.


Random Properties. This rifle has the following randomly determined properties:

  • 2 minor beneficial properties
  • 1 major beneficial property

"Average" Gun, Special Hands. If you are a gunslinger attuned to the rifle, you gain the following benefits:

  • You cannot be disarmed, and you have immunity to being frightened, stunned and charmed
  • You can now attack one additional time when you take the attack action during your turn.
  • You get advantage on Dexterity saving throws.

Stop 'N Swap. The Everyman is never without its bag of spare parts, and seems to be able to take on almost any configuration you can think of, whether in the heat of battle or during the downtime in between. This customization doesn't extend to mere attachments either, as with enough time spent in the bag of parts, you can turn this repeating rifle into an entirely different gun. If the bag of parts is not in your inventory, you can use an action to summon it right to your hand.

As a bonus action during your turn, you can make any attachments and/or custom parts on your gun disappear and immediately conjure new ones to replace them as part of your bonus action.

Additionally, as long as you have the weapon's accompanying bag of parts on hand, you can take 1 minute to strip this weapon down to its parts and reconfigure it into an entirely different gun. You can turn it into any firearm from the Firearms List on pages 5 and 6 of this document, except a Nock Gun, Rifleblade, Pistolblade, and Shoulder Cannon. You can force this configuration to happen instantly as an action during your turn. Once you do so, you cannot do it again until you complete a short or long rest.

Creating the Everyman. This weapon, unlike most artifacts, can be forged entirely by mortal hands, although it's difficult. Making this weapon requires at least an arcane spellcaster that can cast level 9 spells, a character that has proficiency in tinker's tools and the Gunsmith Adept feat or a Gunsmith Artificer, and a gunslinger who has the Gunslinging Supreme class feature. To make the blueprints for this gun, it is a DC 25 Intelligence (Tinker's Tools) or Wisdom (Tinker's Tools) check that must be performed over the course of 8 hours. If you fail, the DC of this check decreases by 1 for subsequent checks, to a minimum of 20.

Once the blueprints are made, the wizard and the gunsmith must work at least 8 hours every day on the gun while overseen by the gunslinger. The total cost in gp to make this weapon is 50,000gp, and after every 10 days of working, the caster must succeed a DC 20 spellcasting check to enchant the firearm. If more than one caster makes the check, the DC for each caster goes down by 1. If they fail, they must retry after another 10 days of work in order to fix the wonky enchantment. For every three creatures that meet the requirements for constructing the weapon working on it alongside the initial three, the gp cost decreases by 5,000.

Once this firearm has been created, the wizard must either cast wish or expend a 9th level spell slot that does not regenerate for d10 days in order to complete the forging.

Destroying the Gun. The only way to destroy the rifle is to bring it to its creators to be destroyed, a process which takes 10 days. Alternatively, you can cast wish on it 50 consecutive days in a row or succeed on a cleric's divine intervention 10 consecutive times in order to destroy the weapon.

Oculum Obnoxiam

Weapon (pepperbox/hand cannon), artifact (requires attunement)
Beholders are some of the most feared and reviled creatures in all the land. These creatures see themselves the most superior being ever created, and actively lord over other creatures from deep within their lairs as they scheme and plan for every outcome and possibility they predict will happen. The only thing keeping such creatures from becoming even more of a threat to societies is that the arrival of new beholders is an exceedingly rare occurance, and that they're so xenophobic that they tend not to meddle in the affairs of others unless it distinctly benefits them.

However, eye tyrants exist, and they have subjugated entire realms under their eye stalks, bringing archmages and high priests to their knees and enslaving the strongest fighters to act as their enforcers. The biggest threat to eye tyrants tends only to be other beholders or an extraordinarily competent and lucky team of adventurers.

This, however, isn't good enough for some people. A few wizards got together with some of the greatest gunsmiths and gunslingers in the land and came together for one purpose. To make a weapon that can rival a beholder in power. In order to do this, they hunted down one of the more powerful beholders in the realm that was not an eye tyrant and slew it, then prepared its body to be used in their strange project. They managed to forge the weapon after a few years, and finished it using a blessing by a local high cleric, and soon made a weapon that has killed many an eye tyrant over the years.

After nearly a century of use, this gun mysteriously disappeared. Some say a beholder stole it, attempting to keep it safe within its lair so it would not suffer a similar fate as its kin. Others say it simply vanished into the ether as per the judgement of the gods, being deemed too dangerous. Many adventurers have heard rumors of it popping up here and there, and dedicate their lives to finding it and using its power once again.

Magic Weapon. Occulum Obnoxiam is a magic weapon constructed from beholders, containing each of their eyes, that grants a +3 bonus to attack and damage rolls made with it and fires yellow rays that deal 2d12 force damage on a hit. It is reloaded as a bonus action or an action (player's choice) by staring directly into the barrel. When subject to an effect that cancels out magic, such as antimagic field, this weapon functions as normal, but can only fire weak lasers that deal 2d4 force damage on a hit. This weapon deals an extra 3d6 damage to beholders. For the purpose of this weapon, "beholder" refers to beholders, spectators, death kisses, gauths, and gazers.

Random Properties. The gun has the following randomly determined properties:

  • 2 minor beneficial properties
  • 1 major beneficial property
  • 1 minor detrimental property

Antimagic Eye. While attuned to the gun, a magical eye floats above your head that emits an area of antimagic, similar to the antimagic field spell, in a 60 foot cone. At the start of each of your turns, you decide which way the cone faces, whether the cone is active, and which creatures other than yourself are unaffected by the cone. The area works against the gun's abilities as well.

Beholden Floatation. While attuned to the gun, you gain a flying speed of 20 feet, and can hover. You are immune to being knocked prone while flying.

Ray Shot. While attuned to the gun, you can use an action to fire three random beholder rays, choosing one to three targets you can see within the gun's range. The DC to resist these rays is equal to 8 + your proficiency bonus + your Intelligence modifier or Dexterity modifier, whichever is higher. (Refer to the beholder in the DMG for the eye rays.) The gun can also shoot additional rays. Roll d12 to decide which three rays to fire, rerolling duplicates:

11. Exhausting Ray. The targeted creature must succeed a Constitution saving throw or become extraordinarily fatigued, reducing their speed by 10 feet. They must then succed another Constitution saving throw at the end of its next turn or gain 1 level of exhaustion. The creature must then repeat the saving throw again. If it fails the saving throw a third time, it falls alseep and remains unconscious for 1 hour, gaining another level of exhaustion. The target awakens if it takes damage or another creature uses an action to wake it. This ray has no effect on constructs or the undead.

12. Plague Ray. The targeted creature must succeed a Constitution saving throw. On a failed save, they take 8d8 poison damage and are poisoned for 12 hours. On a successful save, they take half that damage and are poisoned until the end of your next turn.

Curse. This gun contains a curse from the beholders it has killed. After 1 day of being attuned to this weapon, the creature attuned gets a darkvision of 120 feet, if it does not have it already. Each passing day, the creature attuned to this gun begins to take on minor appearances of a beholder. By the end of 10 days, they have sprouted eye stalks and gain skin similar to that of a beholder, as well as have the floating antimagic eye merged into their head as an additional eye. The creature does not lose its racial traits nor has their physical traits altered, however, these changes are not considered magical in nature (and thus can't be dispellled) but they can be undone by any effect that removes a curse, such as a greater restoration or remove curse spell. Once the curse is removed, it does not return.

Destroying the Gun. This gun cannot be destroyed. However, its magic can temporarily be removed by subjecting it to an antimagic effect (such as the antimagic field spell) for an entire day. This removes all magic and gives it the properties of a pepperbox or hand cannon that does 2d4 force damage on a hit for 1d10x10 years.