Gunsmith 3.0 Homebrew

Gunsmith Hunched over a workbench is a human with blackened fingers, drenched in sweat. He's smelting, constructing, fiddling with something. He finally holds up the long metal device in the yellow lamplight of his tent. He looks down the shaft, and his face breaks into a wild smile. Dressed in black, a tiefling sits in a high tower room, unfolding a cloth package. She clicks and slides the metal pieces into place. Peering down the sight of her long rifle through the open window pane, she pulls the trigger. As screams break out, she clicks and slides the pieces apart, rolls them back in the cloth package, and marks another tally into her arm. A young halfling adjusts his glasses and pushes his sandy colored hair out of his eyes. The burly half-orc across the table glowers at him. “No deal”. With a metallic click, a booming crack resounds in the shady inn. The stares of onlookers follow him as he walks out the door, puts on his hat, and leaves town. The power of powder Researchers and assassins, gunslingers and weaponsmiths. The unstable nature of gunpowder and the explosive power inherent in within it entices many empires and individuals to learn how to utilise black powder for their goals. As a gunsmith, you are an experimenter, a tinkerer, and a creator of new technologies. As such, your weaponry is as unpredictable as it is powerful. Class Features As a Gunsmith, you gain the following class features. Hit Points Hit Dice: 1d8 per gunsmith level

1d8 per gunsmith level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per gunsmith level after 1st. Proficiencies Armor: Light and Medium armor

Light and Medium armor Weapons: Simple weapons, martial weapons, firearms

Simple weapons, martial weapons, firearms Tools: Tinker’s Tools, Smith’s tools

Tinker’s Tools, Smith’s tools Saving Throws: Dexterity and Intelligence

Dexterity and Intelligence Skills: Choose two skills from Perception, Intimidation, Sleight of Hand, Acrobatics, Stealth, Insight, Survival, and Investigation Equipment You start with the following equipment, in addition to the equipment by your background. (a) leather armor and a pistol, (b) scale mail, a shortsword and a palm pistol

(a) a burglar's pack or (b) an explorer’s pack

10 ammunition for either your pistol or palm pistol

A set of tinkerer's tools and a set of smith's tools Crafting All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, beginning at first level, if materials are gathered, you can craft ammunition for yourself using your Tinker’s Tools. Each firearm uses its own unique ammunition and is generally sold or crafted at the price listed below. Beginning at 10th level when you craft ammunition for your firearms, you can craft double the amount listed for the same price.

The Gunsmith Level Proficiency Bonus Features 1st +2 Reduce Misfire by 1, Crafting 2nd +2 Brass Points, Called Shots 3rd +2 Gunsmith Discipline Feature 4th +2 Ability Score Improvement 5th +3 Extra Attack 6th +3 Gunsmith Discipline feature, Arcane Enhancement 7th +3 Reduce Misfire by 1, Called Shot 8th +3 Ability Score Improvement 9th +4 Terrifying Display 10th +4 Crafting, Called Shot 11th +4 Gunsmith Discipline feature 12th +4 Ability Score Improvement 13th +5 Quick on the Draw 14th +5 Reduce Misfire by 1 15th +5 Called Shot 16th +5 Ability Score Improvement 17th +6 Gunsmith Discipline feature 18th +6 Fastest Gun in the West 19th +6 Ability Score Improvement 20th +6 Pinpoint Deflection Firearm Properties Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Firearms are considered ranged weapons. Misfire Whenever you make an attack roll with a firearm and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Explosive Upon a hit, all creatures within 5ft. of the target (including the target) must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Intelligence modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate and bounces away harmlessly. Weapons with the Explosive property have this feature. Reload The weapon can be fired a number of times equal to its Reload score before you must use an attack or action to reload. You must have one free hand to reload a firearm. Firearms Name Cost (gp) Ammunition Damage Range Properties Palm Pistol 100 1 sp/each 1d6 piercing (40/160) Light, Reload 1, Misfire 2 Pistol 300 1 sp/each 1d8 piercing (60/240) Light, Reload 4, Misfire 3 Musket 600 2 sp/each 1d12 piercing (120/480) Two-handed, Reload 1, Misfire 3 Hand Mortar 1000 5 gp/each 2d8 thunder (30/60) Two-Handed, Reload 2, Misfire 5, Explosive Pepperbox 900 2 sp/each 1d10 piercing (80/320) Light, Reload 6, Misfire 4 Blunderbuss 750 2 sp/each 2d10 piercing (15/60) Reload 2, Two-handed, Misfire 5 Longshot Rifle 1500 3 sp/each 2d8 piercing (200/600) Reload 1, Two-handed, Misfire 4 Note to DMs: High Magic Campaigns In some campaigns, magic items are awarded fairly frequently, with a typical curve of +1 weapons at level 5, +2 weapons at level 11, and +3 weapons at level 17. You may consider allowing Gunsmiths to obtain these enchantments on their weapons when appropriate. 2

Brass Beginning at 1st level, your willingness to face danger head on allows you to dig deep within yourself and pull off wild stunts. This gumption is represented by Brass Points. You gain Brass points equal to your proficiency bonus + your Intelligence modifier. You can spend these Brass points on Called Shots, or Gunsmith Discipline abilities. You regain all expended Brass points after a short or long rest. Reduce Misfire Beginning at 1st level, you treat firearms you use as if their misfire score was reduced by 1. At 7th level, by 2, and at 14th level, by 3. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. Arcane Enhancement Beginning at 6th level, you learn arcane techniques of weaponsmithing. You can spend an additional 200 gold pieces to enchant one of your firearms. All weapon attacks made with that firearm are considered magical. Terrifying Display Beginning at 9th level, your explosive weaponry allows you to frighten your foes. Once per long rest, As a bonus action, the next time you discharge a firearm, any creatures within 5 ft of you that can see and hear you make a Wisdom saving throw against your Brass DC. On a failure, the creatures are frightened of you until the the end of your next turn. Quick on the Draw Beginning at 13th level, your duelist aproach to firearm combat lets you sesnse danger coming. You gain a bonus to all initiative rolls equal to your Intelligence Modifier. Fastest Gun in the West Beginning at 18th level, your quick reaction time in firearm combat allows you to quickly wound other ranged combatants the instant you know where they are. Whenever a creature misses a ranged attack against you, you can use your reaction and spend 1 Brass point to make a ranged firearm attack against that creature. Pinpoint Deflection Beginning at 20th level, You are able to deflect projectiles that are heading your way. Once per long rest, when a projectile you can see enters your range, you can attempt to deflect it. As a reaction, make a ranged weapon attack with a firearm against the projectile. The projectile has an AC equal to the attack's total to hit roll. Called Shots Beginning at 2nd level, you begin to learn ways to make your shots more effective in throwing off your opponents. At 2nd level, you learn two called shots from the called shots list. You learn an additional called shot at levels 7, 10, and 15. The DC for your Called Shots is called your Brass DC, and is equal to 8 + your proficiency modifier + your Intelligence modifier Tripping Shot When you hit a creature with a firearm weapon attack, you can expend one Brass point to attempt to trip the target. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, the target is knocked prone. Roll with the Punches When another creature damages you with an attack, you can use your reaction and expend one Brass point to reduce the damage by 1d4 + your Dexterity modifier. Provoking Shot When you hit a creature with a firearm weapon attack, you can expend one Brass point to attempt to goad the target into attacking you. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn. Disarming Shot When you hit a creature with a firearm weapon attack, you can expend one Brass point to attempt to disarm the target, forcing it to drop one item of your choice. The target must make a Strength saving throw. On a failed save, it drops the object you choose. Distracting Shot When you hit a creature with a firearm weapon attack, you can expend one Brass point to distract the creature. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn. Fake Out You can expend one Brass point and use a bonus action on your turn to fake a shot, choosing one creature within your range. You have advantage on your next attack roll against that creature before the end of your turn. Forceful Shot When you hit a creature with a firearm weapon attack, you can expend one Brass point to attempt to blast the target backbackwards. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target 15 feet away from you. Carefully Aimed When you make a firearm weapon attack roll against a creature, you can expend one Brass point to add 1d4 to the attack roll. You can use this called shot before or after making the roll, but before you know if it hits. 2

Gunsmith Discipline Different Gunsmiths focus on different aspects of gunsmithing to create the most deadly fighting style.The Gunsmith Discipline you choose reflects your focus into specific aspects of your craft, whether it be the magical enhancement of the Arcane Desperados, the range and precision of the Martial Marksman, or the speed and mobility of the Deadeye Drifters. Arcane Desperado An Arcane Desperado is a Gunsmith who uses special ingredients and magical techniques to enchant their self-made weapons in order to gain the edge against their enemies. Uncanny Quickness Beginning at 3rd level, your supernatural bond and your constant practice with your weapons allows you to reload as a bonus action. Spellcasting When you reach 3rd level, you augment your skills with your firearms with the ability to cast spells. Cantrips You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level. Spell Slots. The Arcane Desperado Spellcasting table shows how many spell slots you have to cast your 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 shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot. Spells Known of 1st-Level and Higher You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list. The Spells Known column of the Arcane Desperado Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 6th, 11th, and 17th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 6th, 11th, or 17th level. Spellcasting Ability Intelligence is your spellcasting ability for your wizard 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 wizard spell you cast and when making an attack roll with one. Your Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Your Spell attack modifier = your proficiency bonus + your Intelligence modifier Arcane Desperado Spellcasting Gunsmith 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 --- --- --- 8th 2 6 4 2 --- --- 9th 2 6 4 2 --- --- 10th 3 7 4 2 --- --- 11th 3 8 4 3 --- --- 12th 3 8 4 3 2 --- 13th 3 9 4 3 2 --- 14th 3 10 4 3 2 --- 15th 3 10 4 3 3 --- 16th 3 11 4 3 3 --- 17th 3 11 4 3 3 --- 18th 3 11 4 3 3 --- 19th 3 12 4 3 3 1 20th 3 13 4 3 3 1

6th level abiliity 11th level ability 17th level ability

Deadeye Drifter The typical Drifter focuses on using light firearms to intimidate, brutalize, and injure. They tend to get up close and personal with their adversaries and get creative with their shots, combining quick speed and mental sharpness to utilize deadly trickshots and stunts. Lock and Load Beginning at 3rd level, your constant practice with your weapons allows you to reload as a bonus action. Ambidextrous Beginning at 3rd level, when you take the Attack action and attack with a light firearm that you’re holding in one hand, you can use a bonus action to attack with a different light firearm that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative. True Grit Beginning at 6th level, you no longer gain disadvantage on attacks made with one-handed firearms against creatures within melee range. Tumbleweed Beginning at 11th level, your swiftness in combat allows you to bob weave and roll through your opponents' strikes. When you make a firearm attack on your turn, you can move 5 feet in any direction without incuring oppourtunity attacks. If, after each attack, you move the 5 feet, you can make a third attack as part of the attack action. Fan the Hammer Beginning at 17th level, you can precisely and quickly fire all the shots from your weapon almost simultaneously as an action, you can fire all ammunition from a single firearm at any number of targets in quick succession. You can spend Brass points up to your firearm's reload score, and make an attack roll against a number of targets equal to the number of Brass points spent.