1 Spellslinger The Spellslinger Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th 1st +2 Bonded Gunsmithing, Spellcasting, Spellslinging, Unarmored Defense 2 2 — — — — 2nd +2 Augmented Shots 2 2 — — — — 3rd +2 Spell Slinger's Road, Quick Load 3 3 — — — — 4th +2 Ability Score Improvement 3 3 — — — — 5th +3 Extra Attack 4 4 2 — — — 6th +3 Ammunition Infusion 4 4 2 — — — 7th +3 Spellslinger’s Road Feature, Spellslinging Improvement 5 4 3 — — — 8th +3 Ability Score Improvement 5 4 3 — — — 9th +4 — 6 4 3 2 — — 10th +4 Spellslinger’s Road Feature 6 4 3 2 — — 11th +4 Dual Gun Bond 7 4 3 3 — — 12th +4 Ability Score Improvement 7 4 3 3 — — 13th +5 — 8 4 3 3 1 — 14th +5 Additional Augmented Shots 8 4 3 3 1 — 15th +5 Spellslinger’s Road Feature 9 4 3 3 2 — 16th +5 Ability Score Improvement 9 4 3 3 2 — 17th +6 — 10 4 3 3 3 1 18th +6 Spellslinging Improvement, Spellslinger’s Road Feature 10 4 3 3 3 1 19th +6 Ability Score Improvement 11 4 3 3 3 2 20th +6 Quick Casting 11 4 3 3 3 2 Creating a Spellslinger As you build your spellslinger, think about where they learned how to use a gun. Were they a soldier in some army? Did they learn on their because they had to, or it was only natural? Perhaps they were part of a gang of outlaws looking for easy money? Whatever the case may have been, it will shape how they use their gun and for what purpose. Next think of how or why they started dabbling in magic. Did they find some wizard's spellbook? Did they make a deal with some distant power? Or maybe they were apprenticed or enrolled in a college, but never completed their training for some reason of their own? Quick Build You can make a spellslinger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Intelligence second. Next, choose the soldier background. Class Features Hit Points Hit Dice: 1d8 per Spellslinger Level Hit Points at 1st Level: 8 + Con mod Hit Points at Higher Levels: 1d8 (or 5) + your Con mod per spellslinger level after 1st Proficiencies Armor: Light armor Weapons: Simple weapons, firearms, crossbows, rapiers, scimitars, shortswords Saving Throws: Dexterity, Intelligence Skills: Choose three from Acrobatics, Arcana, Athletics, Insight, Intimidation, Investigation, Nature, Perception, Stealth, or Survival Equipment You start with 3d4x10 gold or the following equipment in addition to the equipment granted by your background: (a) a simple weapon or (b) a shortsword

(a) a dungeoneer’s pack or (b) an explorer’s pack

2 smith’s tools and tinker’s tools Bonded Gunsmithing When you create your character, craft a pistol and a box of ammunition (20). You must have a set of smith’s tools and tinker's tools to do so. While you craft this gun, you etch magical symbols into it as part of a ritual to magically bond the weapon to you. The gun is considered magical. While bonded with the gun, if it is on the same plane of existence, you can summon it as a bonus action, teleporting it instantly to your hand. You may craft and bond to a new gun, if you do, your bond with your current gun fades and the gun becomes mundane. The time and cost spent to craft and bond to this gun is half the normal time and cost to craft the same gun. You may only bond with firearms you have crafted, while you are crafting them. Spellcasting You have spent most of your years with your guns, teaching yourself how to use them, and use them well, but now, you've begun to dabble and experiment with magic. See PHB Chapter 10 for rules of spellcasting, and see the end of this class for the spell list. Spell Slots The Spellslinger table shows how many spells you have of 1st level or higher. You regain all expended spell slots when you finish a long rest. Spells Known of 1st Level and Higher You know two 1st level spells of your choice from the spellslinger spell list. The Spells Known column of the Spellslinger table shows when you learn more. When you gain a Spellslinger level, you may replace s spell you know with another spell on the Spellslinger spell list. It must be of a level that you have a spell slot for. Spellcasting Ability Intelligence is your spellcasting ability for your spellslinger spells. You use your Int whenever a spell refer to your spellcasting ability. In addition, you use your Int modifier when setting the saving throw DC for a spellslinger spell you cast and when making an attack roll with one. Spell save DC = 8 + prof bonus + Int mod Spell attack bonus = prof bonus + Int mod Spell Slinging Spell Shots You have a pool of points called Spell Shots. Your number of Spell Shots is equal to your Spellslinger level. You may use these points for a number of Spellslinger abilities that augment attacks made with your bonded gun. You regain any lost spell shots when you complete a short or long rest. Spellslinging Once per turn when you make a ranged attack with your bonded gun, you may spend a Spell Shot and instead of dealing the weapon’s normal damage, you cast a spell you know from your spellslinger spell list. The range of the spell is replaced by the range of your bonded gun. If the spell requires you to make a ranged or melee spell attack, you replace it with the attack made with your bonded gun. If the spell has an area of effect, the spell’s point of origin is where the bullet would impact, whether in an object, surface, or a creature. The target of the spell must be the target of the attack made with your bonded gun, unless the spell deals damage in an area. Any bonuses you get to attacks made with this gun may be added to your spell DC. You may use your bonded gun as a spellcasting focus for spells used in spellslinging, materials with a specified cost must still be used for the spell. You may not cast spells that target you in this way. At 7th Level, when you use Spellslinging, you may deal the normal damage of your bonded gun in addition to casting the spell. If the spell does damage to more than one creature, the weapon damage is only done to the target of the attack made with your bonded gun. At 18th Level, you no longer need to spend Spell Shots to use Spellslinging. Unarmored Defense While you are not wearing any armor, your AC equals 10+ your Dexterity modifier + your Intelligence modifier. Augmented Shots At 2nd Level, you’ve experimented and studied magic and gun play to a point where you can nudge your magical abilities to augment the attacks made with their bonded gun. When you gain this feature, you learn two augmented shots of your choice. You learn an additional shot at 7th, 10th, 15th, and 18th levels. Once per turn, when you make an attack with your bonded gun, before you roll you may apply one of your Augmented shots to the attack. If an augmented shot requires a creature to make a saving throw, it goes against your spell DC. Blast Shot: Regardless of whether you hit or miss with your attack, creatures within a 5 foot sphere of where your bullet hits make a Dexterity. On a failed save, they take force damage equal to your guns damage + Intelligence modifier.

Regardless of whether you hit or miss with your attack, creatures within a 5 foot sphere of where your bullet hits make a Dexterity. On a failed save, they take force damage equal to your guns damage + Intelligence modifier. Blinding/ Deafening Shot: The target must succeed on a Constitution saving throw, or they become either blinded or deafened (your choice) until the end of your next turn.

The target must succeed on a Constitution saving throw, or they become either blinded or deafened (your choice) until the end of your next turn. Disarming Shot: The target must succeed on a Strength saving throw, or any items they hold in their hands drop to the ground.

The target must succeed on a Strength saving throw, or any items they hold in their hands drop to the ground. Focused Shot: You may make your attack with addvantage. If the attack hits you may add your proficiency bonus to the damage.

You may make your attack with addvantage. If the attack hits you may add your proficiency bonus to the damage. Magic Piercing Shot: The target must succeed on a Wisdom saving throw, or lose one resistance of your choice (excluding piercing, slashing, or bludgeoning) until the end of your next turn.

The target must succeed on a Wisdom saving throw, or lose one resistance of your choice (excluding piercing, slashing, or bludgeoning) until the end of your next turn. Magic Shot: Your attack deals an additional 1d8 damage in a damage type (acid, cold, fire, force, lighting, poison, or thunder) of your choice. This damage increases to 2d8 at 11th Level, and 3d8 at 20th Level.

3 Phantasmal Shot: You don't need to expend any ammunition to attack with your bonded gun until the beginning of your next turn. Until the beginning of your next turn, your bonded gun deals force damage instead of piercing damage.

You don't need to expend any ammunition to attack with your bonded gun until the beginning of your next turn. Until the beginning of your next turn, your bonded gun deals force damage instead of piercing damage. Phasing Shot: Instead of rolling an attack, your shot fires in a line one foot wide and up to the bonded guns’ range in length. The shot passes through objects, ignoring cover. Each creature along the line must make a Dexterity saving throw. On a failed save they take damage as it it were shot, or half as much on a successful save.

Instead of rolling an attack, your shot fires in a line one foot wide and up to the bonded guns’ range in length. The shot passes through objects, ignoring cover. Each creature along the line must make a Dexterity saving throw. On a failed save they take damage as it it were shot, or half as much on a successful save. Scrying Shot: Until the beginning of your next turn, you may see and hear within 30 feet of where your bullet impacts. Until the beginning of your next turn, you may not see or hear within your immediate area, and you have disadvantage on Dexterity saving throws.

Until the beginning of your next turn, you may see and hear within 30 feet of where your bullet impacts. Until the beginning of your next turn, you may not see or hear within your immediate area, and you have disadvantage on Dexterity saving throws. Seeking Shot: Instead of making an attack, choose a target that you can see within range of your bonded gun. You may fire your bonded gun and the have the bullet shoot towards your chosen target, ignoring up to 3/4s cover. The target makes a Dexterity saving throw. On a failed save, they take damage as if they had been hit by the bullet, or take half as much on a successful save.

Instead of making an attack, choose a target that you can see within range of your bonded gun. You may fire your bonded gun and the have the bullet shoot towards your chosen target, ignoring up to 3/4s cover. The target makes a Dexterity saving throw. On a failed save, they take damage as if they had been hit by the bullet, or take half as much on a successful save. Slumber Shot: The target must succeed on a Constitution saving throw, or fall unconscious until the end of your next turn.

The target must succeed on a Constitution saving throw, or fall unconscious until the end of your next turn. Teleporting Shot: You teleport to a spot within 5 feet of where your bullet impacts.

You teleport to a spot within 5 feet of where your bullet impacts. Trapping Shot: The target must succeed on a Wisdom saving throw, or become immobilized until the end of your next turn. Spellslinger's Road At 3rd Level, choose a Spellslinger’s Road. The Road expands the spells that you can learn when you gain spellslinger levels. The Road grants a number of features that shape your path and augment your spellcasting or gun fighting. Quick Load At 3rd Level, you may ignore the load property for your firearms. Additionally, you may reload your firearms in the same action as firing them. Ability Score Improvment When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, 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 normal, you can't increase an ability score above 20 using this feature. Extra Attack At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Ammunition Infusion Beginning at 6th Level, you may spend an action to cast a spell while holding a piece of ammunition. Instead of the spell activating, the spell is infused into the piece of ammunition. The spell activates when the ammunition is fired. The range of the spell is replaced by the range of the weapon that fired it. If the spell asks for a spell attack, it is replaced with the attack made when the ammunition was fired. If the spell has an area of effect, the spell’s point of origin is where the ammunition impacts, whether in an object, surface, or a creature. If a save is required, it goes against your spell DC. Any bonuses to attacks made when firing the weapon may be added to the spell’s DC. You may not cast spells that would target yourself in this way. Spells cast in this way may not exceed 3rd Level. You may only do this a number of times within 24 equal to your spellcasting modifier. The infusion of the spells last only 8 hours. Dual Gun Bond At 11th level, you may craft and bond to a second gun. With this gun you may engage in two weapon fighting as if it were a light melee weapon. Additional Augmented Shots At 14th level, you may now use an Augmented Shot whenever you make an attack with your bonded guns. Quick Casting At 20th Level, you may reduce the time needed to cast spells that require an action from an action to a bonus action. You may use Spellslinging whenever you make an attack with your bonded gun (you must still spend the time required by the spell). Spellslinger Roads Each spellslinger walks their own road in life. Each one learning new spells or honing their skills in different ways. Your choice of the road you walk defines how you learn your spells, and weave your magic and gun play together. Road of the Alchemist Road of the Alchemist Spells Spell Level Spells 1st detect magic, identitfy 2nd arcane lock, knock 3rd dispel magic, tiny servant 4th fabricate, leomund’s secret chest 5th animate objects, creation Expert Craftsman At 3rd Level, you may halve the time spent crafting objects that require smithing tools or tinker tools.

4 Mending touch At 3rd Level, you gain the Mending cantrip. Snake Oil Potions You are able to make a potion of your choice for half its creation cost in half the time. You do not need to know the formula to create it. When you craft this potion, roll a d100 on the Side Effects Table after the Road description to decide a random side effect of the potion. Your spellslinger is unaware of the Side Effect. If a Random Effect is rolled, the creature that consumes the potion may roll a Constitution save vs your spell DC to resist the side effects. The effect lasts for a minute or until they succeed on a Constitution saving throw to end it. Explosive Trap At 7th Level, you are able to mix your knowledge of mechanisms with some gunpowder together to craft a small trap that weighs pound. This takes five minutes to do so and 5 shots worth of ammunition and gunpowder. In combat a creature may spend an action to make a Sleight of hand Check to hide the Trap under dirt, leaves or other such debris. To notice the Trap a creature must make a Perception check vs the Sleight of Hand check of the creature that hid the trap. When a creature steps onto the Trap, it is triggered. Once the Trap is trigger the creature must make a Dexterity saving throw vs 10+your proficiency modifier +Intelligence modifier. On a failed save, they take 3d6 bludgeoning damage,or half that on a successful save. When you reach level 6, you may use these for Ammunition Infusion as if they were a piece of ammunition. Iron Gut At 10th Level, you gain proficiency with Constitution saving throws, and advantage against poison effects. Magic Hands At 15th Level, you may halve the time required to to craft magical items. You must still have the formula to craft such items. Potion Perfections At 18th Level, you’ve gotten all of your recipes down to perfection. You may now create your potions without their side effects. Alternatively, you may add an effect of your choice to the potions you create for an additional cost. The additional cost does not affect the time required to create these potions. The cost can be seen in the Alchemical Perfections Cost columb on the Side Effect and Random Effect tables. You may not add more than two Random Effects. Side Effects Table d100 Side Effects Alchemical Perfections Cost 1-40 No side Effect 0 gp 41-70 Random side Effect Special 71-80 Effects of the potion are halved -1/2 the potion's cost 81-90 Effects of the potion are doubled x2 the potion's cost 91-00 No Effects at all - The potion's cost Random Effects Table d20 Effects Alchemical Perfections Cost 1-2 Poisoned 100 gp 3 Your speed is halved 125 4 Blindness 75 gp 5 Deafness 75 gp 6 Mute 75 gp 7-8 Skin changes color 5 gp 9-10 Dry Mouth 5 gp 11-12 Itchiness 5 gp 12-14 Sweatiness 5 gp 15-16 They begin to glow (dim light no more than 5 feet) 10 17-18 Advantage on all attacks and ability checks 100 gp 19 Speed is doubled 125 gp 20 Two Side Effects, roll twice more Cost of each effect Road of the Gambler Road of the Gambler Spells Spell Level Spells 1st Charm Person, Disguise Self 2nd Enthral, Suggestion 3rd Hypnotic Pattern, Tongues 4th Charm Monster, Confusion 5th Dominate Person, Mislead Gambler's Pocket At 3rd Level, you gain the Wristpocket cantrip, and have advantage on Sleight of Hand checks when trying to hide a weapon using this cantrip. At 3rd Level, you gain proficiency in Deception, Sleight of Hand, and three gaming sets of your choice.

5 Gambit At 3rd Level, and three times a day before you roll a d20 for an attack, ability check, or saving throw, instead of adding your proficiency bonus and ability modifier, you may roll 2d4. On a result of 5 or higher, you add it as a bonus to the d20 roll. On a result of 4 or lower, you subtract the result from the d20 roll. On a result of 2, the d20 roll becomes a critical miss, or a critical success on a result of 8. At 5th level, the Gambit Dice become 2d6, you subtract any result of 5 or lower, add any result higher than 6, and the d20 roll becomes a critical success on a result of 12. Wicked Card Tricks At 7th Level, you may treat playing cards as weapons that you have proficiency with. They deal 1d4 slashing damage, and have the finesse and thrown (20/30) properties. Game Master When use Gambit, you may add your proficiency bonus to the d20 roll in addition to rolling your Gambit Dice. Additionally, you double your proficiency with any gaming sets you are proficient with, and you may add your proficiency modifier to any gaming sets you are not proficient with. Magical Card Tricks At 15th Level, you may spend an action to cast a spell while holding a playing card. Instead of the spell activating, the spell is infused into the playing card. You set a condition that will trigger the activation of the infused spell, such as when an attack made with the playing card hits, when the card is drawn from its deck, or when a creature destroys the card, etc. The infusion of the spell lasts for 8 hours. Loaded Dice At 18th Level, and once per day, you may change the result of an attack, ability check, or saving throw roll to a result of your choice, and treat it as if you had naturally rolled that way. Wristpocket Conjuration Cantrip Casting Time: 1 action

1 action Range: Self

Self Components: S

S Duration: Instantaneous You flick your wrist with a flourish, causing a single object that weighs no more than 5 lbs that you hold within your hand to vanish. The object is actually transported and stored within a small extradimensional pocket plane. The object remains there indefinitely until this cantrip is cast again, upon which it is immediately transported back into your grasp. You cannot store an object while one already occupies the extradimensional pocket This Cantrip was made by Mathew Mercer and sourced from here. Road of the Vengeant Road of the Vengeant Spells Spell Level Divine Contract Spells Infernal Contract Spells 1st Compelled Duel, Wrathful Smite Hellish Rebuke, Hex 2nd Mind Spike, Zone of Truth Crown of Madness, Detect Thoughts 3rd Blinding Smite, Dispel Magic Hunger of Hadar, Vampiric Touch 4th Locate Creature, Staggering Smite Elemental Bane, Summon Greater Demon 5th Destructive Wave, Holy Weapon Dream, Negative Energy Flood Smoking Contract At 3rd Level, when you choose this Road at 3rd level, choose either Divine or Infernal and you make a Contract with a creature of that type (celestial or infernal) for power to bring down vengeance on those that wrong you or the ones you care for. Your bonded gun is now the physical manifestation of your contract with the creature. You may contact your patron through your bonded gun. Your choice also affect your expanded spell list. If you choose the Divine Contract, your bonded gun deals radiant damage in addition to its other damage types, or fire damage if you choose the Infernal Contract. Mark of Vengeance At 3rd Level, as a bonus action you may choose a creature you can see that has attacked you or an ally within the last minute as a mark for your vengeance. The creature is marked for 1 minute, until it drops to 0 hits points, or if you attack another creature. You may not use this again until you complete a short or long rest. Divine Contract: While the creature is marked, you may double your intelligence modifier for the attack roll.

While the creature is marked, you may double your intelligence modifier for the attack roll. Infernal Contract: While the creature is marked, when you make an attack against it with your bonded gun, you may deal additional damage equal to your intelligence modifier. Whispers from The Patron At 3rd level, you gain proficiency in Religion. Defensive Reaction Divine Contract: At 7th Level, when a creature that bears your Mark of Vengeance makes an attack against you or casts a spell that may affect you, and get a bonus to your AC and saving throws equal to your intelligence modifier.

At 7th Level, when a creature that bears your Mark of Vengeance makes an attack against you or casts a spell that may affect you, and get a bonus to your AC and saving throws equal to your intelligence modifier. Infernal Contract: At 7th Level, when a creature that bears your Mark of Vengeance deals damage to you, and deal 1d8 psychic damage to them as a reaction. Health of the Hunter Divine Contract: At 10th Level, when the creature that bears your mark is reduced to 0 hit points, you regain hit points.equal to 3d8+your spell modifiers.

At 10th Level, when the creature that bears your mark is reduced to 0 hit points, you regain hit points.equal to 3d8+your spell modifiers. Infernal Contract: At 10th Level, when you deal damage to a creature with your bonded weapon, you may regain hit points equal to the damage you dealt.

6 Stalking Vengeance Divine Contract: At 15th Level, when a creature that bears your Mark of Vengeance moves outside the range of your bonded gun, you may use your reaction to teleport to an unoccupied space within 30 feet and make an attack against them.

At 15th Level, when a creature that bears your Mark of Vengeance moves outside the range of your bonded gun, you may use your reaction to teleport to an unoccupied space within 30 feet and make an attack against them. Infernal Contract: At 15th Level, when a creature that bears your Mark of Vengeance tries to move outside the range of your bonded weapon, you may use your reaction, and the creature must make a wisdom saving throw against your spell DC. On a failed save, the creature stops moving before it leaves the range, and takes 2d8 psychic damage. Image of Wrath Divine Contract: At 18th Level, you may spend an action and wings of light shoot from your back, giving you 30 feet of flying speed. Your eyes glow golden and you radiate light out to 15 feet, and dim light out to another 15. When you make an attack with your bonded weapon against a creature bearing your Mark of Vengeance, you may deal an additional 2d10 radiant damage. You may only do this for 1 minute and you must take a long rest before being able to do this again.

At 18th Level, you may spend an action and wings of light shoot from your back, giving you 30 feet of flying speed. Your eyes glow golden and you radiate light out to 15 feet, and dim light out to another 15. When you make an attack with your bonded weapon against a creature bearing your Mark of Vengeance, you may deal an additional 2d10 radiant damage. You may only do this for 1 minute and you must take a long rest before being able to do this again. Infernal Contract: At 18th Level, you may spend an action and wings of flame sprout from your back, giving you a flying speed of 30 feet. Creatures within 5 feet of you take 2d8 fire damage at the beginning of their turn. When you make an attack against a creature that bears your Mark of Vengeance with your bonded gun, you may deal an additional 2d10 fire damage. You may only do this for 1 minute and you must take a long rest before being able to do this again. Spellslinger Spell List 1st Level Burning Hands

Chromatic Orb

Color Spray

Expeditious Retreat

Faerie Fire

Feather Fall

Fog Cloud

Grease

Hail of Thorns

Hunter’s Mark

Jump

Longstride

Mage Armor

Magic Missile

Ray of Sickness

Shield

Sleep

Thunder Wave 2nd Level Aganazzar’s Scorcher

Blindness/Deafness

Blur

Darkness

Dragon’s Breath

Dust Devils

Earthbind

Find Steed

Flaming Sphere

Gust of Wind

Hold Person

Levitate

Magic Weapon

Melf’s Acid Arrow

Mirror Image

Misty Step

Scorching Ray

Shatter

Snilloc’s Snowball Swarm

Spider Climb

Warding Wind

Web 3rd Level Erupting Earth

Fireball

Flame Arrows

Fly

Haste

Lightning Arrow

Lightning Bolt

Sleet Storm

Slow

Stinking Cloud

Thunder Step

Tidal Wave

Vampiric Touch

Water Breathing

Water Walk 4th Level Banishment

Blight

Dimension Door

Evard’s Black Tentacles

Find Greater Steed

Ice Storm

Polymorph

Sickening Radiance

Stoneskin

Storm Sphere

Vitriolic Sphere

Watery Sphere 5th Level Cloudkill

Cone of Cold

Conjure Volley

Far Step

Hold Monster

Immolation

Maelstrom

Passwall

Skill Empowerment

Swift Quiver

Synaptic Static

7 Fire Arms Firearms (Adapted from the firearms found in the Dungeon Master’s Guide page 267) Proficiency It's up to your DM to decide whether a character has proficiency with a firearm. Characters in most D&D worlds wouldn't have such proficiency. During their downtime, characters can use the training rules in the Player 's Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use. Properties Firearms use special ammunition, and some of them have the burst fire or reload property. Ammunition The ammunition of a firearm is destroyed upon use. Renaissance and modern firearms use bullets. Burst Fire A weapon that has the burst fire property can make a normal single-target attack, or it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon's normal damage. This action uses ten pieces of ammunition. Reload A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice). Explosives A campaign might include explosives from the Renaissance or the modern world (the latter are priceless), as presented in the Explosives table. Bomb As an action, a character can light this bomb and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must succeed on a DC 12 Dexterity saving throw or take 3d6 fire damage. Gunpowder Gunpowder is chiefly used to propel a bullet out of the barrel of a pistol or rifle, or it is formed into a bomb. Gunpowder is sold in small wooden kegs and in water resistant powder horns. Setting fire to a container full of gunpowder can cause it to explode, dealing fire damage to creatures within 10 feet of it (3d6 for a powder horn, 7d6 for a keg). A successful DC 12 Dexterity saving throw halves the damage. Setting fire to an ounce of gunpowder causes it to flare for 1 round, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Dynamite As an action, a creature can light a s tick of dynamite and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Renaissance Firearms Weapon Cost Damage Weight Properties Pistol 150 gp 1d10 piercing 3lb Ammunition (range 30/90), loading Musket 225 gp 1d12 piercing 10lb Ammunition (range 40/120), loading, two-handed Bullets (10) 3 gp - 2lb - Bomb 100 gp 3d6 fire 1lb Thrown (20/60) Gunpowder, keg 200 gp 7d6 20lb - Bullets (10) 35 gp - 2lb -