Studio 5d4, random homebrew and thoughts

The Gunsmith (Playtesting - updated)

This is my take on the gunslinger class for 5e. This was originnaly created before 5.24e/5.5e, but I have added and adjusted a few things that it should work for both now. I haven't had a chance to playtest it yet. I took a lot of inspiration from other ttrpgs that deal with firearms a bit better such as Pathfinder 2e and Lancer ttrpgs. I know that there are other gunslinger homebrews out there, including the popular Matt Mercer version, but I just didn't really vibe with any them out there. I changed the named from gunslinger to gunsmith to reflect the concept of a gunner that crafts his own ammunition. Feel free to use in your games.

In the process of playtesting/updated


Gunsmith

Core Traits

Hit Point Die: D8 per Gunsmith level

Hit Points at Level 1: 8 + Dex. modifier

Hit Points per additional Gunsmith Level: D8 + your Con. modifier, or, 5 + your Con. modifier

Saving Throw Proficiencies: Wisdom, Dexterity

Weapon Proficiencies: Pistols, Muskets, and Simple Weapons

Skill Proficiencies: Choose 2: Animal Handling, Athletics, Intimidation, Investigation, Persuasion, Sleight of Hand, or Survival

Armor Training: Light Armor

Starting Equipment: Choose A or B: (A) Pistol or (B) Musket, Light Armor, a holster with 30 firearm bullets, and 15 GP; or (B) 100 GP

Multiclassing

Ability Score Minimum: Wisdom and Dexterity 13

When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.

Armor Proficiency: Light Armor

Weapon Proficiency: Firearms


Level 1: Crackshot

You have advantage against any creature that has a movement impairing condition, that does not include difficult terrain, such as being restrained, grappled, stunned, etc. Additionally, when you roll a critical success on an attack, you may add your proficiency to the damage roll.


Level 1: Weapon Mastery

You have weapon mastery in pistols or a musket and one additional simple weapon of your choosing. When gaining a level of Gunsmith, you may swap one of your weapon masteries for a different one in which you are proficient in.


Level 1: Called Shots

A Gunsmith’s training emphasizes precision, allowing them to "call their shots." This ability is represented by your Called Shot die, which starts as a d4. You have a number of called shots equal to your Wisdom modifier (minimum of 1). You regain all expended uses of called shots after completing a long rest.

Calling Shots. Before making an attack roll, you can choose to call your shot and apply one of the effects listed below. Add the result of your Called Shot die to your damage roll. A creature can only be affected by the same condition twice. If the creature lacks the relevant body part, they are immune to the effect.

Hands. The creature is disarmed and has disadvantage on their next attack roll.

Legs. The creature fall prone.

Feet. The creature’s is considered restrained until the end of their next turn.

At higher levels. The shot die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 14th level. Additionally, you gain an extra called shot at 9th level, 13th level, and 16th level.


Level 2: Munitions Knowledge

You gain proficiency with Tinker’s Tools. If you are already proficient, you can choose another tool to gain proficiency with instead. When you spend a long rest crafting ammunition using Tinker’s Tools:

At higher levels. You gain an option for different types of ammunition at 6th level, 11th level, and 17th level.


Level 2: Quick Draw

You gain proficiency in Perception, and may add your proficiency to your initiative roll. Additionally, at the beginning of the encounter, if you are the first person to act, you may choose any creature within your firearm’s normal range and make a single attack against them as a reaction.


Level 2: Gun Maintenance

Proper firearm maintenance is critical for safe and reliable use. To avoid potential malfunctions, you must spend at least a short rest cleaning and maintaining your firearm once per day. If you fail to do so, your firearm becomes prone to misfiring.

Until you clean your firearm:

If the firearm misfires three times before it is properly cleaned, it is considered damaged and unusable until you spend a long rest repairing it.


Level 3: Art of the Gunsmith

You gain a Gunsmith subclass of your choice. A subclass is a specialization that grants you features at certain Gunsmith levels. For the rest of your career, you gain each of your subclass's features that are of your Gunsmith level or lower.

Art of the Bad Man

Two Guns, One Body. You gain the Two-Weapon Fighting style and your choice of either the Dual Wielder feat or the Defensive Duelist feat. Additionally, you ignore the loading property of one-handed firearms.

Up Close and Personal. When you attack with a firearm that has the light property, you can use a bonus action to make a melee attack with the butt of your firearm. This attack uses the same ability modifier as the firearm attack, deals 1d4 bludgeoning damage, and counts as a melee weapon attack.

When a hostile creature ends its turn within 30 feet of you, you gain a +2 bonus to AC until the start of your next turn.

Judge, Jury, Executioner. When making an attack, you may spend a called shot and choose one of the following, if the attack is successful:

Judge. After successfully hitting a creature, you may ask it three questions. It must answer truthfully to the best of its knowledge. The questions must involve a specific person, place, or object you already know.

Jury. As you decide your justice, you may choose either Condemnation or Clemency.

Executioner. When you hit a creature, all creatures within 30 feet that can see both you and the target must make a Constitution saving throw (DC = 8 + your Wisdom modifier + your proficiency bonus). On a failed save, the creatures are frightened and shaken.

Art of the Sniper

The Shot From Nowhere. Your shot is felt, but the not seen. You firearm makes no sound. You can take the Hide action as a bonus action. If you start your turn hidden and don’t move that turn, your attacks ignore half and three-quarters cover and do not reveal your position and does not break the invisibility condition granted by the Hide Action.

Designated Spotter. You may choose an allied creature you can see and designate them as your spotter. If you can see your spotter fail a Saving throw, or ability check, you may chose to spend a Called Shot and it to their result.

Brothers in Arms. If you start your turn hidden and successfully attack a creature that your spotter can see, your spotter can use their reaction to make a weapon attack against that creature.

Stop Right There. You firearms have been modified for larger caliber ammuniton. When a creature moves at least 10 feet in a straight line towards your spotter, you may, as a reaction, make an attack against that creature. On a successful attack, the creature must succeed on a Constitution saving throw (DC 8 + Wisdom Modifier + Proficiency) or have it's movement immediately reduced to 0 until the beginning of it's next turn.

Art of the Sapper

Demolition Man. You gain proficiency with alchemist’s tools, explosives, and siege weapons. When using your Munitions Expert feature, you can create a number of explosives (such as dynamite, bombs, or alchemist’s fire) equal to your 1d4 + your Wisdom modifier

Boom Baddie. Your explosives, when bound, do double damage to objects and structures. Additionally, you may spend a called shot to ignore the 1 minute requirement to bind explosives or rig timed fuses. Additionally, when you use a Called Shot to bind explosives, you can add one extra damage die to the roll (up to a maximum of 10).

Boomstick. You gain proficiency with shotguns and can craft special birdshot ammunition using your Munitions Expert feature. As a bonus action, you can spend a called shot to swap your ammunition type during combat.

Birdshot: When you hit a target with birdshot, all creatures within 10 feet of the target take 1d8 piercing damage.


Level 4: Ability Score Increase

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Gunsmith levels 8, 12, and 16.


Level 5: Extra Attack

You can attack twice instead of once whenever you take the Attack action on your turn.

Level 5: Gunman’s Gambit

Down and out, you choose to risk it all for Called shot. When you have less than half of your Called Shots left, you can choose to take a -5 penalty to your attack roll, if the attack is still successful, you regain a Called shot.


Level 6: Munitions Scholar

You gain expertise with Tinker’s Tools, doubling your proficiency bonus for checks made using them. When you spend a long rest crafting ammunition with Tinker’s Tools:

You can only craft one type of special ammunition per long rest. When your firearm is loaded with onw of the ammunition below it is considered magical.

Blessed Pellet Shot. When using blessed ammunition with your firearm:


Level 7: Subclass Feature

Art of the Bad Man

The Law, The Loser, and The Lost. When making an attack, you may spend a called shot and choose one of the following, if the attack is successful:

The Law. As a man of the law, you feel the need to enforce the will of the land. That creature must make a Charisma saving throw (DC = 8 + your Wisdom modifier + your proficiency bonus). On a failed save, the creature is compelled to follow a reasonable suggestion you give, as long as it doesn’t harm itself directly (e.g., stabbing itself or walking into fire). The creature can, however, make a single attack against a target of your choosing if it aligns with your suggestion. Creatures immune to being charmed are not affected by this ability.

The Loser. As someone familiar with tough times and dirty tactics, you know how to dominate your foes. You can attempt to grapple the target as part of your attack action. On a success, the creature gains both the grappled and hostage conditions. At the end of the creature's turn, it can make a contested Strength (Athletics) or Dexterity (Acrobatics) check against you to break free. If the creature succeeds, it escapes the grappled and hostage conditions, but you can make one melee attack against it as a reaction.

The Lost. With no clear path, you live for the hunt and the bounty. You can mark a creature as your bounty. You gain advantage on attack rolls against your bounty, and your attacks score a critical hit on a roll of 19 or 20.

If your attack reduces the bounty to 0 hit points, you can choose to leave the creature alive to turn in for a reward. Roll a d100 contested by the DM’s roll:

Art of the Sniper

Sniper’s Deterrent. When a hostile creature attacks your spotter, you can spend a Called Shot to make a weapon attack against the attacker as a reaction. On a successful hit, the target must succeed on a Wisdom saving throw (DC = 8 + your Wisdom modifier + your proficiency bonus). On a failed save, the target must choose a different target to attack instead.

Low Profile. When you have learned to keep a low profile when shooting. If you start your turn hidden, you may choose to fall prone as a bonus action. If you are prone as a result of this feature, you ignore all movement and attack penalties. Additionally, you may choose to spend a Called Shot to get advantage on your next attack roll.

Calculated Shot. You attempt to make a shot based on information from your spotter. You may spend a Called Shot as a reaction to make a single attack against a creature within the vision of your spotter that is not behind a wall or other obstruction. You can make the attack even if the creature is outside the range of your vision or unable to be seen by you, as long as it's able to be seen by your spotter.

Art of the Sapper

Big Boom Baddie. You have invented a Hand Cannon to launch your crafted or bounded explosives. You have proficiency with it. The Hand Cannon aslo requires regular gun maintenence. You may spend a Called shot in order to reload the weapon as a bonus action instead of an action.


Hand Cannon

Weapon (firearm), rare

Weapon Properties:


Better-er Boomstick. You have learned how to craft another type of ammunition, buckshot when crafting ammunition using your munitions expert feature. You may choose to spend a called shot to, as a bonus action, swap the type of your ammunition.


Level 8: Ability Score Increase

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.


Level 9: Liquid Courage

You always have a bottle of your favorite drink on hand. You heal a number of hit points equal to one roll of your Called Shot as a bonus reaction. The **Called Shot* is not expended. Additionally, you have advantage on all Persuasion and Intimidation Checks for the next hour.


Level 10: Concentrated Called Shots

Your Gunsmith training has a resulted in increased accuracy and more called shot options. The creature can only be affected by the same condition twice.

Eyes. The creature is blind.

Mouth. The creature is silenced.

Ears. The creature is deaf.

You now regain all your expended uses of Called Shots when you finish a Short or Long Rest.


Level 11: Munitions Adept

You gain proficiency with Smith’s Tools or expertise in a tool you are already proficient with.

When you spend a long rest crafting ammunition using your Tinker’s Tools:

You can only craft one type of special ammunition per long rest.

Chilled Iron. When using Chilled Iron ammunition with your firearm:


Level 12: Ability Score Increase

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.


Level 14: Focused Called Shots

Your Gunsmith training has a resulted in increased accuracy and more called shot options. The creature can only be affected by the same condition twice.

Head. The creature intelligence ability score is reduced by 1d4 for the next minute.

Heart. The creature is paralyzed.

Gut. Roll a Called shot. The creature becomes vulnerable to piercing damage until the end of it’s next turn.

Also, When you roll Initiative, and you have less than half your Called shots, you regain three Called shots when using your Gunsmith’s Gambit feature.


Level 15: Subclass Feature

Art of the Bad Man

The Quick, the Dead, and the Damned. When making an attack, you may spend a called shot and choose one of the following, if the attack is successful:

The Quick. Your speed and precision are unparalleled. When a creature ends their turn within 30 feet of you, you can make an extra attack as a reaction. If this attack hits the target, you can immediately take the Dash action as part of that reaction. In addition, while dashing as part of this feature, your movement does not provoke opportunity attacks.

The Dead. You fight till your dying breathe. When falling to 0 hit points, but not killed outright, you can spend a Called Shot to make an attack within your firearms range. On a successful attack, you are able to prolong your death for another round. You are able to move up to half your movement speed, take actions, bonus actions, and reactions but with disadvantage, but you are still at 0 hit points. You only make a death saving throw when you miss an attack or fail a saving throw, however you still fail a death saving should you take damage (or fail two death saving throws in the case of a critical success).

The Damned. You challenge an enemy to a duel to the death. Choose one creature to challenge. The target must succeed a Wisdom saving throw or you and the target engage a Standoff. Additionally, both you and the target have disadvantage when attacking creatures other than each other until either of you have fallen unconcious.

Art of the Sniper

Zeroed In. When you start your turn Hidden, you may choose to make an attack with a -10 penalty to the roll. If the attack is still successful, you may apply one of the class’ Called Shot options to the attack without expending a resource.

No,You Don’t. When you lose the Hidden condition as the result of an enemy discovering you, you may spend a Called Shot to make a single attack against that enemy. If the attack is successful, you may move up to half your movement speed with provoking opportunity attacks.

Art of the Sapper

Biggest Boom Baddie. You gain the ability to modify the explosives fired by the Hand Cannon. By spending a Called Shot (once per long rest, or more if features/feats permit), you can choose one of the following effects for a single shot:

Flash. Deals an additional 1d6 radiant damage to all creatures within the explosion radius. Creatures in the radius must make a Constitution saving throw (DC 8 + Wisdom Modifier + Proficiency) or be blinded until the end of their next turn.

Caltrop Frag. Creatures within the explosion radius must make a Dexterity saving throw (DC 8 + Wisdom Modifier + Proficiency) or take 1d6 piercing damage and have their movement speed reduced to 0 until the start of your next turn . The area is considered difficult terrain for 1 minute.

Smoke Cloud Round. Instead of dealing damage, this round creates a heavily obscured area within a 20-foot radius that lasts for 1 minute or until dispersed by a strong wind.

Better-er-er Boomstick. You have learned how to craft another type of ammunition, slugs when crafting ammunition using your munitions expert feature. You may choose to spend a called shot to, as a bonus action, swap the type of your ammunition.

Slug. Forces a creature to succeed on a Dexterity Saving throw (DC 8 + Wisdom Modifier + Proficiency) or take an extra 1d8 piercing damage and become dazed until the end of their next turn. If a creature is considered bloodied, the creature is stunned instead of dazed.


Level 16: Ability Score Increase

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.


Level 17: Munitions Expert

You gain proficiency with Alchemist’s Tools or expertise in a tool you are already proficient with.

When you spend a long rest crafting ammunition using your Tinker’s Tools:

Water Forged Steel. When using Water Forged Steel ammunition with your firearm:


Level 19: Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Fate is recommended.


Level 20: Dread-Eye

When you fail an attack roll, you can spend a Called Shot to automatically succeed. If the attack roll exceeds the target’s AC by 10, it is considered a critical success and treated as such. You also add the result of your Called Shot die to the damage roll.

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