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{
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1 Hi
THE GUNSMITH
A halfling peeks over a low stone wall, both hands gripping
her rifle. She slowly inhales as the gnolls tear chunks from
her former companion’s corpse. Her stomach churns, but she
pushes it down. She squeezes the trigger as she lets out a
steady breath. The first creature’s chest explodes with a
sickening crunch. The second whips its head around, looking
for her position. It dies before it can find her.
A sleek elven man ambles down the dusty street, playing
with his holster as he goes. She’s late, but she’ll be here.
Gawkers are the first to arrive, a crowd for the show. Only
once a large number have gathered does the sheriff deign him
with her presence. There’1l be no quarter, she declares. He’s
barely listening, but chuckles as she aims her rifle. The gun
roars. The elf rolls to his left with unnatural agility. As the
sheriff ’s bullet whizzes overhead, he draws and fires. The last
thing she sees is his smug grin. There’s a new sheriff in town.
Gunsmiths are an odd mix of intellectuals and warriors
and their unnatural weapons often result in them serving as
both the hunters and hunted at various times. Gunsmiths are
the keepers of firearms, and must split their time between
the study of their craft, and their use of their deadly creations.
KEEPERS OF KNOWLEDGE
Gunsmiths exist across the Multiverse, however in some
worlds they may be scarce or may not exist at all. Where they
do exist, gunsmiths are famous for their pursuit of knowledge.
Smiths have been known to travel across worlds, and even
beyond them, in pursuit of new technology. They are rarely
~'1~
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-$.13
BY DAVIDE SCALIA
satiated; there are always more lost tomes and schematics
to acquire, more modifications to experiment on or another
master smith to trade ideas with.
Master smiths are those that have grasped the most
esoteric knowledge and devoted their lives to its protection.
Many master smiths are famous alchemists in their own
right, and do not only confine their studies to firearms.
Every master is responsible for safeguarding their techniques
and instructing apprentices in the explosive arts. Masters are
careful in their selection of apprenitces and only instruct those

they trust implicitly. Thus, it is not uncommon for a master to


only instruct one or two apprentices in their lifetime. Masters
and their apprentices study for many years together before the
masters even begin to share their secrets. Indeed, the only
things that gunsmiths hoard more closely than their
knowledge are their weapons themselves.
DEADLY FoRcE
While no two gunsmiths are alike; all smiths share an
unrivaled ability to mete out death and devastation. Smiths
can flourish in both close combat and over great distances,
allowing them a versatility few can match. Most gunsmiths
rely on their intellect and unerring accuracy to decimate their
enemies. Various smiths have been seen to pull off feats that
few could replicate. Gunsmiths have been rumored to be
able to shoot targets blindfolded after a night of heavy
drinking, or to dispatch entire lines of infantry with a single
bullet. Whatever the truth, only a fool would doubt a smith’s
murderous potential.
CREATING A GUNSMITH
When building a gunsmith, it is important to answer three
questions; who was your master, why do you seek knowledge,
and why did your master choose you? Were you particularly
driven, or was it a familial connection? Is your gunsmith an
academic, or are they only interested in accruing power? Did
you have a master, or did you instead stumble upon, or even
steal your weapon’s schematics? There are many paths to
beginning your training as a gunsmith, after which point your
master will demand much of you time until your
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THE GUNSMITH
Proficiency
Features
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Dangerous Knowledge, Eureka, Fighting Style
Trick Shot, Fast Fingers
Gunsmith Order
Ability Score Improvement
Extra Attack
Improved Crafting
Gunsmith Order feature
Ability Score Improvement
Always Ready
Gunsmith Order feature
Extended Arsenal
Ability Score Improvement
Gunsmith Order feature
Not Without a Fight
Honed Talent
Ability Score Improvement
Master Craftsman
Gunsmith Order feature
Ability Score Improvement
Shoot ‘Em Up
L
apprenticeship ends.
During the first years of a gunsmith’s training they often
receive a classical education, learning rudimentary
mathematics and biology. Gunsmiths only begin to learn their
true craft after they have demonstrated their loyalty and
intellect. As they learn to craft firearms, many smiths also
receive martial training, tutoring in infiltration, or schooling in
history and natural science. As a smith completes their
training, their master gives them a final gift - their first
weapon. Often penniless, newly minted smiths set out into the
world with little else.
QUICK BUILD
You can make a gunsmith quickly by following these
suggestions. First, make Dexterity your highest ability score,
followed by Intelligence. Second, choose the Outlander
background.
CLAss FEATURES
As a gunsmith, you gain the following class
features.
HIT POINTS
Hit Dice: 1d8 per level
Hit Points at lst Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8(or 5) + your Constitution
modifier per gunsmith level after lst
ft.
J

PROFICIENCIES
Armor: Light armor, medium armor
Weapons: Simple weapons, firearms
Tools: Tinker’s Tools
Saving Throws: Dexterity, Intelligence
Skills: Choose two skills from Acrobatics, Stealth, Sleight of
Hand, Investigation, Nature and, History.
EQUIPMENT
You start with the following equipment, in addition to the
equipment granted by your background.
~ (a) leather armor or (b) chain shirt
~ (a) a simple weapon or (b) a shield
~ (a) a fire lance, (b) a palm pistol, (c) a flintlock
pistol or (d) a musket
~ 20 rounds of ammunition
~ (a) a dungeoneer’s pack or (b) an explorer’s
pack
EUREKA
You found your inspiration and have taken your first steps
towards becoming a master gunsmith. You are able to craft
firearms and ammunition, and may do so in half the time it
takes others.
You may choose one weapon as a favored weapon and add
one modification (see “Gun Modifications” below) to it.
You may change your favored weapon whenever you gain a
level.
DANGEROUS KNOWLEDGE
You possess esoteric knowledge that others would kill for.
Consequently, the first gunsmiths drafted a set of symbols to
disguise their schematics. You know Smith Notation and can
read most firearm schematics with ease. Some smiths take
pains to disguise their works from their rivals, and do not use
the common symbols. In cases such as these, you may make
an Intelligence (Investigation) check, the DC of which is
determined by the DM.
FIGHTING STYLE
You may adopt a particular style of warfare as your specialty.
Choose one of the following options.
PROTECTED FIRE
You gain proficiency with shields and may wield any one-
handed firearm with a shield and still reload your weapon.
DUELIST
When you are wielding a one-handed firearm in one hand
and no other weapons, you gain a +2 to attack and damage
rolls with that weapon.
SMOOTH OPERAToR
After a misfire, you may attempt to clear your firearm’s
chamber as a bonus action, rather than an action.
PIsToLs AKIMBO
When you take the attack action while wielding two one-
handed light weapons you may use your bonus action to fire
the pistol in your offhand. You can load or reload your guns
despite not having a free hand. You cannot add your ability
modifier to damage rolls with your off-hand.
HEAVY GUNNER
When you roll a 1 or 2 on a damage die for an attack you
make with a two-handed firearm, you can reroll the die and
must use the new roll, even if the new roll is a 1 or 2. The gun
must have the two-handed property for you to gain this
benefit
SENTRY
If you have not used movement on the pervious turn, or 1
minute prior to combat, you can reduce your speed to O until
the start of your next turn and gain a +2 bonus to attack rolls
with firearms until the start of your next turn.
TRICK SHoT
Starting at 2nd level, you can pull of impossible feats with
your firearm. When you gain this feature, you can learn one
Trick Shot of your choice (see “Trick Shots” below). You
must declare a Trick Shot prior to rolling your attack roll, and
may only use one Trick Shot per attack. You can use Trick
Shots a number of times equal to your Intelligence modifier
(minimum of once). You regain all expended shots after
finishing a short or long rest.
Saving Throws. Some of your Trick Shots require your
target to make a saving throw to resist the shot’s effect. The
saving throw DC is calculated as follows:
Trick Shot save DC = 8 + your proficiency bonus +
your Intelligence modifier
You can learn an additional Trick Shot at 5th, 8th, 11th, 15th
and 18th level. Each time you learn new Trick Shots you can
also replace one maneuver you know with a different one.
FAST FINGERS
Starting at 2nd level, you can use firearms with fluidity. You
can now load and reload guns as part of the attack action.
This feature does not affect firearms with the bulky trait.
GUNSMITH ORDER
At 3rd level, you choose a gunsmith order that you wish to
embody in your craft and combat. Choose Mystic Marksman,
Grenadier, Crack Shot or Desperado, all detailed below. The
order you choose grants you features at 3rd, 7th, 10th, 13th,
and 18th level.

ABILITY SCORE IMPROVEMENT


When you reach 4th level, and again at 8th, 12th,
16th and 19th level, you can increase one ability
score of your choice by 2, or you can increase
two ability scores of your choice by 1. As
normal, you can’t increase an ability score above
20 using this feature.
EXTRA ATTACK
Starting at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
IMPROVED CRAFTING
Beginning at 6th level, you can add two modifications to your
favored weapon, rather than one.
ALWAYS READY
When you reach 9th level, you can recognize the telltale
signs of an ambush. So long as you are conscious you can’t
be surprised. Additionally, you may add your proficiency
bonus to initiative rolls.
EXTENDED ARSENAL
Starting at l 1th level, your endless tinkering extends to a
range of firearms, rather than only your favored weapon. You
may choose a second firearm as your back up weapon and
add one modification to it.
NoT WITHOUT A FIGHT
Beginning at 14th level, when a hostile creature that you can
see reduces you to O hit points you can make an attack
against that creature. You make this attack prior to falling
unconscious or dying and on a hit you deal additional damage
equal to your gunsmith level.
Taking any damage causes death saving throw failures as
normal, and three failures can still kill you. Once you use this
feature, you can’t use it again until you finish a long rest.
HONED TALENT
Starting at 15th level, you are always table to rely on your
skill in a tight spot. If you roll initiative and have no uses of
Trick Shot remaining, you regain one use of it.
MASTER CRAFTSMAN
By 17th level, you have become a true master of your craft, a
smith that your contemporaries aspire to emulate. You have
improved your ability to add modifications to your weapons
without rendering them unusable. You may now add three
modifications to your favored weapon and two to your back up
weapon.
SHooT’EM UP
At 20th level, your firearm has become an extension of you.
When you take the attack action, you can make an attack roll
against all hostile creatures within range of your weapon. If
you have disadvantage against a creature, you may not target
them with this ability. Once you use this feature, you can’t use
it again until you finish a long rest.
GUNs1\/IITH ORDERS
Different gunsmiths choose different approaches to
commanding the battlefield. The gunsmith order you choose
to emulate reflects this choice.
MYSTIC MARKSMAN
The Mystic Marksman focuses on using the arcane power
that suffuses the material plane to supplement their
firepower. Those that choose this order are typically erudite
in nature and use their intellect to overcome their obstacles.
ARCANE FoNT
At 3rd level, you learn magical theory and can perform basic
arcane feats. You gain proficiency in the Arcana skill and
learn the prestidigitation cantrip.
BULLET BENDING
Starting at 7th level, you are able to perform minor feats of
telekinesis in order to redirect stray bullets. When you make
an attack roll and miss, you can use your bonus action to
reroll the attack roll against another target within 20 feet of
the original target. Your new target must not be closer to you
than your original target.
LINKED AMMUNITION
When you reach 10th level, you form a magical connection
with your bullets. As an action, you may cast clairvoyance or
locate object, focused on a bullet you have been in contact with
within a number of hours equal to your Intelligence modifier
(minimum of once). Once you use this feature, you can’t use it
again until you finish a short or long rest. You cannot use this
feature on a bullet that is embedded in a creature’s flesh.

IRON Focus
Beginning at 13th level, your mental precision helps you
identify your target’s vulnerabilities. You can add your
Intelligence modifier to damage rolls you make with firearms.
CoNcUssIvE SHoT
Starting at 18th level, you can imbue your bullets with raw
arcane power. When you roll an attack roll and hit, you deal
damage as normal and can force any creatures within 5 feet of
your target to make a Dexterity saving throw. The DC is equal
to your Trick Shot DC. On a failure, the creature takes half of
the damage dealt to the original target, of a type of your
choosing.
You can choose to infuse your bullets with a damage type
of your choice, choosing from: fire, cold, lightning or necrotic
damage. You may change your choice whenever you
finish a short or long rest.
GRENADIER
Grenadiers can always be found in the thick of the fight, and
can fight with both firearms and melee weapons. Grenadiers
are a hardy folk, and are able to develop rudimentary
handheld explosives.
RUN’N GUN
At 3rd level, whenever you take the attack action your
movement increases by 10 feet for that turn. Additionally.
when you take the attack action, you can take the disengage
action as a bonus action.
CLosE QUARTERS FIGHTING
Starting at 3rd level, when making a ranged attack roll while
you are within 5 feet of a hostile creature, you do not have
disadvantage on the attack. Additionally, you gain a +1 bonus
to attack rolls against creatures that are within 10 feet.
FIRE IN THE HOLE
Beginning at 7th level you learn to craft flashbang grenades.
As an action, you can throw a flashbang any point within 60
feet of you. All creatures within a 20-foot radius must
make a Constitution saving throw or become blinded. The DC
for this save is equal to your Trick Shot DC.
Your grenades are unstable, and you can only carry a total
number of grenades equal to your Intelligence modifier at
once. You can choose to replenish amy expended grenades
at the end of a long rest. Flashbang grenades cost 25 gp in
materials to create.
PIsToL WHIP
Starting at 10th level, whenever you take the attack action you
can make a melee attack as a bonus action. Melee attacks
with your firearm use your Dexterity modifier for attack rolls
and deal 1d4 bludgeoning damage plus your Dexterity
modifier. You are proficient in melee attacks with your
firearms.
BATTLE SGARREI)
By 13th level, your skin has become a latticework of scars
from your various close calls. As a result, you gain resistance
to non-magical piercing and slashing damage
HIGHLY EXPLOSIVE ORDINANCE
At 18th level, you learn to craft incendiary grenades. As an
action you can throw an incendiary grenade at any point
within 60 feet of you. All creatures in a 20-foot radius must
make a Dexterity saving throw, taking 6d12 fire damage on a
failed save or half as much on a success. The DC for this save
is equal to your Trick Shot DC. Incendiary grenades deal
double damage to objects and structures.
You can carry a total number of grenades equal to your
Intelligence modifier, and you can choose to replenish any
expended grenades at the end of a long rest. Incendiary
grenades cost 100 gp in materials to craft.

CRACK SHOT
Crack Shots are unparalleled with their firearms over a
distance and often use stealth to reach an advantageous
position to strike from. It is not uncommon for a Crack Shot
to shoot from their cover, and remain there until their
enemies are dead.
SHOOTER’S NEST
At 3rd level, you learn to make better use of cover. Half cover
now provides you a +4 bonus to your AC, instead of +2, while
three quarters cover provides you a +7 bonus.
SNIPERS MARK
Starting at 3rd level, you can spot and mark targets for the
kill. As a bonus action, choose one creature you can see
within 120 feet of you. The target is marked for 1 minute.
The mark ends if the target dies, you die, or you are
incapacitated. Until the mark ends, you gain the following
benefits:
~ You gain a bonus to damage rolls against the marked target.
The bonus equals your proficiency bonus.
~ Any attack roll you make against the marked target is a
critical hit on a roll of 19 or 20 on the d20.
~ You can use your bonus action to give an ally that you can
see advantage on their next attack against your marked
target. This lasts until the start of your next turn.
Once you use this feature, you must complete a short or
long rest before using it again.
QVERWATCH
Beginning at 7th level, you can fire a potshot to distract
enemies attacking your allies. When a creature you can see
attacks a creature other than you, you can use your reaction
to impose disadvantage on the attack roll.
You can use this feature a number of times equal to your
Intelligence modifier (minimum of once). You regain all
expended uses when you finish a short or long rest.
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GHILLIE SUIT
At 10th level, you gain the ability to craft a ghillie suit.
Creating the suit takes 10 minutes, and you must have access
to mud, sand, flora and other naturally occurring terrain.
Additionally, you gain proficiency in the Stealth skill if you
don’t already have it and your proficiency bonus is doubled for
any Dexterity (Stealth) checks you make.
Once you have created your suit, you can use a bonus
action to take the hide action. While you remain unmoving,
you gain a +10 to Dexterity (Stealth) checks that you make. If
you move, you must make a new check to hide again. Finally,
your ghillie suit lasts until you enter terrain that does not
blend with the terrain it was created from, or until you take a
long rest.
IMPROVED MARK
Starting at 13th level, your Sniper’s Mark allows you to score
a critical hit on an attack roll of 18-20 against a marked
target. Additionally, you can mark two targets before you need
to complete a short or long rest.
DEVASTATING OVERWATCH
At 18th level, your ability to control a
battlefield is unmatched. You can use your
reaction to make an attack roll against
any creature that moves while in range
of your weapon. Additionally, when
you use the Overwatch feature
you can also make attack
roll against the target.
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DESPERADQO
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Few gunsmiths can rjgatch the natural ability and panache of
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the Desperado. To? Desperado, combat is a roll of the dice,
a gamble, and that isxwhat draws them to it. Desperados are
pistoleers and rely on ‘ eir innate swagger to survive.
KM-
LUOIHKPUNK ._
At 3rd levenaigain the ability to sidestep and evade your
enemies’ attacks. As a reaction, you can choose one attack
roll that hits you, and force it to miss instead. You can use this
after the attack roll, but before any effects of the roll have
been applied. Once you have used this ability, you must finish
a long rest before using it again.
IRON DUSTER
Starting at 3rd level, you gain a +1 bonus to AC while you are
dual wielding two light firearms and wearing light armor.
ON THE RUN
Beginning at 7th level, your tendency to take risks has taught
you to always have an escape ready. You gain proficiency with
the disguise kit, if you do not already possess it, and have
advantage on any Charisma checks you make to hide your
identity. Additionally, you gain proficiency with the Charisma
(Deception) skill, and may double your proficiency bonus if
it is already known.
RELENTLEss
Starting at 10th level you can move faster than your
opponents for a short period of time. On your turn, you can
take an additional action on top of your regular action and
bonus action. You cannot use this ability on the same turn as
another feature that allows you to take an additional action.
Once you use this ability, you must complete a short or
long rest before using it again. At 18th level, you can use this
feature twice before resting, but only once per turn.
LITTLE OLD ME?
At 13th level, your natural charm allows you to convince your
enemies that you are less of a threat, lowering their defenses.
You can add your Charisma modifier to damage rolls you
make with light firearms.
BULLET TIME
By 18th level, you know combat like few others and are
always one step ahead of your adversaries. You can predict
your enemies’ moves, even before they have thought of them.
At the start of your turn you can choose to gain a +10 to attack
rolls and your AC until the start of your next turn. Once you
use this ability, you must finish a long rest before using it
again.
GUN MODIFICATIONS
Gun modifications improve your favored and back up
firearms. As you improve your ability to craft firearms
improves, you are able to add more modifications to each of
your weapons.
LIGHT FRAME
You modify the stock of your weapon, removing as much
weight as possible. You can add the light trait to your firearm.
Weapons with the bulky trait cannot be altered in this Way.
SCOPED
Scoped weapons can fire more accurately at a distance. You
can increase the normal range of your weapon by half of its
current normal range. Your firearm’s maximum range is not
affected.
EXTENDED MAGAZINE
You alter your weapon to allow for more ammunition to be
loaded at once. You can double the number of shots your
firearm can make before you need to reload.
PERFECT CALIBRATION
You fine-tune your gun, reducing your chances of misfiring.
You can half the misfire value of your firearm, always rounded
up.
CoNcEALAELE
You can add the incognito trait to your weapon, allowing you
to more easily secret it on your person. You cannot add this
trait to two-handed weapons
SILENcED
You attach mechanisms to reduce the noise generated when
you fire your gun. When you take the attack action, creatures
more than 30 feet from you cannot hear your shot. Creatures
less than 30 feet can make a Wisdom (Perception) check
against your Trick Shot DC to determine whether they hear
your weapon fire. If a creature does not hear yourlishot, taking
the attack action does not reveal your location.
BAYoNETED
You attach a bayonet to your firearm’s stock. Bayonetted guns
‘U .
allow you to perform melee attacks with your firearm in the
place of ranged attacks. Melee attacks with your firearm use
your Dexterity modifier for attack rolls and deal 1d8 slashing
damage plus your Dexterity modifier. You are proficient in
melee attacks with your firearms. Q
'\
SNUB NosED '
You remove much of the barrel of your gun, creating a snub-
nosed or sawn-off weapon. Your firearm suffers a -1 penalty to
all attack rolls, but gains a +3 bonus to damage rolls.

COMPENSATED
You add a muzzle break to your firearm, reducing its recoil at
the cost of its stopping power. Your gun gains a +1 bonus to
attack rolls, but suffers a -3 penalty to its damage rolls
(minimum 1).
NON-LETHAL CHAMBER
Your firearm is equipped to fire wax bullets, and can deal non-
lethal damage. You must use a bonus action to switch the
weapon between its regular and non-lethal chambers.
GRENADE LAUNCHER
You equip your firearm to fire grenades and similar
projectiles and can launch grenades up to 120 feet. In
addition, you can target specific creatures with your grenades.
Make an attack roll against your target, on a hit you deal 2d6
+ your Dexterity modifier bludgeoning damage. On a hit or
miss, the target and all other creatures in range make a
saving throw as normal.
TRICK SHOTS
Trick Shots are presented in alphabetical order.
Bleeding Blast. When you hit a creature that can bleed
using a firearm, you can cause the target to bleed heavily. The
creature takes damage as usual and must make a Constitution
saving throw. On a failure, the creature takes half of the initial
damage again, at the end of their next turn.
Blinding Shot. When you hit with a firearm attack you can
attempt to blind your target, the creature takes damage as
normal and must make a Constitution saving throw. On a
failure, the target is blinded for one minute. A creature can
repeat its saving throw at the end of its turns.
Concussive Burst. When you hit with a firearm attack, you
blast through some of a creature’s defenses. The target must
make a Dexterity saving throw, suffering a -5 penalty to its AC
until the start of your next turn.
Crippling Shot. When you hit a creature with a firearm,
you can attempt to impede its movement. The target suffers
damage as normal and must make a Dexterity saving throw.
It is knocked prone on a failed save. In addition, the crea
movement speed is halved for 1 minute.
Deadeye Shot. When you roll your attack, you can
gain advantage on the roll. If you miss, you do not
expend a use of your Trick Shot.
Disarming Shot. When you make an attack, you
can shoot an object from a creature’s grasp. On a l
the creature suffers normal damage and must
make a Strength saving throw. Should the
target fail, it must drop its held objects and have
those objects pushed 10 feet away from you.
Overcharged Shot. You can pack additional damage into I
an attack roll you make. On a hit, you can roll one
additional damage die for your weapon for each use of
your Tick Shot you choose to expend. There is no limit
BY IOANA M
to the number of uses you can expend at once.
Piercing Shot. You can attempt to fire through
multiple creatures with a single bullet. On a hit, your
target suffers damage as normal and you can make
an attack roll at disadvantage at every creature
in a direct line behind them and within 30
feet. On subsequent hits, you deal normal damage.
Precision Shot. When you hit with an attack roll, you
can negate half or three quarters cover. Additionally, on a hit
the creature takes damage as normal and is unable to benefit
from half or three quarters cover until the start of your next
turn.
Hobbling Shot. When you hit a creature with a firearm
attack, you deal damage as normal and the creature must
make a Constitution saving throw. On a failure, a creature
takes damage equal to your Intelligence modifier for every 5
feet it moves for one minute. The creature may repeat its
saving throw at the end of its subsequent turns.
Suppressing Fire. When you hit ture, you can pin it
down. The target takes damage as
normal and, if the creature moves
voluntarily before the start
of your next turn you can
use your reaction to make
an attack ~\
against /
them.

Warning Shot. When you make an attack roll you can attempt
to intimidate the target. On a hit, the creaturetakes no damage
as instead the bullet misses by an inch. The creature must
make a Wisdom saving throw, becoming frightened on a
failure. If the target fails its saving throw by 5 or more, it
instead is charmed by you and will defend you and your allies.
Both effects last for one minute, and a frightened creature can
use its action to repeat its saving throw on its turn.
FIREARMS
Gunsmiths have proficiency with firearms, the most common
of which can be found below in the Firearms table.
reloaded. You can use your action to reload all of your
equipped firearms at once.
Two-Handed. Two-handed firearms require that you use
both hands to fire them. Two-handed firearms do not require
a free hand to reload.
Bulky. Some firearms are cumbersome and hard to wield.
Bulky firearms are more difficult to reload, and reduce your
movement speed by 10 feet while being used.
Incognito. A rare few firearms can be secreted upon your
person, escaping detection by all but the most thorough
searches. You can attempt to hide firearms with this trait on
your person with advantage. Two-handed firearms can not
FIREARM PROPERTIES
Many firearms have special properties related to their use.
Additionally, all firearms have the Ammunition and Range
properties, explained on pages 146-147 of the Player's
Handbook.
Misfire. When you make an attack roll with a firearm, there
is a chance that the weapon misfires. If the rolled number on
your dice is equal to or less than your firearm’s Misfire value,
the firearm misfires and the attack misses. Weapons in your
offhand cannot misfire. A weapon that has misfired cannot be
used to make a ranged attack again until you repair it.
You can repair a misfired weapon by using your action to
make a successful Intelligence (Tinkerer’s Tools) check. The
DC is equal to 8 + the weapon’s misfire score. If your check
fails, the weapon breaks and must be repaired outside of
combat. Repairing a broken costs one quarter of the weapon’s
total value in materials. Creatures that fire a firearm and are
not proficient increase a weapon’s misfire value by 2.
Reload. Firearms must be reloaded in combat, which
requires you to have a free hand. A firearm can be fired
number of times equal to its reload value before it
J—\,_
Weapon
Palm Pistol
Flintlock Pistol
Pepperbox
Heavy Pistol
Firelance
Musket
Blunderbuss
Sharpshooter
Rifle
Hand Cannon
Cost
50gp
150gp
300gp
500gp
200gp
250gp
400gp
1,200 gp
(crafted)
1,500 gp
(crafied)
Ammunition
2 sp (20)
4 an (20)
5 sp (20)
10 gp (20)
10 gp (10)
5 sp (20)
10 an (10)
10 sp (5)
10 sP(2)
have the incognito trait.
Light. Light firearms are small and easy to handle, which
makes them ideal for dual-wielding. To fire a firearm in your
offhand it must have the light trait.
.
ARTIST CREDIT
Made by Max Kavanagh. All images used with the artists’
permission:
Page 1: Bismarck Knight by Davide Scalia
Frozen Landscape by Dahtamnay (Creative Commons)
Page 2: Vulcano Land by TheShock (Creative Commons)
Page 4: Based on Richard Ng photo (Creative Commons)
Page 5: Voodoo Witch by Daria Rashev
Page 6: Cornelia Vogel by Yama Orce
The Gate of the Pilgrim by Markus Holzum
(Creative Commons)
Page 8: DnD Player Characters by loana Muresan
Page 9: Based on Richard Ng photo (Creative Commons) 0
i
Damage Weight Range
1d6 piercing
1d8 piercing
1dl0 piercing
2d6 piercing
3d4 fire
1d12 piercing
2d8 piercing
2d12 piercing
4d8fire
Zlb
5lb
5 lb
l0lb
l0lb
12lb
12lb
25lb
20lb
20/40
30/90
40/120
50/150
20/30
100/300
20/60
200/800
40/so
Properties
Light, reload 1, misfire 1, incognito
Light, reload 4, misfire 2
Light, reload 4, misfire 3
Bulky, reload 6, misfire 4
Two-handed, reload 1, misfire 2
Two-handed, reload 1, misfire 2
Two-handed, reload 1, misfire 4
Two-handed, reload 2, misfire 3
bulky
Two-handed, reload 2, misfire 5
bulky

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