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Gunslinger Revised

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The passage discusses the gunslinger archetype which focuses on designing, crafting, and using powerful ranged weapons like firearms. It notes both the innovative and dangerous aspects of early firearms.

Benefits include powerful ranged attacks but drawbacks include the instability and unreliability of early firearms which could leave one without a working weapon. The passage also discusses the danger of untested technologies.

New abilities unlock at 3rd level when the archetype is chosen and then again at 7th, 10th, 15th, and 18th levels.

Gunslinger Adept Marksman

When you choose this archetype at 3rd level, you


Most warriors and combat specialists spend their
learn to perform powerful trick shots to disable or
years perfecting the classic arts of swordplay,
damage your opponents using your firearms.
archery, or polearm tactics. Whether duelist or
Trick Shots. You learn two trick shots of
infantry, martial weapons were seemingly perfected
your choice, which are detailed under "Trick Shots"
long ago, and the true challenge is to master them.
below. Once per turn, when you make an attack with
However, some minds couldn't stop with the a firearm as part of the Attack action, you can apply
innovation of the crossbow. Experimentation with one of your trick shots to that attack. Unless
alchemical components and rare metals have otherwise noted, you must declare a trick shot before
unlocked the secrets of controlled explosive force. the attack roll is made. You learn an additional trick
The few who survive these trials of ingenuity may shot of your choice at 7th, 10th, 15th, and 18th level.
become the first to create, and deftly wield, firearms. Grit. You have 3 grit points. You gain
This archetype focuses on the ability to another grit point at 7th level and one more at 15th
design, craft, and utilize powerful, yet dangerous, level. You regain 1 expended grit point each time you
ranged weapons. Through creative innovation and roll a 20 on the d20 roll for an attack with a firearm,
immaculate aim, you become a distant force of death or reduce a creature of challenge rating ⅛ or higher
on the battlefield. However, not being a perfect to 0 hit points (DM’s discretion). You regain all
science, firearms carry an inherent instability that expended grit points after a short or long rest.
can occasionally leave you without a functional Saving Throws. Some of your trick shots
weapon. This is the danger of new, untested require your targets to make a saving throw to resist
technologies in a world where the arcane energies the trick shot's effects. The saving throw DC is
that rule the elements are ever present. calculated as follows:
Should this path of powder, fire, and metal
call to you, keep your wits about you, hold on to your Trick Shot DC = 8 +your proficiency bonus + your
convictions as a fighter, and let skill meet luck to Dexterity modifier
guide your bullets to strike true.

Bonus Proficiencies
Starting when you choose this archetype at 3rd level,
you gain proficiency with firearms, allowing you to
add your proficiency bonus to attacks made with
firearms. You also gain proficiency with tinker’s
tools, with which you can craft ammunition and
repair and create firearms. If you already have
proficiency in tinker’s tools, you can learn one
language of your choice.

Gunsmith
Additionally, at 3rd level, you complete work on your
first firearm, a blunderbuss, harmonica musket, or
pepperbox (see the “Firearms” table below). At 7th,
10th, 15th and 18th level, you can choose to either
create an entirely new blunderbuss, harmonica
musket, or pepperbox, or choose 1 upgrade from the
firearm upgrades for up to 2 firearms you already
have (see “Firearm Upgrades” below).
point to attempt to trip them up and force them
Magic Bullet back. On a hit, the creature takes an additional 1d8
At 7th level, you infuse the shots of your firearms damage and must succeed on a Strength saving
with a bit of arcane power. Your attacks with a throw or be pushed 15 feet away from you.
firearm count as magical for the purposes of Piercing Shot. When you make a firearm
overcoming damage resistance. attack against a creature, you can expend one grit
point to attempt to fire through multiple opponents.
On a hit, the creature suffers normal damage. Choose
Quickdraw a single creature in a line directly behind the target
When you reach 10th level, you add your proficiency
within your first range increment. If the original
bonus to your initiative. You can also stow a firearm,
attack roll would hit the section, creature, it takes
then draw another weapon as a single object
2d6 damage. The damage is of the same type dealt by
interaction on your turn.
your original attack.
Violent Shot. When you make a firearm
Lightning Reload attack against a creature, you can expend one or
Starting at 15th level, you can spend a grit point to more grit points to create a fiery impact. For each
reload as a bonus action. grit point expended, the attack gains a +1 to the
firearm's misfire score. If the attack hits, it deals an
True Grit additional 1d10 damage of the firearm’s damage type
At 18th level, when you roll initiative and have no per grit point spent.
grit points remaining, you regain one grit point. Winging Shot. When you make a firearm
attack against a creature, you can expend one grit
Trick Shots point to attempt to topple a moving target. On a hit,
the creature takes an additional 1d8 damage and
These trick shots are presented in alphabetical order.
must make a Constitution saving throw or have its
Dazing Shot. When you make a firearm
movement speed reduced to 0 until the end of its
attack against a creature, you can expend one grit
next turn.
point to attempt to dizzy your opponent. On a hit,
the creature takes an additional 1d8 damage. The
creature also subracts the number rolled on the d8 Firearm Types
from its next attack roll made before the end of its The firearms you craft are more sophisticated than
next turn. typical black powder weapons.
Deadeye Shot. When you make a firearm Blunderbuss. This proto-shotgun fires
attack against a creature, you can expend one grit several small projectiles in a narrow conic pattern.
point to add 1d8 to the attack roll. You can use this The blunderbuss you make has two barrels.
trick shot before or after making the roll, but before Harmonica Musket. A long-barreled
any of the effects of the attack are applied. weapon that fires a single projectile. It utilizes a low-
Disarming Shot. When you make a firearm tech magazine that allows the user to quickly switch
attack against a creature, you can expend one grit between shots.
point to attempt to shoot an object from their hands. Pepperbox. A six-barreled pistol.
On a hit, the creature takes an additional 1d8 and
must succeed on a Strength saving throw or drop a
held object of your choice. Firearms
Evasive Shot. When you make a firearm Name Damage Weight Range Properties
attack against a creature within 5 feet, you can spend Blunderbuss 1d8/2d8 12 lb 20/80 Misfire 2, Reload
a grit point to distract the creature. The attack you piercing (2), Scatter, Two-
Handed
make has disadvantage, but deals an additional 1d8
damage. Regardless of whether you hit or miss, the Harmonica 1d12 10 lb 100/400 Misfire 2, Reload
Musket Piercing (5), Two-Handed
target cannot take reactions until the ends of your
next turn. Pepperbox 1d10 3 lb 60/240 Misfire 1, Reload
piercing (6)
Forceful Shot. When you make a firearm
attack against a creature, you can expend one grit
Firearm Upgrades
Firearm Properties
The Gunsmith feature lets you choose firearm
Firearms are new and volatile technology, and as
upgrades, which are presented here in alphabetical
such bring their own unique set of weapon
order.
properties. Some properties are followed by a
number, and this number signifies an element of that
Accurized Barrel
property (outlined below). These properties replace
The range on your firearm increases. If your firearm
the optional ones presented in the Dungeon Master's
is a blunderbuss, it increases to 30/120. If it is a
Guide. Firearms are ranged weapons.
harmonica musket, it increases to 150/600. If it is a
Reload. The weapon can be fired a number
pepperbox, it increases to 90/360.
of times equal to its Reload score before you must
reload. Reloading can be accomplished with the use
of an action, or in place of one of your attacks when
Ammo Capacity Upgrade
you take the Attack action. You must have one free The value of the reload quality of your firearm
hand to reload a firearm. increases. If it is a blunderbuss, it increases by 1. If it
Misfire. Whenever you make an attack roll is a harmonica musket or pepperbox, it increases by
with a firearm, and the dice roll is equal to or lower 2.
than the weapon's Misfire score, the weapon
misfires. The attack misses, and the weapon cannot Bipod
be used again until you spend an action to try and Prerequisite: harmonica musket only
repair it. To repair your firearm, you must make an This upgrade consists of a stand that supports your
intelligence check using tinker’s tools (DC equal to 8 firearm, allowing for more precise aim. At the start of
+ misfire score). If the check fails, the weapon is your turn, you can reduce your movement speed to 0
broken and requires 1 hour of work to fix. Creatures to go prone and deploy your bipod. Being prone in
who use a firearm without being proficient increase this way does not impose disadvantage on attacks
the weapon's misfire score by 1. with your firearm. While your bipod is deployed, the
Scatter. The weapon’s projectiles have a conic first attack you make on each of your turns with that
dispersal pattern. Shooting at long range does not firearm has advantage. Standing up from prone
impose disadvantage, but loses one of its damage automatically retracts your bipod and costs only half
dice, as indicated in the weapon’s description. of your movement speed.

Ammunition Caliber Increase


Prerequisite: 15th level
All firearms require ammunition to make an attack,
Your firearm shoots a large round, causing increased
and due to their rare nature, ammunition may be
damage but requiring a reduction in the number of
near impossible to find or purchase. However, if you
shots it can hold. If your firearm is a blunderbuss, its
possess lead or similar metals, you can craft
damage increases to 1d10/2d10, and its reload value
ammunition with your tinker’s tools. It takes 1 hour
is decreased by 1. If it is a harmonica musket, the
of work to craft 10 bullets or shells, unless you are
damage increases to 2d8, and its reload value is
crafting special ammunition.
decreased by 2. If it is a pepperbox, its damage
Ammunition produced for one type of
increases to 2d6 and its reload value is decreased by
firearm, such as a pepperbox, cannot be used with a
2.
different type of firearm, such as a blunderbuss.

Double-Barrel Blast
Prerequisite: 10th level, blunderbuss with a reload value
of 2 or higher
You are able to fire two barrels from your
blunderbuss simultaneously. When you do so, the
attack uses 2 shots and increases the damage by 1
additional damage die.
Magnification Lens Rifled Barrel
You install an optic which allows for more precise Prerequisite: 15th level, harmonica musket and
aim. Attacks with your firearm ignore half and three pepperbox only
quarters cover. A perfect spiral groove is carved on the inside of your
firearm’s barrel or barrels, allowing you to fire
Rapid Cycling tipped, armor-piercing ammunition. Attacks with
Prerequisite: 18th level your firearm ignore 1 point of AC granted by natural
You refine your firearm’s action to allow you to fire and conventional, nonmagical armor and shields.
more quickly at the cost of reliability. You can make
an additional attack with your firearm as a bonus Speed Loader
action, but cannot add your Dexterity modifier to the Prerequisite: 10th level, pepperbox only
attack’s damage roll. This upgrade increases the You have created a device that allows for rapid
firearm’s misfire value by 1. reloading of your pepperbox. You can reload your
pepperbox as a bonus action.
Reliability Upgrade
Your firearm has a more study construction. Its
misfire score decreases by 1. Additionally, you have
advantage on tinker’s tools checks you make to fix a
misfire.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten


Realms, the dragon ampersand, Player’s Handbook, Monster
Credits Manual, Dungeon Master’s Guide, D&D Adventurers League, all
other Wizards of the Coast product names, and their respective
This subclass is a revised version of Matt Mercer’s logos are trademarks of Wizards of the Coast in the USA and
gunslinger. Matt Mercer is a talented voice actor and other countries. All characters and their distinctive likenesses are
Dungeon Master for the popular stream, Critical Role. property of Wizards of the Coast. This material is protected
under the copyright laws of the United States of America. Any
Subclass revision by Darrin Scott reproduction or unauthorized use of the material or artwork
contained herein is prohibited without the express written
Edited by Christopher Walz permission of Wizards of the Coast.
Cover art “Revolving Pistol” by Erwin Schwade
under the National Gallery of Art open access ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA
images. 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-
Interior Art: “Sharps Rifle” by Clyde L. Cheney, Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe,
Willem van Essen, Rogers Fund 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

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