Arcane Artillery Definitive Edition

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Arcane Artillery: Grit N' Glory Edition

Rules For Firearms

In order to put guns in a campaign in a way that makes them more than just reskinned bows, here are a list of basic rules for firearms for Dungeons and Dragons games that I made. Some of these rules can be used for ranged weapons. Aim Bonus & Bracing

If you are proficient with firearms or ranged weapons and have one drawn at the start of your turn, you can spend a bonus action to aim down your weapon’s sights, conferring a +1 Bonus to your next attack roll. You can spend another action during your turn or a bonus action next turn to get +2. Aim Bonus cannot be stacked more than +2 for any shot, and any action or move you make after aiming gets rid of Aim Bonus, including making Extra Attack and Bulletstorm attacks. Bracing works like aiming, but can only be done when prone or behind cover with a firearm. You cannot aim or brace if you hold two Light firearms or ranged weapons. Misfire(Optional Rule)

If, during an attack roll, you roll a number equal to or lower than the gun's misfire number(such as 4), your weapon malfunctions. Roll a d6 to decide what malfunction happens to your gun. After applying the debilitation, the weapon’s chance of misfire goes up by 1 (up to 10) until you use a short rest to perform an out of combat Tinker's Tools check. The DC is 10 + the weapon's misfire chance. You can use a Tinker’s Tools roll during a short or long rest to lower a weapon’s base chance of Misfire by 2. You cannot lower misfire chance to 0 using this method unless you are a Gunslinger of the Machinist Principle. Misfire Chart Roll Effect

1 The gun jams and cannot fire. Make a Tinker's Tools check to fix it. Doing this always takes an action to do, and you cannot take bonus actions or reactions. 2 The gun's sights are thrown off. The firearm suffers a -2 to attack rolls and can't get Aim Bonus unless a Tinker's Tools check is made as an action. 3 Your lose your grip on your gun, and it drops from your hand. 4 You take d4 fire damage. Make a Constitution Saving Throw or drop the gun from your hand. 5 The gun takes a permanent -1 to its damage rolls. This can only be fixed by an out of combat Tinker’s Tools check. If the gun suffers -5 to its damage rolls, it is destroyed beyond repair. 6 The gun suffers 2 misfire effects. Roll twice and reroll every 6.

Reload & Long Load

Some firearms have a certain number of bullets that can be fired before they must be reloaded. Most firearms can be reloaded as a bonus action during your turn, but a select few take an action to reload, and you cannot take bonus actions or reactions when doing so. These weapons will be marked with Long Load instead of reload. You can reload prior to all of a weapon’s load being expended, but you will drop the bullets and must collect them after combat or as an action in order to get the ammo back. Scatter

Scatter

Any gun with Scatter shoots in a cone or 15 foot wide line out to your firearm's range. Any target caught within the cone/line must succeed a (DC 8 + Dexterity Modifier + Proficiency Bonus) Dexterity saving throw or take the weapon's damage roll, and half that on a successful save. Your Aim Bonus subtracts from their saving throw. Any creature outside normal range has advantage on the save, and takes half damage if they fail, and none if they succeed. You can exclude allies from your cone/line of fire up to your Dexterity modifier (minimum of 1.) Creatures within 5 feet of you are in point blank range of the shot, and have disadvantage on the saving throw. They take the weapon's max damage on a failed save, and take normal damage on a successful save. Close Quarters

Firearms or ranged weapons with the Close Quarters property do not have disadvantage when fired at a target within 5 feet of the wielder. Multi-Shot

A firearm or ranged weapon with this property is able to fire multiple barrels with a single pull of the trigger. When making the attack action with a firearm with Multi-Shot, you can make multiple attack rolls at a single target. Each attack roll after the first confers a -1 penalty to the attack roll, or -1 to the damage if the firearm has the Scatter property. Punting

A firearm with this property forces the target to make a Constitution Saving Throw (DC 8 + Prof. Bonus + Dex. Mod) that is made with disadvantage if they’re wearing Heavy Armor. If they fail, they are knocked Prone. They also count as siege weapons for the purposes of damage. Burst Fire

Burst Fire firearms are able to release a stream of multiple bullets with every attack. You can choose to make an attack roll at three targets within a 10 foot wide line out to your firearm's maximum range. Every attack roll made after the first has disadvantage. You can also shoot one creature with the burst. Make an attack roll with disadvantage. If you succeed, roll d6 divided by 2 damage rolls. (Rounded up) You only apply your ability score once for this damage. The somewhat unstable nature of Burst Fire firearms means you can only attack with them twice per round. Automatic

Automatic firearms can release a salvo of bullets per pull of the trigger in order to fire at multiple targets in 10-foot wide line out to your gun's maximum range or a 10-foot square at any point within your gun's maximum range. Make an attack roll on up to six creatures within this field. Every attack made after the first has disadvantage. You can alternatively spend up to half of the weapon's reload to attack as many targets as you can see within this field. You can also shoot one creature with the salvo of bullets. Make an attack roll with disadvantage. Roll 1d6 damage rolls if it hits. You only apply your ability score modifier twice for this damage, regardless of the number of damage rolls made. The unstable nature of Automatic firearms means you can only attack with them once per round.

Akimbo

If you are proficient with firearms or ranged weapons and are wielding two light firearms or ranged weapons, after you fire one, you can use a bonus action to attack with the other weapon you're holding. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.

Repeating (Optional)

Any Repeating Firearm with a reload count higher than 1 can be shot again as a bonus action after the attack action is made. You cannot add your ability score modifier to the attack, unles the modifier is negative. Fan The Hammer (Optional)

If you wield two firearms/ranged weapons, you can reload them both at once, or one per turn. Reloading both uses an action, but you cannot take reactions or bonus actions. Reloading one per turn takes a bonus action per gun.

If you make a shot while wielding a single Pepperbox, Revolver, or Hand Cannon and nothing else, you can use a bonus action to take an additional two shots. You don't add your ability modifier to the damage of the bonus attacks, unless that modifier is negative. Gunslingers are the only exception.

Proficiency with Firearms

Heavy Weapons

Rules on Akimbo Reloading

Firearms are not your typical weapons, like martial or simple weapons. The nature of their construction and the complexity of their use and care make a special kind f training required to become proficient with them. Unless otherwise specified by the DM, firearms count as a separate proficiency from martial and simple weapons. There are two types of profciciencies associated with firearms. Longarms, which include Two-Handed firearms, and Sidearms, which include everything esle. Called Shots

If you are proficient with firearms or ranged weapons and are not currently at disadvantage with your attack, you can make a called shot against a particular type of body part an enemy has. The roll is made with disadvantage. If the shot hits, the target suffers one of the following effects depending on where it was hit.

Firearms and ranged weapons with the Heavy property have to be made stable in order to be fired effectively due to their weight and the damage they can put out with a single shot. You cannot make any Extra Attacks or Bulletstorm attacks while wielding a heavy firearm, unless you have the Heavy Weapons Guy feat. Archery Fighting Style Edit

You get +2 to attack rolls you make with martial and simple ranged weapons. Bolt Action & Pump/Lever Action

Bolt Action, Pump Action, and Lever Action Firearms have a firing mechanism that chambers new bullets after every shot. Bolt Action guns use an action to do this, and Pump Action and Lever Action guns use a bonus action.

Called Shot Chart (Save DC = 8 +Proficiency Bonus + Dexterity Modifier) Repeating (Optional) Body Part Effect

Head The creature has disadvantage on their next Wisdom or Intelligence check when they next make one or until 1 minute has passed. The creature must roll a Strength saving throw or be stunned until the end of their next turn. Torso The creature is pushed back 5 feet. The creature must roll a Strength saving throw or be pushed an additional 5 feet and must spend their next action catching their breath. Arms The creature deals half damage on it's next melee attack when it next makes one or until 1 minute has passed. The creature must succeed a Constitution saving throw or drop their held items. Legs The creature can only move half it's speed for its next move action. The creature must succeed a Constitution saving throw or be knocked prone, and must use their entire movement speed getting up, even if they have a feat that allows them to do otherwise. Wings The creature immediately plummets 20 feet from the sky. The creature must roll a Strength saving throw or have to spend their next move action flying towards the ground at their movement speed. If they do not land, they plummet the rest of the way. Tail The creature has disadvantage on its next Acrobatics or Athletics check when they next make one or until 1 minute has passed. The creature must succeed a Dexterity saving throw or get disdvantage on Dexterity saving throws until the end of your next turn. Et If there are any body parts on creatures not on this list, such as a Beholder's anti-magic eye, it is up to the GM to Cetera decide what happens when this body part is hit. The called shot generally has two effects. An immediate effect that is guaranteed but not too debilitating, and a lingering effect that can be saved against.

Primitive Firearms Name

Damage

Cost Weight Properties

Sidearms Flintlock Pistol

d10 Piercing 250gp 3 lbs Ammunition (range 30/90), Reload 1, Light, Close Quarters, Misfire 2

Dragoon

d6 300gp 4 lbs Ammunition (range 10/30), Long Load 1, Scatter (Cone), Misfire 4 Bludgeoning

Longarms Musket

d12 Piercing 500gp 10 lbs Ammunition (range 70/200), Two-Handed, Reload 1, Misfire 2

Blunderbuss

d8 900gp 7 lbs Ammunition (range 15/35), Two-Handed, Long Load 1, Scatter (Cone), Bludgeoning Misfire 4

Arquebus

d12 200gp 12 lbs Ammunition (range 50/150), Two-Handed, Long Load 1, Heavy, Punting, Bludgeoning Misfire 5

Carbine

d10 piercing 900gp 6 lbs Ammunition (range 40/120), Two-Handed, Reload 1, Close Quarters, Rifling, Misfire 2

Action-Loaded firearms (Machinist DC 8 + max damage/2) Name

Damage

Cost

Weight Properties

Sidearms Break-Action Pistol

d10 Piercing

1,000gp 3 lbs Ammunition (range 40/130), Light, Reload 1, Close Quarters, Misfire 3

d12 Piercing

1,200gp 10 lbs Ammunition (range 90/300), Two-Handed, Reload 1, Rifling, Misfire 3

Longarms Break-Action Rifle Shotgun

2d4 1,250gp 7 lbs Ammunition (range 20/40), Two-Handed, Reload 1, Scatter (Cone), Misfire Bludgeoning 4

Double Barrel Shotgun

d10 1,500gp 11 lbs Ammunition (range 20/40), Two-Handed, Reload 2(Long Load for Both Bludgeoning Barrels), Scatter (Cone), Multi-Shot(2), Misfire 5

Lever-Action Rifle

d12 Piercing

1,750gp 10 lbs Ammunition (range 90/300), Two-Handed, Reload 6, Lever-Action, Rifling, Misfire 4

Lever-Action Shotgun

d12 1,950gp 7 lbs Ammunition (range 20/40), Two-Handed, Long Load 4, Lever-Action, Bludgeoning Scatter (Line), Misfire 5

Pump-Action Shotgun

2d6 2,350gp 7 lbs Ammunition (range 30/60), Two-Handed, Reload 6(Long Load for all Shells), Bludgeoning Pump-Action, Scatter (Line), Misfire 5

Bolt-Action Rifle

2d8 Piercing

3,000gp 13 lbs Ammunition (range 150/800), Two-Handed, Long Load 4, Bolt-Action, Rifling, Misfire 4

Heavy BoltAction Rifle

2d10 Piercing

3,500gp 17 lbs Ammunition (range 200/1,000), Two-Handed, Long Load 4, Heavy, BoltAction, Rifling, Misfire 5

Repeating Firearms (Machinist DC 8 + max damage/2) Name

Damage

Cost

Weight Properties

Sidearms Repeater Pistol

d8 Piercing 1,250gp 2 lbs Ammunition (range 30/90), Light, Reload 8, Close Quarters, Misfire 3

Pepperbox

d8 Piercing 800gp

4 lbs Ammunition (range 40/150), Reload 4 (Long Load for all barrels), Light, Close Quarters, Misfire 4, Counts as Primitive Firearm

Longarms Repeating Rifle

2d6 Piercing

1,500gp 8 lbs Ammunition (range 90/300), Two-Handed, Reload 8, Rifling, Misfire 4

Repeating Carbine

d10 Piercing

1,100gp 6 lbs Ammunition (range 40/160), Two-Handed, Reload 6, Close Quarters, Rifling, Misfire 2

Drum-Fed Shotgun

d10 1,750gp 12 lbs Ammunition (range 25/50), Two-Handed, Reload 10, Scatter (Cone), Misfire 5. Bludgeoning

Special Firearm Examples (Machinist DC 10 + max damage/2) Name

Damage

Cost

Weight Properties

Sidearms Automatic Pistol

1d4 Piercing 2,000gp 3 lbs Ammunition (range 30/90), Light, Reload 30, Automatic, Close Quarters, Rifling, Misfire 4

Revolver

d10 Piercing 1,800gp 2 lbs Ammunition (50/150), Light, Reload 6, Close Quarters, Rifling, Misfire 5

Hand Cannon

2d6 Piercing 1,800gp 4 lbs Ammunition (60/180), Reload 8, Close Quarters, Rifling, Misfire 6

Automatic Rifle

1d8 Piercing 3,500gp 8 lbs Ammunition (range 90/300), Two-Handed, Reload 24, Automatic, Rifling, Misfire 6

Pistolblade d10 Piercing 4,500gp 6 lbs Ammunition (range 30/90), Light, Reload 8, Close Quarters, Bayonet(1d4 Piercing/Slashing, Finesse), Rifling, Misfire 4

Longarms Burst Rifle

1d10 Piercing

3,500gp 8 lbs Ammunition (range 90/300), Two-Handed, Reload 24, Burst Fire, Rifling, Misfire 5

AntiMaterial Rifle

2d12 Piercing

4,500gp 20 lbs Ammunition (range 300/1,800), Two-Handed, Long Load 4, Bolt-Action, Heavy, Punting, Rifling, Misfire 6

Shoulder Cannon

3d10 4,000gp 40 lbs Ammunition (range 60/200), Two-Handed, Long Load 1, Heavy, Punting, Bludgeoning Cannon Misfire 7

Rifleblade

2d6 Piercing 5,000gp 10 lbs Ammunition (range 90/300), Two-Handed, Reload 8, Bayonet(1d6 Piercing/Slashing, Finesse), Rifling, Misfire 5

Nock Gun

d12 Piercing 4,750gp 20 lbs Ammunition (range 70/210), Two-Handed, Reload 7(Long Load for all barrels), Heavy, Multi-Shot(7) Special, Misfire 10

Cannon Special Rules

Cannon shots target anyone within a 10 wide foot line out to their maximum range. Any target in the path of a cannonshot must succeed a DC (8 + your Dex bonus + your prof bonus) Dexterity saving throw or take it's damage roll and must then roll a DC 20 Strength saving throw or be knocked prone. They take half damage on a success and do not need to make a Strength saving throw. Any creature outside the Cannon's normal range has advantage on the saving throw. Cannons are considered siege weapons. Nock Gun Special Rules

For every barrel fired after the first two, the wielder takes 1d4 bludgeoning damage that ignores resistance and immunity. Aiming this weapon takes an action.

Mundane Ammo Types Name

Example Materials

Cost

Round Bullet 1 Iron Ingot (10 per) 3gp(10)

Usable with

Weight

Properties

Muskets, Pistols, Pepperbox 2 lbs(10) Piercing

Rifled Bullet 1 Iron Ingot (10 per) 3gp(5) Rifles, Carbines, Rifled Firearms 2 lbs(10) Piercing Scatter Shell 2 Iron Ingots (5 per) 5gp(5) Slug

1 Iron Ingot (2 per)

10gp(1)

Shotguns

3 lbs(10) Bludgeoning

Shotguns

.25 lb(1) 1d12 Piercing bullet

Mini Bullet 1 Iron Ingot (20 per) 3gp(20)

Muskets, Pistols, Shotguns

Flechette 2 Iron Ingots (5 per) 3gp(5)

Shotguns

Shredding and Cover Breaking

--

Piercing, halve all damage

2 lb(10) Piercing, Shredding, Cover Breaking

Rounds with the shredding property decrease armored target's AC down by -1 if it hits. If it goes past a certain point, it is destroyed. Light armor's breaking point is -3, medium armor's is -5, and heavy armor's is -8. Rounds with the Cover Breaking property deal damage to cover as well as the target and count as siege weapons for the purposes of damage.

Attachment Rail Placement Chart Gun

Rail Placement

Primitive Firearms

Top

Repeating/Lever-Action/Bolt-Action/Special Rifles and Carbines Break-Action Rifles & Carbines

Top, Bottom, Barrel or Bayonet Top, Barrel or Bayonet

Shotguns & Pistols

Top

Pepperboxes & Revolvers

Top, Barrel/Bayonet

Attachments Name Attachment Rails Telescopic Sight

Longshot Sight

Weight Usable with -

Cost Properties

All firearms except 100gp Firearms may now have attachments placed on the rail. Shoulder Cannon or Nock Gun

.25 lbs Primitive Firearms, 500gp +1 Aim Bonus. Gun must be aimed to be fired during your turn. (The Rifles, Carbines, firearm can be fired more than once after aiming if you have the Extra Shotguns, Pistols, Attack or Bulletstorm features). Pepperboxes, Special Firearms 2 lbs

Bolt Action Rifles, 700gp +2 Aim Bonus, Gives the firearm the Heavy property. Aiming costs an Repeating Rifle, Antiaction, and you cannot take bonus actions or reactions when doing Material Rifle so. The firearm must be aimed before it can be fired. Repeating Rifles with the Longshot Sight can still be used to make Bulletstorm attacks or Extra Attacks.

Glowing Dot Sight

-

Rifles, Pistols, 450gp +1 Aim Bonus, shots with Aim Bonus have advantage in the gun's Shotguns, Carbines, normal range. Pepperbox, Special Firearms

Foregrip

-

Repeating Rifles, Pump Shotguns, Repeating Carbines

300gp +1 to attack rolls made without Aim Bonus.

Vertical Grip

-

Repeating Rifles, Pump Shotguns, Repeating Carbines

300gp Advantage on ability checks to resist being disarmed/impose disadvantage on disarming strikes.

Bipod

-

Bolt Action Rifle, 200gp Allows Weapons with Longshot sights to Brace as a bonus action, and Repeating Rifle, Antilets them take actions while doing so, but not reactions. Material Rifle

Bayonet

1/2 the Rifles, Carbines, 50gp Allows firearm to be used as a Finesse Melee Weapon that does the weapon's Pepperbox, Revolver equipped bayonet's damage (see stats for the weapons in the PHB). weight Proficiency modifier cannot be added to this weapon's attack roll unless you are proficient in improvised weapons.

Muzzle Brake

-

Rifles, Carbines

500gp +2 Damage, -1 Aim bonus, Creates no light in dark places

Underslung Flamethrower

2 lbs

Repeating/Lever Action Rifles

900gp Adds a weapon that can shoot fire in a 15 foot cone when the attack action is taken. Anyone within it makes a DC (8+Prof Bonus+Dex Mod) Dexterity Saving Throw. This attack deals 6d6 fire damage on a failed saving throw, and half as much on a success.

Underslung Shotgun

3 lbs

Repeating/Lever Action Rifles

800gp Adds a shotgun that can be used as a Bonus action using the Scatter rules. It fires in a 15 foot wide line out to 15 feet. Creatures within the line take 1d8 bludgeoning damage on a failed Dexterity saving throw, and half as much damage on a successful save.

Custom Parts List Name

Weight Usable with

Stock

.5 lbs All firearms except Shoulder Cannon

Pistol Grip

-

Cost

Properties

250gp +1 Aim Bonus

Pistols, 250gp +1 Aim Bonus. Pepperboxes, Revolvers

Heavy Barrel

1 lb All Firearms Except Shotguns

800gp +10 normal range, +20 max range, shots without Aim Bonus have disadvantage.

Light Barrel

-1 lb All Firearms Except Shotguns

800gp -10 normal range, -20 max range, shots made within normal range have advantage.

Tight Choke Barrel

-

Shotguns

1,000gp The Scatter Cone turns into a 15 foot wide Scatter Line.

Wide Choke Barrel

-

Shotguns

1,000gp The Scatter Line turns into a Scatter Cone

Magazine Capacity (x)

-

Primitive Firearms

1,000gp Increases the reload count of two-handed firearms to 6, and increases the reload count of other firearms to 8. Crafting this part again for the same gun further increases this amount by either 6 or 8. (Up to 3 times.)

Recoil Compensator

-

Automatic & 2,000gp Burst Fire and Automatic firearms do not confer disadvantage after the first Burst Fire attack. Attacking a single target does not confer disadvantage to the attack Firearms roll.

Rifling

-

Muskets, Flintlock Pistols, Arquebuses

Light Frame

-2

All Firearms 10,000gp Gun gets lighter. Firearms with the Heavy property lose this property, but Except still give you the benefits if you take the Sniper Gun Tactic or certain feats. Shoulder They can only be shot twice per round, however. Gun's weight cannot Cannon decrease past 1 lb.

Straight Pull Bolt

-

Bolt Action 1,200gp Bolt Action now costs a bonus action to use. An Extra Attack can be used for Rifles, AntiBolt Action if you have the Heavy Weapons Guy feat. Material Rifle

Burst Mechanism

-

Repeating Firearms

5,000gp Adds the Burst Fire property to the firearm.

Automatic Mechanism

-

Repeating Firearms

5,000gp Adds the Automatic property to the firearm.

500gp +30 normal range, +10 max range. Weapon now uses rifled bullets instead of round bullets. Some firearms have this built in inherently.

Giving Classes Guns Barbarians can use Strength for firearm rolls instead of Dexterity, and substitute their melee abilities with their firearms, but they cannot fire past the gun's normal range. Barbarians start with proficiency in Primitive Firearms and Shotguns. They can use Extra Attack to reload their firearms or use Pump Action and Lever Action. Bards start with profiency in Sidearms, Rifles and Carbines. They can use one Extra Attack to reload their firearms or use Pump Action and Lever Action,. Clerics can start with proficiency in sidearms and firearms that have the Scatter property. Druids cannot be proficient in firearms, as they are always made from metal in some measure. The GM can make exceptions to this. Fighters start with proficiency in longarms and sidearms. They can use one Extra Attack to reload their firearms or use Pump Action and Lever Action,. Monks can start with proficiency in Primitive Firearms, but they don't count as monk weapons. They can use one Extra Attack to reload their firearms or use Pump Action and Lever Action,. For Paladins, any Strength and melee based abilities for Paladins can be swapped with Dexterity and ranged weapons. Paladins start with proficiency in longarms and sidearms. They can use one Extra Attack to reload their firearms or use Pump Action and Lever Action,.

Rangers get proficiency in Longarms and Sidearms. They can use one Extra Attack to reload their firearms or use Pump Action and Lever Action,. Sorcerers, Warlocks, and Wizards get proficiency in Sidearms. Rogues start with proficiency in Sidearms, Muskets, Carbines, and Rifles. Characters that start with proficiency in firearms can choose from Gun Tactics as well as Fighting Styles if they are able to do so. (Use the Archery Fighting Style Edit if going this route.) Characters that start with proficiency in Tinker's Tools can craft 5 of any kind of basic ammo over the period of a short rest. They can also use make a Tinker's Tool check to repair their guns if they misfire.

New Feats Akimbo Master

You master the art of wielding two firearms at once. You get +1 to your Dexterity and gain the following benefits: You gain proficiency in Pistols if you don't have it already. You can fire both firearms you hold as part of your attack action at a -5 penalty. You can draw or holster two Light firearms when you would normally be able to draw or holster only one. You have advantage on attack rolls out to 15 feet with your Light firearms while wielding two at once.

Climbing Expert

Prerequisites: Proficiency in Athletics, Str. 13 or higher. You have mastered the art of scaling any climbable surface. You get advantage on Strength(Athletics) rolls to climb. Difficult terrain provides no extra difficulty when climbing, and starting a climb costs no extra movement.

Suppression

Prerequisites: Proficiency in firearms When you have a firearm with the Automatic or Burst Fire property drawn, you can use an action to either focus fire on a single target or create a range of suppressive fire that affects all creatures within a cone out to your weapon's normal range. This ability expends a number of bullets equal to half your gun's total reload count when used. You cannot take bonus actions or reactions if you take this action. You must have at least half your gun's reload count loaded into your weapon to use this ability. While this ability is active, you may do the following things until your next turn. The target or targets have disadvantage on attack rolls and Dexterity Saving Throws. The target or targets can only move at half speed and cannot Dash. If the target or targets move while this effect is active, you can use your reaction to make a ranged attack roll at them. This attack has disadvantage, but deals an extra +5 damage if it hits.

Mounted Shooting

Prerequisites: Proficiency in firearms Firing guns while mounted is quite easy for you. While you are mounted and aren't incapacitated, you gain the following benefits: You can now dual-wield two Light firearms while mounted. You get advantage on any target you take aim at if the creature's size is smaller than your mount.

Pistol Whipper

You are skilled in using guns as melee weapons when and if they run out of bullets. You are now considered proficient with firearms you use as melee weapons. Light firearms deal d6 bludgeoning damage and are considered Finesse weapons, Two-handed firearms deal d8 bludgeoning damage, and Heavy firearms deal d10 damage.

Rifle Master

Prerequisites: Proficiency in firearms Rifles are complex weapons, but you know just how to make every shot count. You gain the following benefits. When you take an aimed shot with a Rifle or firearm with the Rifling property, you can reroll 1s and 2s to the weapon's damage once per turn. You must take the new rolls. Moving up to half your speed does not cancel out your aim bonus when wielding a firearm with the Rifling property. If you roll a natural 20 or deal a killing blow with your Rifle or firearm with the Rifling property, you can use your reaction to Aim. This bonus stacks with any additional aim bonus you take during your turn.

Spreadfire Juggernaut

Prerequisites: Proficiency in firearms You have mastered getting the most effect out of the scatter cone of fire from your firearms. You get the following beneftis: When you have three or more enemies in your scatter cone at once when you make an attack, they have disadvantage on the saving throw to resist your shot. If there is at least one target in your scatter cone that has disadvantage against your saving throw, you knock them prone if their higher roll would have also failed.

Dueling Expert

Prerequisites: Proficiency in firearms You have mastered the art of dueling with gun and sword, and gain the following benefits: Attacking with any firearm within 5 feet of an enemy does not impose disadvantage on the attack roll. When you use the attack action with a one-handed melee weapon, you can spend a bonus action to draw and/or fire a Light firearm. Wielding a Light firearm or Finesse melee weapon in your offhand does not count as another weapon for the purposes of the Dueling and Gun Duelist fighting style and gun tactic. You ignore the reload time for Light firearms.

Marathon Shooter

Prerequisites: Proficiency in firearms, Strength 13 or higher Whether it be a desire for showmanship or just training in pure efficiency, you have mastered the use of lever-action firearms, to the point where you can put down more heat than even someone who uses a repeating firearm, giving you the following abilities. You are now able to wield two lever-action firearms at once. You can use a bonus action to shoot with the second firearm. You can only add half your ability score modifier to the damage rolls of these attacks. (Rounded up, minimum of 1). You ignore the bonus action needed to use Lever-Action. You can fire both guns at once, rolling an attack with -5 to the roll. If the attack hits, roll the damage die twice and add your full ability score modifier. You can use a bonus action to reload both lever-action firearms you wield at once, instead of one at a time.

Superior Marksman

Heavy Weapons Guy

Prerequisites: Proficiency om firearms, Strength 13 or higher. You have perfected the art of the patient, precise kill. When you wield a Heavy firearm that has either a Telescopic Sight or Longshot Sight equipped on it, you get the following benefits. If you have taken aim with your firearm and you make a successful called shot attack, the creature you hit automatically fails the save to resist the effect of the target of the called shot. This shot is made without aim bonus. You can fire your gun without needing to aim beforehand. This shot is made with disadvantage. You ignore the action needed to use Bolt Action after making a shot with your firearm, but can still only fire the gun once per turn.

Prerequisites: Proficiency in firearms, Strength 15, player level 16 You have strenghtened yourself to be able to use Heavy firearms more effectively. If you have the Extra Attack or Bulletstorm feature, you can use a single one of those attacks when you use those features with a Heavy firearm.

Technique Adept

Experienced Gunsmith

Prerequisites: Proficiency in firearms You have trained in a performance art with firearms that allows you to use special tricks during combat. You gain the following beneits: You learn two tricks of your choice from among those available to the Virtuoso Archetype in the gunslinger class except Cheat Death. If a trick requires your target to make a saving throw to resist the trick's effects, the saving throw DC equals 8 + your proficiency modifier + your Dexterity modifier. If you already have Technique Points, you gain two more, otherwise, you have two technique points. These are used to fuel your tricks. A technique points are expended when you use it. You regain your expended technique points when you finish a short or long rest.

Riot Controller

Prerequisites: Proficiency in shields You have become quite adept at crowd control using your shield. When you make an attack against a creature while wielding your shield, you are considered to be in three quarters cover when they attack you, and you are resistant to any nonmagical bludgeoning, piercing, and slashing damage they deal as long as you continue to attack that target. More than one target can be affected this way if you can attack more than once during your turn.

Action Loader

You have trained yourself to specialize in the use of action loaded weapons. You gain proficiency in Action Loaded firearms and ignore the action or bonus action needed to use Lever-Action, and Pump Action. You also ignore the reload time for Break Action firearms.

Bayoneteer

Prerequisites: Proficiency in firearms You have mastered the art of fighting with weapons attached to the barrel of your gun. You can now add your proficiency modifier to attack rolls you make with Bayonets and can now use them as part of your Extra Attack and Bulletstorm features.

Heavy Weapons Guy

Gunsmith Initiate

Prerequisites: Intelligence 13 You get proficiency in Tinker's tools, and can now craft primitive firearms. You are assumed to have gotten the materials for the firearm you wish to craft before you took this feat. You craft these guns at a rate of 5gp per hour. The cost to create each firearm is equal to (Cost in gp of the Firearm)/10. Prerequisites: Gunsmith Initiate, player level 13 You have gone through extensive training in gunsmithing, letting you create new firearms via experimenting. You can now create all the other types of firearms on the chart above. Once per long rest, you must succeed an Intelligence check with your proficiency bonus added over the period of a short rest in order to make the blueprints for the gun. If you fail, the DC goes down by 1 for subsequent checks (Minimum of 10). When the blueprints are created, you can then craft the gun. It is assumed that during your travels you came across the required materials to make the gun before you took this feat. You craft these new guns at a rate of 5gp per hour, and can now craft primitive firearms at a rate of 10gp per hour. The cost to craft firearms is now cut in half for you. Variant Rule: Firearms Are Prominent If firearms are common in your world, you can craft action loaded firearms as well as primitive firearms when you take the Gunsmith Initiate feat. If you take the Gunsmith Expert Feat, you can now craft every other firearm on the list after succeeding the required Intelligence check to craft it's blueprints, as well as attachments.

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The Gunslinger

A Human finishes loading rounds into her gun and and runs straight into a pack of angry kobolds that are threatening her town. She tumbles and spins, her weapon burping out salvo after salvo of hot lead against the poorly armed draconians with naught but simple spears to use against her. Setting her perch up at the top of a tree, a Half Elf begins to train the custom built sights of his homemade rifle on his prize. Amidst the roaming herd of goblins and hobgoblins, there stands a single, massive fire giant shouting commands to the monsters. As he lets out a haughty guffaw, he sees his opening. His lips curl into a grin, and he pulls the trigger. A band of orcs move in and surround a Tiefling and her disarmed friends, calling for their surrender. Undeterred, the tiefling turns her steely gaze to the firearms within her hands, and imbues them with a mysterious arcane force, then twirls about, firing a multitude of magically charged shots towards his now baffled foes. Whether outlaws from a distant land trying to redeem themselves, swashbucklers with an eye for the explosive, or smiths that wish to show off their talents to the world in the heat of battle, gunslingers come from many backgrounds, but all have one thing in common. They’re all very good with guns, and use unique fighting styles and speed to strike down any foe that challenges them with less advanced weaponry.

Using Unique Weapons With Style

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

Born for Adventure

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

Creating a Gunslinger

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

Quick Build The Gunslinger Level

Proficiency Bonus Features

To quickly build a gunslinger, make Dexterity your highest ability score, followed by Intelligence. Second, choose the Investigation and Acrobatics skills. Lastly, choose the Folk Hero, Sailor or Soldier background.

Class Features

1st

+2

Gun Tactics, Ammo Smith, Unarmored Defense

2nd

+2

Gun Stunts, Overwatch

As a Gunslinger, you get the following class features.

3rd

+2

Gunslinging Trail, Bullet Speed (+10)

4th

+2

Ability Score Improvement

Hit Points

5th

+3

Bulletstorm, Bullet Time

6th

+3

Ability Score Improvement

7th

+3

Iron Intuition

8th

+3

Ability Score Improvement

9th

+4

Trail Feature

10th

+4

Advanced Gun Stunts

11th

+4

Bulletstorm (2), Shootout Sense

12th

+4

Ability Score Improvement

13th

+5

Trail Feature, Bullet Speed (+20)

14th

+5

Superior Overwatch

15th

+5

Final Stand

Armor: Light Armor, Medium Armor Weapons: Longarms, Sidearms, Daggers, Shortswords, Handaxes, Sickles, Rapiers, Scimitars, Clubs, Crossbows, Whips Tools: Tinker’s Tools Saving Throws: Dexterity, Intelligence

16th

+5

Ability Score Improvement

Skills

17th

+6

Gunslinging Supreme

18th

+6

Trail Feature

19th

+6

Ability Score Improvement

20th

+6

Superhuman Reflexes

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

Choose two from Arcana, Acrobatics, History, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, or Sleight of Hand. Equipment

You start with the following equipment, in addition to the equipment granted by your background: A personal effect, such as a hat or a trenchoat. (a)A Primitive Firearm and a Shortsword, Rapier or Scimitar or (b)a Light Primitive Firearm and a Shortsword, Rapier or Scimitar, along with 20 pieces of ammo that match the firearm chosen. (a)A Light Primitive Firearm and 10 bullets, or (b) choose two from Daggers, Handaxes, or Sickles, (a)Tinker’s Tools and a Explorer’s Pack or (b)Tinker's Tools and a Scholar’s Pack Variant Rule: Firearms are Prominent If firearms are prominent in your world, you may instead choose the following equipment variations. (a) A Repeating Firearm and A Shortsword, Rapier or Scimitar or (b) An Action Loaded Firaerm and a Shortsword, Rapier or Scimitar, along with 20 pieces of ammo that match the firearm chosen. (a) A Light Repeating or Action Loaded Firearm and 10 bullets, or (b) choose two from Daggers, Handaxes or Sickles.

Gun Tactics

At 1st level, you adopt a strategic tactic with your gunslinging that emphasizes your style and proficiency with these weapons. You can’t take a gun tactic more than once, even if you get the option to choose again. Sniper

If you make an attack with a firearm with the Heavy property, you have advantage if you aim beforehand. Akimbo Shooting

When wielding two light firearms, you can add your ability score modifier to the damage of the second attack. You can also reload both as a bonus action, instead of one at a time. Breacher

Shooting a target with a firearm within 30 feet of you gives +2 to damage rolls. Shooting a firearm at a creature within 5 feet of you does not impose disadvantage on the attack roll. Shield Shooting

You are now proficient with shields if you are not already proficient. You can now wield a two-handed firearm with a shield, but must brace it against the shield to fire it. When wielding a light firearm and a shield, you can brace it for +2 to the attack roll, but you don't need to brace it in order to fire. Riflery

When wielding a two handed firearm without the Heavy or Scatter property, you get a +2 to attack rolls. Gun Duelist

When wielding a light firearm in one hand and nothing else, add +2 to your damage.

Ammo Smith

Gunslingers learn early on in their careers that ammo for their weapons is scarce, so they resort to making their own. At 1st level, so long as you have Tinker's Tools and take a short rest, you can create any two kinds of mundane ammo for your firearms equal to your Intelligence modifier x 2 (Minimum of 1), or a single kind of mundane ammo for your firearms equal to your Intelligence modifier x 5. (Minimum of 1)

Unarmored Defense

At 1st level, you rely on your mental and physical instincts to deftly dodge out of the way of attacks. When not wearing armor, your AC equals 10 + your Dextertiy modifier + your Intelligence modifier.

Gun Stunts

Gunslingers learn unique skills that set them apart from anyone else who can point and shoot a gun. At 2nd level, they can perform various different daring and heroic feats with their firearms. You can use the following abilities at will during your turn. Called Shot. When you make an attack roll with Aim Bonus, you can make a called shot without disadvantage. See the chart on page 3 for the list of called shots you can make. You must declare this when you aim. Shoot 'N Scoot. If you make an attack with a firearm, you can move 5 feet in any direction. Precise Aim. If you make a successful attack with firearms using Aim Bonus, add half your Intelligence modifier to your damage rolls. (Rounded up)

Overwatch

At 2nd level, You can use an action to lie in wait to make an opportunity attack against any enemy that comes within or moves while in your firearm’s normal range if you have the ammunition to do so. (For example, 30 feet for a Flintlock Pistol.) This attack is made with advantage as well as Aim Bonus, if applied previously, but you can’t use Gun Stunts in conjunction with it. A successful attack halves the target's speed until the end of their next turn.

Gunslinging Trail

At 3rd level, a Gunslinger chooses from one of three Gunslinging Trail to begin training in. They may choose from either Virtuoso, Machinist, or Spellshooter, all detailed at the end of the class description. The trail you choose grants you features at 3rd level, and again at 9th, 13th, and 18th level.

Bulletstorm

At 5th level, you can attack twice, instead of once when you take the attack action on your turn. This can only be done with firearms if tehy have at least one bullet left in them. Bulletstorm extra attacks do not get aim bonus. The number of attacks increases to three when you reach 11th level. Fast Load

You ignore reload time for firearms and the bonus action used for Pump Action and Lever Action for firearms when and only when making a Bulletstorm attack.

Bullet Time

Bullet Speed

3rd level Gunslingers know how to navigate around the battlefield nearly as fast as their bullets. Your walking speed increases by 10 when not wearing armor or using a shield. This becomes 20 feet at level 13.

At 5th level, your reflexes are as fast as any bullet you fire from your gun. You can now take the Dodge or Disengage action using a bonus action. While dodging, the damage you take from ranged weapon attacks is reduced by half. Additionally, when you make a Dexterity Saving Throw to mitigate a damaging effect, like a shotgun's scatter cone, you take no damage on a successful save and only half damage on a fail.

Ability Score Improvement

Iron Intuition

When you reach 4th level, and again at 6th level, 8th level, 12th level, 16th level, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As usual, you can’t increase an ability score above 20 using this feature.

Gunslingers pride themselves as being folks who can tell an honest person from a cheat from a mile away. The strange weapons in their holsters also give them an air of someone who can deal with dangerous creatures and ne'er-do-wells for the right price. At 7th level You can spend one minute talking to a creature or observing it to glean knowledge on their tics to gain advantage and double your proficiency bonus on any Insight checks to discern intent or disposition on any topic. You can also use your Intelligence modifier instead of your Wisdom modifier for Insight rolls. You can instead spend ten minutes gathering info about a creature to gain this benefit, so long as there are a few people who know at least basic information on them. 7th level Gunslingers can also spend ten minutes in a community to find any information on bounties, be it to find if there is knowledge on any particular wanted individuals or to locate the nest of some rather nasty varmints in need of extermination.

Advanced Gun Stunts

At 10th level, you get access to three new gun stunts. You can only use one of these stunts per round, but they can be used in conjunction with the basic Gun Stunts if applicable. Vital Strike. You can now critically hit on a 19, if you declare this at the start of your turn. You can spend a bonus action to roll a critical hit on an 18, but suffer disadvantage on your next attack and cannot add your Dexterity modifier to its damage. Add your Intelligence modifier to critical hit damage. Marksman's Stance. When you fire a two-handed firearm, you can draw a light firearm and fire again at any target of your choosing as a bonus action. This cannot be used during a Bulletstorm attack. You can alternatively use your bonus action to draw the light firearm to make the the Bulletstorm attacks. You must holster either the light firearm or the twohanded firearm afterwards. This does not cost an action. Luck of the Craft. You can reroll a failed ranged attack roll with your firearms.

Shootout Sense

Gunslingers live for the possibility of danger at any moment. At 11th level, you add your Intelligence modifier to your initiative rolls and you get advantage on initiative rolls if you're not surprised. If you are surprised, you can act normally on your first turn, but cannot use Bulletstorm, Gun Stunts, or Advanced Gun Stunts.

Superior Overwatch

At level 14, you can now use your Overwatch action to make an opportunity attack at anything that comes into, moves, or takes an action out to your weapon’s maximum range, before it finishes doing so. If you succeed this attack during an enemy's movement, their speed drops to 0 and they can't take the Dash action if they haven't done so already. Their speed is also halved until the end of their next turn. If you succeed this attack when they make an attack or cast a spell, attacks made by the affected creature have disadvantage and deal half damage. Spells or area of effect actions taken by the affected creature give any target(s) advantage on a saving throw. If you succeed an Overwatch attack, you can make a single Bulletstorm attack on the same target afterward.

Final Stand

Starting at 15th level, when your hit points are brought to 0 and you do not die outright, you can, once per long rest, enter a state of pure grit in order to keep fighting on before death takes you. You fall prone and can draw any firearm you wish without spending an action. You can only aim, Disengage, or reload as a bonus action, and fire your weapon once as an action. You are only allowed to move 5 feet while in Final Stand, and you cannot Dash or stand up. You cannot add your ability score modifier to your damage rolls. You make death saving throws at the end of your turn. If you manage to kill three creatures or deal the killing blow to a creature who's CR is two points higher than your player level or higher than 20 while in Final Stand, you regain 1 hit point and can use your reaction to stand up.

Gunslinging Supreme

Once a Gunslinger reaches level 17, they have become undisputed experts with firearms. Add your proficiency bonus to your firearm's damage rolls, except when in Final Stand.

Superhuman Reflexes

At level 20, a Gunslinger has sharpened their reflexes to supersonic levels. Your Dexterity score increases by 4, and your maximum Dexterity score is now 24. You also get the following benefits. You ignore the action used for Bolt Action during Bulletstorm attacks, but you can only make two attacks. You can take Dash as a bonus action for as many times as your Dexterity modifier per short rest, except when in Final Stand. The damage you take from ranged attacks and ranged spell attacks can be mitigated entirely when taking the Dodge action once per short rest. You can take Overwatch as a bonus action for as many times as half your Intelligence modifier per long rest.

Variant Rule: Gun Maintenance If ammo is readily available in your world but misfire is still possible, take out the Ammo Smith ability and replace it with this. At 1st level, when you take a short rest with your firearms while you have Tinker's Tools, you automatically fix any misfires without the need for a Tinker's Tools check. You can alternatively spend this period lowering the firearm's chance for misfire by 2 instead of 1.

Multiclassing

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

Gunslinging Principles

Gunslingers at level 3 begin to train themselves toward various principles of gunfighting. These choices are less like classical training and more like a lifestyle decision. They're what Gunslingers attempt to devote themselves to as a part of their adventuring lifestyle. You may choose from the Machinist, Virtuoso, or Spellshooter principles. These principles grant you various features to enhance your gunslinging ability to legendary proportions.

Virtuoso

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

Starting at level 3, Virtuosos get a pool of Technique Points that they may use to either enhance their own Gun stunts or to use a bevy of special skills. Technique Points. You get a pool of 4 Technique Points to spend on either Gun Stunts or Tricks. When you use a Technique point, it's expended. You regain all your Technique Points when you finish a short or long rest. Your maximum Technique Points go up by 2 at level 9, level 13, and level 18. Tricks. You learn three Tricks of your choice, which are detailed under "Tricks" below. Many Tricks enhance an attack or assist allies/debilitate enemies in some way, shape or form. You learn two additional Tricks at level 9, level 13, and level 18. Each time you learn a new Trick, you can also replace one Trick you know with a different one. Saving Throws. Some of your Tricks require your target to make a saving throw to resist the trick's effects. The save DC is calculated as follows: Trick Save DC = 8 + your proficiency bonus + your Dexterity, Intelligence or Charisma modifier. Gun Stunts. You may spend a Technique Point to enhance your gun stunts. To do this, declare the spending before the stunt is performed. Quickdraw

At level 9, Virtuosos can draw and/or holster or aim a firearm once per round without using an action. This must be done before you make an attack roll with the firearms. In addition, you learn one additional Gun Tactic from the ones listed above. Head in the Game

Starting at Level 13, Virtuosos gain proficiency in Dragonchess, Playing Cards, and Dice Games. If you already have proficiency in any of these, your proficiency bonus is doubled. You can spend a Technique Point to gain advantage with any rolls made when playing these games. In addition, You have advantage on Perception checks made to spot cheating or Sleight of Hand checks. You also gain proficiency in Charisma saving throws if you don't have it already. Gun Prodigy

At level 18, you regain 1 Technique Point if you roll initiative and have no Technique Points remaining. Choose a single Trick you know that isn't Cheat Death. You can now use this at its base power once per long rest without spending a Technique Point. You still must spend Technique Points to improve upon the Trick if you can do so. Gun Stunt Improvements

Up to three Gun Stunts can be improved once per short rest. Called Shot. At the cost of 2 Technique Points, your shot is made with advantage, and the saving throw the target makes is done with disadvantage.

Shoot 'N Scoot. You get an extra 5 feet of movement for every Technique Point you spend, up to your movement speed. This speed applies once per Shoot N' Scoot. Precise Aim. When you take aim and hit with a shot, you can spend 2 Technique Points to add your entire Intelligence modifier to your damage rolls. Vital Strike. You can spend 5 Technique Points to have your shot instantly Crit. Reroll 1s and 2s to damage. Marksman's Stance. You can spend 2 Technique Points to use your light firearm after a Bulletstorm attack as a bonus action. Luck of the Craft. Spend 2 Technique Points to make another reroll. You use the higher of the two rolls.

Tricks

These tricks will be listed in alphabetical order. Bloodshot. When you make a successful shot, spend a Technique Point to cause the creature to begin bleeding from the wound you've made the target of your shot to take damage equal to half your Gunslinger level (rounded up) for as many turns as your Dexterity or Intelligence Modifier, whichever is higher. They take this damage on the beginning of their turns. They can make a Constitution saving throw in order to halve this damage. (Rounded down.) Spend an additional Technique Point when you use this effect to make the saving throws of your target have disadvantage as well as given a negative modifier equivalent to your Intelligence modifier. Creatures that do not bleed are not affected by this Trick, and simply suffer extra damage equal to your Charisma, Dexterity, or Intelligence modifier, whichever's higher. Bob and Weave. While moving, you can spend as many Technique Points as you want to prevent creatures you choose from taking opportunity attacks against you. The amount of creatures is equal to the number of Technique Points spent. This must be declared when this ability is used. Break Cover. Spend a Technique Point to attack a creature in total cover with an attack roll. The attack has disadavtage unless an additional Technique Point is spent. Targets attacked in this manner are considered to be in threequarters cover unless an additional Technique Point is spent. Concussive Shot. When you make a successful shot, you can spend a Technique point in order to cause the sonic boom of your shot to ring in your target's ears, imposing disadvantage on the next attack that creature makes. The target must also make a Constitution saving throw or only be able to move half their speed on their next turn. Cheat Death. When you are reduced to 0 hit points, you can spend 4 Technique Points to channel your inherent luck to fly in the face of death itself in order to be reduced to 1 hit point instead. This can only be done once per long rest. Deadeye. You can spend a Technique Point to add Aim Bonus to a Bulletstorm attack you make on your turn. Spend an additional Technique Point to add it to both attacks. Dodge Roll. Spend a Technique Point when targeted by an attack or within melee reach of an enemy in order to roll out of the way as a reaction. The damage roll is reduced by d8 + your Gunslinger level and you can move 10 feet in any direction. This move does not provoke opportunity attacks. You can spend an additional Technique Point to reload a Light firearm while using this trick if you have one drawn during your turn, or two points to reload a two-handed one. Disorienting Shot. When you make a successful attack with your firearm, you can spend a Technique Point to disorient them, leaving them open for your allies to attack. The next attack roll that's made against the target has advantage if the attack is made before the start of your next turn. Add your Charisma modifier to the damage they deal. Gun Kata When you make a Bulletstorm attack with your firearms, spend a Technique Point. You go into a stance that makes you a harder target to hit as you take shot after shot against your enemies. The next attack made against you has disadvantage. Subtract your Cha. mod. from the attack roll. Gunslinger's Luck. If your gun would misfire, you can spend a Technique Point in order to channel the inherent luck of your craft to avoid the misfire entirely, unless you rolled a natural 1.

Frightful Shot. When you hit an enemy with a successful ranged weapon attack with your firearm, you can spend a Technique Point to attempt to frigthen the creature. The creature is forced to make a Wisdom saving throw. If it fails, it is frightened of you until the end of your next turn. You can spend an additional Technique Point to make them roll the save with disadvantage. Spend another to subtract your Charisma modifier from their save. Intercept. When an enemy makes a ranged spell attack or a ranged attack within your firearm's range, you can spend a Technique Point in order to use a reaction to attempt to shoot it out of the air. Make an attack roll against the missile or spell. Missiles have an AC of 16, and spells have an AC of 17. If you succeed, the attack automatically fails as your bullet strikes it and either interrupts it's effects or knocks it off course. This cannot be done with Scatter firearms. You can spend an additional Technique Point to get advantage on this attack. Instinctual Shot. Spend a Technique Point in order to use your bonus action to take a shot based purely on your gunslinging senses. You cannot add your Dexterity modifier to the damage of this attack unless you spend an additional Technique Point. Piercing Shot. When you hit with a shot from your firearm, you can spend a Technique Point to have the shot continue on through the target after hitting it in order to attempt to damage an additional creature. Add your Intelligence modifier to the attack roll. If the creature within range of your shot and in the same line as your shot would have been hit by your attack roll, they take half damage. You can spend additional Technique Points to target additional enemies within the same line of your shot. Suave Shot. When you hit with a shot from your firearm during your turn, you can spend a Technique Point once on your turn to make a smooth trickshot that adds extra oomph to it's damage. Add your Charisma modifier to the shot's damage. This shot prevents you from aiming next round, and gives any attack made against you advantage until your next turn, unless you spend an additional Technique Point. Rocket Jump. If you make a jump, you can spend a Technique Point to make the jump with vim and vigor, adding your Dexterity modifier to that jump's distance and make it not cost additional movement to make the jump. Sprint. When you move, you can expend a Technique point to go sprinting at full speed across the battlefield. Your walking speed increases by 10 feet until you stop moving. You can spend additional Technique Points, up to 2, to increase this distance by an additional 10 feet per point spent. For every 10 feet added to your speed, You lose 5 feet of your walking speed until the end of your next turn when you do this, as you have to catch your breath and recover. You can get 5 feet back if you spend additional Technique Points. Sniper's Patience. If you have used your action and your bonus action to aim, you can spend a Technique Point to increase the normal and max range of your gun by 10 feet. Spend an additional Technique Point to increase this range to 30 feet. Tracking Shot. If you've spent an action and a bonus action to aim, you can spend a Technique Point to lock your sights onto your target of choice and focus in on hitting them. You get advantage on your next shot. You can add your Intelligence modifier to the attack roll if you spend an additional Technique Point.

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Machinist

Machinists devote their lives to the study of the intricacies of firearms to improve how their guns work, creating a specialized arsenal for any sort of mission. Those who model the Machinist Principle spend as much time firing their weapons as they do tinkering with them. Gun Smithy

Starting at level 3, Machinists are able to begin crafting primitive firearms. You are assumed to have collected the required materials prior to level 3. You craft these guns at a rate of 10gp per hour. You must take at least 8 hours to craft for it to count. Firearms crafted by Machinists get a +30 to their effective and maximum range, and start with no chance for misfire. At the beginning of combat, you get advantage on attack rolls against targets that haven't acted. The cost to create each firearm is equal to (Cost in gp of the Firearm)/10. Advanced Ammo Smith

Level 9 Machinists are now able to attempt to craft special kinds of ammunition. To start the experiment, the Machinist must roll a Tinker's Tools check with the required materials to make 5 of the ammo. The required materials are decided by the DM, and the DC for the check is 15. If you succeed, you make 5 experimental bullets. If you fail, you only make 1 experimental bullet. You can attempt this once per long rest. You also get double the ammunition you create when using Ammo Smith. Example Exotic Ammo Type Name

DC Required Materials

Elemental 15 1 Iron Ingot, an aspect Round of that element.

Cost Effect 20gp 2d4 Elemental Damage

Perfected Gun Smithy

Machinists who reach level 13 get double their proficiency bonus to Tinker's Tools checks. They can now also craft new types of firearms. You can now craft every other type of gun on the firearms charts below. Once per long rest you must succeed an Intelligence check with your proficiency bonus added over the period of a short rest in order to make the blueprints for the gun. If you fail, the DC goes down by 1 for subsequent checks (Minimum of 10). When the blueprints are created, you can then craft the gun. It is assumed that during your travels you came across the required materials to make the gun before you reach level 13. You now craft primitive firearms at a rate of 20gp per hour. Your experience with creating guns allows you to reload your gun or use Bolt-Action, Lever Action, and Pump Action on your turn without using an action once per short rest. You can now craft Custom Parts and Attachments for your firearms. You are assumed to have the required materials for these parts when you reach level 13. You craft these at a rate of 5gp per hour. (See charts above for details.) You also get proficiency in Intelligence saving throws. One With the Gun

When Machinists get to level 18, they have mastered the craft of creating firearms. All guns you create start with +1 to attack rolls and damage rolls and cannot misfire unless you roll a natural 1 three times. Any mundane ammunition you create after reaching level 18 is considered silvered for the purposes of calculating damage. You can also use a Tinker's Tools check as a bonus action to repair firearms, even if they've misfired. The crafting cost for all firearms is reduced by half. Your experience with learning the ins and outs of firearms has allowed you to become completely in tune with your guns. Once per short rest, you can either attack three times when you make a Bulletstorm attack, but cannot take bonus actions or reactions afterward or make two Bulletstorm attacks instead of one when taking the Overwatch action.

Variant Rule: Firearms are Prominent

Machinists that are in a world where firearms are a common sight are able to craft Action-Loaded, Repeating Firearms, and Attachments at 3rd level, without having to make an Intelligence check to craft blueprints beforehand. They can also craft Action-Loaded and Repeating firearms at a rate of 20 gp per day.

Spellshooter Spellcasting Gunslinger Grit Level Points

Cantrips Spells Known Known

1st 2nd 3rd 4th

3rd

3

2

3

2

-

- -

4th

4

2

4

3

-

- -

5th

5

2

4

3

-

- -

6th

6

2

4

3

-

- -

7th

7

2

5

4

2

- -

8th

8

3

6

4

2

- -

9th

9

3

6

4

2

- -

10th

10

3

7

4

3

- -

11th

11

3

8

4

3

- -

Additionally, any character with proficiency in firearms and/or tinker's tools may attempt to put an attachment on a firearm without needing an Attachment Rail. They must succeed a DC 15 Intelligence check in order to do so. Upon rolling a 1 when making an attack roll with the firearm, the attachment is dislodged.

12th

12

3

8

4

3

2 -

13th

13

3

9

4

3

2 -

14th

14

3

10

4

3

2 -

15th

15

3

10

4

3

2 -

16th

16

3

11

4

3

3 -

Variant Rule: Gun Maintenance

17th

17

3

11

4

3

3 -

18th

18

3

11

4

3

3 -

19th

19

4

12

4

3

3 1

20th

20

4

13

4

3

3 1

Variant Rule: Jury Rigging

Machinists may use parts from other firearms in order to craft different ones. You may substitute a firearm in place of all of a single kind of material needed to craft another firearm. If you do this, the firearm used to make the new one is destroyed.

Machinists get the Gunslinger's Ammo Smith ability at level 3 as part of Gun Smithy if the optional Gun Maintenance rule is used.

Spellshooter

Spellshooters are those who have melded the pursuits of magic and engineering in search of greater potential that neither are able to deliver by themselves. By means of preparation, they are able to condense and store the energies of spells in material vessels, creating dangerous weapons that act not merely as conduits for magic, but enhancers. Spellcasting

When you reach 3rd level and choose the Spellshooters Principle, you gain the ability to cast magic from the Wizard Spell List. You channel the energy of your spells through your own memorization of spells and pure mental acuity. Spellcasting Conduit. Spellshooters cannot directly cast spells, however, they can still cast cantrips like normal. See the Arcane Ammunition feature for more information on spellcasting. Cantrips. You learn two cantrips from your chosen list of spells. Spell Slots. The Spellshooter Spellcasting table shows how many spell slots you have to use your spells of 1st level and higher. See Flexible Preparation on how to use these slots. 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 Wizard spell list, which must be chosen from the Evocation, Conjuration, or Transmutation spells on respective spell list. The Spells Known column of the Spellshooter Spellcasting table shows when you learn more Wizard spells of 1st level or higher. Each of these spells must be a Conjuration, Transmutation, or Evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 10th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th 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 a Conjuration, Transmutation or Evocation spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level. Spellcasting Ability. Intelligence is your spellcasting ability for your spells, as even though your magic may either be innate or learned via studying, you cast it using the mental prowess you used to master the training of firearms. 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 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

Arcane Ammunition

Spellshooters, instead of casting spells as they are, condense the magical energy of spells into material vessels, fusing them into their ammunition for their attacks. Their firearms are therefore modified to withstand the unleashing of powerful spells within their chambers. At 3rd level, as long as you have pieces of mundane ammunition available, you can, over the period of two hours out of a long rest, prepare as many spell bullets as you have available spell slots. These rules apply for all spell bullets prepared. Somatic, verbal and material components for spells are fulfilled while preparing the spell bullets, and thus you do not need to expend them when it is cast via the bullet. All spells prepared in this manner have the same range as the range of the firearm. If the bullet misses the target, the spell is wasted and not cast. Spell bullets do not deal damage on their own, instead breaking apart to cast the spell before it hits the target. The only exception is bullets that contain the Magic Missile spell. Any spell that requires a single spell attack roll automatically succeeds if the bullet hits its target. Spells with multiple attack rolls are cast as normal, although if the first spell attack roll is made against the target of the bullet, it automatically succeeds. Any damaging spells used with firearms that have the Scatter property will affect any creature within the Scatter cone or line, even if they have their own AOE, such as Fireball or Thunderwave. The rules for Scatter's saving throw and damage apply to the spell as well. Any firearms you hold cannot hold more than one spell of 2nd level and higher within them per round, as that amount of arcane power would be very unstable If you are using two Light firearms at once, then only one can contain the 2nd level or higher spell. Flexible Preparation

You get access to a number of Grit points dictated on the archetype sheet. These Grit points allow you to create new spell slots that you can use for your Arcane Ammunition bullets. You can only spend Grit Points after you prepare spells, and you cannot create spell slots higher than 4th level. You can only cast spells you have prepared over your long rest using these new spell slots. Your Grit points are restored every long rest. Creating Spell Slots Spell Slot Level

Grit Point Cost

1st

2

2nd

3

3rd

5

4th

6

Creating Spell Slots. As a bonus action on your turn, you can expend Grit points and gain a spell slot equal to the amount of Grit spent. Converting a Spell Slot to Grit Points. As a bonus action on your turn, you can expend one spell slot and gain a number of Grit equal to the slot’s level.

Gritty Alteration

At 3rd level, you are able to harness your knowledge of the scientific and arcane in order to entirely alter the properties of spell they infuse into their bullets. When you prepare a spell bullet that has a spell that deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, you can spend a Grit point to substitute that damage type with another damage type from this list by altering it's properties before you infuse it within your ammo. During the same preparation period, if the spell you infuse in your spell bullet requires a saving throw, you can spend 2 Grit points to change the saving throw from one ability score to another of your choice. This can only be done for one spell bullet until 9th level, when you can do it once per short rest. Arcane Smith

Spellshooters that reach 9th level have become adept at creating their magic munitions far more quickly than normal. As long as you have spell slots and bullets left, you can produce Arcane Munitions equal to half your Intelligence modifier (rounded up) over the period of a short rest . If you have unexpended Grit, you can spend it or regain it over this period, but cannot create any new slots higher than 2nd level. Inspired Munitions

At 13th level, Spellshooters have become well learned in the studies of the arcane, and can use this knowledge to find inspiration from other spellcasters to infuse new kinds of spells into their bullets. You get proficiency in Arcana if you don't have it already. If you do, double your proficiency bonus. Once per long rest, if you see a creature cast a spell of a level you can cast, down to 1st level, you can gain the knowledge of that spell until the next long rest, and can infuse it into one of your spell bullets whenever you prepare them. Additionally, whenever you prepare spells or use a short rest to create Arcane Ammunition bullets, you can attempt an Arcana check in order to recall a spell from another spellcaster's list, (such as a Bard's Dissonant Whispers or a Cleric's Guiding Bolt) that is of a level you can cast and isn't a cantrip, in order to infuse it within one of your spell bullets. The DC for this check is 10 + the spell's level. If a spellcaster is with you that has and is able to cast the spell during the rest, you automcatically succeed this check. Eye For An Eye

Spellshooters at 18th level have the ability to glean the knowledge from any spellcaster into the ammunition of their weapons as long as they throw themselves right into the line of fire to collect it. Once per long rest, when you are the target of a spell of 1st level or higher, you can use your reaction to hone your gunslinger wits to resist the spell and copy the knowledge in order to harness its effects into a single bullet. If the spell is a spell attack roll, it is made with disadvantage. If the spell requires you to make a saving throw to resist its effects, you get advantage on the saving throw. After the spell is cast, roll an Arcana check with advantage. The DC is 10 + the spell's level. If you succeed, you regain 2 Grit and immediately create an Arcane Ammunition bullet that has the spell infused within it. This happens even if the spell reduced your hit points to 0, as long as it did not kill you outright. This bullet has the spell inside it for another 8 hours, after which it dissipates from the bullet.

New Spells Black Bullet

transmutation cantrip Casting Time: 1 Bonus action Range: Touch Components: S, M (A nonmagical firearm) Duration: Instant You conjure up a sphere of horrid, black ooze from a dark source, such as an eldritch being or a fiend's dark thoughts, and shove it into your firearm, covering it with dark sludge. This power remains within your gun for 1 minute after you cast it unless it is used or another power is put within your gun, such as Forceful Bullet. When you succeed an attack roll with nonmagical ammunition, the bullet deals an extra 1d4 necrotic damage and stains the target with the ooze until the start of your next turn. If the target makes a an ability check during this time, they have disadvantage on the roll. This spell's damge increases by 1d4 at 5th level (2d4), 11th level (3d4) and 17th level (4d4). Chromatic Bullet

transmutation cantrip Casting Time: 1 Bonus action Range: Touch Components: S, M (A nonmagical firearm) Duration: Instant You run your hand around your firearm, imbuing it with acid, cold, fire, lightning, poison or thunder energy. This power surges around the outside of a gun in an effect that is harmless to you, such as a raging fire or a bubbling film of acid. This power remains inside your gun for 1 minute after you cast it unless it is used or another power is put within your gun, such as Black Bullet. During this hour, you can use a bonus action to change the damage type imbued within the gun to another damage type from this list. When you succeed an attack roll with nonmagical ammunition, the bullet deals an extra 1d6 damage of the damage type chosen. This spell's damage increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6). Forceful Bullet

transmutation cantrip Casting Time: 1 Bonus action Range: Touch Components: S, M (A nonmagical firearm) Duration: Instant You touch your gun and imbue the next round you fire with an ancient arcane power. The gun contains this power for 1 minute after you cast it unless it is used or another power is put within your gun, such as Heaevenly Bullet. When you succeed an attack roll with nonmagical ammunition, the bullet deals an extra 1d4 force damage and imposes disadvantage on the next attack the target makes. The magic then fades. This spell's damage increases by 1d4 at 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Mindrending Bullet

transmutation cantrip Casting Time: 1 Bonus action Range: Touch Components: S, M (A nonmagical firearm) Duration: Instant You focus your mind on your firearm, imbuing it with magical energy pulled directly from your mind. It's surrounded by a glowing purple grid for 1 minute after you cast it unless it is used or another power is put within your gun, such as Forceful Bullet. When you succeed an attack roll with nonmagical ammunition, the bullet deals an extra 1d4 psychic damage and the target's mind becomes slightly muddled, messing with their reflexes. The target cannot take reactions until the end of your next turn. This spell's damage increases by 1d4 at 5th level (2d4), 11th level (3d4), and 17th level (4d4). Heavenly Bullet

transmutation cantrip Casting Time: 1 Bonus action Range: Touch Components: S, M (A nonmagical firearm) Duration: Instant You call forth a heavenly sphere of light from a holy source, such as light from the feywild or a celestial's holy gaze, and push it into your firearm, making it glow This power remains in your gun for 1 minute after you cast it unless it is used or another power is put within your gun, such as Chromatic Bullet. When you succeed an attack roll with nonmagical ammunition, the bullet deals an extra 1d6 radiant damage and a light marks the creature until the end of your next turn. If the target makes a saving throw during this time, it has disadvantage. This spell's damage increases by 1d4 at 5th level (2d4), 11th level (3d4), and 17th level (4d4). Delayed Chromatic Blast

1st-Level evocation Casting Time: 1 action Range: 90 feet Components: V, S, M (A 50gp gem) Duration: 1 Round You hurl a 3 inch diameter sphere at a space of your choice up to 90 feet away, imbued with either acid, cold, fire, lightning, poison or thunder energy. It explodes into a 30 foot sphere at the start of your next turn. Anyone within the sphere must make a Dexterity Saving Throw or take 4d8 damage of the type you choose, and half as much damage on a successful save. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Flamewave

1st-level evocation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You hurl a ball of flame that bursts when it hits the ground, igniting a 25 foot square around the targeted area. Anyone within the initial square must make a Dexterity Saving Throw. They take 3d6 fire damage upon a failed save and half as much damage on a successful one. Anything that starts its turn within the field takes 1d6 fire damage. When you cast this spell at 2nd level or higher, increase the initial fire damage by 1d6 for every level above first. Ice Bayonet

1st-level conjuration Casting Time: 1 action Range: Touch Components: S, M (A piece of ice and a two-handed firearm) Duration: 1 minute You create a shard of ice at the end of the barrel of one of your guns (Restricted to rifles, muskets, blunderbusses and shotguns). For 1 Minute, you may treat your firearm as a finesse melee weapon with reach that does 1d6 Piercing damage and 2d6 cold damage. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot above 1st. Decrepit Gas

1st-level necromancy Casting Time: 1 Action Range: 90 feet Components: V, S, M (Nighthsade) Duration: Concentration 1 minute You toss a small magical bomb that emits a toxic cloud from it that starts out as a 10 foot square and expands 10 feet every round, up to 30 feet. Anyone caught within the cloud must succeed on a Constitution Saving Throw or be poisoned for 1 Minute. Poisoned creatures take 1d6 poison damage at the start of their turn. At the end of their turn, they may make another Constitution Saving Throw in order to shrug off the poison before the duration. This cloud can be moved 10 feet in any direction as a Bonus Action during the caster's turn. If this spell is cast at a 2nd level slot or higher, increase the damage dealt by the poison by 1d6 for every slot level above 1st.

Cryostasis

2nd-level evocation Casting Time: 1 action Range: 90 feet Components: S, M (A drop of water and fine dust) Duration: Instantaneous You choose one creature within range. You close your fist and flash freeze the air around them in an attempt to stop up their movement. The creature must succeed a Constitution saving throw. If it fails, it takes 3d8 cold damage and is paralyzed until the start of your next turn. If they succeed, the damage is halved and the creature is not paralyzed. When you cast this spell using a spell slot of 3rd level or higher, increase the damage by 1d8 for every level you cast it higher than 3rd. Soften The Sword

2nd-level Transmutation Casting Time: 1 Action Range: 30 feet Components: V, S, M (A crushed mealworm, a small piece of iron, and a gold block worth about 100gp that is consumed when the spell is cast) Duration: Concentration, up to 1 minute You choose a creature within range wielding a nonmagical weapon forged from metal. This creature's weapons turn blunt and soft, making them unable to hit as hard as they usually could. When this spell is cast, and as a bonus action during each of your turns, you roll 1d4. You can subtract this number from either the weapon's next damage roll. This spell only affects one weapon at a time, and you must cast it again in order to affect a new weapon of your choice. For every level this spell is cost above 2nd level, increase the die taken from the damage roll of the weapon by 1d4. Hydro Beam

3rd-level evocation Casting Time: 1 Action Range: 30 feet Components: V, S, M (a drop of water.) Duration: Instantaneous You project a beam of water from your hand or an object of your choosing on your person at a target within 60 feet of you. The target must succeed on a Dexterity Saving Throw. On a failed roll the target takes 8d6 Bludgeoning Damage and is knocked prone, and takes half damage on a successful roll with no knockback. For every level this spell is cast above 3rd level, increase the damage by 1d6 for ever spell slot level above 3rd.

Elemental Bullets

3rd-level evocation Casting Time: 1 Action Range: Self Components: V, S, M (pieces of nonmagical ammunition) Duration: Instantaneous You infuse a number of pieces of mundane ammunition equal to your spellcasting ability modifier with a single element of your choice. Choose from fire, cold, lightning, acid, poison, or thunder. These bullets now deal an extra 6d8 of the chosen type of damage if the round hits. Searing Smoke

3rd-level transmutation Casting Time: 1 Action Range: 40 feet Components: V, S, M (A container of sulfur) Duration: 1 minute You throw sulfur into the air and convert it to a gaseuous form within range. A cloud that occupies a 10 foot sphere forms and moves in a direction of your choosing. Every turn this spell is active, it moves 20 feet in the chosen direction as a bonus action at the beginning of the caster's turn. Anyone that enters the cloud or starts their turn within the cloud must make a Constitution Saving Throw. If they fail, they suffer 2d8 poison damage and 2d8 fire damage, and half the damage if they succeed. For every level this spell is cast above 3rd level, increase the fire and poison damage by 1d8. Rotting Shot

3rd-level necromancy Casting Time: 1 Bonus Action Range: Self Components: V, S. M (A piece of mundane ammunition) Duration: Instantaneous You infuse your next bullet with a foul, strength sapping energy. If the bullet strikes, the target takes 4d8 necrotic damage must roll a Constituation Saving Throw. If they fail, they take an additional 2d8 necrotic damage and have disadvantage on Strength, Dexterity and Constitution skill checks for 1 minute. For every level this spell is cast above 3rd level, increase the necrotic damage this bullet deals by 1d8. Ghost Bullets

4th-level transmutation Casting Time: 1 Action Range: Self Components: V, S, M(Pieces of nonmagical ammunition) Duration: 1 hour By speaking a ghostly incantation, you transform 4 nonmagical, mundane bullets in your inventory into ghostly projections that can pass through inorganic material for 1 hour. These bullets ignore cover bonuses to AC and are targeted using a creature's unarmored AC. These rounds deal double damage to spirits. However, due to their focus on targeting organic material, constructs are not affected by these bullets, and attacks against them automatically miss. Vortex

Vortex

4th-level conjuraction Casting Time: 1 Action Range: 90 feet Components: S, M(An amethyst worth 200gp, a ball of cast iron, a magnet and a dash of glow worm powder) Duration: Instantaneous You snap your fingers and create a 20 foot radius wide arcane vortex at a point you can see within range. Any creature that starts its turn within the vortex or enters it's area for the first time takes 2d10 force damage and has it's movement speed reduced by half. Any creature within the vortex cannot take the Dash action. Any creature attempting to leave the vortex's area must succeed a Strength saving throw. The vortex stays active for three rounds. After the third round is over, the vortex implodes, releasing a massive amount of arcane energy. Anyone within the vortex's area when this happens must make a Dexterity saving throw or take 4d10 force damage and be knocked prone. If they succeed, they take half damage and are not knocked prone. Bubble Shield

4th-level evocation Casting Time: 1 Action Range: Self Components: M(An iron bowl, a leather strap from a shield) Duration: Cocnentration, up to 1 minute You create a static, impenetrable shield in a 10 foot radius around yourself for the duration of the spell. Any creatures can enter and exit the shield freely. This shield is completely immune to all damage from attacks and spells going into and out of it.

Wizard Spell List Cantrips (0 Level) Black Bullet Chromatic Bullet Forceful Bullet Mindrending Bullet Heavenly Bullet

1st Level

Firebomb Conjure Flak Jacket Ice Bayonet Gas Bomb

2nd Level

Cyrostasis Soften The Sword

3rd Level

Elemental Bullets Water Beam Searing Smoke Rotting Shot

4th Level

Ghost Bullets Arcane Vortex Bubble Shield

Credit to Reddit User SeekerofDreams for the Spellshooter class archetype. (Originally Called Spellslinger) Picture Credits (In order of Appearance) Magic Gunslingers http://www.giantitp.com/forums/showthread.php? 213035-PF-The-Gunslinger-s-Handbook

Caster: Takehiko Itō's Outlaw Star Steampunk Sniper: http://thevigil24.deviantart.com/ Old West Saloon http://danielwachter.deviantart.com/

Old West Town: Found on Pintrest, Source Unknown The Ultimate Arsenal: Target Sports USA Gunslinger: Found on this Forum http://www.giantitp.com/forums/showthread.php? 350310-Dungeons-and-Dreamboats-VI-BecauseBreasts-It-s-not-complex/page13 Source Unknown

No Mercy Percy http://captainkato.deviantart.com/

Lucca: Akira Toryama Horned Gunslinger www.yamaorce.deviantart.com/

Jesse McCree Fanart: Source Unknown Machinist's Office https://www.pinterest.com/darcoh/smith/

Gun Mage: Privateer Press 2012 c9 Gunslinger: Webzen Games NCR Ranger Bethesda Games

Links to other Arane Artillery Documents These documents have not been as polished as this one, and are currently close to finished, but still under the last bits of construction.

Gun Archetypes https://drive.google.com/open? id=0BwRBp4t9A8LbeW4tbzJtaWF2NzA

Basic Rules, Feats, New Items, And Expanded Firearm List https://drive.google.com/open? id=0BwRBp4t9A8LbX1ZlS2F2Q0dFUjg

Two Gun Using Classes: Gunslinger and Guncaster https://drive.google.com/open? id=0BwRBp4t9A8LbUU5iNXo1UzZiRE0