The Gunslinger A class focused on tinkering and sharpshooting Made for the grand world of Consarcio and those beyond it Version 1.0.6

The Gunslinger A mettalic item spins in the small hand of the Gnomish man, he stops the spinning and holsters the item. He grabs a small pouch and begins putting lead balls into the holes of the holstered weapon, he grabs a bit of Black Powder and pours it in. He quickly draws the weapon, and fires. The Human woman draws a large weapon from her back, the mainly wooden item is very quickly loaded with powder and lead balls. She rushes into battle, as the enemies move closer she attaches a blade to the main barrel of the weapon. She quickly swipes with it, and easily lobs off the head of the enemy. Quickly throwing some Black Powder and Lead Balls into the air, a Tiefling man summons forth a barrage of smaller ammunnition, tearing into the many Goblins in front of him. He grabs a smaller handheld weapon and fires forth a shot with Black Powder laced with a magical powder of pure elemental energy. Whether pulling at the Arcane Weave to empower their attacks or mastering the art of craft and creation, Gunslingers are the embodiment of the powers of science, knowledge, and creation. They have a grand sense of power with the ability to wield death in one hand, or torture someone with only one tool neccesary. Focused Specialization Gunslingers learn the basics of simple combat with everyday weapons. Every Gunslinger can throw a dagger or dart, or even swing a mace or quarterstaff, but their main power comes from their perfected training with firearms. Likewise, a Gunslinger is adept with only the lightest of armour, keeping their reflexes still top of the line. Beyond that basic degree of familiarity, each Gunslinger specializes in a certain style of Firearm combat. Some concentrate on fighting with handheld firearms, some fighting with larger weapons that require two hands, and some on augmenting their martial skills with magic. This basic combat training and further specialization allows for large explosions of power, with just as powerful repercussions. Dedication to Creation Not every person who uses a Firearm is a Gunslinger, the difference between a man with a Firearm and a Gunslinger is the creation of Firearms. There are professional Gunsmiths who make firearms to sell to men who wish to use them, but a Gunslinger makes their own. A Gunsmith is a master of their craft, they know the ins and outs of their weapons. A Gunslinger sees the crafting of a Firearm to be an art form, they will spend their free time experimenting with new blueprints for weapons or even making new balls for their Firearms. The advent of Black Powder allowed for great development in society, it lead to better defense of trade ships, better protection of the people in towns, and the creation of the first Firearm. People who loved to craft saw this invention as a new expiriment, and the Gunslinger was born. Creating a Gunslinger When creating a Gunslinger character, think about where your character comes from and his or her place in the world. Talk with your DM about an appropriate origin for your Gunslinger. Were you a blacksmith who turned to forging guns to make a profit, and seeing the power they used their weapons to help the weak? Or is the campaign set in a natural environment where Gunslingers are praised as gods of death and destruction? What led you to take up the adventuring life? Were you lured to settled lands by the promise of riches? Did you join forces with others to learn more about the power of a firearm and gain knowledge? Did monsters or an invading horde drive you out of your home town, making you a rootless refugee with a need for revenge? Perhaps you might have been cast out from your town because of a crime you committed, the ruthless acts of destruction, or the search for a hidden knowledge of creating better and more powerful weapons. Quick Build You can make a Gunslinger quickly by following these suggestions. First, put your highest ability score in Dexterity, then your second highest Intelligence to allow for better invention. Second, choose the Clan Crafter background. Class Features As a Gunslinger, you gain the following class features:

Hit Points Hit Dice: 1d10 per Gunslinger level

1d10 per Gunslinger level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Gunslinger level after 1st Proficiencies Armor: Light armor

Light armor Weapons: Simple weapons, Firearms

Simple weapons, Firearms Tools: Smith's tools, Tinker's tools

Smith's tools, Tinker's tools Saving Throws: Dexterity, Intelligence

Dexterity, Intelligence Skills: Choose two from Acrobatics, Arcana, History, Insight, Intimidation, and Perception Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a simple weapon or (b) a firearm with a misfire score of 2 or lower and 20 of the matching ammunition

(a) smith's tools or (b) tinker's tools

(a) a scholar's pack or (b) an explorer's pack

Leather armor, flintlock, and 20 flintlock bullets The Gunslinger Level Proficiency Bonus Trickshot Die Features 1st +2 — Gunsmith, Deadeye 2nd +2 1d4 Trickshot 3rd +2 1d4 Gunslinger Guild 4th +2 1d4 Ability Score Improvement 5th +3 1d4 Extra Attack 6th +3 1d4 Ability Score Improvement 7th +3 1d6 Gunslinger Guild feature 8th +3 1d6 Ability Score Improvement 9th +4 1d6 Trickshot 10th +4 1d6 Ability Score Improvement 11th +4 1d6 Gunslinger Guild feature 12th +4 1d8 Ability Score Improvement 13th +5 1d8 Extra Attack (2) 14th +5 1d8 Trickshot 15th +5 1d8 Gunslinger Guild feature 16th +5 1d8 Ability Score Improvement 17th +6 1d10 Trickshot 18th +6 1d10 Puncturing Shot 19th +6 1d10 Ability Score Improvement, Gunslinger Guild feature 20th +6 1d10 Straight Shot Gunsmith The mastery of the craft and use of firearms is the speciality of a Gunslinger, creating a firearm requires special training with classically trained tools. When it comes to crafting a firearm you can use one of two tools, Smith's Tools and Tinker's Tools. Smith's Tools are usually used to craft broader parts of a firearm, like the stock or bayonet of a Musket or even ammunition for a firearm. While Tinker's Tools are usually used to craft the smaller bits of a firearm, like the wheel of a Six Shooter or the flintlock mechanism of a Flintlock Firearm. You can make any firearm you think of (at the DM's discretion) if you spend an amount of gold or materials equal to the cost of the weapon, you can also repair a firearm while in combat as an action. You can reload any firearm as a bonus action, or as a part of your action in exchange for one of your attacks. You must also make a skill check where the DC is 8 + the weapon's Misfire score + the weapon's Reload score to craft the firearm. Depending on which tool you use that will affect what ability you use, Smith's Tools require a Dexterity based check while Tinker's Tools require an Intelligence based check. You can find all craftable firearms at the end of this class description. Deadeye Your time spent training as a Gunslinger allows you to see an enemy, weak points an all, and aim straight for them. Watching and analyzing is what a Gunslinger does, and their great eye makes them a great shot. After hitting with a firearm attack, you can spend a bonus action to learn if the target creature has any damage vulnerabilities and resistances. If the target creature has either, your next attack against them has advantage. You can use this feature an amount of times equal to 1 + your Intelligence modifier (minimum of 1). When you finish a long rest, you regain all expended uses. Trickshot Upon reaching 2nd level, your training has allowed you to learn maneuvers that were previously unknown to you and fuelled by special dice, known as trickshot dice.

Trickshots You learn three trickshots of your choice, which are detailed under “Trickshots” at the very end of the class descrition. Many trickshots enhance an attack in some way, while others are specialised for different Guilds. You can use only one trickshot per attack. You learn one additional Trickshots of your choice at 9th, 14th, and 17th level. Each time you learn new trickshots, you can also replace one trickshot that you know with a different one. Trickshot Dice You have an amount of Trickshot Dice equal to 2 + your Intelligence modifier (minimum of 2) which start as d4s. A trickshot die is expended when you use it. You regain all of your expended trickshot dice when you finish a short or long rest. Your die size increases as you level, increasing to d6s at 7th level, d8s at 12th level, and d10s at 17th level. Saving Throws Some of your trickshots require your target to make a saving throw to resist the trickshots’s effects. The saving throw DC is calculated as follows: Trickshot save DC = 8 + your proficiency bonus + your Intelligence modifier Gunslinger Guild At 3rd level, you choose an Guild for which you belong to and use in your combat styles and techniques. Choose Sheriff, Rifleman, Musketeer, or Gunmage, all detailed at the end of the class description. The Guild you choose grants you features at 3rd level and again at 7th, 11th, 15th, and 19th level. Ability Score Improvement When you reach 4th level, and again at 6th, 8th, 12th, 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 Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 13th level in this class. Puncturing Shot Upon reaching 18th level, your training in firearms has allowed you to master your attacks so well that your brutal shots will tear through people and drive into others. When you get a Critical Hit on a Firearm attack against a creature, if there is a creature directly behind it you can make another attack with disadvantage to attempt to hit that creature as well. If you hit, you deal the same damage to the next creature. If you get a Critical Hit on the creature behind the first, you can attempt to hit the next one if there is a creature behind it. If your attack roll would cause you to misfire on the second attack, you only miss and do not misfire Straight Shot At 20th level, your training allows you to hit, especially when you feel like you are going to miss. If your attack misses a target within range, you can turn the miss into a hit. You can even use this feature when the firearm would normally misfire, and turn the misfire into a hit on the target. Once you use this feature, you can’t use it again until you finish a short or long rest. Gunslinger Guilds Different Gunslingers learned firearms in many different ways, and they emulate those techniques in the way that they fight. There are many guilds known for their mastery of Firearms, but there are four popular guilds. The Guild you choose reflects your training with Firearms. Sheriff The Sheriff is a person sworn to protect those around them, someone a child wants to be and a man of the law. A Sheriff is a quick draw artist with a pistol, he can trim shoot a man before his weapon even fires. Not only is he fast, but he is a defender of truth and justice, just the sight of him can send criminals packing or turning to the side of good. The Sheriff is someone to look out for if you're doing bad, they're the straightest shooter to ever hold a firearm. Peace Keeper Beginning when you choose this Guild at 3rd level, the diplomacy of being a Sheriff allows you to do things you couldn't have done before. When you complete a short rest, you can become proficient with either Persuasion or Deception, when you complete a short rest you can switch your proficiency

Quick Draw Also at 3rd level, you've mastered the ability to draw one handed firearms. When you make an Initiative check while wielding a one handed firearm, you can add your proficiency bonus to the check. Shoot Out Upon reaching 7th level, you've mastered your ability for single combat with your firearm, knowing just how to start a duel. You can cast the compelled duel spell, the DC for which being your Trickshot DC, if the target of the spell fails the save, you can make a single firearm attack at disadvantage against the creature, you cannot use any trickshots when you make this attack. You cannot use this feature unless you are only wielding a one handed firearm. Once you use this feature, you cannot use it again until you finish a short or long rest. Escaping Fire Beginning at 11th level, your ability to draw a firearm quickly has been enchanced to the highest possible level. When a creature within 30 feet of you leaves that range, you can make a single attack as a reaction. When you make this attack, you can use a Trickshot as a part of this reaction. You cannot use this feature unless you are only wielding a one handed firearms. Badge of Honour Starting at 15th level, just the sight of the guild's symbol empowers the men and women you fight along side with, you exude an aura of willpower and protection. As a bonus action, you begin to emit an aura of honour, all creatures within 15 feet of you become immune to fear and gain advantage on saving throws against being charmed. You cannot use this feature unless you are only wielding a one handed firearms. Once you use this feature, you cannot use it again until you finish a short or long rest. Taste of Lead Upon reaching 19th level, your bullet's effect can be deadly with out any fancy magic or trickshots. If you hit with an attack against a creature you targeted with compelled duel, you can decide to have it deal additional 10d10 damage. If you do this, you cannot use any trickshots with this shot. You cannot use this feature unless you are only wielding a one handed firearms. Once you use this feature, you cannot use it again until you finish a short or long rest. Rifleman The Rifleman is a man of legend, someone children look up to and the hero people want. A Rifleman is a sharpshooter with a rifle, he can trim the cowlick off someone's head with a single shot. Not only is he percise, but he is also fast, he can unload as many shots as he can within a matter of seconds. The Rifleman is someone to praise or fear when they come your way, the sound of their rifle is a harbinger of death. When you hear the blast, you know, the boogyman is here. Lightining Shots Bginning when you choose this Guild at 3rd level, being a master of rifle type firearms you can fire them supernaturally fast. While using a rifle, you can fire an additional attack as a bonus action. Additional Shot Also at 3rd level, you can store more shots into a rifle than people anticipate. You increase the reload score of every rifle you wield by 1. You also increase it by 1 again when you reach 11th and 19th level. Pinpoint Starting at 7th level, you can focus your fire on a specific part of your target. You can make an attack at disadvantage, and choose one of the three areas, if you hit with your attack you do normal damage, and gain the benefit. You cannot use this feature unless you are only wielding a rifle. Pinpoint Table Location Benefit Arm Can only attack once/only cast one spell Leg Movement is reduced by 10 feet Head Cannot take reactions Boom of Dread Upon reaching 11th level, just the sound of your rifle can frighten the strongest of foes. As a bonus action, you fire your weapon and horrify the weak and strong alike, all creatures within 30 feet of you who can hear you must make a Wisdom saving throw or become frightened of you, the DC for which being your Trickshot DC. This feature bypasses immunity to being frightened, but if the creature is immune to being frightened, they have advantage on the saving throw. Once you use this feature, you cannot use it again until you finish a short or long rest.

Improved Critical Beginning at 15th level, your ability to use a rifle increases to a point where you can do more damage with what would be a normal shot. Your rifle attacks score a critical hit on a roll of 19 or 20. Infeasable Firing Starting at 19th level, the speed you fire a rifle at is almost impossible for a normal person to do. You can spend your bonus action to fire two additional shots instead of just one. Musketeer The Musketeer is a soldier, one who knows the use of fighting at a distance as well as fighting up close and personal. A Musketeer knows how to load and fire a rifle or pistol, but their main power comes from being able to use thier firearm not only as a ranged weapon, but also a blade. Years of training has turned the Musketeer from a normal Gunslinger to one that gets down to business. They may look like a Rifleman, but just wait until a Musketeer gets in your face, they aren't afraid to get their bayonet dirty. Business End Beginning when you choose this guild at 3rd level, your mastery of firearms extends past the barrel to a sharp blade. While wielding a bayoneted rifle, you can make a bayonet attack as a bonus action. Bloodied Barrel Also at 3rd level, you're used to getting a little blood of your firearm, why not have it be for a good reason. After making a firearm attack, you can use your bonus action to stabilise a fallen ally within 5 ft of you by placing the hot barrel of your gun to cauterise their wounds. Point Blank Upon reaching 7th level, melee combat with a bayonet isn't just your specialty for a bayonet is just an extension of your firearm. You do not have disadvantage on firearm attacks when you attack a creature with a firearm in melee range. You must be wielding a bayonetted rifle to gain this benefit. Defensive Strike Beginning at 11th level, you can defend yourself from an incoming enemy with just your bayonet. When a creature enter the range of your bayonet, you can use your reaction to make a bayonet attack against that creature. Long Range Lunge Starting at 15th level, you can reach with a bayonet long past where one normally should reach with one. The range of your bayonet increases by 5 ft, for example if the range of your bayonet is 5 ft your range increases to 10 ft. Perpetual Impalement When you reach 19th level, you can constantly run through creatures with your bayonetted weapons. You can spend your bonus action to make two additional bayonet attacks instead of just one. Gunmage The Gunmage is a man of knowledge, someone that spends their life learning not only the ins and outs of firearms, but also the arcane arts. A Gunmage is a magician with bullets, he can infuse black powder with the most potent material magical energy. The Gunmage is a man of study, learning how to fuse the archaic technique of magic with the modern science of mechanisms. A small and dedicated guild, the Gunmage is a force to be reckoned with. Bonus Proficiency You become proficient with Alchemist's Supplies, which can be used to create Black Powder. When you create Black Powder, you must make an Intelligence check the DC being 10 + the amount of Black Powder (in grams) you wish to make.

Spellcasting When you reach 3rd level, you augment your prowess with firearms with the arcane talents. See chapter 10 of the Player's Handbook for the general rules of spellcasting and the end of the document for the Gunmage spell list. Cantrips. You learn 2 cantrips from the Gunmage spell list. You learn an additional cantrip at 11th and 19th level. Spell Slots. The Gunmage Spellcasting table shows how many spell slots you have to cast your Gunmage spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell magic missile and have a 1st-level and a 2nd-level spell slot available, you can cast magic missile using either slot. Spells Known of 1st-Level and Higher. You know two 1st-level spells of your choice from the gunmage spell list. The Spells Known column of the Gunmage Spellcasting table shows when you learn more Gunmage spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Gunmage spells you know and replace it with another spell from the Gunmage spell list, which also must be of a level for which you have spell slots. Spellcasting Ability. Intelligence is your spellcasting ability for your Gunmage spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Gunmage spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell Attack Modifier = your proficiency bonus + your Intelligence modifier Caster's Trickshot Also at 3rd level, your mastery of a Gunslinger's basic trickshot and arcane casting allows you to do something special. When you cast a spell or cantrip that requires a ranged attack roll, you can add a trickshot to the spell. Once you use this feature, you cannot do so again until you finish a short or long rest. Distilled Essence Upon reaching 7th level, you use your alchemist's supplies to form a powder or liquid of pure elemental energy. These powders and liquids can be used in tandem with projectiles to add additional damage to an attack. Depending on which type of essence you create, it changes the type of the additional damage. The only difference between a vial of the powder and a vial of the liquid is that only some projectiles can use powder and some can use liquid. Liquid can be used for most projectiles, Sling Bullets, Arrows, Crossbow Bolts, Darts, etc., while powder can only be used for firearms. Firearm bullets cannot use Liquid Essence, but they can use Powdered Essence in tandem with Black Powder to do additional damage and Liquid Essence is added on the tip of an Arrow, Crossbow Bolt, Dart, etc. to do additional damage. Gunmage Spellcasting Gunslinger Level Cantrips Known Spells Known 1st 2nd 3rd 4th 3rd 2 3 2 — — — 4th 2 4 3 — — — 5th 2 4 3 — — — 6th 2 4 3 — — — 7th 2 5 4 2 — — 8th 2 6 4 2 — — 9th 2 6 4 2 — — 10th 2 7 4 3 — — 11th 2 8 4 3 — — 12th 3 8 4 3 — — 13th 3 9 4 3 2 — 14th 3 10 4 3 2 — 15th 3 10 4 3 2 — 16th 3 11 4 3 3 — 17th 3 11 4 3 3 — 18th 3 11 4 3 3 — 19th 4 12 4 3 3 1 20th 4 13 4 3 3 1 A vial of liquid essence can be used on 5 non-firearm bullet ammunition, while a vial of powdered essence can affect 5 firearm bullets. The attack deals 1d6 of the type that the essence is. Damage from bullets that have distilled essence count as magical for the purpose of overcoming resistances. To make a vial Distilled Essence, you must have a spell above 1st level that does the damage type you wish to have, and Alchemist's Supplies in your possession. You may have an amount of Distilled Essence equal to your proficiency bonus + your Intelligence modifier (minimum of 1). An unused vial fades when you create additional essence past the amount you can have active at one time.

Distilled Essence Type Name Damage Type Fotia Fire Fragor Thunder Fulgur Lightning Gelus Cold Medeis Force Ostium Poison Oxino Acid Reserved Ammunition Beginning at 15th level, you can enchant a set of bullets of any firearm type with a spell. When you take a short rest you can infuse up to 10 bullets with your magic. If you hit with an enchanted bullet the effect of the spell occurs, if the spell requires an attack the attack automatically hits but if the spell requires a saving throw, the target gets to roll the saving throw to attempt to negate the effect or for half damage. If the spell does damage, the damage of the bullet changes its damage type to match the damage type of the spell. If the spell has an effect that states it gets to make a saving throw once attacked, the initial bullet damage does not cause that additional saving throw to occur. If you fire a piece of reserved ammunition, you can use it in tandem with Distilled Essence but not in tandem with a trickshot. Trickshots The Trickshots are presented in alphabetical order. Arcane Shot Prerequisite. Gunmage Gunslinger Guild When you attack a creature, you can expend one trickshot die to transform your bullet into pure magical energy. You add the trickshot die to the attack's damage roll and the bullet deals force damage rather than piercing damage. Blank Shot As an action, you can expend one trickshot die to attempt to frighten creatures around you. All creatures within 15 feet of you must make a Wisdom saving throw or be frightened. Bolo Shot When you attack a creature, you can expend one trickshot die to cause your bullet to expand and send out a thin line of wire to tie around your enemies legs. You add the trickshot die to the initial attack roll, the target takes full damage from the attack, and the creature must make a Strength or Dexterity saving throw (your choice) or be knocked prone. Buck Shot Prerequisite. Rifleman Gunslinger Guild When you attack a creature, you can expend one trickshot die to cause your bullet to split and hit multiple targets. You add the trickshot die to the attack's damage roll, the initial target takes full damage from the attack, and the creature and all creatures within 5 ft of the initial target must make a Dexterity saving throw or take half the initial damage and none on a success. Clipper Shot When you attack a creature, you can expend one trickshot die to attempt to knock a flying creature from the aid, or knock a standing creature to the ground. You add the trickshot die to the attack's damage roll, and the creature must make a Strength saving throw or fall 15 feet for a flying creature, or be knocked prone for a standing creature. Forceful Shot When you attack a creature, you expend one trickshot die to push a creature away from you. You add the trickshot die to the attack's damage roll, and the creature is pushed 10 feet away from you. Grinding Shot When you misfire with a firearm, you can expend one trickshot die to allow you to hit anyways. You add the trickshot die to the attack roll and see if you would hit, after the shot is made the weapon is considered misfired anyways. If you hit the creature, you do your normal damage. Head Shot When you attack a creature, you expend one trickshot die to target the head of a creature to daze them. You add the trickshot die to the attack's damage roll, and the creature must make a Constitution saving throw or become dizzied until the end of your next turn (the dizzied condition is described at the end of the class description). Hollow Shot When you attack a creature, you can expend one trickshot die to make sure that the round is hollow instead of a pure metal. You add the trickshot die to the attack's damage roll and the bullet deals bludgeoning damage rather than piercing damage and can be used to make a nonlethal attack. Keen Shot Before you attack a creature, you can expend one trickshot die to gain a better aim against a creature. You gain advantage on the next attack you make. Palm Shot When you attack a creature, you can expend one trickshot die to target their hand to disarm them. You add the trickshot die to the attack's damage roll, and the creature must make a Dexterity saving throw or drop an item of your choice. Pausing Shot When you hit a creature, you can expend one trickshot die to attempt to stop an enemy for a moment. The creature must make a Constitution saving throw or be stunned until the end of their next turn. Pot Shot When you attack a creature, you can expend one trickshot die to take a pot shot at them. You make an attack at disadvantage, and your misfire score increases by 1 for this attack, if you hit the creature you deal an additional die of damage and you add the trickshot die to the attack's damage roll.

Ricocheting Shot As a reaction, when you miss an attack against a creature, you can expend one trickshot to cause the bullet to hit against somthing and return to hit another or the same target. Make another attack roll at disadvantage and choose another target within 15 ft of the original or choose the same target. If you hit, add the trickshot die to the damage roll. When you roll the ricocheting attack, and you would normally misfire, you do not. Slashing Shot Prerequisite. Musketeer Gunslinger Guild When you attack a creature with a bayonet, you can expend one trickshot die to slash into a creature with a blade that is normally a stabbing weapon. You add the trickshot die to the attack's damage roll and the target must make a Dexterity saving throw or become wounded until the end of the target creature's next turn Triggering Shot Prerequisite. Sheriff Gunslinger Guild As an action, you can expend one trickshot die to attempt to surprise a creature. As a bonus action you can cause one creature within 30 feet of you who cannot see you make a Wisdom saving throw or be surprised for the next round.

Gunmage Spell List (XGE) designates that the spell is from Xanathar's Guide to Everything

designates that the spell is from (EGW) designates that the spell is from Explorer's Guide to Wildemount

designates that the spell is from (HES) designates that the spell is from my own Homebrew Elemental Spells ===============================================================================================** Cantrips (0 Level) Acid Splash

Blade Ward

Dancing Lights

Fire Bolt

Hervan's Clenched Fist

Mage Hand

Mending

Mold Earth (XGE)

Poison Spray

Ray of Frost

Shocking Grasp

Thunderclap (XGE)

True Strike 1st Level Absorb Elements (XGE)

Burning Hands

Catapult (XGE)

Chaos Bolt (XGE)

Chromatic Orb

Earth Tremor (XGE)

False Life

Feather Fall

Ice Knife (XGE)

Identify

Jump

Longstrider

Magic Missile

Marksman's Target

Poison Dagger (HES)

Shield 2nd Level Aganazzar's Scorcher (XGE)

Arcane Lock

Blindness/Deafness

Blur

Darkness

Dragon's Breath (XGE)

Heat Metal

Ice Slick (HES)

Knock

Levitate

Magic Mouth

Magic Weapon

Melf's Acid Arrow

Mind Spike (XGE)

Mirror Image

Misty Step

Rope Trick

Scorching Ray

Silence

Spider Climb

Static Shock (HES)

Wristpocket (EGW) 3rd Level Blink

Call Lightning

Conjure Barrage

Counterspell

Dispel Magic

Elemental Weapon (XGE)

Erupting Earth (XGE)

Fireball

Glacial Strands (HES)

Lightning Bolt

Thundercrash (HES)

Thunder Step (XGE)

Tongues

Toxic Touch (HES) 4th Level Acid Pool (HES)

Elemental Bane (XGE)

Fire Shield

Ice Storm

Poison Gas (HES)

Shield of Storms (HES)

Stone Shape

Storm Sphere (XGE)

Vitriolic Sphere (XGE) Firearms & Extras Name Cost Ammo Cost Damage Weight Range Properties Firearms Palm Pistol 50 gp 2 gp (20) 1d8 piercing 1 lb. (40/60) Light, reload 1, misfire 1 Pistol 150 gp 4 gp (20) 1d10 piercing 3 lbs. (60/240) Reload 4, misfire 1 Flintlock 100 gp 2 gp (20) 1d10 piercing 3 lbs. (80/320) Reload 1, misfire 1 Musket 300 gp 5 gp (20) 1d12 piercing 10 lbs. (120/480) Two-handed, reload 1, misfire 2 Pepperbox 250 gp 4 gp (20) 1d10 piercing 5 lbs. (80/320) Reload 6, misfire 2 Blunderbuss 300 gp 5 gp (20) 2d8 piercing 10 lbs. (15/60) Two-handed, reload 1, misfire 2 Flare Gun 150 gp 5 gp (5) 1d8 fire 2 lbs. (15/30) Reload 1, misfire 2, special Bad News 450 gp 10 gp (20) 2d12 piercing 25 lbs. (200/800) Two-handed, reload 1, misfire 3 Scattergun 300 gp 5 gp (20) 1d8 piercing 10 lbs. (15/30) Reload 2, misfire 3, scatter Hand Mortar 250 gp 10 gp (20) 2d8 fire 10 lbs. (30/60) Reload 1, misfire 3, explosive Fire Spitter 300 gp 10 gp (5) 1d10 fire 15 lbs. (15/30) Two-handed, reload 1, misfire 3, special Extras Socket Bayonet 10 gp — 1d6 piercing 1 lb. — Finesse, attachment Sword Bayonet 30 gp — 1d8 piercing 4 lbs. — Reach, finesse, attachment Magnifying Scope 150 gp — — — x2 Attachment, special Repeater 100 gp — — — — Attachment, special Silencer 150 gp — — — — Attachment, special

Firearm Properties Firearms are a new technology, and as such they have their own set of weapon properties. Reload. A firearm can be fired an amount of times equal to the Reload score before you need to reload the firearm. Misfire. If you roll a firearm attack and if the roll without any modifiers is less than the misfire score, the weapon cannot be used again until it is repaired. You can repair the firearm in combat by using your action to make a check with either Tinker's Tools or Smith's tools (the DC is 8 + the weapon's Misfire score). If you fail you must repair the weapon out of combat at half the cost of the firearm. Scatter. You must roll an attack against each creature within a 30 ft cone. If the creature is adjacent to you, you roll the attack at advantage. Explosive. When you hit, all creatures within 5 ft of the target must make a Dexterity saving throw agaisnt your Trickshot DC or suffer half damage. If the attack misses, the ammunition either doesn't explode or it goes wide before exploding. Attachment. You need to have a weapon with the attachment property attached to a firearm with the two-handed property to be able to use it. Special. Firearms with the special property are described here. Flare Gun. When you hit a creature with the flare gun they must make a Dexterity saving throw against your Trickshot DC or have the next attack against them be made at advantage.

Magnifying Scope. You double the ranges of your firearm, and when you look through the scope, you gain advantage on Wisdom (Perception) checks to find minute details or to notice things far away.

Repeater. You double your reload score but you also double your misfire score.

Fire Spitter. When you roll to attack a creature, the target and all creatures within 15 ft of the target must make a Dexterity saving throw or be set on fire. While on fire, the creature take 1d6 fire damage on the start of each of its turns.

Silencer. When you attack with a firearm, make an Intelligence (Stealth) check against enemy creature's passive perception, on a success, the creatures do not notice that you are there. Additional Information Multiclassing Should you wish to multiclass into a Gunslinger, the prerequisites and proficiencies gained are listed below. Prerequisites Ability Score Minimum. Dexterity 13, Intelligence 13 Proficiencies Proficiencies Gained. Light armour, firearms, tinker's tools, smith's tools Feats Marksman Even though you're not a gunslinger, you have trained with firearms enough to be able to use them properly. You gain the following benefits: You become proficient with Firearms

You learn two trickshots of your choice from among those available to the gunslinger class, though it cannot have a guild prerequisite. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Intelligence modifier.

If you already have trickshot dice, you gain one more; otherwise, you have two trickshot dice, which is a d4. This die is used to fuel your maneuvers. A trickshot die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. Magical Distiller Prerequisite: The ability to cast at least one spell You have been trained in the ways of the Gunmage, more specifically their ability to distill spells to their root form. You gain the following benefits: You become proficient with Alchemist's Supplies

You gain the ability to create Distilled Essence as according to the feature in the Gunmage archetype. When you create distilled essence, you can create an amount equal to your Proficiency bonus + your Spellcasting ability modifier

Credits Thank you to all the people who helped me create this class and subclasses. I would like to thank Matthew Mercer for giving me the idea of this class with his Gunslinger Fighter Archetype. I would like to thank all of the artists for whom made the art. And they are as follows: @PhotonBetamax on Twitter

Todd Lockwood

@CrispyNavy on DeviantArt

u/JackKaiserArt on Reddit

u/SteveSketches on Reddit

nerdyeah-blog on Tumblr

Alex Edwards on ArtStation If you see your own artwork, and I have not credited you properly, please let me know and I will rectify that. And finally thank you to the people who make The Homebrewery, the site that I used to format it. The following two spells are two that I created. Hervan's Clenched Fist Conjuration Cantrip Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S

V, S Duration: 1 minute

1 minute Classes: Bard, Sorcerer, Wizard, Shaman, Gunslinger (Gunmage) A spectral, floating hand appears at a point you choose within range. The hand lasts for the Duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand and move it. You can use the hand to only attack every turn for the duration of the spell. On a hit, the target takes 1d6 force damage. At higher levels. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Fletcher Hervan is a Half-elf Wizard of the School of Illusion, he was the first to discover how to figure out how to make his Mage Hand attack. This spell is just for a smaller version of a Bigby's Hand type spell, just for some flavour. Marksman's Target 1st-level enchantment Casting Time: 1 bonus action

1 bonus action Range: 90 feet

90 feet Components: V, S, M (a magnifying lens)

V, S, M (a magnifying lens) Duration: Concentration, up to 1 hour

Concentration, up to 1 hour Classes: Gunslinger (Gunmage) You choose a creature you can see within range and a small bullseye appears on the creature. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack. When you target a creature that has resistance to piercing damage with this spell, all attacks that you make that deal piercing damage bypass that resistance. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. This spell is the Gunmage's version of Hunter's Mark or Hex, a spell that helps deal extra damage. Dizzied. When a creature with the dizzied condition attacks with a ranged attack, their target has half cover. Also when a dizzied creature attempts to move, they must roll a d6 and multiply it by 5, that is the amount of feet they can move. Wounded. A creature with the wounded condition has disadvantage on Concentration checks their speed is halved for the duration. These are the two conditions that two of the trickshots can enduce in a creature.