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Credits (Final Edition)


Credit to /u/SeekerofDreams for the Spellshooter
Gunslinger trail. (Originally Called Spellslinger) Art Credits (Cont.)
Inspired from Matthew Mercer and Taliesin Jaffe from Frontier Flames Picture: Hallowed Ground Cover by
Critical Role, as well as Firaxis games' XCOM Robert Sammelin
Credit to The Hawthorne Guild for helping me revise the Hound Justicar: Samikichan
Gunslinger and Arcane Artillery proper. Join their Discord Gun Warlock: Source Unknown
if you want some D&D RP fun! Link Here Horned Gunslinger Girl: Source Unknown
Dark Gunslinger: Source Unknown
Art Credits Gun Arm: Piat-101
Magic Gunslingers on the Cover Doom Wallpaper: Bethesda & Zenimax
http://www.giantitp.com/forums/showthread.php?213035- Magic Gunslinger: Source Unknown
PF-The-Gunslinger-s-Handbook Glassing Beam: http://lightspeeed.deviantart.com/
Caster: Takehiko Itō's Outlaw Star Gunslinger Shooting Zombies: Paizo Publishing
Desperado Girl: MAX (Marvel Comics) Apache Skies Dragon Gun: Source Unknown
Old West Saloon http://danielwachter.deviantart.com/ Lightning Gunshot: Source Unknown
Dark Magical Gunslinger: Source Unknown K9000 Gun, Lucky Revolver, Mysterious Revolver:
NCR Ranger: Bethesda Studios Bethesda Software
Desperado: Linda Crocket Ice Sniper: Source Unknown
Gunslinger Girl: Psycho-Fish on DeviantArt Swordsplosion: Gearbox Studios
Old West Town: Found on Pintrest, Source Unknown McCree's Revolver (Golden Skin): Blizzard Entertainment
Steampunk Sniper: Source Unkown Khvostov 7G-0X: Bungie Studios
No Mercy Percy http://captainkato.deviantart.com/ Elemental Gunslinger: Source Unknown
Jesse McCree Fanart http://zendanaar.deviantart.com/
Machinist's Office Table Of Contents
http://www.thefirearmblog.com/blog/2016/07/11/10-tools- Part 1: Rules For Firearms (pg. 3)
every-shooter-should-own/ (Possible Source)
Gun Mage: Privateer Press 2012 Part 2: Firearm List (pg. 4)
C9 Gunslinger: Webzen Games
Portly Gunsmith: Source Unknown Part 3: Giving Classes Guns (pg. 8)
Gunsmith Teched Out: http://daverapoza.deviantart.com/ Part 4: New Feats (pg. 9)
2nd Magic Gunsmith Pic: Source Unknown
Desperado Sona Part 5: The Gunslinger (pg. 12)
https://www.pinterest.com/source/leaguesplash.com
Red Dead Redemption Wallpaper: Rockstar Games Part 6: New Archetypes (pg. 23)
Neo Fanart: http://vbagi.deviantart.com/ Part 7: New Pact Boon (pg. 33)
Warden Picture: Tyler Edlin
Warlock Gun Girl: Source Unknown Part 8: New Spells (pg. 37)
Dark Magical Gunslinger
Neo Fanart: Vbagi Part 9: Magic Items (pg. 44)
Desperado Sona: Found Here. Part 10: New Artifacts (pg. 50)
Dakka: Found here.
Warden: Source Unknown Part 11: Final Changelog (pg. 52)
Bounty Hunter: Kerembeyit

2
General Rules Firearm Properties
These are universal rules for every gun found in this book. The following properties will not be featured universally on
Misfire (Optional Rule). This rule is made only for games every firearm and will vary from gun to gun.
where firearms are prominent and you wish to emphasize Automatic. Automatic firearms can make a separate attack
inferiority of Primitive Firearms. These rules only apply to that releases a salvo of bullets per pull of the trigger. As an
them in this instance. action, you can force any creatures of your choice in a 25-foot
If you make an attack roll and the roll matches or is lower square centered on a point within your firearm's maximum
than a firearm's misfire number, (such as 2, for example), your range to make a Dexterity saving throw, taking the gun's
gun jams. You cannot make an attack with it again until you automatic damage (listed in parenthesis) on a failed save, and
spend an action to clear the chamber. Your firearm's misfire half that damage on a success. This action subtracts 10
number then goes up by 1, to a maximum of 5. You can spend rounds from your gun. You can use this action only if you
1 minute and make a DC 10 + your firearm's misfire number have the ammunition available to do so.
Dexterity(Tinker's tools) or Intelligence(Tinker's tools) check Firearms with the automatic property always expend six
to reduce your gun's misfire number by 1, to a minimum of its ammunition per attack.
original misfire number. Automatic Save DC (Proficient) = 8 + Dexterity modifier
Primitive Guns (Optional Rule). In games where firearms Automatic Save DC (Proficient) = 8 + Dexterity modifier +
are prominent, you can use this optional rule. Primitive Profiicency Bonus
Firearms are not properly built for combat. If you make more
than two attacks with these weapons on your turn, the Burst Fire. Burst fire firearms are able to make a special
firearm's misfire number goes up by 1, to a maximum of 10. attack that releases a stream of multiple bullets. As an action,
Reload. Some ranged weapons can be fired a number of you can force up to 6 creatures of your choice in a 15-foot
times before they must be reloaded. Ranged weapons with square centered on a point within your gun's maximum range
the reload property take an action (player's choice) to reload to make a Dexterity saving throw, taking your gun's burst fire
its ammunition. damage (listed in parenthesis) on a failed save, and half that
If you wield two light ranged weapons with the reload damage on a success. This action subtracts 6 rounds from
property, you can reload them both at once as an action your gun. You can use this action only if you have the
during your turn. ammunition available to do so.
Mundane Ammo Types Additionally, guns with the burst fire property always
Name Cost Usable with Weight Properties
expend 3 rounds per attack.
Musketball 2gp(20) Primitive 1 lb Piercing Burst Fire Save DC (Not Proficienct) = 8 + Dexterity
firearms modifier
without Burst Fire Save DC (Proficient) = 8 + Dexterity modifier +
scatter Profiicency Bonus
Spreadshot 2gp(20) Blunderbusses 1 lb Bludgeoning
Cartridge 3gp(10) Advanced 1 lb Piercing Scatter. Firearms with the scatter property have two types of
firearms damage, a regular damage roll and a scatter damage roll.
without When you hit a creature with a firearm that has the scatter
scatter property, creatures within 5 feet of the target take scatter
Buckshot 2gp(20) Shotguns 2 lbs Bludgeoning damage if the attack would hit them. The original target does
Slug 3gp(10) Shotguns 3 lbs Removes the
not take this damage.
scatter You gain resistance to the scatter damage dealt from your
property. firearm attacks.
functions like A spell cast using a firearm with the scatter property only
a Cartridge triggers once, and only on the original target of the attack.
Round. (see the blood-lightning shot spell)

Proficiency with Firearms


Firearms are not typical weapons. The nature of their
construction and the complexity of their use and care make a
special kind of 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 proficiencies associated with firearms.
Longarms, which include Two-Handed firearms, and
Sidearms, which include every other kind of firearm.
Sidearms can be wielded in one hand.

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Primitive Firearms
Name Damage Cost Weight Properties
Sidearms
Flintlock Pistol d6 piercing 250gp 3 lbs Ammunition (range 30/90), Loading, Light, Misfire 3
Dragoon d8 bludgeoning 300gp 4 lbs Ammunition (range 10/30), Loading, Scatter (1d4), Misfire 3
Pepperbox d8 piercing 800gp 4 lbs Ammunition (range 40/120), Reload 4, Shell Loading, Misfire 1
Longarms
Musket d12 piercing 500gp 10 lbs Ammunition (range 70/200), Two-Handed, Loading, Misfire 2
Arquebus 3d4 piercing 200gp 13 lbs Ammunition (range 60/150), Two-Handed, Loading, Heavy, Misfire 4
Blunderbuss d12 900gp 7 lbs Ammunition (range 15/45), Two-Handed, Loading, Scatter (1d6), Misfire 3
bludgeoning
Wheellock d10 piercing 400gp 5 lbs Ammunition (range 50/160), Two-Handed, Loading, Misfire 2
Gun

Firearms (Gunsmith DC 8 + max damage/2)


Name Damage Cost Weight Properties
Sidearms
Pistol d6 piercing 1,000gp 2 lbs Ammunition (range 40/120), Reload 8, Light
Heavy Pistol d8 piercing 1,150gp 3 lbs Ammunition (range 40/140), Reload 8
Sawn-Off Shotgun 2d4 bludgeoning 1,200gp 4 lbs Ammunition (range 20/40), Reload 4, Scatter (1d4)
Longarms
Rifle d12 piercing 1,500gp 10 lbs Ammunition (range 90/300), Two-Handed, Reload 6
Carbine d10 piercing 1,350gp 6 lbs Ammunition (range 60/200), Two-Handed, Reload 8
Shotgun d12 bludgeoning 2,000gp 7 lbs Ammunition (range 30/60), Two-Handed, Scatter(1d6), Reload 6
Heavy Rifle 3d8 piercing 2,900gp 18 lbs Ammunition (range 200/1,000), Two-Handed, Loading, Heavy

For You Technophobic Plebs, Here's Some Crossbow Variants or Whatever


Name Damage Cost Weight Properties
Martial Ranged
Weapons
Repeating Crossbow d10 100gp 18 lbs Ammunition (range 100/400), Heavy, Two-Handed, Reload 6
piercing
Automatic Crossbow d8 piercing 200gp 20 lbs Ammunition (range 100/400), Heavy, Two-Handed, Automatic (d10),
Reload 20
Reloading Hand d6 piercing 350gp 3 lbs Ammunition (range 30/120), Light, Reload 4
Crossbow
Splinterfire Crossbow d12 400gp 21 lbs Ammunition (range 30/60), Heavy, Two-Handed, Scatter (1d6), Reload
piercing 6

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Special Firearm Examples (Gunsmith DC 8 + max damage)
Use these guns only when firearms and technology are prominent in your world. These are made to give options to gun using
players who wish to grow in power. They are not and will not be properly balanced in a world that uses more primitive weapon
technology. Implement these guns into those games with caution.
Name Damage Cost Weight Properties
Sidearms
Automatic Pistol 2d4 Piercing 2,100gp 3 lbs Ammunition (range 40/120), Light, Reload 24, Automatic(6d4)
Burst Pistol d8 Piercing 2,100gp 3 lbs Ammunition (range 30/90), Light, Reload 24, Burst Fire(3d8)
Revolver d8 Piercing 2,200gp 3 lbs Ammunition (range 50/180), Light, Reload 6
Hand Cannon d10 Piercing 2,700gp 4 lbs Ammunition (range 60/200), Reload 6
Longarms
Automatic Rifle 2d6 Piercing 3,500gp 8 lbs Ammunition (range 90/300), Two-Handed, Reload 30, Automatic(6d6)
Burst Rifle 1d12 Piercing 3,500gp 8 lbs Ammunition (range 90/300), Two-Handed, Reload 24, Burst Fire(3d12)
Double Barrel 2d6 2,400gp 11 lbs Ammunition (range 90/300), Two-Handed, Scatter (1d8) Loading,
Shotgun bludgeoning Special
Anti-Material Rifle 3d12 Piercing 4,500gp 18 lbs Ammunition (range 300/1,800), Two-Handed, Loading, Heavy
Shoulder Cannon 4d10 6,500gp 30 lbs Ammunition (range 60/200), Two-Handed, Loading, Bulky, Special
Bludgeoning
Rifleblade d12 Piercing 5,000gp 10 lbs Ammunition (range 90/300), Two-Handed, Reload 6, Bayonet(1d6
Piercing/Slashing)
Gunlance 2d6 Piercing 6,000gp 16 lbs Ammunition (range 70/230), Two-Handed, Reload 6, Bayonet(1d12
Piercing, Reach), Special
Nock Gun d12 Piercing 5,500gp 20 lbs Ammunition (range 70/210), Two-Handed, Loading, Special

Shoulder Cannon Special Rules


You can make a special attack with a Shoulder Cannon that targets any creature within a 5 wide foot line out to its maximum
range. Any target in the path of this special attack must succeed a DC (8 + your Dexterity modifier + your proficiency bonus)
Strength saving throw or take it's damage roll and be knocked prone. They take half damage on a success and are not knocked
prone. Shoulder Cannons are considered siege weapons for the purposes of damage. Shoulder Cannons use a special type of
ammo known as a Mini-Cannonball, which weighs 2 lbs and costs 5gp per round.
Nock Gun Special Rules
You can use your action to fire all 7 barrels of this gun at once. Make an attack roll with disadvantage. If you succeed, roll 7d12
damage. This attack deals 7d4 bludgeoning damage to you and forces you to succeed a DC 10 Strength saving throw or be
knocked prone.
Gunlance Special Rules
You have disadvantage when you use the lance to attack a target within 5 feet of you. You can wield the lance one handed when
mounted.
Double Barrel Shotgun Special Rules
Double Barrel shotguns can be fired twice per attack. When you make an attack roll with a double barrel shotgun, you can make
two attack rolls at the same creature. The second attack roll is made with disadvantage, and on a hit, you do not add your ability
score modifier to the damage of that attack, unless your modifier is negative.

5
Attachment Rail Placement Chart
Gun Rail Placement
Primitive Firearms Top, Sides (1) Barrel
Advanced and Special Firearms Top, Bottom, Sides (2), Barrel
Crossbows Top, Bottom
Rifleblades, Gunlances Top, Sides (2)

Removing And Placing Attachments


You can remove any attachment from its rail as an action during your turn, and you can place one as a bonus action.

Attachments (Gunsmith DC 8 + Cost/100, Rounded Down)


Name Weight Placement Restrictions Cost Properties
Attachment - Any - 100gp Firearms can now have attachments placed on the rail.
Rails
Telescopic .25 lbs Top - 500gp Increases the normal and maximum range of the firearm by 10
Sight feet.
Longshot 2 lbs Top Bulky 700gp Increases the normal and maximum range of the firearm by 30
Sight Rifles, Anti- feet.
Material
Rifles
Glowing - Top - 400gp +1 to damage rolls at creatures within 30 feet.
Dot Sight
Foregrip - Bottom Sidearms 300gp You are immune to being disarmed as long as you have a free
hand to hold the foregrip.
Bipod - Bottom/Barrel Bulky 200gp +1 to attack rolls when prone or behind half-cover.
Rifles, Anti-
Material
Rifles
Bayonet + 1/2 the Barrel - 100gp Adds a melee weapon to the barrel of the gun. You are not
melee considered proficient in melee attacks made with this bayonet
weapon's unless you are proficient with improvised weapons. You cannot
weight have a Barrel or Bottom attachment when you have this
attachment equipped.
Beam - Sides, Bottom - 700gp You can use a bonus action to mark a creature with the beam
Marker and reroll 1s and 2s to all damage rolls until the end of your
turn.
Glowtorch 1 lb Sides, Bottom - 500gp Adds a magic torch that can be turned on and off as a bonus
action. It sheds bright light in a 30 foot cone and dim light in a
30 foot cone.
Canted .5 lbs Top - 1,000gp Grants the benefits of a Telescopic Sight and a Glowing Dot
Sights Sight. You must switch between them as a bonus action to get
each one's bonuses.
Suppressor .25 lbs Barrel - 700gp When you make an attack roll with this firearm while hidden,
each creature in a 30 foot radius must make a
Wisdom(Perception) check. The DC of this check is 10 + (attack
roll result) / 5. You are still considered hidden to any creature
that fails the check, even if other creatures succeed.
Advanced .25 lbs Barrel - 1,300gp Functions exactly like the Suppressor custom part, except the
Suppressor DC of the Wisdom(Perception) check is 10 + (attack roll result)
/ 2, and the radius is 10 feet.

6
Custom Parts List (Gunsmith DC 8 + Cost/1000, Rounded Down)
Applying And Removing Custom Parts
Any firearm can only have two custom parts at one time. You must build a custom part onto the weapon in order to use it. Doing
so takes 1 week of work (8 hours per day) and 500gp of raw materials. Dismantling a custom part takes one day of work (8 hours)
and 10gp of raw materials. You must dismantle a custom part to build another onto it if your gun is already at its custom part
limit.
Name Weight Usable with Cost Properties
Pistol Grip - Siderarms 3,000gp +1 to attack rolls.
Heavy Barrel 1 lbs Rifles, Carbines 4,000gp Increases the normal range of the gun by 20 feet and the maximum
range by 20 feet. This cannot be combined with Light Barrel.
Light Barrel -1 lb Rifles, Carbines 4,000gp Reduce the normal range of the gun by 5 feet and the maximum range by
10 feet. This cannot be combined with Heavy Barrel.
Tight Choke - Shotguns 4,000gp Add your ability score modifier to your firearm's scatter damage. This
Barrel cannot be combined with Wide Choke Barrel
Wide Choke - Shotguns 4,000gp The range for your firearm's Scatter damage roll is now 10 feet around
Barrel the original target. This cannot be combined with Tight Choke Barrel
Sawn Off -3 lbs Shotguns - Removes the two-handed property from the shotgun and changes its
Barrel classification to sidearm. Lowers the damage die and scatter damage die
by one category. (For example, a d12 die lowers to a d10.) Reduces the
shotgun's normal and maximum range by 10.
Magazine .5 lbs All firearms 7,000gp Increases the ammunition count of longarms by 6, and increases the
Capacity reload count of sidearms by 8. If firearm has the loading property, it loses
that property and gains the reload property instead. (6 rounds for
longarms, 8 rounds for sidearms.)
Rifling - Muskets, 3,000gp +30 normal range, +10 max range. Weapon now uses rifled bullets
Flintlock Pistols, instead of round bullets. Some firearms have this built in inherently.
Arquebuses,
Wheellock Guns
Light Frame -2 All Firearms 5,000gp Gun's weight cannot decrease past 1 lb.
Burst - Rifles 10,000gp Turns firearm into Burst Rifle.
Mechanism
Automatic - Rifles, Pistols 10,000gp Turns the firearm into Automatic Rifle or Automatic Pistol.
Mechanism
Recoil - Firearms with 12,000gp You can add your Dexterity modifier to your Automatic and Burst Fire
Compensator the Automatic or damage.
Burst Fire
Property

A Note About Attachments & Custom Parts


Custom Parts and Attachments are primarily for games where guns are both advanced and commonplace in your worlds. They're
made to explicitly make them superior to more primitive weapons. If every character in your current game is not holding at least
one gun and they are not a Barbarian or Druid, or something equivalent, then it is wise to keep them out or just give those who
don't wield guns more magic items and armor to compensate.

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Expanded Fighting Styles
You can't take the same Fighting Style more than once, even
if you get to choose again. Giving Classes Guns
Akimbo Shooting These proficiencies are also gained if a class gains
weapon proficiencies when mutliclassed into.
When you take the attack action with a light weapon, you can
use a bonus action to make an attack with a light ranged Artificers and Clerics start with proficiency in
weapon you are holding. You do not add your ability score sidearms and firearms with the scatter property.
modifier to the damage of this attack, unless that modifier is
negative. Barbarians, due to their primitive nature and lack of
understanding of complex technology, such as
Breacher guns, cannot start with proficiency in firearms
When you make a ranged attack at a creature within 15 feet unless already given from another class, archetype,
of you and you roll a 1 or 2 on the damage die, you can reroll feat or special training, unless otherwise approved
the damage die and must take the new roll, even if the by the DM.
number is a 1 or a 2. The weapon must have the scatter
property in order to gain this benefit. Bards start with proficiency in sidearms, muskets,
rifles and carbines.
Deadeye
Druids cannot be proficient in firearms, as they are
You get a +2 bonus to attack rolls you make with martial and always made from metal in some measure. The DM
simple ranged weapons, as well as longarms which do not can make exceptions to this. A character that
have the bulky or scatter property. multiclasses into a druid with proficiency in
firearms can only do so if the DM approves it.
Dueling Edit
When wielding a one-handed weapon in one hand and no Fighters start with proficiency in longarms and
other weapons, you get a +2 bonus to your damage rolls with sidearms. Fighters can choose from the breacher,
these weapons. deadeye, dueling edit, and phalanx fighting styles.
Sniper Monks start with proficiency in sidearms, but they
You gain a +2 bonus to damage rolls if you attack a creature do not count as monk weapons.
further than 30 feet away from you with a ranged weapon or a
firearm that does not have the scatter property. Mystics, Sorcerers, Warlocks, and Wizards get
proficiency in pistols, sawn-off shotguns, dragoons,
Phalanx and flintlock pistols.
You can now wield a two-handed melee weapon, heavy Paladins start with proficiency in longarms and
crossbow, light crossbow, or a longarm with a shield, but you sidearms. Paladins can use firearms for Divine
must use an action to brace the weapon against the shield in Smite, Improved Divine Smite, and any spells that
order to attack with it. The weapon stays braced in this way would require them to take an attack with a melee
as long as you move no more than 10 feet during your turn. weapon before taking effect, but you must be
The weapon loses any benefits you gain from using it with within at least 10 feet of the creature attacked to
two hands while braced. do so. Paladins can choose from the breacher,
dueling edit, and phalanx fighting styles.
Rangers start with proficiency in longarms and
sidearms. Rangers can choose from the akimbo
shooter, deadeye, dueling edit and sniper fighting
styles.

Rogues start with proficiency in sidearms, muskets,


wheellock guns, carbines, and rifles.

8
Close Quarters Shooter
New Feats You have trained yourself in the delicate art of using ranged
Akimbo Master weapons in close quarters combat. You gain the following
You master the art of wielding two ranged weapons at once. benefits:
You gain the following benefits: Making an attack with a ranged weapon while within 5
You can draw or holster two sidearms when you would feet of a hostile creature does not impose disadvantage on
normally be able to draw or holster only one. the attack roll.
If you are wielding two ranged weapons with the loading You cannot make a ranged attack roll with disadvantage at
property, you can ignore the loading property for those any target within 30 feet of you. However, if you would
weapons, and do not need a free hand to reload them. normally have disadvantage when making an attack roll
You can wield two one-handed ranged weapons at once, within this range, such as a magical effect or obscured
even if they do not have the light property. vision, you cannot get advantage on the attack roll either.
You can make opportunity attacks with ranged weapons.
Archaic Gunmaster The reach for these attacks is 15 feet.
Prerequisite: Primitive & Misfire Rules implemented Gunsmith Initiate
You have become well trained with primitive firearms. You Prerequisite: Intelligence 13, proficiency in smith's tools or
gain the following benefits: tinker's tools
When you make more than two attacks with a primitive Your proficiency bonus is doubled in tinker's tools and/or
firearm during your turn, the firearm's misfire count does smith's tools, and you can now craft primitive firearms. You
not increase by 1. are assumed to have gotten the materials for the firearm you
These weapons only misfire for you if you roll a 1, wish to craft before you took this feat. You craft these guns at
regardless of its misfire number. a rate of 5gp per hour.
Ignore the loading property for non-heavy firearms
Gunsmith Adept
Gunmaster Prerequisite: Gunsmith Initiate, player level 12
You are a veritable master with guns, and gain the following You have gone through extensive training in gunsmithing,
benefits: letting you create new firearms via experimenting. You can
Ignore the loading property for non-heavy firearms. now create firearms, found on the chart above. You can craft
If you are disarmed, you can use your reaction to draw and special firearms, as well as Attachments and Custom Parts, if
fire a light sidearm. it is appropriate for your setting (such as if firearms are
Increase the normal range of all firearms you wield by 10. prominent). Once per long rest, you can make an Intelligence
check with your proficiency bonus added once you complete
Bayoneteer a short rest. If you succeed, you manage to craft the
blueprints for the gun or parts (the DCs are listed on the
Prerequisite: Proficiency in firearms charts above). If you fail, the DC goes down by 1 for
You have mastered the art of fighting with weapons attached subsequent checks (Minimum of 10).
to the barrel of your gun. You gain the following benefits: When the blueprints are created, you can then make the
You gain a +1 bonus to damage rolls with bayonets. gun or parts. It is assumed that during your travels you came
You gain proficiency in improvised weapons. across the required materials to make these items before you
Firearms with bayonets attached gain a reach of 10 feet. took this feat. You craft these items at a rate of 5gp per hour,
When you take the attack action with a firearm that has a and can now craft primitive firearms at a rate of 10gp per
bayonet attached to it, you can use a bonus action to make hour.
a melee attack with the bayonet at a creature within 5 feet The cost to craft primitive firearms is now cut in half for
of you. you (rounded up).
You can now reduce a primitive firearm's misfire number to
Buccaneer a minimum of 1, regardless of its original misfire number.
You have mastered the art of dueling with gun and sword, and
gain the following benefits:
Variant Rule: Firearms Are Prominent
When you use the attack action with a one-handed melee If firearms are common in your world, you can craft
weapon, you can spend a bonus action to fire a light firearms as well as primitive firearms when you take
firearm you wield in your other hand. You can use this the Gunsmith Initiate feat.
bonus action to attack with a one handed melee weapon if
you use your attack action with a light firearm.
While wielding a light firearm and a one-handed melee
weapon, you gain a +1 bonus to your AC.
Ignore the loading time and reload action for light
firearms. You do not need a free hand to load in the
ammunition.

9
Heavy Weapons Guy Sidearm Master
Prerequisite: Strength 16 You have mastered the art of wielding a sidearm with delicate
You have strengthened yourself to be able to use large and precision. You gain the following benefits:
unwieldy firearms more effectively. If you have the Extra You gain a +1 bonus to attack rolls made with these
Attack or Bulletstorm feature, you can use a single one of weapons.
those attacks when you use those features with a bulky When you take the attack action with a sidearm can use a
firearm. Ignore the loading property once per turn for these bonus action to make an attack roll at a creature within 10
weapons. feet of you.
Mounted Shooting When you roll initiative and are not surprised, you can use
your reaction to draw a sidearm and attack a creature
You wield guns with deadly efficiency on mounts. While you within its normal range.
are mounted and aren't incapacitated, you gain the following
benefits: Six-Gun Ace
You get a +1 bonus to attack rolls with firearms while You have perfected the art of shooting with your revolver or
mounted. hand cannon. You gain the following benefits:
Being within 5 feet of a hostile creature when making an You gain a +1 bonus to attack rolls with these weapons.
attack roll with firearms while mounted does not impose You cannot be disarmed while wielding a revolver or hand
disadvantage on the attack roll as long as the creature's cannon in one hand and your other hand is free.
size is smaller than your mount. When you make an attack with your revolver or hand
You have advantage on attacks rolls against any cannon and are not holding anything in your other hand,
unmounted creature smaller than your mount within your you can use your bonus action to make two additional
firearm's normal range. attacks against creatures within its normal range. You do
Pistol Whipper not add your ability score modifier to the damage of these
attacks, unless that modifier is negative.
You are skilled in using guns as melee weapons when and if
they run out of bullets. You increase your Strength or
Dexterity ability score by 1, to a maximum of 20, and are now
considered proficient with firearms you use as melee
weapons. The damage die for these firearms is as follows:
sidearms are d6, and they are considered finesse weapons,
longarms are d8, and heavy longarms are d10. The damage
type for these attacks is bludgeoning.
Rifle Master
Rifles are complex weapons, but you know just how to make
every shot count. You gain the following benefits when
wielding a rifle, carbine, or a musket and wheellock gun with
the rifling property:
You gain a +1 bonus to damage rolls with these weapons.
You can reroll 1s and 2s to damage with these weapons.
If you roll a critical hit or deal a killing blow with these
weapons, you can use your reaction to take an additional
shot at a creature within 10 feet of the creature hit.
The normal range of these weapons increases by 10, and
the long range increases by 30.
Scattershot Master
You have mastered getting the most effect out of firearms
with the scatter property. You get the following benefits:
You gain a +1 to attack rolls with these weapons
Your scattershot damage can target any creature of your
choosing within the scatter range of your target.
You can reroll 1s and 2s to your scatter damage.
You can load all of the ammo for shell loading firearms
with the scatter property using a bonus action.

10
Superior Marksman
You have perfected the art of the slow, steady kill. You gain the
following benefits when wielding a ranged weapon with the
bulky property:
You gain a +1 to attack rolls with these weapons.
You can use a bonus action to steady your aim. You can
then make an attack roll that can neither have advantage
or disadvantage. On a hit, deal double the weapon’s
damage die.
If you make a ranged attack roll with advantage, you can
reroll one of the attack rolls once.
Suppressive Fire
When you have a firearm with the automatic or burst fire
property drawn, you can use an action to suppress a field of
fire within a 10 foot radius at any point within your weapon's
normal range. This ability expends a number of bullets equal
to half your firearm's total reload count when used. You
cannot take bonus actions if you take this action. You must
have at least half your gun's reload count loaded into your
weapon to use this ability. When you use this ability, you gain
the following benefits until the beginning of your next turn.
Creatures within the area have disadvantage on attack
rolls and Dexterity Saving Throws.
Creatures within the area can only move at half speed and
cannot Dash.
If any creatures move or take an action within the area or
moves into its area for the first time, you can make an
attack against them. You can make this attack for a
number of times equal to half your proficiency bonus. You
cannot make this attack at the same creature more than
once. This attack does not expend ammunition.
Tricky
You have trained in a performance art with firearms that
allows you to use special tricks during combat. You gain the
following benefits:
You learn two tricks of your choice from among those
available to the Virtuoso Archetype in the gunslinger class.
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 superiority dice, you gain two more,
otherwise, you have two superiority dice. These are used
to fuel your tricks. A superiority die is expended when you
use it. You regain your expended superiority dice when
you finish a short or long rest.
If a trick's effect includes a modifier that equals your
Gunslinger level, you instead treat that modifier as equal
to your highest class level instead.

11
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 his 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 near the edge of a cliff. As he lets out a
haughty guffaw, the half-elf sees his opening. His lips curl into
a grin, and he pulls the trigger.
The sound of rapid clops echoes across the battlefield. A
group of goblins tries to close in on a tiefling and her horse.
One of them throws a bomb at her horses feet, but in a flash,
the horse and its rider suddenly dart to the side, and the
bomb explodes among the crowd of pursuers instead, leaving
the tiefling unharm
A half orc examines a strange puzzle before him, holstering
his gun after checking that the coast is clear. He looks
befudded at it for a moment, before shrugging and messing
around with it. With a click, the puzzle opens, and the half-orc Born for Adventure
smiles a giddy smile.
Whether outlaws from a distant land trying to redeem Most adventurers seek adventure out. Others have it thrust
themselves, swashbucklers with an eye for the explosive, or upon them. Gunslingers seem to have been born with a
smiths that wish to show off their talents to the world in the natural affinity and curiosity for exploration and dealing with
heat of battle, gunslingers come from many backgrounds, but the problems out in the wild. You'll find them at the job board
all have one thing in common. They’re all very good with before any paladin or fighter, and they'll be eager to take on
guns, and use unique fighting styles and speed to strike down the challenges of the darkest and most dangerous dungeons.
any foe that challenges them with less advanced weaponry. The more challenging the encounter, the greater use they'll
get out of their pride and joy.
Using Unique Weapons With Style
Though this is heavily dependent on the adventure being run, Creating a Gunslinger
guns are considered very rare in most adventures, and few When creating a gunslinger, consider two major things.
know how to operate them. Their exotic nature can lead to Firstly, consider how rare guns are in the adventure your DM
confusion and panic among those at the business end of is running, and then consider how your character came
these tools. Gunslingers take advantage of this and combine across their knowledge of how to make and use them? Did
the usage of these guns with a stylistic grace and speed very they have a eureka moment in a time of renaissance? Did they
few can comprehend. A Gunslinger will hone their skills with train with a mentor before deciding to go on their own path?
these distributors of supersonic lead death and become Or did they form a pact with a dark entity for this knowledge?
nearly impossible to track as they strike targets with nearly Either way, their background should lead them to come
impossible shots across these deadly tools for use in their adventures.

12
Weapons: Longarms, sidearms, simple weapons, crossbows,
The Gunslinger shortswords, scimitars, rapiers, whips
Proficiency
Tools: A vehicle or musical instrument of your choice
Level Bonus Features Saving Throws: Dexterity, Charisma
Skills: Choose two from: Arcana, Acrobatics, Animal
1st +2 The Tongue, Gun Stunts, Handling, History, Insight, intimidation, Investigation,
Quickdraw Perception, Performance, Persuasion, Sleight of Hand, or
2nd +2 Fighting Style, Knack Survival
3rd +2 Slinger's Trail, Lucky Item
Equipment
4th +2 Ability Score Improvement You start with the following equipment, in addition to the
5th +3 Extra Attack equipment granted by your background:
6th +3 Bullet Time (a) scale mail or (b) leather, a flintlock pistol and 10
7th +3 Evasion musketballs
(a) a wheellock gun and 20 musketballs, (b) a blunderbuss
8th +3 Ability Score Improvement and 20 spreadshot rounds, or (c) a pepperbox and 20
9th +4 Trail Feature musketballs
(a) two simple weapons, (b) a flintlock pistol and 10
10th +4 Knack musketballs, or (c) a shield
11th +4 Shootout Sense (a) a dungeoneer’s pack, (b) an explorer’s pack, or (c) a
12th +4 Ability Score Improvement scholar’s pack
13th +5 Trail Feature, Lucky Item
Improvement
Variant Rule: Firearms are Prominent
14th +5 Overwatch
If firearms are prominent in your world, you may
15th +5 Final Stand instead choose the following equipment variations.
16th +5 Ability Score Improvement (b) leather, a pistol and 10 cartridge rounds
17th +6 Trail Feature (a) a carbine and 20 cartridge rounds, (b) a
shotgun and 20 buckshot rounds, or (c) a heavy
18th +6 Superhuman Reflexes pistol and 20 cartridge rounds
19th +6 Ability Score Improvement (a) a shortsword, (b) a pistol and 10 cartridge
rounds, or (c) a shield
20th +6 Gunslinging Supreme

The Tongue
Quick Build Starting at 1st level, you learn an ancient and ritualized
language, practiced often by gunslingers and certain secretive
To quickly build a gunslinger, make Dexterity your highest societies of old. It is a deliberate and ritualized code of speech
ability score. Secondly, choose an ability score of your choice patterns and dialect, each syllable containing complex
to be the second highest. This could be Constitution if you nuances and multiple meanings. Nowadays, only gunslingers
want a hardier gunslinger with more health, Charisma if you and certain guilds opened by the people of the past still know
want a fast talking slinger that can play a mean tune, and actively teach this language. This language can only be
Intelligence if you want a gunslinger that's well learned and understood by those that know the tongue.
booksmart, or Wisdom if you want a worldy and perceptive Additionally, you understand and can write in a set of
master of firearms. Lastly, choose the Folk Hero background. ancient symbols and written jargon that conveys the
messages of the tongue in deceptively short inscriptions. This
writing is generally used to tell stories or to write down spells
Class Features and rituals, and books containing the tongue are treasures
As a Gunslinger, you get the following class features. often sought out by linguists and wizards alike due to the
potential of finding lost magic or rich historical lore
Hit Points contained within in their text.
Hit Dice: 1d8 per Gunslinger level
Hit Points at 1st level: 8 + your Constitution modifier Quickdraw
Hit Points at Higher Levels: 1d8 or 5 + your Constitution Also at 1st level, your hands are fast as lightning in a
modifier per Gunslinger level after 1st shootout. You can stow one weapon and/or draw another as
Proficiencies part of your movement or action before needing to take the
Armor: Light armor, medium armor, shields Use Object action. Additionally, you do not need a free hand
to reload weapons with the loading property.

13
Gun Stunts The weapon stays braced in this way as long as you move
no more than 10 feet during your turn. The weapon loses any
Starting at 1st level, you have developed a set of stunts you benefits you gain from using it with two hands while braced.
can use to give you an edge in combat. You gain the following
options: Slinger’s Trail
Run ‘N Gun. You can use Dash as a bonus action. At 3rd level, you begin to train your slinging to go down a
Slinger’s Senses. You can make a Wisdom(Perception) particular style of emulation. You can choose from either
check as a bonus action if you have a weapon drawn. Myth Breaker, Virtuoso, Vaquero, or Delver, all detailed at the
Stock Strike. When you make a melee weapon attack using end of the class description. The trail you choose grants you
a firearm on your turn, you use your choice of your Strength features at 3rd level, and again at 9th, 13th, and 17th level.
or Dexterity modifier for the attack and damage rolls.
Additionally, if the attack hits, you can use your bonus action
to not provoke opportunity attacks from the target of the Lucky Item
attack until the end of your turn. When you reach 3rd level, you have taken up a personal effect
that grants you uncanny luck in certain situations and says
Knack something interesting about you. This can take the form of a
At 2nd level, choose a skill or tool you are proficient in. lucky hat that you never take off, a scarf given to you by a lost
Double your proficiency bonus to checks you make with those lover, or a cigar that seems to never run dry. Choose a benefit
skills. and a quirk from the table. You can use the benefit’s feature
When you reach 10th level, you can choose an additional once per long rest. If your lucky item is lost or destroyed, it
skill or tool proficiency to gain this benefit. mysteriously reappears on you at the end of your next long
rest. When you reach 13th level, you can choose one
Fighting Style additional benefit and quirk. You can use either of the
benefits twice before you complete a long rest.
At 2nd level, you adopt a particular style of fighting. Choose
one of the following options. You cannot choose the same
fighting style twice, even if you get to choose again. Name Bonus
Akimbo Shooting Benefit
When you take the attack action with a light weapon, you can Deft(Delver) You get the identify and locate object
use a bonus action to make an attack with a light ranged spells and can cast them as rituals.
weapon you are holding. You do not add your ability score
modifier to the damage of this attack, unless that modifier is Fearless You can use an action to end one effect
on yourself that is causing you to be
negative. frightened.
Breacher Relief You can spend one minute meditating
When you hit with a ranged attack roll, you roll a 1 or 2 on the with your item in hand, after which you
damage die, you can reroll the damage die and must take the regain hit die equal to one third your
new roll, even if the number is a 1 or a 2. The weapon must gunslinger level (rounded down).
have the scatter property in order to gain this benefit. Rider(Vaquero) You gain the beast bond spell, and can
cast it as a ritual.
Deadeye (Archery Edit)
Seeker(Myth You get the hunter's mark spell, and can
You get a +2 bonus to attack rolls you make with martial and Breaker) cast it once per long rest without
simple ranged weapons, as well as longarms which do not expending a spell slot.
have the bulky or scatter property. Sly (Virtuoso ) You gain one Battlemaster Maneuver and
Dueling Edit treat it as a Virtuoso Trick.
When wielding a one-handed weapon in one hand and no Quirk
other weapons, you get a +2 bonus to your damage rolls with Adept You gain proficiency in two weapons of
these weapons. This additional damage only applies for your choosing.
ranged attacks made at creatures within 30 feet of you. Eloquence You learn two languages of your
Sniper choosing.
You gain a +2 bonus to damage rolls if you attack a creature Socialite You gain proficiency in two gaming sets
further than 30 feet away from you with a ranged weapon or a of your choosing.
firearm that does not have the scatter property. Erudite You gain proficiency in one skill or tool
of your choice.
Phalanx
You can now wield a two-handed melee weapon, heavy
crossbow, light crossbow, or a longarm with a shield, but you
must use an action to brace the weapon against the shield in
order to attack with it.

14
Ability Score Improvement If the attack was triggered by the creature casting a spell,
it must make a Cosntitution save. On a failed save, the
When you reach 4th level, and again at 8th level, 12th level, target(s) of the spell have advantage on the saving throw to
16th level, and 19th level, you can increase one ability score resist the effects of the spell, in addition all targeted
of your choice by 2, or you can increase two ability scores of creatures gain resistence to the spells damage. If the spell
your choice by 1. As usual, you can’t increase an ability score requires a spell attack roll it would be made with
above 20 using this feature. disadvantage.
Extra Attack
Final Stand
At 5th level, you can attack twice, instead of once when you
take the attack action on your turn. Starting at 15th level, when you are reduced to 0 hit points
Additionally, when you take the Attack action on your turn, and don’t die outright, you can use your reaction before you
you can forgo one of your attacks to reload your weapon. fall unconscious to make an attack roll at an enemy. This
attack is made with disadvantage. If the attack hits, you gain
Bullet Time hit points equal to 1d8 + your gunslinger level. Once you use
this feature, you cannot use it again until you complete a
Beginning at 6th level, you've honed your senses to avoid short or long rest.
attacks effortlessly. You can now take the Dodge action using
a bonus action. You can do this a number of times equal to Superhuman Reflexes
your Dexterity modifier. You regain the uses of this feature
when you complete a short or long rest. At 18th level, a you have sharpened your reflexes to
supersonic proportions. You now get the following benefits:
Evasion You can use Disengage as a bonus action.
At 7th level, your reflexes are as fast as any bullet you fire Once per short rest, when you are hit by a ranged attack,
from your gun. When you make a Dexterity Saving Throw to you can reduce the damage of that attack to 0.
take half damage from a damaging effect, such as a shotgun's You can use two gun stunts as a bonus action once per
scattering shells or a black dragon's acid breath, you take no short or long rest.
damage on a successful save and only half damage on a failed
save. Gunslinging Supreme
By the time you reach 20th level, you have become an
Shootout Sense undisputed slinger extraordinare. Add your proficiency bonus
By 11th level, you are ready to react to danger at a moment's to damage rolls you make with your firearms, except when
notice. You gain advantage on initiative rolls. making an attack that does not normally apply your ability
Additionally, you can't be surprised while you are score modifier to it's damage. (For example, making an
conscious. offhand attack.)
Additionally, if you use the automatic or burst fire area of
Overwatch effect action, you can make one weapon attack as a bonus
action.
At 14th level, you can use an action to lie in wait to take an
action against any enemy that reveals itself. If a creature Class Starting Wealth
moves, makes a weapon attack, or casts a spell while within Class Funds
your firearm's range, you can use your reaction to make an Gunslinger 5d4 x 10 gp
attack against them.
Saving Throws. Overwatch requires targets to make a
saving throw to resist the penalites imposed on them. The If a Gunslinger is playing in a game where they can exchange
Saving throw DC is as follows: equipment for wealth, the cost for primitive firearms is
Overwatch Save DC = 8 + your proficiency bonus + your (orignal price)/10, and the cost for advanced firearms is
Dexterity modifier. (original price)/20.
On a hit, the following effects are imposed in addition to the Multiclassing
attack's normal effects.
If the attack was triggered by the target's movement, it In order to multiclass as a Gunslinger, you must have a
must make a Dexterity saving throw. On a failed save, its minimum Dexterity and Charisma ability score of 13.
movement speed is reduced by half until the end of your Multiclassing Proficiencies
next turn. On a successful save, their speed is only Class Proficiencies Gained
reduced by 10 until the end of your next turn.
If the attack was triggered by the creature making a Gunslinger Light armor longarms, sidearms, one vehicle of
your choice
weapon attack, it must make a Constitution saving throw.
On a failed save, it has disadvantage on attack rolls until
the start of your next turn. On a successful save, it only
has disadvantage on the triggering attack.

15
Uncanny Dodge. You always keep your eyes about you,
Gunslinging Trails making surprise attacks from above and below difficult.
At level 3, you begin to train yourself in various principles of When a creature damages you with an attack, you can use
gunfighting. These choices are less like classical training and your reaction to halve that damage against you.
more like lifestyles and philosophies. You may choose from Into the Fray. Creatures that crowd upon you find it quite
the Myth Breaker, Virtuoso, Vaquero, or Delver trails. hard to attack you. When a hostile creature makes an attack
roll against you while another hostile creature is within 5 feet
Myth Breaker of you or it, the creature makes the roll with disadvantage.
Mythical Guardian. When keeping track of legendary
Myth Breakers specialize in hunting down and dealing with creatures, your hunter's senses heighten your defense. You
the most dangerous of beasts. They hunt down anything from can end one effect on yourself causing you to be charmed or
ancient dragons to beholders with extreme precision and poisoned.
skill. Determined and well researched in a variety of lore, Slayer's Discipline. You are stalwart in the face of any
myth breakers are experts in hunting down that which makes kind of danger. You get proficiency in a saving throw of your
the average person tremble in fear. choice.
Myth Breaker's Tactics Strength In Knowledge
When you choose this trail at 3rd level, you can choose from At 13th level, you have augmented your mind and
one of the following tactics that help you slay various strengthened your resolve against the horrors out in the great
monstrosities. beyond. You have advantage on saving throws against being
Crowd Control. Your quick trigger finger lends itself well charmed, petrified, paralyzed or poisoned.
to killing hordes of creatures. Once per turn, when you make
a firearm attack roll against a creature, you can make an Legendary Overwatch
additional attack against a creature that's within 5 feet of the Once you reach 17th level, you are able to stop the most
targeted creature and in range of your firearm. fearsome creatures right in their tracks with nothing but your
Legendary Buster. The crack of your gunshot is a symbol bullets. If you make a successful overwatch attack against a
of teamwork as you mark powerful targets for death. When creature, you can make it suffer the following effects:
you succeed a firearm attack roll against a creature, the next If the creature is moving, it is stunned until the end of your
attack made against the offending creature deals an extra d8 next turn.
damage on a hit. You can only use this ability on one creature If the creature is making an attack roll, it automatically
per turn. fails that attack roll and cannot make any more attacks
Leviathan Feller. Your skill with a gun can send even big until the end of your next turn.
monstrosities reeling. When you hit with a firearm attack roll If it is casting a spell or forcing a creature or creatures to
against a creature, you can push them back 10 feet from you make a saving throw, the spell or area of effect attack
in the direction you hit them. This forced move can only be automatically fails, dealing no damage if it would normally
done once per turn. do so. If the creature was casting a spell, the spell slot is
Varmint Slayer. You have a knack for landing precision wasted.
shots that help you hit small or dodgy pests. You get
advantage with firearm attacks on creatures that have moved Once you use this feature, you cannot use it again until you
further than 15 feet or taken the dodge or disengage action complete a short or long rest.
before your turn.
Showstopper. Creatures with exotic movements are no Virtuoso
match for your expertly placed shots. If you hit with a firearm
attack roll on a creature, it must succeed a Strength saving Virtuosos don’t see guns as just a mere tool of destruction,
throw or have its flying speed, swim speed, climbing speed, they see them as an art form that they wish to master. Those
walking speed and burrowing speed reduced by half, or who chose to train as virtuosos collect and train with as many
become 0 if it was 5 feet until the end of its next turn. You can guns as possible in to become more versatile and powerful
only use this ability once per turn. shooters whose skill and showmanship is unrivaled.
Showstopper Save DC = 8 + your proficiency bonus + your The Art of Lead
Dexterity or Intelligence modifier. Starting when you choose this trail at level 3, Virtuosos get a
bevy of special skills enhanced by special dice called
Monstrous Defense superiority dice.
When you reach 9th level, you can learn one of the following Tricks. You learn three tricks of your choice, which are
defensive tactics that add to your monster hunting skillset. detailed under "tricks" below. Many tricks enhance an attack
Critter Sense. Your dedication to tracking dangerous pests or assist allies/debilitate enemies in some way, shape or form.
has allowed you to develop senses to help hunt them down. You can only use one trick per attack.
You gain 15 feet of blindsight and tremorsense, and creatures
cannot get advantage on attack rolls or benefit from being
hidden or invisible while within 15 feet of you, as long as you
are not incapacitated.

16
Disorienting Attack. When you make a successful weapon
You learn two additional tricks at 9th level, 13th level, and attack, you can spend a superiority die to disorient them,
17th level. Each time you learn a new trick, you can also giving allies an opening. The next attack roll that's made
replace one Trick you know with a different one. against the target has advantage if the attack is made before
Superiority Dice. You have four superiority dice, which the start of your next turn. Add the result of your superiority
are d8s, to spend on Tricks. When you use a superiority die, die to the ally's attack roll.
it's expended. You regain all your superiority dice when you Evasive Footwork. When you move, you can expend one
finish a short or long rest. You get an additional superiority superiority die, rolling the die and adding the number rolled
die at 9th level, and one more at 17th level. to your AC until you stop moving.
Superiority Dice Improvements. Superiority dice turn Intercept. When an enemy that you can see makes a
into d10s at 9th level and d12s at 17th level. ranged spell attack or a ranged attack within your firearm's
Saving Throws. Some of your Tricks require your target to range, you can expend a superiority die in order to use a
make a saving throw to resist the trick's effects. The save DC reaction to attempt to shoot it out of the air. Make a ranged
is calculated as follows: weapon attack against the missile or spell. Add the number
Trick Save DC = 8 + your proficiency bonus + your Dexterity rolled on your superiority die to the attack roll. These missiles
or Charisma modifier. and ranged spells have an AC equal to the attack roll of the
creature that shot or cast them. If you succeed, the attack
Head In The Game automatically fails as you strike it and either interrupts its
At 9th level, you are constantly on top of your game, and are effects or knocks it off course. You can use this trick before or
always ready for action. You add your Charisma modifier to after the attack roll is made, but before it's revealed to be a hit
your initiative rolls. or a miss.
Additionally, you gain proficiency in Wisdom saving throws. Piercing Attack. When you hit with a ranged weapon
attack, you can expend a superiority die to have the shot
Skilled & Witty continue on through the target after hitting it in order to
Starting at 13th level, you have become an epitome of attempt to damage an additional creature. If the creature
expertise and sheer skill, both on and off the battlefield. You within range of your shot and in the same line as your shot
learn an additional skill, tool, or language of your choice. would have been hit by your attack roll, they take damage
Alternatively, you can choose a skill or tool you are proficient equal to the number rolled on your superiority die + your
in. Double your proficiency bonus for checks made using that Dexterity or Charisma modifier. The damage is the same as
skill or tool. the type dealt by the original attack.
Additionally, you get advantage on Persuasion and Precision Attack. When you make a weapon attack roll
Intimidation checks when trying to defuse a fight. against a creature, you can expend one superiority die and
add the number rolled to the roll. You can use this trick
Trick Prodigy before or after making the attack roll, but before any effects of
Once you reach 17th level, you regain 1 superiority die if you the attack are applied.
roll initiative and have no superiority dice remaining. Rocket Jump. If you make a jump, you can spend a
superiority die to make the jump with vim and vigor, adding
the number rolled + your Dexterity modifier to that jump's
Tricks distance.
These tricks will be listed in alphabetical order. Slinger's Luck. If your weapon would misfire, you can
Break Cover. Spend a superiority die to attack a creature expend a superiority die in order to channel the inherent luck
in cover with an attack roll. Add the number rolled to the of your craft to avoid the misfire entirely. Add the number
attack's damage. This attack ignores any cover bonuses the rolled on your superiority die to your next attack roll.
target is benefiting from. Trip Attack. When you hit a creature with a weapon attack,
Commander's Strike. When you take the Attack action on you can expend one superiority die to attempt to knock the
your turn, you can forgo one of your attacks and use a bonus target down. You add a superiority die to the attack’s damage
action to direct one of your companions to strike. When you roll, and if the target is Large or smaller, it must make a
do so, choose a friendly creature who can see or hear you and Strength saving throw. On a failed save, you knock the target
expend one superiority die. That creature can immediately prone.
use its reaction to make one weapon attack, adding the Warning Attack. When you miss a creature with a weapon
superiority die to the attack's damage roll. attack, you can expend a superiority die to attempt to frighten
Concussive Attack. When you make a successful weapon the target as the shot whizzes past them. The target must
attack, you can spend a superiority die and add the number make a Wisdom saving throw. Subtract the result of your
rolled to the attack's damage. You cause your target to be superiority die from their roll. On a failed save, it is frightened
discombobulated, imposing disadvantage on the next attack of you until the end of your next turn.
they make.
Disarming Attack. Make an attack roll and expend a
superiority die and add the number rolled to the attack's
damage. If it succeeds, you force the creature hit to drop one
of its held items. The creature must make a Strength saving
throw. If they fail, they drop the held item down to their feet.
Vaquero Slapdash Ploy
At 9th level, you seem to perform your best work when you
Vaqueros are born and raised in the life of the commonfolk, have no idea what you're doing. When you use a skill, make a
tending to ranches and animals. Because of this, they are saving throw, or make an attack roll with a weapon you are
experts at fighting on mounts. Vaqueros are speedy not proficient with, you can choose to add your proficiency
combatants that are hard to pin down, as well as experts at bonus to the roll. You can do this before or after the roll is
travel and exploration. This makes them naturally inclined to made, but before it is determined to be a success or failure.
adventure. Once you use this feature, you cannot use it again until you
finish a short or long rest.
Back in the Saddle
When you choose this trail at 3rd level, your expertise in One Step Ahead
mount riding shows forth as well. You have advantage on Starting at 13th level, you gain a knack for dealing with the
saving throws made to avoid falling off your mount. If you fall dangers of dungeons and their eldritch inhabitants. You are
off your mount and descend no more than 10 feet, you can resistant to damage dealt by traps. Additionally, you have
land on your feet if you’re not incapacitated. advantage on checks you make to disarm traps or identifying
Additionally, mounting or dismounting a creature costs you creatures.
only 5 feet of movement, rather than half your speed.
Finally, when you Run 'N Gun, you can move an additional Ace in the Hole
5 feet. You can do this a number of times equal to your Once your reach 17th level, you have a trick up your sleeve
Dexterity modifier, and you regain all expended uses when that you can pull out the moment it is needed. At any time
you finish a long rest. during another creature’s turn, you can use your reaction to
immediately take an extra turn, interrupting the current turn.
Galloping Gaucho Once you use this feature, you can’t use it again until you
At 9th level, you are hard to pin down, whether you're complete a long rest.
mounted or not. If you've moved at least 20 feet in a straight
line on your turn, you gain a bonus to your AC equal to half
your proficiency bonus (rounded down) until the start of your Reflavor: Arbalest
next turn.
To reflavor the gunslinger to be more medieval,
Frontiersman make the following changes.
Starting at 13th level, you have become adept at surviving the Any ability referencing firearms, change to
toughest of conditions out in the wild. You are immune to reference crossbows.
poison and disease, and have advantage on saving throws and Remove the reference to gun prices in the Class
ability checks to resist being shoved or knocked prone. Starting Wealth.

Deft Evasiveness Equipment


Once you reach 17th level, your vigilance to danger lets you (b) Leather, a repeating hand crossbow and 10
dash in and out of danger with the greatest of ease. Creatures bolts
have disadvantage on opportunity attacks against you. (a) A repeating crossbow and 20 bolts, (b) a
Additionally, when you are subject to a damaging effect, such scatter crossbow and 20 bolts(c) a light
as a trap or a cone of cold spell, you can use your reaction to crossbow and 20 bolts
move 10 feet in any direction or command your mount to (a) a shortsword, (b) a repeating hand crossbow
move 10 feet in any direction before making the saving throw and 10 bolts, or (c) a shield
to resist it. If this movement would place you outside of the Multiclass Proficiencies
area subject to the effect, you do not need to make a saving Class Proficiencies Gained
throw to resist it, and are not affected.
Arbalest Light armor, medium armor, crossbows,
one vehicle of your choice
Delver
In the darkest tombs, the most cursed catacombs, and the
deepest of dungeons, Delvers are right at home. Skilled
navigators and experts at finding and procuring artifacts, they Xanathar's Guide Class Flavor
have a nose for trouble, and the right set of skills and know
how to get out of any scrape. These are the flavor options available to you to customize
your gunslinger's backstory and give them more fluff for you
Catacomb Crawler and your DM to use. Gunslingers are mysterious people who
When you choose this trail at 3rd level, your talent for raiding come from various different homesteads. They are very
dungeons begins to truly surface. You gain darkvision out to independent, and each one tries to differentiate themself in
60 feet if it do not have it already, and you can move while some way from another. It's easy to tell a gunslinger apart
squeezed into a space smaller than yourself without spending from any other person that uses a gun by the following
extra movement. flavorful options below.
Additionally, you gain proficiency in thieve’s tools and
navigator’s tools, and get a climb speed of 20 feet.

18
'Slinger's Mark Mishap
Despite their intense variety - to a point where it seems no d6 Mishap
two are quite the same - one fact remains consistent across 1 You are missing the tip of your thumb on your
every single gunslinger: each one has a distinct aspect of their dominant hand.
appearance. This 'Slinger's Mark is almost as universally 2 Powder-burns cover your forearms, but don’t go higher
recognizable as the strange weapons they carry; good thieves than your elbows.
and experienced fighters take it into account when sizing the
gunslinger up - but, despite scholarly research into the 3 A long horizontal scar covers the side of your face,
subject, there is nothing innately arcane about the 'Slinger's starting just below your eye and next to your nose,
curving around to the nape of your neck.
Mark.
Consider your character’s personality - what sets them 4 A star-shaped scar covers your heart, with a twin
apart from others by their nature? To pursue firearms with shaped like the crescent moon on the opposite side of
the mind of a scholar and the taste of an artist requires a very your body.
special brand of person, with a personality to match. Your 5 One of your ears is constantly ringing.
'Slinger's Mark should reflect this inherently unique 6 You get twitchy whenever you're around a certain item.
personality, and be consistent across the whole of your
experience. Home Memorabilia
'Slinger's Mark They say “home is where the heart is”. For the eternally
d6 Mark migratory gunslinger, this phrase rings distinctly true.
Whether they are an urchin from the city, a nomadic
1 You always have a holster strapped to your thigh, even
when you aren't armed.
tribesman, or a landowning baron’s child, a gunslinger on the
road looks inward for their home. But, as they say: “though
2 You wear a badge, carry a banner, or wear a piece of the mind is willing, the flesh is weak”. The longer they are
clothing that has the pattern of crossed guns stitched away, the gunslinger will find that their thoughts of home will
in. begin to fade alongside their fondest memories. Keenly aware
3 When you walk around, you always keep one hand of the steady ebbing of their resolve should such memories
lowered towards your hip. fade, many gunslingers choose to keep mementos to remind
4 Ammunition is almost always held in your hand, and them of the past they left behind.
you constantly fidget with it. When choosing memorabilia, consider the values of your
5 You have a favorite article of clothing you always wear
gunslinger. Why are they traveling, where are they going (in
or have on your person for whatever reason. the literal and figurative sense), and where have they been?
Did they start out on the road to escape persecution, and
6 You have a fine appreciation for especially explosive need constant reminder that you are just a step ahead of
technology. oblivion? Were they the victim of violence, and have started
out to exact retribution or ensure it never happens to
Mishap someone else? Were they simply bored, and wanted a change
Though it may come as a surprise to the daft or sarcastic, of scenery? The memorabilia a gunslinger carries is a
gunslinging is a dangerous affair. To be a gunslinger is to have window into both their past and their future.
a firm grasp on your survival. It must never falter, for it is all
that separates a gunslinger from a dead gunslinger. Thus, Home Memorabilia
gunslingers are pockmarked by their many close-calls. Every d6 Memorabilia
scar has its story, often firmly lodged in the gunslinger’s mind 1 The first copper piece you ever earned.
as a warning to never make the same mistake twice.
Dead men may tell no tales, but scars definitely do. 2 A tear-stained scrap of paper with a broken promise.
Consider how your gunslinger acquired them. Where is it on 3 A small bag filled with mud scraped from your boots.
their body, who gave it to them, what were they doing at the 4 A braid of red, brown, black, and blonde hair
time, and what did they learn from the experience?
5 A silver bullet, a copper bullet, and an obsidian bullet; a
name is carved into each.
6 A cloth wrapped around a locket or a small frame
containing a picture of the smiling face of a childhood
friend.

19
Way of The Equilibrium
Monks who study the way of the equilibrium find their home
in the chaos of battle, using light ranged weapons with a
speed that turns them into a blur of pure speed and motion.
They learn to link themselves with their weapons and weave
their shots through the air as though they were extensions of
their own body. Such mastery of shooting makes monks that
follow down this path as deadly as any swordmaster in close
combat.
Path of the Kata
At 3rd level, you gain proficiency with hand crossbows and
sidearms, which are your Kata weapons, and count as monk
weapons for you. When wielding these weapons, you gain the
following benefits:
You do not need a free hand to reload a light weapon with
the loading or reload property.
You can make an attack with these weapons as part of
your martial arts or flurry of blows features. If you do,
these attacks use your martial arts die instead of its
normal weapon damage.
When you first make a successful attack roll with these
weapons, the next 10 feet of your movement does not
provoke opportunity attacks.
You can spend a ki point to reload any weapon with the
reload property as a bonus action.
One With The Projectile
When you reach 6th level, your Kata weapons count as
magical for the purposes of overcoming resistance and
immunity. You can apply stunning strike to your Kata
weapons, as long as the attack is made within their normal
range. Your Kata weapons also count as improvised melee
weapons for you, and you use your martial arts die + your
Dexterity or Strength bonus on a hit with them.
You can use a bonus action to make your Kata weapons
deadlier. On a hit, these attacks deal extra damage equal to
your martial arts die. You only gain this benefit once per turn.
Kata Defense
At 11th level, you have perfected your form with your guns so
that your flurry of shots makes you and your allies harder to
hit. If you move 20 feet before you make a ranged weapon
attack with your Kata weapons, the next attack made against
you is done with disadvantage.
Additionally, you can spend 3 ki points when a creature
makes a ranged weapon attack against a creature that is
friendly to you to use deflect missile as you shoot the
projectile, throwing it off course or causing it to miss entirely.
You must have the ammunition available to be able to use this
move.
Bullet Soul
Once you reach 17th level, you are able to channel your
innate ki powers to empower your furious flurry of strikes.
When you make an attack with your Kata weapon, you can
spend 4 ki points to cause that attack to deal additional
damage equal to your Wisdom modifier.
College of Gunmetal
Bards of the college of gunmetal are downright obsessed with
guns. They are experts in performing trick shots and doing
stunts with their firearms and explosive weapons that lends
well to them being effective on the field of
adventuring and dungeon crawling. Members of
these colleges are often called many names, from
explosive artists, guns for hire, to less flattering
names like gun nuts and desperados.
Gunmetal bards are no strangers to danger, and
their expertise in using lead spewing weapons makes
them downright intimidating foes to have against you.
A gunmetal bard that knows how to precisely weave
their magic in with their gunslinging will find a welcome
home in any adventurer’s guild or shady underground
organization.
Bonus Proficiencies
When you join the College of Gunmetal at 3rd level, you gain
proficiency with medium armor, flintlock pistols, and
pepperboxes. If the setting allows for it, you also gain
proficiency in pistols and heavy pistols.
If you’re proficient with a ranged weapon, longarm or
sidearm, you can use it as a spellcasting focus for your bard
spells.
Fighting Style
At 3rd level, you adopt a style of fighting as your specialty. Piercing Shot. You can expend one use of your Bardic
Choose one of the following options. You can’t take a Fighting Inspiration to cause the weapon to deal extra damage to the
Style option more than once, even if something in the game target hit and any other creature of your choice in the same
lets you choose again. line as your shot. The damage equals the number you roll on
Akimbo Shooting
your Bardic Inspiration die.
Trick Shot. You can expend one use of your Bardic
When you take the attack action with a light weapon, you can Inspiration before you make an attack with a firearm to move
use a bonus action to make an attack with a light ranged up to half your walking speed in any direction. Add the
weapon you are holding. You do not add your ability score number rolled on your Bardic Inspiration die to the damage
modifier to the damage of this attack, unless that modifier is roll. You also add the number rolled to your AC until the start
negative. of your next turn.
Dueling Edit
Iron Reflexes
When wielding a one-handed weapon in one hand and no Starting at 6th level, your reflexes become razor sharp. When
other weapons, you get a +2 bonus to your damage rolls with you hit a creature with a Gunplay feature, you do not provoke
these weapons. opportunity attacks from that creature.
Gunplay
Additionally, if a creature misses you with an attack, you
Also at 3rd level, you've trained yourself to interweave the use can use your reaction to make a weapon attack at them. Once
of their guns into your performance in combat. Whenever you you use this feature, you cannot use it again until you
take the Attack action on your turn, you can use one of the complete a short or long rest.
following Gunplay options of your choice. You can only use Supreme Gunplay
one Gunplay option per turn. When you reach 14th level, whenever you use a Gunplay
Disorienting Shot. You can expend one use of your Bardic option, you can roll a d6 and use it instead of expending a
Inspiration to cause the firearm to deal extra damage to the Bardic Inspiration die.
target you hit and leave it open. The damage equals the
number you roll on the Bardic Inspiration die. The next Gunpowder Domain
attack roll made against the creature is made with advantage.
Dueling Shot. You can expend one use of your Bardic Clerics of the gunpowder domain seek to spread the word of
Inspiration die before you make an attack with a firearm to their god through explosive weapons. They tend to be
issue a challenge to a creature as you attack it with precision. conquerers, protectors, or holy guardsman. Some even
Add the number rolled to the attack roll. If it hits, the creature organize into special forces, reacting quickly to dangerous
has disadvantage on attacks against creatures other than you threats from the darkness beyond. Any diety can call this
until the start of your next turn. domain theirs, but they tend to be of lawful or neutral
alignment.

21
Gunpowder Domain Spells Additionally, when you hit with a firearm attack or cast a
Cleric Level Spells damaging cleric spell that targets only one creature, you can
1st ice bayonet, frag blast
cause the bullet or the spell to explode, dealing extra damage
equal to your cleric level to the creature and any creatures
3rd branding smite, arc cannon within 10 feet of it. You can use this feature a number of
5th crash bullets, conjure barrage times equal to your Wisdom modifier per long rest.
7th drop shield, overcharging smite Path of the Dakka
9th conjure firing squad, wall of force Barbarians are close quarters fighters to the death, going into
a feral rage and slashing, bashing and smashing things until
Bonus Proficiency they are nothing but a bloody pulp. But some have learned
When you choose this domain at 1st level, you gain how to channel that rage into the power of a loaded ranged
proficiency in longarms and sidearms. weapon, dishing out as much damage as they can while right
in the thick of things.
Holy Gunfighter
Starting at 1st level, your connection with your deity makes Needs More Dakka
your gun strikes quick as lightning. You ignore the loading You like to shoot. You like to shoot a lot, and you like to shoot
times and the reload property for longarms and sidearms. often, and you never want to stop. At 3rd level, you gain
When you take the attack action on your turn, you can make proficiency in firearms if you are not already. While raging,
one firearm attack roll as a bonus action. you can use Strength, instead of Dexterity, for your ranged
You can use the bonus attack feature a number of times attack rolls when you make them within at least 10 feet of the
equal to your Wisdom modifier (a minimum of once). You target, as you fire from the hip with no regard for finesse or
regain all expended uses when you finish a long rest. aiming, pointing at something and shooting until it dies. Also,
you cannot get disadvantage on ranged attack rolls when
Channel Divinity: Divine Bullet another hostile creature is within 5 feet of you while raging.
At 2nd level, you can use your Channel Divinity as a bonus Additionally, while raging, you can fire out a stream of
action to infuse your gun with a bullet charged with divine projectiles in your bloodlust. When you take the attack action
energy. You can add your Wisdom modifier to your next on your turn with a ranged weapon, you can use your bonus
firearm attack roll. On a hit, the bullet deals additional radiant action to make a ranged attack roll at a creature within 5 feet
damage equal to 2 + your cleric level (rounded down). Any of you.
creature of your choosing within 5 feet of the target takes
radiant damage equal to half the damage dealt with the attack Rage Loading
roll. At 6th level, your rage fuels your barrage, and the ammo
count of your weapons cannot stop you. While raging, you
Channel Divinity: Godly Guidance ignore the loading property for ranged weapons you are
Once you reach 6th level, when making an attack roll with a proficient in.
firearm, you can use your Channel Divinity to implore your
deity to guide your shot. You can make an attack roll at any Loose Cannon
creature within range, even if you cannot see them or if they Your stream of projectiles cannot be stopped, and being
are in full cover, as long as you are aware of them. Such struck only spurns you to shoot more. When you reach 10th
creatures get a +3 bonus to their AC. level, when you take damage, you can use your reaction to fire
your weapons wildly at creatures as a reaction to taking
Holy Spellshot damage. Any creatures of your choosing within 10 feet of you
When you reach 8th level, you can infuse your divine magic that you can see must succeed a Dexterity saving throw. The
within a single bullet you fire. When you make a firearm DC of this save is equal to 8 + your proficiency bonus + your
attack roll, you can choose to cast a cantrip through the bullet Dexterity modifier. On a failed save, they take damage equal
instead. This spell cannot target more than one creature, and to d10 + your barbarian level. The damage is the same type as
cannot have a range of self. Make the attack roll using your the ranged weapon you used. On a successful save, they take
Wisdom modifier instead of your Dexterity modifier. The half as much damage.
bullet itself deals no damage, but if the spell requires a saving
throw to be resisted, the creature automatically fails the save. Always More, Never Enough
If the spell requires an attack roll, it automatically succeeds, There ain't no such thing as too much dakka, and at 14th
and is treated as a critical if the firearm attack was a critical. level, you intend to prove such an obvious fact. While raging,
At 14th level, you can use this feature when you cast a you can use Strength, instead of Dexterity, for your ranged
Cleric spell of 1st level or higher. attack rolls when you make them within 15 feet of a target.
Once you use this feature, you cannot use it again until you Additionally, while raging, you can take a special action that
complete a short or long rest. allows you to fire your ranged weapon at any creature within
10 feet of you that you can see. On a hit, deal damage as
Explosive Apotheosis normal and the creature is pushed back 5 feet.
Once you reach 17th level, your affinity for guns and
gunpowder makes you resistant to fire, thunder and lightning
damage.

22
Oath of The Frontier Channel Divinity
Paladins are usually known as white armored smooth Frontier Paladins channel their divinity in the form of their
featured defenders who protect the weak with a sword in one eagerness for adventure and desire for truth and justice. At
hand and a shield or prayer book in the other. But some 3rd level, once per short or long rest, you get the following
Paladins are starting to see the appeal of these iron lead channel divinity options:
spewing weapons that are being created. In fact, a select few Frontiersman's Reflexes. You can use your channel
have deigned to follow a god or create an oath based around divinity to dodge out of the way of attacks. For 1 minute, you
using such weapons as the stream upon which their holy can use your reaction to add your Charisma modifier to your
wrath flows. They seek out the new frontiers in which to AC against an attack that would hit you, potentially causing
spread their deity's influence, and root out ne’er do wells that attack to miss you.
wherever they hide. Divine Protection. You can use your channel divinity to
protect your allies from the horrors of the beyond. For 1
Tenants of the Frontier
minute, hostile abberations, fiends, feys, monstrosities oozes,
Tenants of the frontier may vary from Paladin to Paladin, but or undead make attacks with disadvantage while within 30
they all revolve around exploring new places and rooting out feet of you.
evil in order to protect truth, justice, and tradition. Paladins of Aura of the Frontier
this alignment tend toward lawful good or lawful neutral. It’s At 7th level, Frontier Paladins emit an aura of cleanliness
rare to see them turn towards evil. The core rules for this about them. You and creatures within 10 feet of you are
oath are as listed. immune to poison.
Lead The Frontier. You are to lead the charge in the At 18th level, this sphere increases to 30 feet.
endless quest of discovery and and the conquest of the wilds.
Root out the Truth. You will walk into the darkness and Horror Slayer
root out the truth in any matter. Nothing can hide from your Starting at 15th level, if you hit an aberration, fiend, fey,
gaze, and no wool shall go over your eyes. dragon, or undead with an attack and activate divine smite,
Greed Is The Enemy. Goods and money in the frontier your divine smite deals extra radiant damage equal to your
must be divided fairly, and those who take more than what is Charisma modifier + the spell level of your divine smite. Once
fair are wrong to do so. you use this feature, you cannot use it again until you
Every Option Before Violence. Patience and temperance complete a short or long rest.
are very important when two peoples come together, and the
last thing you should seek in such a situation is bloodshed. Divine Infusion
Choose Fights Wisely. You will fight smart, but will never At 20th level, you can use your action to summon divine
resort to dirty tactics to win at any cost. However, there is no energy into your weapon for 1 minute. The weapon now has
shame or dishonor in retreating from a fight you know you these properties for the duration:
cannot win.
The weapon deals an additional 4d6 radiant damage that
Oath Spells ignores resistance and immunity.
You gain oath spells at the paladin levels listed. A golden, glowing ten gallon hat appears on your head
Oath of The Frontier Spells
that sheds bright light in a 5 foot radius and dim light in a
10 foot radius. Your attacks to score a critical hit on an 18-
Spell Level Spells 20. If you are wearing magical headwear, it appears to be
3rd goodberry, ice bayonet the hat, but still gives the benefits of the headwear.
5th hold person, zone of truth You can dispel this effect any time during your turn without
9th elemental bullets, crash bullet spending an action. Once you use this feature, you cannot use
it again until you complete a long rest.
13th death ward, ghost bullets
17th hold monster, conjure firing squad

23
Drifter Parting Shot
Drifters are fighters that specialize in blending in with the Prerequisite: Drifter archetype
common folk and using well timed gunshots to bring low the When a creature reduces you to 0 hit points or critically hits
mightiest of tyrants. Drifters travel from town to town, you with an attack, you can use your reaction to make a
searching around for odd jobs and a warm bed, getting weapon attack against that creature.
familiar and friendly with the locals before exacting their own Superiority. You make the attack with advantage. If you
brand of justice on wrongdoers. succeed, you regain hit points equal to your Charisma
modifier (minimum of 1).
Bonus Proficiencies Trip Attack
When you take this archetype at 3rd level, you gain When you hit a creature that is Large or smaller with a
proficiency in two of the following skills of your choice: weapon attack, you can attempt to trip it up. The creature
Animal Handling, History, Insight, Investigation, Perception, must succeed a Strength saving throw or fall prone.
Persuasion, Nature, or Survival. You can gain proficiency with Superiority. You can trip a creature that is Huge or
a tool of your choice instead of a skill choice. smaller. If the creature is smaller than you, it takes additional
Getting Around
damage equal to your proficiency bonus on a failed save.
At 3rd level, you can write, read, speak, and understand two of
the following languages: Abyssal, Celestial, Draconic, Buildbrew Up
Dwarvish, Elvish, Giant, Gnomish, Goblin, Halfling, Infernal, This is an archetype made for layhnet's Vighter
Orc, Sylvan, or Undercommon. class.
You also learn the vicious mockery cantrip and can cast it
at will. You also learn the animal messenger spell, and can
cast it as a ritual. You can cast compelled duel, but you cannot
cast it again with this feature until you complete a long rest. Warden
Charisma is your spellcasting modifier for these spells. Wardens are rangers that are the mysterious guardians of
Lightning Reflexes both urban cities and dense jungles. They watch over their
At 7th level, your pure grit allows you to react before others in territory with keen eyes, ready to defend the weak wherever
combat. You gain advantage on initiative rolls. they may be attacked. They appear in a flash and disappear
with a crack like lightning. Wardens, unlike most rangers,
Dauntless have taken up a path of lead and iron to help them defend
Once you get to 10th level, your manuevers are able to push others, and their keen senses make them excellent
you through the toughest conditions. When you use a marksmen, both from the treetops, and from up close.
maneuver on your turn, you can end one effect on yourself Ranged Weapon Superiority
that is causing you to be frightened or poisoned. Additionally, At 3rd level, you can choose one of the two following features.
when you use the superiority option of your maneuvers, your Longshot Mastery. +20 to the long range and normal
movement ignores difficult terrain for 1 minute. range for your ranged weapons. Add 1d8 damage once per
Surge Stockman turn to any successful ranged weapon attacks made beyond
Starting at 15th level, when you action surge, you can either 30 feet.
instantly reload any ranged weapons you have, and ignore the Close Quarters Dominance. Add 1d8 damage once per
loading and reload properties for 1 minute, or immediately turn to successful attacks made within 15 feet or fewer with
move 5 feet without provoking opportunity attacks. your ranged weapons. You can make opportunity attacks with
your ranged weapons.
Wildly Resilient Extra Attack (Revised Ranger)
When you reach 18th level, you gain proficiency in one If you are using Wizards of the Coast's Revised Ranger, found
additional saving throw of your choice. in their Unearthed Arcana section, you also get the Extra
Attack class feature at 5th level.
Maneuvers Evasion
Clapback 7th level Wardens let nothing escape their watchful eyes, and
Prerequisite: Drifter archetype are experts at dodging wide area attacks, such as a storm of
When a creature damages you, you can use your reaction to bullets or acidic waves. When you are subjected to an effect
cast compelled duel. The creature takes 2d6 psychic damage that allows you to make a Dexterity saving throw to take only
on a failed save, and half as much damage on a success. half damage, you instead take no damage if you succeed on
Superiority. You can cast compelled duel or vicious the saving throw, and only half damage if you fail.
mockery as bonus actions on your turn. You can cast vicious
mockery as a reaction to taking damage.

24
Multiattack
At 11th level, you learn one of the following features after Black Powder Soul
having trained with your weapons of choice in order to make
multiple attacks. You can use the feature they choose when Some people have to train their entire lives in the delicate
taking the attack action on your turn. science of using the explosive gunpowder in a weaponized
Barrage. You can make a ranged attack at every target form. You, however, are born with a special kind of magic
available in a 20 foot square within within your weapon’s running through your blood that allows you to channel the
normal range. Ignore the reload action or loading times for properties of this very compound through your attacks.
firearms when making this attack. You must have the Perhaps your parents made a deal with a god of the forge to
ammunition available to hit the targets, and must roll a give you such a boon, or maybe your birth was marked as a
separate attack for each. sign of progress upon the world, the special explosive blood
Slam Fire. You can make an attack with your ranged within you allowing you to spark the flames of technological
weapons on any number of creatures of your choosing within advancement in weaponry.
10 feet of you that you can see. Ignore the reload action or
loading times for firearms when making these attacks. You Black Powder Soul Spells
must have the ammunition available to hit the targets, and Tastiness Cookie Type
must make a separate attack roll for each. 1st frag blast
3rd magic weapon
Ever Vigilant
At 15th level, you have become a vigilant guardian for all 5th crash bullet
those you protect, be it from close range or afar. You can use 7th bubble shield
a reaction in order to take a shot at any enemy that is within
your weapon’s range if they attempt to attack or cast a spell at 9th conjure firing squad
any creatures friendly to you. If you hit, the creature's attack 11th mini-nuke
or spell automatically fails, dealing no damage if it would
normally do so. If they were casting a spell, the spell slot is Bonus Proficiencies
wasted. At 1st level, you gain proficiency with longarms and sidearms.

25
Magic Flak Jacket You can cast any spell that does not consume a material
Starting at 1st level, your black powder blood allows you to component with a cost. If you take the attack or cast a spell
manifest a shrapnel resistant shield around yourself. As an action on your turn, you can use a bonus action to fire one of
action, you can assume a magical set of armor that glows the fused weapons as a bonus action. You do not add your
with a dim light in a 5 foot radius around you. While this Dexterity modifier to the damage of this attack, unless that
armor is active, your AC is equal to 12 + your Dexterity modifier is negative.
modifier. Whenever you take damage from a ranged weapon Once you use this feature, you cannot use it again until you
attack, reduce the damage by an amount equal to your complete a long rest.
Charisma modifier.
This armor lasts until you dismiss it as a bonus action, until
you are incapacitated, or until you don armor or pick up a Buildbrew Up
shield. This was created as a supplement to
/u/SwordMeow's Tweaked Sorcerer Class. Click the
Black Dust Affinity link below to check it out!
Once you reach 6th level, you can channel the explosive
energy in your soul outwards to give your firearm attacks and
spells an extra kick. When you make an attack roll with
firearms, you can expend a number of sorcery points, up to 6
to cause the round to explode with magical energy. The
attack deals an additional damage of its type equal to 2 + the
number of points spent, and the ammunition explodes.
Creatures within 5 feet of the target must make a Dexterity
saving throw. They take (the number of sorcery points
spent)d4 thunder or fire damage on a failed save, and half as
much damage on a successful save.
Additionally, when you make a spell attack roll or cast a
spell that deals damage and targets only one creature, you
can expend 2 sorcery points to cause the spell to explode in a
flurry of bullets and fire. Creatures within 10 feet of the target
must succeed a Dexterity saving throw, taking 1d10 fire and
1d10 piercing damage on a failed save, and half as much
damage on a successful save. The amount of piercing and fire
damage increases to 2d10 when you reach 13th level, and
3d10 when you reach 17th level.
Curve The Bullet
Your affinity for guns and explosive ammo allows you to
channel a special kind of magic through rounds you fire to
make them hit much harder and much more accurately once
you reach 14th level. When you make a firearm attack roll,
you can spend 2 sorcery points. Add the number spent to the
attack roll. This attack ignores half-cover. You can spend 5
sorcery points to add +2 to the attack roll and have the attack
ignore three quarters cover.
Cannon Arms
By 18th level, you can infuse the weapons you have such a
natural affinity for into your own form. As an action, you can
draw any two firearms of your choice and fuse them to
yourself, forming your arms into the guns themselves for 1
hour. You must have both hands free to do this, and cannot
wield a shield for the duration. After the duration, the
weapons unfuse from your arms and fall to the ground.
While the weapons are fused, you do not need a free hand
to load them, and you can still use the somatic components of
spells.

26
Bounty Hunter
You take dirty jobs. Don't much care what they are. You wield
guns and other ranged weapons with maximum efficiency,
and are a master of talking your way into and out of any job,
and shooting your way out when that fails. You train yourself
to make precise, exploitative and dirty strikes and
communication and never run into the problem of falling
victim of a deal gone bad.
Quick Trigger Finger
When you choose this archetype at 3rd level, you have honed
your skills to avoid being taken advantage of, even when
taken off guard. If you are surprised, you are still able to act in
the first round of combat, acting at your intiative minus 10.
Slinger's Reflexes
At 3rd level, when you fire a ranged weapon with the loading
or reload property, you can choose to make a DC 20 Dexterity
(Sleight of Hand) check. On a success, you ignore that
property for that weapon for 1 minute. Once you use this
feature, you cannot use it again until you complete a short or
long rest. The DC for this check decreases to 15 at 13th level.
Additionally You can use your Cunning Action to make a
Wisdom (Perception) or Intelligence (Investigation) check.
Offer You Can't Refuse
Starting at 9th level, your senses and social skills are honed
to get the most out of your deals. You have advantage on
Charisma (Persuasion) and Wisdom (Insight) checks when
making deals or bartering for prices.
Additionally, you can use an action to make a jarring threat
disguised with a honeyed offer to a creature within 60 feet of
you. that can hear you and is able to understand you. That
creature must succeed a Wisdom saving throw or be
frightened of you for 1 minute. The DC for this save is 8 +
your proficiency bonus + your Charisma modifier. While the
creature is frightened of you, you have advantage on
Charisma checks in order to get them to back down or offer
you a favorable deal. A creature can repeat the saving throw
at the end of each of their turns, ending the effect on
themselves on a success. If they succeed the saving throw,
they are immune to this ability for 24 hours.
Superior Evasion
Once you reach 13th level, you can react to danger much
more effectively than most, even when caught off guard.
When you make a Dexterity saving throw, you can use your
reaction to reload a ranged weapon with the reload property.
Never Miss The Mark
By 17th level, you can make damn sure your shots hit by
putting yourself in the line of fire to do so. When you mke an
attack roll, you can choose to add +10 to the result. You can
do this before or after the roll is made, but before it is
determined to be a success or failure. When you do this, your
movement speed is halved, you cannot take reactions, and
attacks against you are made with advantage until the end of
your next turn.

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Expanded Spell List
The Frontier Flames let you chooose from an expanded spell
list when you learn a warlock spell. The following spells are
now available on the warlock spell list for you.
Frontier Flames Expanded Spells
Spell
Level Spells
1st compelled duel, hunter's mark
2nd soften the sword, zone of truth
3rd spirit guardians, crash bullet
4th overcharging smite, mordenkeinan's private
sanctum
5th hold monster, greater restoration

Frontier Soul
At 1st level, you get proficiency in Wisdom (Survival) and
Wisdom (Perception) checks. If you are already proficient in
these skills, you get double your proficiency bonus in checks
you make with them. Your patron's thirst for justice manifests
itself into a fire within your very soul. You can use a bonus
action to manifest this fire into a personal effect that keeps
you safe, such as a glowing, fiery hat, a vest made of
shimmering light, or a pair of glowing wings. When you
manifest the flames, your armor class is 13 + your Dexterity
modifier when not wearing armor or using a shield, and you
shed bright light in a 5 foot radius around you, and dim light
for an additional 10 feet.
You can dismiss these flames as a bonus action. You lose
this bonus if you don armor or pick up a shield.
Blinding Justice
Starting at 6th level, if any creature makes a melee attack
against you, you can use a reaction to surge your flames out
in front of you. The creature must succeed a Constitution
saving throw or be blinded until the end of your next turn. If
Frontier Soul is active when you activate this ability, the
creature takes radiant or fire damage equal to half your
warlock level + your Charisma modifier (minimum of 1) on a
failed save, and half that damage on a successful save.
The Frontier Flames Once you use this feature, you cannot use it again until you
Sometimes, when a world experiences a strong surge of complete a short or long rest.
determination for a cause or virtue, such a virtue can Turn The Unjust
manifest into its own magical force. It is not an entirely When you reach 10th level, your patron bestows upon you an
sentient entity, but rather a manifiestation of the strongest unshakable courage that can strike fear deep into the hearts
ideals and emotions. This is one of those entities, of those who seek to inflict chaos and evil upon society. You
representative of the strong compulsion to explore new are immune to being frightened, and when another creature
places and exact justice upon those who would hurt others. of an evil or chaotic alignment attempts to frighten you or an
Sometimes, such an entity can possess magical power to ally within a 10 foot radius of you, you can use your reaction
distribute. You have made a pact with this entity, which to brighten the fire within your soul momentarily, turning the
manifets itself as an undying flame, and are able to draw frightening effect against them. The creature must succeed a
upon its boundless magical energy to exact justice on the Wisdom saving throw or be frightened by you for 1 minute.
lawless and go where no ordinary person would ever go. The creature can remake this saving throw to end the effects
Alignment Restrictions of this feature at the end of each of its subsequent turns.
Evil creatures can understand the importance of justice, and Creatures whose alignment is chaotic evil have
chaotic creatures can see the usefulness of the law. But disadvantage on this saving throw.
chaotic evil creatures cannot comprehend such intricacies in
their black hearts, nor do most want to. Chaotic evil creatures
cannot take The Frontier Flames as their patron. The DM
can waive this restriction to better suit their campaign.

28
Cleansing Fire The Judgement
At 14th level, you can manifest your patron into the force of Prerequisite: Frontier Flames patron, Pact of the Firearm
one of your blows, sending outlaws everywhere reeling. You feature
can use a bonus action to channel the fire within your soul You can create a pepperbox forged from pure light and fire in
into a powerful physical force. For 1 minute, you are your hand that becomes a revolver at 13th level. When you hit
surrounded by a fiery glow, and shed bright light within a 10 a creature with its ammunition, you can expend a spell slot a
foot radius, and dim light within a 30 foot radius. When you spell slot to deal an extra 1d8 fire and 1d8 radiant damage
next succeed a weapon attack while glowing in this way, you per spell level and plants a mote of bright fire on the creature
can choose to send forth the flames of justice into your that judges its soul at the start of its next turn. If the creature
attack, dealing an extra 5d10 radiant damage and 5d10 Fire is evil aligned, it is blinded until the end of your next turn. If
damage. The creature must them make a Constitution saving the creature is chaotic aligned, it cannot take reactions until
throw or be paralyzed until the end of your next turn. The the end of your next turn.
magic then fades. The fire damage ignores resistance and
immunity for evil aligned creatures, and you can reroll 1s and Uncanny Empath
2s to radiant damage dealt to chaotic aligned creatures. You can learn one language of your choosing. You can cast
Once you use this feature, you cannot use it again until you comprehend languages at will without expending a spell slot.
complete a long rest. You can cast tongues once without spending a warlock spell
slot. You regain the ability to cast this spell in this way when
you complete a long rest.
Eldritch Invocations
Cloak of Radiant Fire Yippee Ki-Yay
Prerequisite: Frontier Flames patron Prerequisite: Frontier Flames patron, 5th level
When Frontier Soul is active, you have resistance to fire and You can cast find steed once without expending a spell slot.
radiant damage. You regain the ability to cast this spell again in this way when
you complete a long rest. When you cast it in this way, you
Wisdom of Justice cast it as an action, and can spawn the mount underneath
Prerquisite: Frontier Flames patron, Pact of the Tome feature you.
While completing a short or long rest, you can spend 10 Frontier Survivalist
minutes meditating and attuning yourself to the fire within Prerequisite: Frontier Flames patron, 7th level
you, tome in hand. When you finish this ritual, your tome You always know which direction is north, and the amount of
alights with an ancient power that gives you an uncanny time required for you to get the benefits of a long rest is
insight. Whenever you next make a Wisdom(Insight) check to halved when traveling on uncivilized land. You can cast create
discern a lie from a creature, you can choose to automatically food and water, purify food and water, and pass without trace
succeed the check. In addition, if any creature attempts to use once without spending a warlock spell slot. You regain the
magic to decieve you or modify your perception of reality, you ability to cast the spells in this way when you complete a long
gain advantage on your next check to resist it. rest.
Swiftly Loyal Flames of Hope
Prerequisite: Frontier Flames patron, Pact of the Chain Prerequisite: Frontier Flames patron, 9th level
feature You can cast aura of life and searing smite once without
You can select the hound justicar as your familiar. If you have spending a warlock spell slot. You regain the ability to cast
a hound justicar as your familiar, it gains additional hit points these spells in this manner when you complete a long rest.
equal to your warlock level plus twice your charisma modifier. Additionally, you can spend an action during your turn to
When you reach 11th level, the hound justicar's speed end one of the following effects on a creature: frightened or
increases by 10 times your charisma modifier. Its bite attack charmed. Once you use this feature, you cannot use it again
now deals an extra 2d6 fire and 2d6 radiant damage. The fire until you complete a short or long rest.
damage ignores resistance and immunities against evil and
chaotic aligned creatures. Justicar's Blast
Frontiersman's Blade Prerequisite: Frontier Flames patron, 12th level
Prerequisite: Frontier Flames patron, Pact of the Blade You can cast mini-nuke once without expending a spell slot
feature with the following changes: you can exclude a number of
You can create a longsword made from the fire within your creatures from the blast and the subsequent effects of this
soul that sheds dim light in a 5 foot radius around you. The spell equal to half your warlock level + your Charisma
blade's light seems to extend further than usual, though the modifier.
weapon weighs no extra. This weapon has the Reach You regain the ability to cast the spell in this way when you
property. When you hit a creature, you can expend a spell slot complete a long rest.
to deal an extra 1d8 fire and 1d8 radiant damage to the target
per spell level, or 1d10 fire and 1d10 radiant damage if held
in two hands. If the creature is chaotic or evil aligned, you can
halve their speed and give them disadvantage on saving
throws until the end of your next turn.

29
Soulfire Infusion Pact of the Chain Familiar
Prerequisite: Frontier Flames patron, 13th level If you select Pact of the Chain and take the required
You can cast elemental weapon as your 7th level Mystic Invocation, you can choose the following creature as a
Arcanum. When cast in this way, it can affect your pact familiar. The Hound Justicar is a dog of varying breeds made
weapon, if you have one. You can choose radiant as a damage of a magical fire and light. It does not feel hot to the touch,
type to apply to your weapon when you cast the spell. When and is a very loyal and friendly creature, especially with
you make a successful attack roll while this spell is active, you children. It is a staunch ally of justice and lawfulness, and will
can change the damage type of the additional die rolled to not tolerate the hurting of innocents.
radiant or fire damage.
Against evil or chaotic aligned creatures, the damage die of
the spell changes to d6s instead of d4s.
Hound Justicar
Aura of Justice Medium celestial, lawful good
Prerequisite: Frontier Flames patron, 15th level
You get holy aura as your 8th level Mystic Arcanum. Armor Class 14 (Natural Armor)
Hit Points 25(4d8 + 1)
The Ultimate Judgement Speed 40ft.
Prerequisite: Frontier Flames patron, 17th level
You get glassing beam as your 9th level Mystic Arcanum. Evil
and chaotic aligned creatures have disadvantage on the STR DEX CON INT WIS CHA
saving throw, and you can exclude creatures friendly to you 15 (+3) 14 (+2) 12 (+1) 11 (0) 11 (0) 12 (+1)
from the area of effect of this spell.
Skills Perception +5
Damage Resistances poison
Damage Immunities fire, radiant, necrotic
Condition Immunities poisoned, frightened
Senses passive Perception 15, darkvision 60 ft.
Languages Understands the languages of its master,
but can only speak in barks
Challenge 1 (200 XP)

Fur Armor of Justice. The hound justicar is resistant


to nonmagical bludgeoning, piercing, and slashing
damage from chaotic or evil aligned creature.
Magic Resistance. The hound justicar has advantage
on saving throws to resist magical effects.
Rebuke The Unholy. The hound justicar has
advantage on attack rolls against fiends and the
undead, and rerolls 1s and 2s to damage against
them.
Pack Tactics. The hound justicar has advantage on
attack rolls against a creature if at least one of the
hound justicar's allies is within 5 feet of the
creature and the ally isn't incapacitated.

Actions
Bite. Melee Weapon Attack: +5 to hit, one target.
Hit 5 (1d6 + 3) piercing damage and 3 (1d6)
radiant damage.
Blinding Bark. As an action during its turn, the
hound justicar can emit a bark that emits a beam of
light out to a 15 foot cone. Any creature within the
cone must make a DC 12 Constitution saving
throw or be blinded until the end of the hound
justicar's next turn.

30
Blast & Shoot
Pact of the Firearm Prerequisite: Pact of the Firearm feature, eldritch blast
You can use your action to create a pact weapon in your cantrip, 5th level
empty hand. You can choose the form that this firearm takes When you cast eldritch blast, you can attack with your pact
each time you create it . You are proficient with it while you weapon as a bonus action.
wield it. This firearm counts as magical for the purpose of
overcoming resistance and immunity to nonmagical attacks Gunstorm
and damage. This firearm uses a magical reserve of Prerequisite: Pact of the Firearm feature, 5th level
ammunition supplied by your patron that does not run out. You can attack twice when you take the attack action on your
You still have to reload it, however. turn using your pact weapon.
You can only summon a primitive firearm as your pact
weapon until you reach 13th level, when you can now Improved Pact Weapon
summon firearms. Prerequisite: Pact of the Blade or Pact of the Firearm feature,
Your pact firearm disappears if it is more than 5 feet away 5th level
from you for 1 minute or more. It also disappears if you use Any weapon you create using your pact feature is a +1
this feature again, if you dismiss the weapon (no action weapon. This invocation doesn't affect a magic weapon you
required), or if you die. You can transform one magic firearm transformed into your pact weapon.
into your pact weapon by performing a special ritual while
you hold the firearm. You perform the ritual over the course Show of Force
of 1 hour, which can be done during a short rest. You can Prerequisite: 9th level, Pact of the Firearm or Pact of the
then dismiss the weapon, shunting it into an Blade feature
extradimensional space, and it appears whenever you create You can use your Charisma modifier, instead of your
your pact weapon thereafter. You can’t affect an artifact or a Dexterity modifier, for your attack and damage rolls for your
sentient weapon in this way. The weapon ceases being your pact weapon.
pact weapon if you die, if you perform the 1-hour ritual on a
different weapon, or if you use a 1-hour ritual to break your
bond to it. The weapon appears at your feet if it is in the
extradimensional space when the bond breaks.

Variant Rule: Firearms are Prominent


If firearms are a common sight in your world, you
can also summon firearms as well as primitive
firearms until you reach level 13.

Pact Boon
If your patron is the Archfey, your weapon might be
a shiny redwood rifle decorated in gold plated
patterns shaped in complex leaf designs. If you
have the Fiend patron, your gun might be a charcoal
black shotgun adorned with flames, with an evil
dark steel barrel. If you draw your magic from The
Great Old one as a patron, your gun might resemble
a pepperbox made from ancient stonework,
engraved everywhere with glowing, yellow-orange
eyes.

Eldritch Invocations
First Impressions
You have a knack for making an impression in combat. Add
your Charisma modifier to your initiative rolls.

31
Superior Pact Weapon Grasp of The Ancient One
Prerequisite: Pact of the Blade or Pact of the Firearm feature, Prerequisite: Great Old One patron, Pact of the Firearm
9th level feature
Any weapon you create using your pact feature is a +2 You can create a blunderbuss (or shotgun if firearms are
weapon. This invocation doesn't affect a magic weapon you prominent, or when you reach 13th level.) made from a black,
transformed into your pact weapon. inky marble and a sickly, green colored steel that seems to
glow. Spectral tentacles writhe around the barrel of the
Draining Shot shotgun, slurping sounds following every shot you make with
Prerequisite: 11th level, Pact of the Firearm feature. it. When you hit a creature with its ammunition, you can
When you make a successful shot against a creature with expend a spell slot to deal an additional 2d8 psychic damage
your pact firearm, you can choose to drain that creature of to the target per spell level, and you can make the creature
life and transfer it to you. a dark crimson line leads back to frightened of you until the end of your next turn.
the barrel of your gun, give you temporary HP equal to half
the amount of damage dealt. Wrath of The Inferno
Prerequisite: Fiend Patron, Pact of the Firearm feature
Greater Pact Firearm You can create a musket (or a rifle if firearms are
Prerequisite: Pact of the Firearm feature, 13th level. prominent, or when you reach 13th level.) forged in the fires
You can summon a special firearm when you invoke your pact of Pandemonium. Its wood is a black, unbreakable charcoal,
weapon as part of your Pact of the Firearm feature. You can and its barrel is blood red. Flames seem to surround the
change your current weapon to become one of these special trigger that don't hurt you when you put your finger inside it.
firearms when you take this invocation. When you hit a creature with its ammunition, you can expend
a spell slot to deal an additional 2d8 fire damage to the target
Customized Pact Weapon per spell level that ignores resistance and immunity.
Prerequisite: Pact of the Firearm feature, 13th level
Any firearm you create using your Pact of the Firearm feature
can start with one Attachment or Custom Part of your choice
that can be used with it. This invocation doesn't affect a
magic weapon you transformed into your pact weapon.
When you reach 17th level, your pact weapon can start with
any number of two Attachements or Custom Parts.
Eldritch Strike
Prerequisite: 9th level, Eldritch Blast cantrip
When you cast eldritch blast, you can use a bonus action to
make a weapon attack.
Ultimate Pact Weapon
Prerequisite: Pact of the Blade or Pact of the Firearm feature,
15th level
Any weapon you create using your pact feature is a +3
weapon. This invocation doesn't affect a magic weapon you
transformed into your pact weapon.
Eldritch Storm
Prerequisite: Pact of the Firearm feature, eldritch blast
cantrip 18th level
You can concentrate the eldritch blast cantrip through the
barrel of your pact weapon, focusing the crackling beams into
one large ray of magical force. Make a ranged spell attack roll.
If the attack hits, roll four eldritch blast damage rolls. Add
your Dexterity modifier to the damage of this attack.
Sly Sniper
Prerequisite: Archfey patron, Pact of the Firearm feature
You can create an arquebus (or a heavy rifle if firearms are
prominent, or when you reach 13th level) forged from a
spindly wood, who's barrel is a bright brass adorned with
ornate carvings. Vines are wrapped around the gun's length.
When you hit a creature with its ammunition, you can expend
a spell slot to deal an additional 2d8 poison damage to the
target per spell level, and makes the creature charmed by you
until the end of your next turn.

32
If you cast a conjuration spell through your gun, you get a
magial boost of speed, surrounded by a blue mist. Until
the end of your next turn, your movement speed increases
by 5 x the spell's level in feet.
If you cast a divination spell through your gun, you gain a
temporary insight into the future. You have advantage on
saving throws for a number of rounds equal to the level of
the spell.
If you cast an enchantment spell through your gun, you
gain an aura of allure about you. Creatures within 30 feet
of you have disadvantage on attack rolls made against you.
If you cast an evocation spell through your gun, the next
attack roll you make deals additional force damage equal
to (the spell's level)d10.
If you cast an illusion spell through your gun, your form
becomes ghostly and glitchy, and you seem to move
without hinderance. Your movement does not provoke
opportunity attacks for a number of rounds equal to the
spell's level.
If you cast a necromancy spell through your gun, your
form temporarily assumes a frightening appearance.
Choose a creature within 30 feet of you. That creature
must succeed a Wisdom saving throw or be frightened of
you for a number of rounds equal to the spell's level.
If you cast a transmutation spell through your gun, the
leftover energy transfers into a protective shield around
you. You gain +2 to your AC for a number of rounds equal
Gun Mage to the spell's level.
Gun mages are wizards who have devoted themselves to te You can only benefit from one gun spell property per round
study of both firearms and magic. They take to inscribing until you reach 10th level.
their favorite spells on their guns, using their favored If you have inscribed a spell that has a range of self and
weapons as conduits for their magic. Generally wizards will casting time of 1 action, you can cast it as a bonus action.
stick to just casting spells, but gun mages learn how to use
both with equal efficiency. War Adept
At 6th level, your training for battle and war reaches new
Slinger's Training heights. Your quick wit in battle lets you add your Intelligence
When you choose this tradition at 2nd level, you gain modifier to your initiative rolls. You gain proficiency in
proficiency with light armor and one sidearm of your choice. another longarm or sidearm of your choice. As long as you
You also gain proficiency in Smith's Tools and the Insight skill are wielding a gun and wearing light armor or have mage
if you do not have it already. armor cast on yourself, you have advantage on concentration
saving throws.
Gun Inscription
Starting at 2nd level, you can inscribe your learned magic into Spellshot
guns. Guns you inscribe on are treated as a spellbook which When you reach 10th level, you can infuse magic within a
you can store a certain number of spells on. Guns store up to single bullet you fire. When you make a firearm attack roll on
3 spells at 2nd level, can store one additional spell at 6th, your turn, you can choose to cast a spell through the bullet
10th and 14th level. You can change all of the inscriptions instead. This spell cannot target more than one creature, and
over the course of one day (8 hours) of work and expending 5 cannot have a range of self. Make the attack roll using your
x the spell's level gp of raw materials per inscription changed. Intelligence modifier instead of your Dexterity modifier. The
You can only inscribe spells into guns that have a casting time bullet itself deals no damage, but if the spell requires a saving
of 1 action or 1 bonus action. These spells are always throw to be resisted, the creature automatically fails the save.
considered prepared for you, and do not count against the If the spell requires an attack roll, it automatically succeeds,
number of wizard spells you can prepare per day. and is treated as a critical if the firearm attack was a critical.
You can cast these spells through inscribed guns. The gun Once you use this feature, you cannot use it again until you
acts as your spellcasting focus and fulfills the somatic and complete a short or long rest.
material requirements for these spells, as long as the
materials have no value (such as 500gp worth of diamonds). Combat Magic
Spells cast through your gun give you additional properties: Once you reach 14th level, you have mastered the art of
If you cast an abjuration spell through your gun, give you gunslinging and magic, shooting and casting with equal
or a creature of your choice within 30 feet of you for an efficiency. When you use your action to cast a spell, you can
amount of temporary hit points equal to five times the make one firearm attack roll as a bonus action.
spell's level.

33
Covenant of The Augmented At 14th level, this motionsense range increases to 30 feet,
and creatures within that sense cannot benefit from being
Mortals have been fascinated by automated constructs since invisible while within range of this sense if they move more
the creation of the first golem. Some people studied ways to than half their speed on each of their turns.
make their machines better, while others seek to become the Additionally, your damage die from your grafted weapons
very constructs they created for the promise of power and becomes d6, and, while imbued, they are considered magic
immortality with the right maintenance. Those tend to follow weapons. At 14th level, while imbued, your grafted weapons
the Covenant of the Augmented. They seek to dabble in a offer a +1 bonus to attack and damage rolls.
little bit of both.
Arcane Shields
The Augmented Covenant Quirks At 14th level, you can spend a Pact Magic slot to gain
d6 Quirk temporary shielding around yourself that serves as protection
1 Your emotions are dampened, even in tense situations. for you. These temporary hit points last for 1 hour. You gain
2 You have an affinity for weapons that some would call
temporary hit points equal to your Slayer level. While you
obsessive. have any of these temporary hit points, you are resistant to all
damage. If you begin your turn without the maximum amount
3 You cannot stand getting dirty or dusty. of these hit points remaining, roll your Occult Studies die.
4 You sleep completely rigid and with both eyes open. Regain that amount of these hit temporary hit points.
Once you use this feature, you cannot use it again until you
5 Your voice takes on an almost mechanical nature complete a short or long rest.
6 You find pleasure in taking mechanical objects apart
and putting them back together. Overclock
When you reach 20th level, you can use your bonus action to
Armored Charger overcharge your augmentations and turn into a true killing
When you join this covenant at 3rd level, you gain proficiency machine, working your mortal body and machine parts to
in heavy armor. You can wear heavy armor and still use quick their limits. You gain the following benefits:
step and other slayer features where light armor is otherwise Your movement speed is doubled, and you can quick step
required. You cannot wield a shield and still gain this benefit. twice. The second quick step must be done as a bonus
Additionally, if you quick step into a creature's space, it action. You cannot use the Armored Charger feature more
must succeed a Strength saving throw against your Slayer than once on your turn. You can take the Dash, Dodge, or
spell save DC. On a failed save, it takes nonmagical Disengage action as a bonus action.
bludgeoning damage equal to your imbue arms die and is You are immune to falling damage, and your jumping
pushed back 5 feet. On a successful save, it takes half that distance is tripled. You can perform a special action
damage and is not pushed. At 6th level, this damage becomes known as a Meteor Strike when landing your jump. For
magical. every 10 feet you fall, you deal d6 force damage to all
Grafted creatures within 15 feet of you, to a maximum of 20d6. A
Also at 3rd level, your augmentations have given you a litany successful Strength saving throw halves this damage.
of special abilities for use in combat. Your grafted weapons damage becomes d10.
Shock Absorbers. You can add your Dexterity modifier to You have advantage on Strength, Dexterity, and
your long jump and high jump. You are resistant to falling Constitution saving throws and checks, cannot be
damage, and you can use your Occult Studies feature to knocked prone, paralyzed, or restrained and you reduce
reduce any falling damage you take. any forced move imposed on you by half.
Grafted Weapons. You get armored weapons. They can be You add force to the list of damage types you can inflict
either ranged weapon (ammunition, loading, range 10/30) or with your imbued weapons, or with any slayer spell that
melee weapon, such as piston powered punches or a wrist can inflict your choice of cold, fire, or lightning damage.
mounted gun, which deal 1d4 piercing, slashing or You roll double your imbue arms damage die to imbued
bludgeoning damage on a hit If you take the attack action attacks.
with at least one free hand, you can use a bonus action to This transformation lasts for 1 minute, but you can end it
attack with these weapons. early as an action, or whenever you drop to 0 hit points. Once
Grafted Armor. Your body becomes as tough as iron. Your you use this feature, you cannot use it again until you
AC increases by 2 when you are not wearing heavy armor or complete a long rest.
wielding a shield.
Improved Grafting
When you reach 6th level, you have upgraded your senses. BuildBrew Up: Slayer
You no longer need to eat or sleep. You gain 10 feet of a This and Covenant of the Doom Hunter were made
special sense called motionsense. You are immediately aware to supplement /u/revlid's Slayer class. Here is a link
of the presence of any creature that moves or takes an action to the pdf, because I'm considerate like that, but go
while within this sight. Creatures cannot get advantage on support that creater anyway.
attacks as a result of being hidden from you while within
range of this sense.

34
You add radiant and thunder damage to the list of damage
types you can inflict with your imbued weapons, or with any
slayer spell that can inflict your choice of cold, fire, or
lightning damage. You also gain the following benefits:
Brutal Flurry. Once per turn, when you succeed an attack
roll, you can make a melee weapon attack roll at another
creature. On a hit, this attack deals your Imbue Arms
damage.
Fiendsbane. When you hit a fiend with an imbued weapon,
you roll twice as many imbue arms damage die.
Unshakable Will. You are immune to being charmed while
in combat. You have advantage on saving throws to resist
being charmed at all other times.
Covenant of the Doom Hunter Harness Hell Itself
When you reach 6th level, you have become imbued with
There are those who would stand against the tides of hellish and abyssal energy. You gain resistance to fire
darkness and remain stalwart in the face of hell itself. And damage, and are resistant to poison. You also gain proficiency
then there are those who actively delve into the darkness and in the Intimidation skill. You can channel your near hellish
tear the essence from within its soul. presence to use your Occult Studies on this skill, and gain
Whether they be holy warriors in a fanatical crusade advantage on the check if you do so.
against hell or a group of hunters that have gained divine
authority to slay fiends, or simply an angry soldier who has You Will Be Worse
little else left to lose, those that wander the Covenant of the At 14th level, you are always under the effects of a detect
Doom Hunter seek to make archfiends tremble at the good and evil spell. Additionally, you are immune to being
mention of their names. frightened. If a creature attempts to frighten you, you can
Doom Hunter Covenant Quirks instead force them to make a Wisdom saving throw. On a
d6 Quirk
failed save, they become frightened of you. They can repeat
the Wisdom saving throw at the end of each of their turns,
1 You very rarely speak, and are deadly silent in combat. ending the effects on a success. Fiends have disadvantage on
2 You are easy to enrage, but you never lash out at this saving throw.
innocents... Things you percieve as evil, however...
Rip And Tear
3 You care little for collateral damage, in combat or out. Beginning at 20th level, you can use your action to become a
4 Scars on your body gain an odd, hellish red glow. living embodiment of that which can slay doom. This can take
5 You have a tendency to hoard a lot of weapons. the form of your body becoming shrouded in radiant light, or
burning fire erupting from your very core.
6 Your face is normally blank, but you don a sinister grin
whenever you pick up a new weapon. Once per turn, whenever you hit a creature with a ranged
weapon attack, you can immediately move up to your
Monster Affinity speed towards that creature as part of that attack. If this
You have an affinity for fiends. puts you within range of that creature, you can make a
melee weapon attack at that creature. On a hit, deal
Hellspeed double your imbue arms damage to that creautre.
When you join this covenant at 3rd level, you gain proficiency You cannot be forced to move and are immune to being
in heavy armor, and you wearing heavy armor does not stunned, charmed, paralyzed, petrified, and poisoned.
prevent you from using Quick Step or other slayer abilities You become immune to poison and fire damage. You also
and spells. You cannot use a shield and gain this benefit. reduce all incoming damage from fiends by 6.
Additionally, when you Quick Step, the area you move You get truesight out to 120 feet, and creatures cannot get
through becomes lit on fire. Creatures that start their turn in advantage on attack rolls while within that range or as a
this area or enter its area for the first time take fire damage result of being hidden from you.
qual to your imbue arms damage die. This fire lasts until the This transformation lasts for 1 minute, after which you
end of your next turn, and you cannot be hurt by it. revert to normal. You cannot use this feature again until you
Berserk complete a short or long rest. You can assume this form as a
Also at 3rd level, when in combat, you go into an angry trance reaction when using You Will Be Worse.
that lets you perform elegantly brutal feats.
New Spells
Blood-Lightning Bullet Alternatively, you can use this cantrip to roll the required
transmutation cantrip Saving Throw for your ally to escape a spell's effect, treating
it as a Charisma saving throw, instead of using the required
Casting Time: 1 action attribute dictated by the spell.
Range: Touch You can only affect up to three creatures with this spell. If
Components: V, M (a weapon) you cast it a fourth time, the spell ends for the first creature it
Duration: Instantaneous was cast on if the creature has not yet used one of its
As part of the action used to cast this spell, you must make a benefits.
ranged attack with a weapon against one creature within it's
normal range, otherwise the spell fails. On a hit, the target Delayed Chromatic Blast
suffers the attack's normal effects, and blood-red lightning 1st-Level evocation
leaps from the target to a different creature of your choice Casting Time: 1 action
that you can see within 5 feet of it. The second creature takes Range: 90 feet
lightning damage equal to your spellcasting ability modifier. Components: V, S, M (A 50gp gem)
At Higher Levels. This spell's damage increases when you Duration: 1 Round
reach higher levels. At 5th level, the ammunition deals an You hurl a 3 inch diameter sphere at a space of your choice
extra 1d8 lightning damage to the target, and the lightning within range, imbued with either acid, cold, fire, lightning,
damage to the second creature increases to 1d8 + your poison or thunder energy. It explodes into a 10 foot radius
spellcasting ability modifier. Both damage rolls increase by sphere around the point at the start of your next turn. Anyone
1d8 at 11th level and 17th level. within the sphere must make a Dexterity Saving Throw or
Wall of Denial take 4d8 damage of the type you choose, and half as much
conjuration cantrip damage on a successful save.
At Higher Levels. When you cast this spell using a spell
Casting Time: 1 action slot of 2nd level or higher, the damage increases by 1d8 for
Range: 10 feet each slot level above 1st.at 2nd level or higher, increase the
Components: V, S, M (Dust from Brick or Mortar) initial fire damage by 1d6 for every level above first.
Duration: Concentration, up to1 Minute
You summon a 10 foot wide, 10 foot tall and 1 inch thick wall Frag Blast
of magical force to impede foes passage that extends from a 1st-level conjuration
point you choose within range. Before you cast the spell, Casting Time: 1 action
choose who may pass through it. Those who are chosen may Range: 120 feet
walk through unimpeded. Anyone else must make a Strength Components: V, S, M (a small bag of gunpowder and a small
Saving Throw. If they succeed, they pass through. If they fail, string)
they are forced to stop and cannot move through the wall for Duration: Instantaneous
the rest of their turn. The wall has 5 HP and 10 AC. If it's HP
reaches 0, the wall dissipates. You conjure up a magical bomb at a point you can see within
At Higher Levels. The wall’s HP goes up by 5 at level 5(10 range, which explodes with a blast of thunder and fire.
HP), level 11(15 HP) and level 17(20 HP). Creatures within a 10 foot radius sphere must succeed a
Dexterity saving throw. They take 2d6 fire and 2d6 thunder
Daring Ditty damage on a failed saving throw, and half as much damage
enchantment cantrip on a successful save. This spell deals maximum damage to
objects and structures.
Casting Time: 1 action You can choose to conjure the bomb up into your hand and
Range: 60 feet not immmediately throw it when you cast the spell. When you
Components: V, M (Musical instrument or a Speaking Cone) do so, you or a creature you hand it to can throw it to a point
Duration: 1 minute. they can see within 60 feet of them, after which the bomb
You play or sing a quick little ditty for you or a single ally you explodes on conact with a creautre or surface. After 1 minute
can see within range. This spell appears as but a song unless of being cast in this way, the bomb explodes.
a creature makes a Wisdom(Perception) check to recognize At Higher Levels. When you cast this spell using a spell
otherwise, the DC of which is determined by your spell save slot of 2nd level or higher, the fire damage or the thunder
DC. You invigorate your ally and give them the ability to use damage increases by 1d6 for each slot level above 1st.
one the following benefits for 1 minute. Once an ability is
used, this spell's effects end. Jinx
1st-level enchantment
The creature's movement speed is doubled for one Casting Time: 1 reaction when hit by an attack
movement action Range: 90 feet
The creature gets advantage on one saving throw to resist Components: V, S
being charmed, frightened or put to sleep. Duration: Concentration, up to 1 hour
The creature gets advantage on a Death saving throw.

36
When a creature makes an attack roll against you, you can Soften The Sword
use a reaction to place a curse on them. This curse wracks 2nd-level Transmutation
their minds whenever they attempt to attack you. When this
spell is cast, and every round afterward, every time the cursed Casting Time: 1 Action
creature targets you with an attack roll, it takes d4 psychic Range: 30 feet
damage. As a bonus action during your turn or if the cursed Components: V, S, M (A crushed mealworm, a small piece of
creature is killed, you can move this curse to a new target. iron, and an opal worth about 25gp that is consumed when
the spell is cast)
Ice Bayonet Duration: Concentration, up to 1 minute
1st-level conjuration You choose a creature within range wielding a nonmagical
Casting Time: 1 bonus action weapon forged from metal. This creature's weapon turns
Range: Touch blunt and soft, making them unable to hit as hard as they
Components: S, M (A piece of ice and a two-handed firearm) usually could. As part of casting this spell, and as a bonus
Duration: 1 minute action during each of your turns, you can roll a d4. Subtract
You create a shard of ice at the end of the barrel of one of the result from the weapon's next damage roll. This spell only
your guns (Restricted to rifles, muskets, blunderbusses and affects one weapon at a time, and you must cast it again in
shotguns). For 1 minute, you can treat your firearm as a order to affect a new weapon of your choice.
melee weapon with reach that does 1d6 Piercing damage and At Higher Levels. For every level this spell is cost above
2d6 cold damage. 2nd level, increase the die taken from the damage roll of the
At Higher Levels. When you cast this spell using a spell weapon by 1d4.
slot of 2nd level or higher, the cold damage increases by 1d6 Spiritual Firearm
for each slot above 1st. 2nd-level evocation
Cryostasis Casting Time: 1 Bonus Action
2nd-level evocation Range: 60 feet
Components: V, S
Casting Time: 1 action Duration: 1 Minute
Range: 30 feet
Components: S, M (A drop of water and fine dust) You create a floating, spectral firearm within range that lasts
Duration: Instantaneous for the duration or until you cast this spell again. When you
cast this spell you can make a ranged spell attack against a
You choose one creature within range. You close your fist and creature within normal range of the weapon. On a hit, the
flash freeze the air around them in an attempt to lock their target takes damage equal to 1d8+your spellcasting ability
joints up and freeze them in place. The creature must modifier. If the weapon has the scatter property, the scatter
succeed a Constitution saving throw. On a failed save, it takes damage is 1d4 force damage.
2d6 cold damage and has its movement speed reduced to 0 As a bonus action on your turn, you can move the weapon
for 1 minute. At the end of each of its subsequent turns, the up to 20 feet and repeat the attack against a creature within 5
creature can remake the saving throw in order to end the feet of it.
spell's effects on itself. At Higher Levels. When you cast this spell at a level
At Higher Levels. When you cast this spell using a spell higher than 2nd, increase the damage the weapon deals by
slot of 3rd level or higher, increase the damage by 1d6 for 1d8 or 1d6 for every level above 2nd.
every level you cast it higher than 2nd.
Hydraulic Beam
Arc Cannon 3rd-level evocation
2nd-level evocation
Casting Time: 1 Action
Casting Time: 1 bonus action Range: Self(15 foot wide line)
Range: Self Components: V, S, M (a drop of water.)
Components: V, S, M (a small piece of flint) Duration: Instantaneous
Duration: Concentration, up to 10 minutes
You project a beam of water from your hand or an object of
You evoke a gun that shoots lightning bolts in your free hand. your choosing on your person in a 15 foot wide, 30 foot long
The gun is similar in size, shape, and function to a flintlock line in a direction of your choosing. Creatures within the line
pistol or a pistol, if appropriate for the setting, and lasts for must succeed on a Strength saving throw. On a failed save,
the duration. If you let go of the cannon, it disappers, but you they take 6d6 bludgeoning damage and are knocked prone.
can evoke the gun again as a bonus action. They take half damage on a success and are not knocked
You can use your action to make a ranged spell attack with prone.
the sparking gun, with a range equal to the long range of the At Higher Levels. For every level this spell is cast above
gun. On a hit, the target takes 3d6 lightning damage. 3rd level, increase the damage by 1d6 for every spell slot level
You have advantage on attack rolls against objects or above 3rd.
creatures made entirely of metal, such as a steel pole or an
iron golem.

37
Elemental Bullets Ghost Bullets
3rd-level evocation 4th-level transmutation
Casting Time: 1 Action Casting Time: 1 Action
Range: Self Range: Self
Components: V, S, M (pieces of nonmagical ammunition) Components: V, S, M(Pieces of nonmagical ammunition)
Duration: Instantaneous Duration: 1 hour
You infuse a number of pieces of mundane ammunition equal By speaking a ghostly incantation, you transform 4
to your spellcasting ability modifier with a single element of nonmagical, mundane bullets in your inventory into ghostly
your choice. Choose from fire, cold, lightning, acid, poison, or projections that can pass through inorganic material for 1
thunder. These bullets now deal an extra 2d6 of the chosen hour. These bullets ignore cover bonuses to AC, and are
type of damage if the round hits. targeted using a creature's unarmored AC. These rounds deal
double damage to spirits, however, due to their focus on
Crash Bullet targeting organic material, constructs are not affected by
3rd-level transmutation these bullets, and attacks made against them automatically
Casting Time: 1 bonus action miss.
Range: Self
Components: V, S Vortex
Duration: Concentration, up to 1 minute 4th-level conjuration
The next time you make a ranged weapon attack during the Casting Time: 1 Action
spell’s duration, the weapon’s ammunition, or the weapon Range: 90 feet
itself if it’s a thrown weapon, gathers an explosive sonic Components: S, M(An amethyst worth 200gp, a ball of cast
energy around it. Make the attack roll as normal. The target iron, a magnet and a dash of glow worm powder)
takes 4d8 thunder damage on a hit, or half as much damage Duration: Instantaneous
on a miss, instead of the weapon’s normal damage. You snap your fingers and create a 20 foot radius wide arcane
Whether you hit or miss, each creature within 10 feet of vortex at a point you can see within range. Any creature that
the target must make a Constitution saving throw. Each of starts its turn within the vortex or enters it's area for the first
these creatures takes 2d8 thunder damage on a failed save, time takes 2d10 force damage and has it's movement speed
or half as much damage on a successful one. The piece of reduced by half. Creatures within the vortex cannot take the
ammunition or weapon then returns to its normal form. Dash action. Any creature attempting to leave the vortex's
At Higher Levels. When you cast this spell using a spell area must succeed a Strength saving throw. If they fail, they
slot of 4th level or higher, the damage for both effects of the are unable to use their movement to leave the vortex's area
spell increases by 1d8 for each slot level above 3rd. for the rest of their turn.
Rotting Strike Any creature that starts its turn within 5 feet of the vortex
3rd-level necromancy must succeed a Strength saving throw or be pulled into an
unoccupied space within its boundaries. If there is no
Casting Time: 1 Bonus Action unoccupied space in the vortex, the creature is not pulled in.
Range: Self The vortex stays active for three rounds. At the start of the
Components: V, S, M (A piece of mundane ammunition) fourth round, the vortex implodes, releasing a massive
Duration: Concentration, up to 1 minute amount of arcane energy. Anyone within the vortex's area
The next time you hit with a weapon attack roll, the attack when this happens must make a Dexterity saving throw or
tears away the target's strength. The attack deals an extra take 4d10 force damage and be knocked prone. If they
3d6 necrotic damage and the target must make a succeed, they take half damage and are not knocked prone.
Constitution saving throw. On a failed save, they have Drop Shield
disadvantage on Strength ability checks and saving throws 4th-level abjuration
for the spell's duration.
At Higher Levels. For every level this spell is cast above Casting Time: 1 Action
3rd level, increase the damage dealt 1d8. Range: Self
Components: M(An iron bowl, powder from medicinal herbs)
Duration: Concentration, up to 1 minute
You create a soothing shield in a 10 foot radius sphere that
heals the wounds of allies within it's boundaries. The shield's
hit points are equal to (your caster level) x 5 and has an AC of
15. All creatures can enter and exit the shield freely.
Creatures friendly to you that start their turn within the
shield or enter it's area for the first time regain d6 + your
spellcasting ability modifier hit points. Attacks and spells
cannot be cast from within the shield at enemies outside of
the shield, or vice versa, but can target the shield itself. If the
shield's hit points are reduced to 0, spell ends.

38
Bubble Shield Chromatic Wave
4th-level evocation 6th-level evocation
Casting Time: 1 Action Casting Time: 1 Action
Range: Self Range: Self
Components: M(An iron bowl, a leather strap from a shield) Components: V
Duration: 1 minute Duration: Instantaneous
You create a static, impenetrable shield in a 5 foot radius You charge up and release a wave of magical energy charged
around yourself for the duration of the spell. Any creatures with either acid, cold, fire, lightning, poison or thunder
can enter and exit the shield freely. This shield is completely damage. Each creature you choose within 30 feet of you must
immune to all damage from attacks and spells going into and succeed a Dexterity saving throw or take 5d6 damage of one
out of it, and you cannot target creatures inside the shield type of your choosing, 5d6 damage of another type of your
with attacks or spells, and vice versa. choosing, and are stunned until the beginning of your next
turn. A creature that succeeds the saving throw takes half the
Overcharging Smite damage and isn't stunned.
4th-level evocation
Casting Time: 1 Bonus Action Mini-Nuke
Range: Self 6th-level evocation
Components: V Casting Time: 1 action
Duration: Concentration, up to 1 minute Range: 600 feet
The next time you hit a creature with a weapon attack during Components: V, S, M (a small metal ball)
the spell’s duration, your weapon overcharges with pure Duration: Instantaneous
power, and the attack deals an extra 4d12 force damage. A huge bomb streaks forth from your hand at a point within
Additionally, if this attack reduces the target to 40 HP or range taht you can see that explodes into a highly poisonous
below, the overcharge from your weapon explodes out at cloud in a 60 foot radius sphere. Each creature within the
nearby enemies, dealing 4d12 force damage to any creature area must make a Constitution saving throw. On a failed save,
of your choosing within 5 feet of the target. a creature takes 3d6 fire damage, 3d6 poison damage, and
At Higher Levels. When you cast this spell at 5th level, the 4d6 thunder damage. On successful save, it takes half as
force damage increases by 1d12, the range of the energy much damage.
explosion increases to 10 feet, and the HP threshold for the After this bomb explodes, the cloud lingers for 24 hours. A
explosion increases to 50 HP or below. strong wind (about 40 miles per hour) disperses this cloud
after about 6 hours. Creatures that start their turns within the
Quick Load cloud or enter its area for the first time take 5d6 poison
4th-level divination damage.
Casting Time: 1 Action You can refrain from firing the bomb after completing the
Range: Touch spell, if you wish. A small metal ball about the size of a
Components: V, S, M(A firearm and at least one piece of cannon ball, appears in your hand. At any time, you or a
nonmagical ammunition) creature you give the bomb to can throw the bomb (to a range
Duration: Instantaneous of 40 feet) or fire it out of a cannon or a shoulder cannon (to
the weapon's maximum range). It explodes on impact, with
You touch the firearm and ammo of a willing creature, if the the same effect as the normal casting of the spell. You can
creature has pieces of nonmagical ammunition in their also set the bomb down without shattering it. After 1 minute,
inventory. The ammunition disappears into time and space in if the bomb hasn't already, it explodes.
order to appear later in the firearm. When the reload count of
their firearm reaches 0, the bullets appear right inside the Power Word Blind
firearm, instantly raising it's reload count. 7th-level enchantment
Conjure Firing Squad Casting Time: 1 action
5th-level conjuration Range: 60 feet
Components: V
Casting Time: 1 Action Duration: Instantaneous
Range: 90 feet You speak a word of power that destroys the senses of one
Components: S, M (Any piece of nonmagical ammunition) creature you can see within range, leaving it utterly blinded. If
Duration: Instantaneous the target has 150 hit points or fewer, it is blinded. Otherwise,
You fire a piece of nonmagical ammunition from a ranged the spell has no effect. The blinded target must make a
weapon or throw a nonmagical weapon towards a point Constitution saving throw at the end of each of its turns. On a
within range. Choose a number of creatures within 30 feet of successful save, the spell ends.
the point chosen. For each creature, a set of magical guns
blinks into view, fires at it, and disappears. Make a ranged
spell attack roll at the creatures chosen. On a hit, the attack
deals 6d10 force damage.

39
Cryobomb Choose a point within range. You summon forth a large,
8th-level evocation white orange pulsating beam in a 30 foot radius, 50,000 foot
high column centered around that point. Creatures that start
Casting Time: 1 Action their turn within that point or enter its area for the first time
Range: 120 feet take 5d10 fire damage, 5d10 radiant damage, 5d10 force
Components: V, S, M (A piece of dry ice and silver powder damage, and 5d10 necrotic damage. After two rounds, the
worth 25 sp) beam turns the surface within it into cracked and jagged
Duration: Concentration, 1 minute glass, destroying plants and objects that aren't being worn or
A glowing bead of ice forms from your finger and shoots out carried. This turns the area into difficult terrain that is
to a point within range, where it remains and grows colder extraordinarily painful to cross. Any creature that moves
for the duration. When the spell ends, either because your more than half its speed on this terrain takes 2d10 piercing
concentration is broken or because you decide to end it on damage. Structures hit by this beam take double the damage
your turn, the bead breaks apart and lets out an ice storm from this spell.
that flash freezes anything near it and spreads around You must use your action to maintain the beam. As long as
corners. Each creature within a 20 foot radius sphere you maintain the beam, your movement speed is 0, and you
centered on the point must succeed a Constitution saving have disadvantage on Dexterity saving throws. You can use
throw. A creature takes cold damage equal to the your bonus action to move the beam up to 20 feet in any
accumulated damage and is paralyzed for a number of direction you wish.
rounds equal to the accumulated number on a failed save.
If a creature succeeds the save, it takes half the damage
and is not paralyzed. A creature can remake the Constitution
saving throw at the end of each of its subsequent turns in
Artificer Spell List
1st Level
order to end the paralysis.
This spell's base damage is 8d6 and it's base paralysis time Ice Bayonet
is 1 round. If at the end of your turn the bead has not yet 3rd Level
detonated, the damage increases by 1d6 and the paralysis Elemental Bullets
increases by 1 round.
If the glowing bead is touched before the interval has 4th Level
expired, the creature touching it must make a Dexterity Bubble Shield
saving throw. On a failed save, the spell ends immediately, Drop Shield
causing the bead to explode in a freezing storm of ice. On a Ghost Bullets
successful save, the creature can throw the bead up to 40
feet. When it strikes a creature or a solid object, the spell
ends, and the bead explodes. The cold freezes objects in the
area and puts out nonmagical flames.
Power Word Paralyze Bard Spell List
9th-level transmutation Cantrips (0 Level)
Daring Ditty
Casting Time: 1 action Wall of Denial
Range: 60 feet
Components: V 1st Level
Duration: Instantaneous Jinx
You speak a word of power that overloads the nerves of one 2nd Level
creature you can see within range, leaving it utterly blinded. If
the target has 150 hit points or fewer, it is paralyzed. Arc Cannon
Soften The Sword
Otherwise, the spell has no effect. The paralyzed target must
make a Constitution saving throw at the end of each of its 3rd Level
turns. On a successful save, this paralyzing effect ends. Elemental Bullets
Glassing Beam 4th Level
9th-level evocation Drop Shield
Casting Time: 1 action Ghost Bullets
Range: 300 feet 5th Level
Components: S, M(A focusing lens, glow worm powder, an
emerald worth 5,000 gp that is consumed when the spell is Quick Load
cast) 7th Level
Duration: Concentration, 12 hours Power Word Blind
You call upon a mighty, destructive beam of magical force to
destroy your enemies and burn the earth around them until 9th Level
it's surface is but glass. Power Word Paralyze

40
Cleric Spell List
Cantrips (0 Level)
Wall of Denial
2nd Level
Soften The Sword
Spiritual Firearm
3rd Level
Rotting Shot
4th Level
Drop Shield

Paladin Spell List


1st Level
Ice Bayonet
2nd Level
Spiritual Firearm
3rd Level
Elemental Bullets
4th Level
Bubble Shield
Overcharging Smite
5th Level
Quick Load

Ranger Spells
1st Level
Ice Bayonet
Frag Blast
3rd Level
Crash Bullet
4th Level
Drop Shield
Ghost Bullets
5th Level
Quick Load
Conjure Firing Squad

41
Sorcerer Spell List Wizard Spell List
Cantrips (0 Level) Cantrips (0 Level)
Blood-Lightning Bullet Blood-Lightning Bullet
Wall of Denial Wall of Denial

1st Level 1st Level


Delayed Chromatic Blast Delayed Chromatic Blast
Frag Blast Conjure Flak Jacket
Ice Bayonet
2nd Level Frag Blast
Cryostasis
Arc Cannon 2nd Level
Cyrostasis
3rd Level Arc Cannon
Hydraulic Beam
3rd Level
4th Level Elemental Bullets
Vortex Hydraulic Beam

6th Level 4th Level


Chromatic Wave Ghost Bullets
Mini-Nuke Vortex
Bubble Shield
7th Level
Cryobomb 5th Level
9th Level Quick Load
Glassing Beam 6th Level
Chromatic Wave
Mini-Nuke
8th Level
Warlock Spell List Cryobomb
Cantrips (0 Level) 9th Level
1st Level Glassing Beam
Jinx
Frag Blast
3rd Level
Elemental Bullets
Rotting Strike
4th Level
Ghost Bullets
Vortex
6th Level
Mini-Nuke
7th Level
Power Word Blind
8th Level
Cryobomb

42
Marksmen are long range killers, and can serve either as
NPC Stat Blocks specialized guards for palaces or assassins. They specialize
in firearms from a very long range, often using bolt-action
rifles to make their kill.
Lookout
Medium humanoid (any race), any alignment

Armor Class 15 (breastplate)


Hired Gun
Medium humanoid (any race), (any alignment)
Hit Points 11 (2d8 + 2)
Speed 30ft. Armor Class 17 (Splint Mail)
Hit Points 52 (8d8 + 16)
Speed 30ft.
STR DEX CON INT WIS CHA
11 (0) 14 (+2) 12 (+1) 12 (+1) 10 (0) 11 (0)
STR DEX CON INT WIS CHA
Skills Perception +2, Acrobatics +4 12 (+1) 16 (+3) 15 (+2) 12 (+1) 10 (0) 13 (+2)
Senses passive Perception 12
Languages any one language (usually Common) Saving Throws Dex +5, Str +3
Challenge 1/8 (Or 1/4 if weilding repeating rifle) Senses passive Perception 10
(25 or 50 XP) Languages any one language (usually Common)
Actions Challenge 3 (700 XP)
Musket. Ranged Weapon Attack: +4 to hit, range Quickdraw. The hired gun can stow and draw a
70/200 ft., one target. Hit 8 (1d12 + 2) piercing weapon before needing to use its Use Object
damage. action.
(Alternate Weapon) Rifle. Ranged Weapon Attack: +4
to hit, range 90/300 ft., one target. Hit 8 (1d12 + Actions
2) piercing damage. Multiattack. The hired gun makes two ranged
weapon attacks. It ignores loading times and the
reload action for firearms when making these
Lookouts protect cities and certain towns, usually from a attacks. If it has a shortsword drawn, it can also
high place such as battlements or towers. They sometimes make a shortsword attack. If it has a free hand, it
serve as the guards for caravans or rich monarchs. can make an additional revolver attack.
Revolver. Ranged Weapon Attack: +5 to hit, range
50/150 ft., one target. Hit 7 (1d8 + 3) piercing
Marksman damage.
Medium humanoid (any race), any alignment Shotgun. Ranged Weapon Attack: +5 to hit, range
20/40 ft., one target. Hit 9 (1d12 + 3) bludgeoning
Armor Class 16 (breastplate) damage. 4 (1d6) damage against any target within
Hit Points 33 (6d8 + 6) 5 feet of the original target, if the attack roll for the
Speed 12ft. first would have hit.
Shortsword. Melee Weapon Attack: +3 to hit, reach
STR DEX CON INT WIS CHA 5 ft., one target. Hit 4 (1d6 + 1) piercing damage.
12 (+1) 16 (+3) 12 (+1) 13 (+2) 10 (+0) 11 (0)
Hired Guns are mercenaries for hire, and are experts in the
Skills Perception +2, Acrobatics +5
Senses passive Perception 12
use of firearms. They are often found guarding caravans, rich
Languages any one language (usually Common)
nobles or fighting alongside militaries. They make heavy use
Challenge 2 (450 XP) firearms to their advantage, especially their revolvers. If they
can line up a group of targets in their sights, they'll use their
Actions shotguns to mow them all down.
Bulky Rifle. Ranged Weapon Attack: +6 to hit, range
200/1,000 5ft., one target. Hit 13 (3d8 + 3)
piercing damage.
Pepperbox. Ranged Weapon Attack: +5 to hit, range
40/120 ft., one target. Hit 7 (1d8 +3) piercing
damage.

43
Warden Militia
Medium humanoid (any race), any alignment, Medium humanoid (any race), any alignment
typically good
Armor Class 19
Armor Class 16 (studded leather) Hit Points 9 (2d8)
Hit Points 78 (12d8 + 24) Speed 30ft.
Speed 30ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
10 (0) 12 (+1) 10 (0) 11 (0) 9 (-1) 10 (0)
12 (+1) 16 (+3) 14 (+2) 10 (0) 15 (+3) 12 (+1)
Skills Perception +2
Skills Survival +6, Perception +6, Acrobatics +6 Senses passive Perception 12
Senses passive Perception 16 Languages any language, tpyically Common
Languages any language, typically Common Challenge 1/8 (25 XP)
Challenge 5 (1,800 XP)
Actions
Natural Explorer. The warden has advantage on
initiative rolls and has advantage on the first turn in Wheellock Gun. Ranged Weapon Attack: +3 to hit,
combat against any creatures that have not acted range 40/160 ft., one target. Hit 6 (1d10 + 1)
yet. piercing damage.

Longshot Mastery. The warden adds 1d6 damage (Alternate Weapon) Carbine. Ranged Weapon Attack:
once per turn to any successful ranged attacks it +3 to hit, range 70/300 ft., one target. Hit 6 (1d10
makes beyond 30 feet. + 1) piercing damage.
Flintlock Pistol. Ranged Weapon Attack: +3 to hit,
Actions range 30/90 ft., one target. Hit 4 (1d6 + 1) piercing
Multiattack. The warden makes two bolt-action rifle damage.
attacks or two repeater pistol attacks. (Alternate Weapon) Heavy Pistol. Ranged Weapon
Attack: +3 to hit, range 40/120 ft., one target. Hit 5
Rifle (Telescopic Sight). Ranged Weapon Attack: +7 (1d8 + 1) piercing damage.
to hit, range 100/910 ft., one target. Hit 8 (d12 +
3) piercing damage.
Pistol (Pistol Grip). Ranged Weapon Attack: +8 to City Militia are commoners who have united and taken up
hit, range 40/120 ft., one target. Hit 6 (1d6 + 3)
piercing damage.
arms in a single cause. They often rise up to assist the guards
when the going gets tough, such as when the city is being
raided by threats from the outside world.
Wardens are vigilant protectors of people both in the city and
beyond. They are experts with long ranged weapons and act
as guardian angels for the innocent. They are often found as
specialized guard units or vigilantes.

44
Myth Breaker Firearm Flourishes. The myth breaker adds 1d8 damage
to one attack roll that hits during its turn.
Medium humanoid (any race), any alignment
Luck of the Craft. The myth breaker can reroll a failed
Armor Class 18 (unarmored defense) attack roll with its firearms as a bonus action.
Hit Points 99 (18d8 + 18)
Speed 43ft. Varmint Slayer. The myth breaker has advantage with
firearm attacks on creatures that have moved further
than 15 feet or taken the dodge or disengage action
STR DEX CON INT WIS CHA before before its turn.
10 (0) 20 (+5) 12 (+1) 16 (+3) 14 (+2) 14 (+2) Actions
Saving Throws Dex +9, Cha +6 Multiattack. The myth breaker makes two attacks with
Skills Perception +10, Intelligence(Insight), +6, Survival its rifleblade, and one with its hand cannon.
+6 Rifleblade. Ranged Weapon Attack: +11 to hit, range
Senses passive Perception 20, blindsight 30 ft., 90/300 ft., one target, Hit: 12 (d12 + 5) piercing
tremorsense 30 ft. damage.
Languages any two languages, one of which typically is
common Rifleblade(Bayonet) Melee Weapon Attack:, +11 to hit,
Challenge 9 (5,000 XP) reach 5 ft., one target, Hit: 9(1d6+5) piercing damage.
Hand Cannon. Ranged Weapon Attack: +11 to hit, range
Gun Expert. The myth breaker can use a bonus action to 60/200 ft., one target, Hit: 11 (1d10 + 5) piercing
clear its firearm's chamber if it misfires, and can reload damage.
any firearm with the long Load property as a bonus
action, as long as it doesn't have the heavy property.

Myth Breaker
Myth breakers are masterful monster hunters who have
taken up the specialization of firearms and gunslinging. They
know a variety of tricks to get the most out of their explosive
weapons of choice, and don't shy away in the face of even the
most dangerous and fearsome of beasts, abberations,
monstrosities, dragons, fiends and undead. They're learned
and well read, knowing a great deal about mythical creatures
of all kinds and how to track them down, and they use their
bevvy of firearms at their disposal to assist in killing them.
Myth breakers hunt down these monstrosities for various
reasons. Most do it for profit, often not having any trouble
whatsoever finding jobs to kill a band of owlbears harrassing
a nearby village or a beholder making a lair nearby a
commonly traveled trade route. Others do it for a sense of
justice and altruiusm, often dealing death to evil vampires
and expelling dark fiends that threaten the existence of a city,
and may or may not accept payment as a compensation for
doing the good deeds they do. Others do it simply for the
thrill of hunting down powerful and intelligent beasts and
seeing them slain by the sound of their rapidly firing guns.
Whatever their reasons, a myth breaker is often a welcome
sight when seen in a town, and some are regarded as
legendary heroes across the realms, regarded fondly for their
heroic deeds and vast knowledge on mysterious and deadly
creatures.

45
Crimson Fang
Magic Items Weapon (pistol), legendary (requires attunement) You gain a
Ammunition, Double Tap +2 bonus to attack and damage rolls made with this magic
Wondrous item, uncommon pistol. In addition, while you are attuned to this weapon, you
When you attack with this ammunition, regardless of whether regenerate 10 hit points per round that you are not in direct
or not you hit, you can repeat the attack roll against the same sunlight. You also gain 120 feet of darkvision, are
creature you fired at again at the beginning of your next turn. permanently under the effects of a spider climb spell, and get
If the creature was brought to 0 HP by the ammunition on a Dexterity, Strength and Constitution score of 18, unless any
the first attack, you can instead make the second attack roll at of your scores were higher than that.
a different target within 30 feet of the creature attacked at the Blood Draining Shot. When you deal damage to a target
beginning of your next turn. Otherwise this ammunition using this pistol, you regain hit points equal to half the
drops to the ground harmlessly. If both attack rolls were able damage you dealt.
to be made with this ammunition, it loses its magic and Charm. Once per long rest, you can attempt to charm a
becomes mundane. creature within 30 feet of you that you can see. The creature
must succeed a DC 15 Wisdom saving throw against this
Ammunition, Returning magic or become charmed by you. The charmed target
Wondrous item, rare regards you as a trusted friend to be heeded and protected.
This ammunition can take the form of either arrows, sling Although the target isn’t under your control, it takes your
bullets, crossbow bolts, or gun rounds. When it is fired for the requests or actions in the most favorable way it can.
first time, it teleports back to you/back into your gun. Every Each time you or creatures friendly to you do anything
time you fire this ammunition from here on out, there's a 50% harmful to the target, it can repeat the saving throw, ending
chance it will teleport back into you. This ammunition can the effect on itself on a success. Otherwise, the effect lasts 24
always be recovered after battles. hours or until you are killed, are on a different plane of
existence than the target, or if you take a bonus action to end
Ammunition, Tracer the effect.
Wondrous item, very rare Curse. This pistol is cursed, and becoming attuned to it
When you make an attack roll with this ammunition, it has extends the curse to you. Using the identify spell on this
advantage. On a hit, the round begins to glow and seems to weapon will reveal it to be a +2 pistol. As long as you remain
draw attacks toward it. The next creature that makes an cursed, you are unwilling to part with the pistol, and keep it as
attack roll against the creature hit by the ammunition makes close to you as possible. Every time you complete a long rest,
the roll with advantage. On a hit, the creature's attack deals you must drink the blood of a humanoid creature that is
an extra d8 damage. The ammunition then loses its magic. indifferent to you or friendly to you, willing or unwilling. If you
The round can always be recovered after a battle if it does do not, you gain 1 point of exhaustion after you complete the
not hit a creature. rest. This number goes up by 1 every 2 weeks you are attuned
to this weapon. In addition, your skin slowly starts to become
Artemis Cannon pallid and sickly, and any creature with a passive perception
Weapon (rifle), very rare (requires attunement) of 12 or higher notices that your canines have grown longer
You gain a +1 to attack and damage rolls made with this and sharper when talking to you. When you kill a humanoid
magic rifle, and it deals an extra d4 force damage on a hit. creature with this pistol, you must succeed a DC 15 Wisdom
This weapon has 4 charges. You can use an action to expend saving throw or spend any actions during your turns moving
one charge and cast conjure barrage, or you can use an toward the creature’s corpse and feasting on its blood. Once
action to expend 2 charges to cast conjure volley. The spells you do this, you lose the compulsion for blood. You must
are cast with the following changes: consume the blood of 10 hostile humanoid creatures in order
to stave off the exhaustion from the weapon’s curse. This
You can exclude a number of creatures from the effect of number goes up by 10 every 2 weeks you are attuned to this
these spells equal to 2 + your Dexterity or Wisdom weapon.
modifier.
Cursebringer
You regain 1d4 charges with this weapon when you Weapon (carbine), legendary (requires attunement)
complete a long rest. You gain a +3 bonus to attack and damage rolls made with
this magic carbine, and rounds fired from it deal necrotic
Brimstone damage instead of piercing damage.
Weapon (shoulder cannon), very rare (requires attunement) Deathcurse. You can cast the hex spell two times without
This shoulder cannon has the automatic property, and does expending a spell slot per long rest. When you reduce a
not fire cannonballs, instead firing 1st level fire bolt cantrips creature to 0 hit points that has the hex on it, the round
as its attacks. It takes an action to reload the weapon after it explodes. Any creature within a 10 foot radius around the
fires 24 fire bolts. creature hit must succeed a DC 14 Dexterity saving throw.
This cannon has 3 charges. You can expend one of these They take 8d6 necrotic damage on a failed save, and half that
charges to cast fireball without expending a spell slot. When damage on a successful save.
you expend this charge, your shoulder cannon loses its magic
for 1 hour, and fires and endless supply of rifled rounds that
deal 1d6 piercing damage. You regain all expended charges
when you complete a long rest.

46
Cold Famine
Weapon (bulky rifle), rare (requires attunement)
You gain a +2 bonus to attack and damage rolls you make
with this magic gun. This weapon deals an extra 1d4 cold
damage on a hit. This rifle cannot be reloaded, and once its
ammunition is spent, it’s spent. It regains 1d4 rounds at the
start of each of your turns. This cannot increase the rifle’s
ammunition count past 4.
Debt Collector
Weapon (rifleblade), legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls made with
this magic gun, and you can critically hit on an 18 and 19 as
well as a 20. When you score a critical hit with this weapon
on a creature within 5 feet of you, you can immediately make
a bayonet attack that deals 1d10 slashing damage on a hit as
part of that attack.
Dragon Cannon
Weapon (any firearm with the scatter property), legendary
(requires attunement)
You get a +1 to attack and damage rolls made with this
weapon. This gun is molded into a particular dragon's
likeness, whether chromatic or metallic. Depending on which
dragon it's made to look like, this weapon deals d4 damage of
the breath weapon damage of that dragon. This also alters
the weapon's name. (for example, Bronze Dragon Cannon)
As an action, you can speak this weapon's command word
and fire out the breath weapon of a young dragon. This
breath weapon's damage and saving throw stat and DC is
determined by the type of dragon the gun was made to look
like.
After making this attack, as long as you have this firearm
drawn, roll a d6 at the start of each of your subsequent turns.
On a 6, the breath weapon recharges, and you can use it
again.
Exuberant Radiance
Weapon (bulky rifle), very rare (requires attunement by a good
aligned character)
You gain a +1 to attack and damage rolls made with this
magic rifle. As a bonus action, you can cause this rifle to
shine brilliantly, shedding bright light out to a 30 foot radius
and dim light out to a 90 foot radius. Its rounds deal an extra
d6 radiant damage on a hit.
Touched By Angels. Once per long rest, you can sprout
wings that give you a flying speed of 40 feet for 1 hour.
Blinding Critical. When you score a critical hit with this
weapon, the creature you hit is blinded for 1 minute. It can
succeed a DC 12 Constitution saving throw to end this effect
at the end of each of its subsequent turns. When it succeeds
the saving throw, it is immune to the effects of blinding
critical for 12 hours.
Firearm of Swift Hands
Weapon (any firearm), rare (requires attunement)
While attuned to this firearm, you ignore the reload action for
it when its ammunition count goes to 0, or you ignore the
loading times for it.

47
Man's Best Friend
Weapon (any firearm), legendary (requires attunement by a
wizard or a gunslinger)
This weapon, hidden deep within the confines of a mad
laboratory, is a strange conglomeration of science and
necromancy, and appears to be a human wizard and a magic
using gunslinger’s attempt to keep their favorite pet around
after its passing. The brain itself, or at least a piece of it is
floating in a jar attached to the body of the gun, and the sights
are arranged with two floppy ear like mechanisms. The face
of the deceased animal is painted either on the body itself or
around the sights, and magic runes of necromancy are
engraved into its barrel.
Only a gunslinger or a wizard can attune to this weapon.
Any other creatures attempting to do so will be growled at by
the weapon and fail to attune to it.
You gain a +3 bonus to attack and damage rolls you make
with this odd sentient firearm. It has the following additional
properties.
Sentience. Man’s Best Friend contains the soul of a
friendly dog with an Intelligence of 6, a Wisdom of 20, and a
Charisma of 16. It has advantage on saving throws on
Wisdom (Perception) checks that rely on hearing or smell.
The weapon can understand Common, any language its
previous masters knew and any language you know while
attuned to it. It communicates in barks, yips, whines and
growls that are audible out to 60 feet. However, it can
translate those barks when speaking directly to you as primal
feelings and emotions, such as fear, excitement or sadness.
Personality. Man’s Best Friend is extraordinarily curious,
and will constantly try to direct you towards interesting
things, such as caves, treasure, and squirrels. It is extremely
loyal to you once you form a bond to it, and will growl
whenever it senses dangerous intentions from other
creatures, or pant happily in the presence of creatures
friendly to you. The weapon can move ever so slightly in your
grip, but never enough to force your aim off or drop it. It
Hive Splitter usually does this when it wishes to be pet. Man’s Best Friend
Weapon (rifle), very rare (requires attunement) thrives on affection and assurance, and if those things are not
You gain a +2 bonus to attack and damage rolls you make regularly provided to it by its wielder, a conflict between the
with this magic rifle. This weapon critically hits on a 19 as two will occur after 10 consecutive days of neglect.
well as a 20. A Nose For Danger. This weapon makes Wisdom
Bulletswarm. When you critically hit with this weapon or (Perception) rolls every 1 minute to check for hostile
when an enemy fails a saving throw against a called shot you creatures in 150 foot radius, rolled by the DM. If it senses
make, this weapon spawns two clouds of insects that you can any, the ears perk up on the gun and it begins to emit a low
direct to attack two different targets within 10 feet of the growl. It will roll Wisdom (Insight) checks every minute you
creature shot. The creatures take d12 piercing damage. spend in the presence of a creature that is indifferent to you
or does not know you personally. If it senses ill intent or
Lucky Seven hostility, it will react similarly.
Weapon (revolver), legendary (requires attunement) Bloodhound. Man’s Best Friend can cast find traps and 5th
You gain a +3 bonus to attack and damage rolls you make level hunter’s mark at will. It decides when to cast these
with this magic six shooter. This gun has golden lines along spells, and will maintain concentration on the latter so you
its body and green three leaf clovers on its grip, and sparkles don’t have to.
dimly in your hands. Each shot feels like you're gambling for Guard Gun. When in combat, the gun will bark viciously
something big. when attacking, and will yip and whine when its wielder is
Uncanny Luck. You get the lucky feat if you do not have it badly hurt. The gun can take its own actions in combat, and
already while attuned to this firearm, and you can reroll 1s will always take its turn before its wielder in the initiative
and 2s to its damage once per turn. order. The gun can use its action to make a Wisdom
Seven of Clovers. If you roll a natural 7 on an attack roll (Perception) check or give a bark of encouragement to you,
made with this revolver, your attack automatically hits and is granting you a d4 to use on your next attack roll, saving throw
considered a critical hit. It does maximum damage for both or ability check for 1 minute or until used. The check can sniff
damage rolls and deals an extra 7 force damage to for 7 out invisible creatures or creatures on the ethereal plane
minutes, including the damage of this attack. within 30 feet of you.

48
Metalmancy Additionally, you can use an action to attempt to summon
Wondrous item, legendary (requires attunement by a bard) oozes from their native plane into the gun’s barrel and spawn
Only bards can attune to this weapon. If anyone else attempts them at any unoccupied space within 30 feet of you. Roll a
to attune to it, it produces a loud, discordant sound into their d100 to decide what ooze or oozes you can summon. Oozes
mind. They must succeed a DC 10 Constitution saving throw. spawned in this way are telepathically controlled by you and,
They take 2d6 psychic and 2d6 Thunder damage on a failed if in combat, act immediately after you on the initiative order.
save, and half that damage on a successful save, and You can use a bonus action to describe to the ooze or oozes
regardless of the results, they fail to attune to the weapon. any order you wish, which it will follow to the letter. If you
This metallic lute doubles as a +2 repeating rifle that uses give them no direct orders, they will pursue and attack the
your Charisma modifier to fire its shots rather than your closest hostile creature to you that it can sense or defend
Dexterity modifier, and is shot by strumming its chords. It themselves to the best of their ability. This ooze or oozes
does not fire regular ammunition from it. Instead it draws remain on the battlefield until killed or if you either spend an
from your innate bardic pool of energy to fire each round. On action to dismiss them back to their home plane or if you
a hit, its rounds deal 1d6 thunder and 1d6 fire damage. You summon another ooze or oozes. Once you use this feature,
reload this weapon by playing a powerchord as a bonus you cannot use it again until you complete a long rest.
action or reaction. This weapon's bardic rounds are infinite, Ooze Chart
and as long as you wield this weapon and are not d100 Result Ooze Type
incapacitated, you can continue to reload an endless supply of
ammunition into it. 1-50 Ochre Jelly
While attuned to this strange wonder of art and technology, 51-70 Gelatinous Cube
you are immune to being deafened and gain resistance to
thunder damage. You get the fire bolt and thunderclap 71-85 Gray Ooze (4)
cantrips and can cast them at will as long as you are attuned 86-95 Psychic Gray Ooze(2)
to this lute. You get access to the following abilities: 96-00 Black Pudding
Thunderstruck: When you use an action to go into a
Counterhcarm performance, and as part of that action Round, Spell Bullet
during subsequent turns, you can also make a spell attack Wondrous item, rarity varies depending on the spell
roll at any two creatures within 60 feet of you that you can This round is a spell bullet with the properties of Arcane
see. On a successful hit, these targets take 4d6 lightning Ammunition on the Spellshooter archetype. When you fire
damage. this round from a firearm that it can be used with, the spell is
Dragonforce: When you cast a spell that deals fire, cast through the bullet using those properties.
thunder or lightning damage, you can use a bonus action
during your turn to spawn the projected illusion of a huge Rifle of Endless Torrent
red, gold, bronze or blue dragon from the spell’s effect. All Weapon (rifle), very rare (requires attunement)
creatures hostile to you within 60 feet of the projection This rifle was forged from a magic decanter that taps into the
must make a Wisdom saving throw. Creatures that were plane of water. It fires out two kinds of watery beams. The
damaged by your spell have disadvantage on this saving first kind is a concentrated beam that has you make an attack
throw. On a failed save, they are frightened of you for 1 roll. It deals 1d12 bludgeoning damage on a hit. The second
minute. They can remake the saving throw at the end of kind of watery beam requires that you use a bonus action on
each of their turns. If a creature makes the saving throw, it your turn to speak the command word “Torrent”, and fires out
is immune to the effects of dragonforce for 24 hours. The a large beam of water that strikes any creature within a 30
draconic projection disappears at the end of your turn. foot long, 5 foot wide beam. Creatures within the beam must
Once you use this feature, you cannot use it again until succeed a DC 14 Strength saving throw. They take 3d12
you complete a short or long rest. bludgeoning damage and are knocked prone on a failed save.
This lute has four charges. You can expend a single charge They take half that damage and are not knocked prone if they
as an action to cast the following spells: thunderwave, succeed.
fireball, and control weather. You regain 1d4 charges when Six of Stars
you complete a long rest. Weapon (hand cannon), very rare (requires attunement)
Ooze Launcher
You gain +2 to attack and damage rolls with this revolver.
Wondrous item, legendary (requires attunement) This weapon was forged from the alloy found in a meteor and
This weapon shoots a glob of ooze that force a creature enchanted with its stardust.This gun has 6 charges within it,
within 300 feet of you to make a DC 14 Dexterity saving and grants the following benefits that can be used by
throw. They take 6d6 acid damage as well as an additional expending charges:
2d6 acid damage at the end of their next turn if they fail, and When making an attack with this gun, you can choose to
they take half damage and do not take additional acid damage expend 2 charges to shoot a small meteorite at your
at the end of their next turn if they succeed. After you fire this targets instead. This is treated like a DC 14 Melf’s Minute
weapon, you must use an action to cock the ooze making Meteors meteor. You can expend additional charges to
mechanism before it can be fired again. increase the damage dealt by 1d6.
You can use a bonus action to expend 1 charge to infuse
the rounds in your gun with magic from the stars. These
rounds deal 1d6 extra force or fire damage (your choice).

49
Strange Guardian’s Revolver Swordsplosion
Weapon (hand cannon), legendary (requires attunement) Weapon(shotgun, slug rounds), legendary(requires
This large magnum hand cannon has a fine dark silver body attunement)
with a pearlescent grip. While attuned to it, you get the This gun is a bastardized mishmash of transmutation magic,
attention of a mysterious guardian who watches over you. medieval weaponry and gunslinging grit. It's what happens
Whenever you’re in battle, sometimes this guardian may when a Transmuter and a Gunslinger marry and make a kid
arrive to aid you. in the form of a crazy firearm. You gain a +3 bonus to attack
You gain a +3 bonus to attack and damage rolls you make and damage rolls you make with this magic gun.
with this hand cannon. While attuned to this weapon, you No Kill Like Overkill. This shotgun supercharges any
have advantage on Charisma(Persuasion), slugs it fires from it with transmutation magic, turning it into
Charisma(Intimidation), and Charisma(Deception) checks a greatsword that deals 2d6 slashing and 1d8 force damage.
against creatures who do not know you personally when Upon hitting a creature, the sword explodes. Each creature
attuned to. This weapon critically hits on a 19 and a 20. within a 10 foot radius sphere of the creature hit must
Mysterious Critical. When you critically hit with this hand succeed a DC 15 Strength saving throw. They take 2d8 force
cannon, the creature you hit becomes frightened of you for 1 damage on a failed save, and half that damage on a
minute if it does not know you personally. It can remake the successful save. You can exclude friendly creatures from this
saving throw at the end of each of its subsequent turns, sphere up to your Dexterity modifier +2. (Minimum 1) From
ending the effect on itself if it succeeds. A creature that the explosion comes three more swords that you can direct at
succeeds the saving throw is immune to this weapon’s fright any point within 20 feet of the creature hit with the first
effect for 12 hours. sword. Any target within 5 feet of the point must succeed a
The Strange Guardian. When you take the attack action DC 15 strength saving throw. They take 2d6 force damage on
on your turn against a creature with 150 hit points or less, a failed saving throw, and half that damage on a successful
roll a d100. On a 10 or lower, a mysterious spectral guardian saving throw. The creature hit by the initial sword cannot be
will immediately manifest itself to the sound of a strange affected by the secondary explosions.
song at the end of your turn. The Strange Guardian wields a
+3 hand cannon that has +19 to hit, and deals 4d6 + 19
piercing damage and 3d4 force damage that ignores
resistance and immunity, and cannot be harmed or targeted
by attacks, spells or area of effect attacks. Once the strange
guardian appears, it makes three hand cannon attacks
against the creature that you attacked during your turn. The
Strange Guardian then disappears followed by another
mysterious musical flourish.
Swordbreaker
Weapon(shotgun), legendary (requires attunement)
This shotgun bears an incredibly sleek and sharp design, and
sports a sleek bayonet on the front with indents made to
catch swords. It also has a bull’s head engraved on each side
of the body of the gun, it's head turned to the side to
showcase its long horns. You gain a +2 bonus to attack and
damage rolls with this magical shotgun, and +2 to your armor
class. Swordbreaker grants the following abilities:
Counterattack: As a reaction, you can add +3 to your AC
against a melee attack that would hit you. If this causes
the attack to miss, you can make an attack with the
bayonet as part of the reaction. This bayonet does d10
slashing damage on a hit.
Bulltrue: If you take the dodge action on your turn, you
can use your reaction to fire your shotgun at a creature
that targets you with a melee attack. They must roll the
saving throw before their attack is deemed a success or a
failure. If they fail the saving throw, they are pushed 10
feet away from you and knocked prone, immediately
canceling their attack roll.

50
The Alibi The Midas Cannon
Weapon (anti-material rifle), legendary (requires attunement) Weapon (hand cannon), legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls you make This weapon is forged entirely from pure, magical gold that
with this magic rifle. does not deteriorate or smudge. Its flashy and gaudy and
It Wasn’t Me. You can use a bonus action to turn invisible. seems to fire rounds made of pure gold, regardless of what
You remain invisible as long as you move no further than half you load into it.
your movement speed or are prone. You become visible when You gain a +2 bonus to attack and damage rolls you make
you make an attack with this rifle, but fade back to invisibility with this flashy cannon. As soon as you attune to this weapon,
as long as the above conditions for invisibility were met you instantly become the owner of a pocket dimension that
before you made the attack. This weapon critically hits on an contains 1,000,000 gold pieces. You can spend an action to
18, 19 and a 20 when invisible. open this plane and draw a handful of 20 gold pieces. You can
use a bonus action during your turn to close the entrance to
The Silent Terror this dimension.
Weapon (pistol), very rare (requires attunement) Mercantile Force. When you make an attack roll, you can,
This pistol grants it's wielder +2 to attack and damage rolls. as part of that action, dissolve 100 gp on your person or in a
This firearm comes with a built in suppressor enchanted with stash you own to increase the damage this weapon deals by
shadow magic that renders it completely silent. No muzzle 1d6, to a maximum of 5d6. Until the beginning of your next
flare appears from this gun, and it is almost entirely silent turn. You can spend an additional 100 gp to lower the critical
when fired. Successful hits with this weapon deal an extra hit range of this weapon by 1, down to a minimum of 15, until
3d6 damage once per turn if you have advantage on an attack the beginning of your next turn.
roll, or if an ally is within 5 feet of the creature you shoot. If Wealthy Kills. When you reduce a creature to 0 hit points
you fire this gun while hidden, any creature within 10 feet of as a result of damage from Mercantile Force, roll a d100. On
you must immediately make a perception check against your a result of 1-80, they turn into a pile of gold pieces. How many
attack roll - 5. If any of the creatures succeed, you are no gold pieces they turn into is dependent on their size. On a
longer considered hidden to them. result of 81-00, they become petrified and permanently
turned into a gold statue. Their worth in gp is dependent on
Vortex Pistol their size. Creatures killed in this way can only be brought
Weapon (pistol), rare (requires attunement) back by a wish or true resurrection spell, or similarly
This weapon deals an additional 1d4 lightning damage upon powerful magic.
a hit.
Vortex Round. You can spend an action to charge this Size Value (gp)
pistol. When you next take the attack action on your next turn, Tiny 1
the first shot fired from this pistol forms an unstable Small 10
gravimetric anomaly in a 10 foot radius on the space the
creature you targeted occupies, and detonates at the Medium 100
beginning of your next turn. Any creature that starts its turn Large 1,000
within 5 feet of the vortex must succeed a DC 13 Strength
saving throw or be pulled into its boundaries and unable to Huge 10,000
leave. A creature within the vortex must succeed a DC 13 Gargantuan 100,000
Strength saving throw if it wishes to leave its boundaries. If a
creature ends its turn within the vortex, it takes 1d6 force Curse. This hand cannon is cursed, and attunement to the
damage. When the vortex detonates, any creature within its weapon causes the curse to be transferred to its wielder.
boundaries takes 2d6 lightning and 2d6 force damage. Using the identify spell on this gun simply reveals it to be a
+2 hand cannon. After 10 days of being attuned to The Midas
Weapon, Watertuned Cannon, you start to lose 100 gold pieces, 10 platinum
Weapon (any ranged weapon), uncommon (requires pieces, 1,000 silver pieces, and 10,000 copper pieces after
attunement) you complete a long rest. Every time you lose the equivalent
While attuned to this weapon, it functions normally while of 800 gold pieces or more, your hit point maximum
underwater, and suffers no penalties. decreases by d20 + 8 until you complete a long rest after
having gained at least 8,000 gold pieces. This becomes
80,000 gold pieces after 20 days. When you see a pile of
money, you must succeed a DC 15 Charisma saving throw or
think that you deserve the biggest share of the money, and
will argue to no end and use underhanded tricks to make
sure you get your way. You will not resort to violence unless
you wish to do so. If this money belongs to someone else, you
must succeed a DC 15 Charisma check or use any means
necessary to steal this money without being caught. After 20
days of being attuned to this weapon, your alignment changes
to chaotic neutral, and you get the following personality trait:
"Money. It is the most wonderful thing in this world, and I
must have more of it. I wish to pile my gold high enough to
reach the heavens."

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"Average" Gun, Special Hands. If you are a gunslinger
attuned to the rifle, you gain the following benefits:
You cannot be disarmed, and you have immunity to being
frightened, stunned and charmed
You can now attack one additional time when you take the
attack action during your turn.
You get advantage on Dexterity saving throws.
Stop 'N Swap. The Everyman is never without its bag of
spare parts, and seems to be able to take on almost any
configuration you can think of, whether in the heat of battle
or during the downtime in between. This customization
doesn't extend to mere attachments either, as with enough
time spent in the bag of parts, you can turn this repeating rifle
Artifacts into an entirely different gun. If the bag of parts is not in your
inventory, you can use an action to summon it right to your
Even guns can become artifacts. This is an example of an hand.
artifact gun that can be made in almost any campaign that As a bonus action during your turn, you can make any
features guns universally. Feel free to come up with your own. attachments and/or custom parts on your gun disappear and
immediately conjure new ones to replace them as part of your
Everyman bonus action.
Weapon (rifle), artifact (requires attunement) Additionally, as long as you have the weapon's
Sometimes, a legendary party needs a legendary weapon. accompanying bag of parts on hand, you can take 1 minute to
Firearms are some of the most powerful pieces of emerging strip this weapon down to its parts and reconfigure it into an
technology in this world, so infusing them with magic seems entirely different gun. You can turn it into any firearm from
like a logical next step. And the next step after that requires the Firearms List on pages 5 and 6 of this document, except a
an effort by a crew of mortals to forge a weapon that's not Nock Gun, Rifleblade, Pistolblade, and Shoulder Cannon.
only legendarily powerful, but extraordinarily versatile. You can force this configuration to happen instantly as an
Such a weapon requires the teamwork of powerful action during your turn. Once you do so, you cannot do it
spellcasters, expert tinkerers, and someone who's an again until you complete a short or long rest.
unprecedented expert in lead burping, explosive personal Creating the Everyman. This weapon, unlike most
tools of destruction. When such conditions are met and much artifacts, can be forged entirely by mortal hands, although it's
work has been done over a lengthy period of time, they forge difficult. Making this weapon requires at least an arcane
a firearm that has come to be known as The Everyman. The spellcaster that can cast level 9 spells, a character that has
gun that can be wielded by anyone for any purpose. proficiency in tinker's tools and the Gunsmith Adept feat or a
This firearm is the perfect tool for a world in peril, being Gunsmith Artificer, and a gunslinger who has the
able to customize itself to suit nearly any battle and any Gunslinging Supreme class feature. To make the blueprints
situation. Its appearance is so imposing that those who hear for this gun, it is a DC 25 Intelligence (Tinker's Tools) or
the tale of such a gun and recognize its common features are Wisdom (Tinker's Tools) check that must be performed over
filled with an immediate and palpable awe and fear; and the course of 8 hours. If you fail, the DC of this check
rightly so. Its bullets are filled with a magical might and decreases by 1 for subsequent checks, to a minimum of 20.
powered by the most advanced technology seen in the world. Once the blueprints are made, the wizard and the gunsmith
It can be a heavy barreled and deadly assault weapon one must work at least 8 hours every day on the gun while
minute, or an easily concealed sidearm of swift death the overseen by the gunslinger. The total cost in gp to make this
next. weapon is 50,000gp, and after every 10 days of working, the
This weapon only ever seems to come around when it's caster must succeed a DC 20 spellcasting check to enchant
more than needed in the world, and often disappears shortly the firearm. If more than one caster makes the check, the DC
after. Generally it's either found again by brave adventurers for each caster goes down by 1. If they fail, they must retry
who seek out its resting place on a battlefield or in a dark after another 10 days of work in order to fix the wonky
laboratory, or is forged anew by another team of legendary enchantment. For every three creatures that meet the
heroes. Even finding the blueprints can be considered a requirements for constructing the weapon working on it
world shaking discovery that can alter the fate of nations. alongside the initial three, the gp cost decreases by 5,000.
Magic Weapon. The Everyman is a magic weapon that Once this firearm has been created, the wizard must either
grants a +3 bonus to attack and damage rolls made with it. cast wish or expend a 9th level spell slot that does not
Any ammunition fired from it can be changed into a type of regenerate for d10 days in order to complete the forging.
damage of your choosing when you make the attack roll. Destroying the Gun. The only way to destroy the rifle is to
Once per short rest, you can turn one round fired from the bring it to its creators to be destroyed, a process which takes
gun into Tracer or Double Tap rounds. 10 days. Alternatively, you can cast wish on it 50 consecutive
days in a row or succeed on a cleric's divine intervention 10
Random Properties. This rifle has the following randomly consecutive times in order to destroy the weapon.
determined properties:
2 minor beneficial properties
1 major beneficial property

52
Oculum Obnoxiam Antimagic Eye. While attuned to the gun, a magical eye
Weapon (pepperbox/hand cannon), artifact (requires floats above your head that emits an area of antimagic,
attunement) similar to the antimagic field spell, in a 60 foot cone. At the
Beholders are some of the most feared and reviled creatures start of each of your turns, you decide which way the cone
in all the land. These creatures see themselves the most faces, whether the cone is active, and which creatures other
superior being ever created, and actively lord over other than yourself are unaffected by the cone. The area works
creatures from deep within their lairs as they scheme and against the gun's abilities as well.
plan for every outcome and possibility they predict will Beholden Floatation. While attuned to the gun, you gain a
happen. The only thing keeping such creatures from flying speed of 20 feet, and can hover. You are immune to
becoming even more of a threat to societies is that the arrival being knocked prone while flying.
of new beholders is an exceedingly rare occurance, and that Ray Shot. While attuned to the gun, you can use an action
they're so xenophobic that they tend not to meddle in the to fire three random beholder rays, choosing one to three
affairs of others unless it distinctly benefits them. targets you can see within the gun's range. The DC to resist
However, eye tyrants exist, and they have subjugated entire these rays is equal to 8 + your proficiency bonus + your
realms under their eye stalks, bringing archmages and high Intelligence modifier or Dexterity modifier, whichever is
priests to their knees and enslaving the strongest fighters to higher. (Refer to the beholder in the DMG for the eye rays.)
act as their enforcers. The biggest threat to eye tyrants tends The gun can also shoot additional rays. Roll d12 to decide
only to be other beholders or an extraordinarily competent which three rays to fire, rerolling duplicates:
and lucky team of adventurers. 11. Exhausting Ray. The targeted creature must succeed a
This, however, isn't good enough for some people. A few Constitution saving throw or become extraordinarily fatigued,
wizards got together with some of the greatest gunsmiths and reducing their speed by 10 feet. They must then succed
gunslingers in the land and came together for one purpose. another Constitution saving throw at the end of its next turn
To make a weapon that can rival a beholder in power. In order or gain 1 level of exhaustion. The creature must then repeat
to do this, they hunted down one of the more powerful the saving throw again. If it fails the saving throw a third
beholders in the realm that was not an eye tyrant and slew it, time, it falls alseep and remains unconscious for 1 hour,
then prepared its body to be used in their strange project. gaining another level of exhaustion. The target awakens if it
They managed to forge the weapon after a few years, and takes damage or another creature uses an action to wake it.
finished it using a blessing by a local high cleric, and soon This ray has no effect on constructs or the undead.
made a weapon that has killed many an eye tyrant over the 12. Plague Ray. The targeted creature must succeed a
years. Constitution saving throw. On a failed save, they take 8d8
After nearly a century of use, this gun mysteriously poison damage and are poisoned for 12 hours. On a
disappeared. Some say a beholder stole it, attempting to keep successful save, they take half that damage and are poisoned
it safe within its lair so it would not suffer a similar fate as its until the end of your next turn.
kin. Others say it simply vanished into the ether as per the Curse. This gun contains a curse from the beholders it has
judgement of the gods, being deemed too dangerous. Many killed. After 1 day of being attuned to this weapon, the
adventurers have heard rumors of it popping up here and creature attuned gets a darkvision of 120 feet, if it does not
there, and dedicate their lives to finding it and using its power have it already. Each passing day, the creature attuned to this
once again. gun begins to take on minor appearances of a beholder. By
Magic Weapon. Occulum Obnoxiam is a magic weapon the end of 10 days, they have sprouted eye stalks and gain
constructed from beholders, containing each of their eyes, skin similar to that of a beholder, as well as have the floating
that grants a +3 bonus to attack and damage rolls made with antimagic eye merged into their head as an additional eye.
it and fires yellow rays that deal 2d12 force damage on a hit. The creature does not lose its racial traits nor has their
It is reloaded as a bonus action or an action (player's choice) physical traits altered, however, these changes are not
by staring directly into the barrel. When subject to an effect considered magical in nature (and thus can't be dispellled)
that cancels out magic, such as antimagic field, this weapon but they can be undone by any effect that removes a curse,
functions as normal, but can only fire weak lasers that deal such as a greater restoration or remove curse spell. Once the
2d4 force damage on a hit. This weapon deals an extra 3d6 curse is removed, it does not return.
damage to beholders. For the purpose of this weapon, Destroying the Gun. This gun cannot be destroyed.
"beholder" refers to beholders, spectators, death kisses, However, its magic can temporarily be removed by subjecting
gauths, and gazers. it to an antimagic effect (such as the antimagic field spell) for
Random Properties. The gun has the following randomly an entire day. This removes all magic and gives it the
determined properties: properties of a pepperbox or hand cannon that does 2d4
force damage on a hit for 1d10x10 years.
2 minor beneficial properties
1 major beneficial property
1 minor detrimental property

53

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