Anda di halaman 1dari 3



The slight whir of gears rotating in place, 


the thoughts of creation racing faster in
your mind than ever before... Firearms are a new and volatile technology, and as such bring
You awaken in a cold sweat and jot down the now fleeting their own unique set of weapon properties. Some properties
memories from your waking nightmare. Cold steel, flint, a are followed by a number, and this number signifies an
dusty substance. Upon the parchment is a clockwork device element of that property (outlined below). These properties
the likes you have never seen before, a terrible creation, replace the optional ones presented in the Dungeon Master's
heretical in nature itself... but tempting to be made. Soon your Guide. Firearms are ranged weapons.
inexperienced hands move on their own, as if a guiding force Reload. The weapon can be fired a number of times equal to
drags your fingers across the carefully made gears, its Reload score before you must spend 1 attack or 1 action
maneuvering the tools like an expert. Eventually, your creation to reload. You must have one free hand to reload a firearm.
is complete, and you shudder as you now look upon the Misfire. Whenever you make an attack roll with a firearm, and
weapon from afar. This... was not your doing, this could never the dice roll is equal to or lower than the weapon's Misfire
have been you... but you suppose, that it is now. score, the weapon misfires. The attack misses, and the
weapon cannot be used again until you spend an action to try
"Loosely" Inspired by Critical Role, and uses Matthew and repair it. To repair your firearm, you must make a
Mercer's Gunslinger subclass as a base. successful Tinker's Tools check (DC equal to 8 + misfire
score). If your check fails, the weapon is broken and must be
 repaired out of combat at half the cost of the firearm.
Creatures who use a firearm without being proficient increase
The Gunsmith lets you choose from an expanded list of spells
the weapon's misfire score by 1.
when you learn a warlock spell. The following spells are
Explosive. Upon a hit, everything within 5 ft of the target must
added to the warlock spell list for you.
make a Dexterity saving throw (DC equal to 8 + your
Spell Level Spells proficiency bonus + your Dexterity modifier) or suffer 1d8 fire
damage. If the weapon misses, the ammunition fails to
1st Compelled Duel, Ensnaring Strike detonate, or bounces away harmlessly before doing so.
2nd Branding Smite, Magic Weapon
3rd Conjure Barrage, Lightning Arrow 
4th Fabricate, Fire Shield When you reach 6th level, you gain immense awareness
during the thrill of battle. You gain proficiency in the
5th Banishing Smite, Conjure Volley investigation skill. If you are already proficient in the skill, you
add double your proficiency bonus to checks you make with
 it. Also, you now can add your charisma modifier to your
initiative rolls.
Starting at 1st level, you gain proficiency with firearms,
allowing you to add your proficiency bonus to attacks made
with firearms. You also gain proficiency in Tinkers' Tools,

applying similar effects to Tinkers' Tools checks. At 10th level, the Gunsmith grants an ethereal ally to those
who excel in battle. When an ally within 30 ft. of you scores a
 critical hit, you can choose to use your reaction to take a shot
against the target as well. This shot deals force damage, and
At 1st level, you acquire a golden bullet with your name on it. cannot be altered by any abilities or effects (Such as critical
This bullet is what links you to the Gunsmith, a mysterious hits or the Sharpshooter feat).
figure of myth and lore. When you have this bullet with you,
you can use your Charisma modifier, instead of Dexterity, for 
attack and damage rolls with your firearm. If you lose the
bullet, it will reappear in your pocket after a long rest. Another Beginning at 14th level, you are a master of your firearms,
effect of this bullet in your possession is the ability to create able to maneuver the battlefield efficiently and effectively with
firearms. During a long rest, you can forgo the benefits in your skilled shots. You now can craft an additional firearm,
order to craft one of three firearms, the Six Shooter, the the Havoc. This weapon does not effect the amount of
Emperor, or the Hand Cannon, the stats of which are detailed firearms you currently have. The Havoc must be shot,
at the end of the document. You cannot create a firearm if you reloaded, and repaired with a bonus action. You can also
already have one, and you can only exchange the firearm wield the Havoc as well as any other firearm, effectively dual
during a long rest. You can also create bullets during a short wielding. You cannot wield two Havocs at the same time.
rest. The materials required to make the bullets are supplied
by your patron.

1


Prerequisites: Pact of the Chain, The Gunsmith patron
When you take this invocation, you can choose to make your
familiar a clockwork replication of the parent summon. This
familiar has the same stats as the parent, but grants the
ability to, as an action by you, explode in a glorious fashion.
All creatures within a 5 ft. radius to the familiar must make a
Dexterity saving throw using your spell save DC. On a failure,
the creature takes 2d10 fire damage, and is knocked prone.
On a success, the creature only takes half damage.


Prerequisites: Pact of the Blade, The Gunsmith patron
You can now create a firearm of eldritch capabilities using
your Pact of the Blade feature. This firearm is called the Eye
of Akabash, and is detailed at the end of the document. The
Eye of Akabash is made of black steel, and has a Catseye
gem inlayed in the grip. You can use this firearm as an arcane
focus. When you hit a creature with this weapon, you can use
a spell slot to deal an additional 2d8 necrotic damage to the
target per spell level.


Prerequisites: Pact of the Time, The Gunsmith patron
You can mark a creature as an action on a list of enemies,
binding them to a bullet from your chamber. The marked
creature is vulnerable to the next attack you hit it with,
however your gun jams if you miss or target a different
creature. When either the marked creature dies or breaks line
of sight with you, the effect ends.


Prerequisite: The Gunsmith patron
Your firearms now deals force damage instead of piercing.

2
Name Ammo Damage Weight Range Properties
Six Shooter 4g (20) 1d8 piercing 5 lbs (80/320) Reload 6, misfire 2
Emperor 4g (20) 1d10 piercing 3 lbs (60/240) Reload 4, misfire 1
Hand Cannon 5g (5) 1d12 piercing 8 lbs (15/60) Reload 1, misfire 1
Havoc 10g (1) 2d12 piercing 10 lbs (200/800) Reload 1, misfire 3
Eye of Akabash 20gp (10) 1d12 piercing 15 lbs (120/300) Reload 3, misfire 2

Anda mungkin juga menyukai