My Documents
Become a Patron!
The Visionary Gunsmith
\pagebreak
## The Visionary Gunsmith A Visionary Gunsmith uses their creative mind to design their own shooters. To them, combat is a testing ground and an opportunity to show off their deadly toys. When they are not in battle, they can often be found tinkering at a workbench or polishing their crossbow. They can be ready for anything, given they have a little inspiration and a loaded gun. #### Personalized Prototype When you choose this Fighter archetype at 3rd level, you learn to create your very own prototype with enhancements and upgrades. **Prototype:** You can customize a blowgun, short crossbow, heavy crossbow, or any two-handed firearm with enhancements and upgrades. You can only have one prototype at a time. If you attempt to customize another weapon, your last prototype breaks. **Enhancements:** You can attach a maximum of two enhancements of your choice to your prototype, given you have the prerequisite materials, which attach to your prototype. You can add one more enhancement at 7th, 10th, and 15th level. You can add, remove, and swap enhancements at the end of a long rest. **Upgrades:** You can upgrade a maximum of one enhancement of your choice on your prototype. You can upgrade one more at 10th and 15 level. You can add, remove, and swap upgrades at the end of a long rest. #### Ranged Artisan At 3rd level, you gain proficiency in Smith's tools, and you learn the Mending cantrip. You also gain proficiency in firearms, at your DM's discretion. #### Magic Ammunition At 7th level, you gain the ability to infuse projectiles with magic. Whenever you fire a nonmagical round of ammunition from your prototype, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the round immediately after it hits or misses its target. #### Curving Shot At 7th level, you learn how to direct an errant projectile toward a new target. When you make an attack roll with a magic round of ammunition from your prototype and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target. #### Gunsmith's Hands Starting at 15th level, you can add, remove, and swap out enhancements and upgrades at the end of a short rest. \columnbreak ### Enhancements & Upgrades ##### Bayonet *Prerequisite: Any light melee weapon* You can make a melee weapon attack with your attached melee weapon while holding your prototype **Upgrade:** Your attached melee weapon gains the Reach property. ##### Bipod *Prerequisite: 2 Pitons* You don't have disadvantage on ranged weapon attacks with your prototype while lying prone. **Upgrade:** You have advantage on ranged weapon attacks with your prototype while lying prone or behind half cover. ##### Breach Tool *Prerequisite: Portable ram* When you take the attack action with your prototype, you can forgo an attack to blast a hole with a diameter of 1d4 feet through 1 foot of any nonmagical wooden surface within 5 feet. **Upgrade:** When you take the attack action with your prototype, you can forgo an attack to blast a hole with a diameter of 1d4 feet through 1 foot of any nonmagical stone surface within 5 feet. ##### Crane Mechanics *Prerequisite: Block and tackle* You can use your prototype to grasp an object not being worn or carried within 5 feet. It can lift, drop, hold, push, or pull an object that weighs a number of pounds equal to four times the weight you can normally lift. You can use this object as cover. The only attack action you can take when doing this is with the object you're grasping, which is treated as an improvised weapon. **Upgrade:** When grappling a medium or smaller target within 5 feet, you can use your prototype's crane mechanics to hold them, allowing you to move at your normal speed. ##### Elemental Ammunition *Prerequisite: Holy symbol* Choose one of the following damage types: acid, cold, fire, lightning, thunder, or your prototype's base damage type. When reloading your prototype, you can magically determine which type of damage your prototype deals. This enhancement does not allow your prototype overcome resistance or immunity to nonmagical attacks and damage. **Upgrade:** You can add necrotic or radiant damage to the list of options. ##### Extended Barrel *Prerequisite: 10-foot Pole (length is reduced for attachment)* The range of your prototype is doubled. **Upgrade:** The range of your prototype is doubled further. \pagebreakNum ##### Flare Cannon *Prerequisite: Up to 10 Oil flasks* You can use an action with your prototype to fire a flare up to a part of the sky that you can see, expending an oil flask. This produces a bright light that can be seen in clear skies by any creature up to 3 miles away for 30 seconds. Additionally, you can make a ranged weapon attack with a flare using your prototype range and proficiency to deal 1d4 fire damage. **Upgrade:** When you fire your flare up to a part of the sky that you can see, you can cause up to ten words to form. The words appear to be made of fire and remain in place for 30 seconds. ##### Grapnel Gun *Prerequisite: Climber's Kit, Grappling hook, and Rope, hempen or silk (50 feet)* You can use an action or reaction when falling while holding your prototype to fire a grappling hook with attached rope to any point within 50 feet. **Upgrade:** When your grappling hook is attached to a point within 50 feet vertically above you and your prototype, you can use a bonus action to hoist up towards it or rappel down from it without spending any movement. ##### Illumination Device *Prerequisite: Any item that can cast or shed light* You can use your attached item to cast or shed light while holding your prototype. **Upgrade:** The light from your illumination device allows you to see through fog and darkness, both magical and nonmagical. ##### Illusory Muzzle *Prerequisite: Arcane Focus* When you make a ranged weapon attack with your prototype, it can magically produce a sound of your choice, replacing the sound your prototype normally makes. Its volume can range from a whisper to a gunshot. **Upgrade:** Your prototype can create an instantaneous, harmless sensory effect of your choice, such as a shower of sparks, a puff of smoke, or an odd odor. ##### Junk Launcher *Prerequisite: Any container* Using your prototype, you can make a ranged weapon attack with an adventuring gear intended for ranged attacks, such as an acid vial or an oil flask, using your prototype range and proficiency. Additionally, when you take the attack action with your prototype, you can forgo an attack to fire an adventuring gear that causes an area effect, such as a bag of caltrops or a stick of dynamite, at a point within your prototype's normal range. **Upgrade:** Using your prototype, you can make a ranged weapon attack with any improvised weapon for 1d10 damage using your prototype range and proficiency. \columnbreak ##### Lasso Shot *Prerequisite: 5 Chains (10 feet) or 1 Rope, hempen or silk (50 feet)* When you take the attack action with your prototype, you can forgo an attack to fire a lasso from your prototype at a target within 30 feet and attempt a grapple. **Upgrade:** When a target is successfully grappled by your lasso, you can choose to have them restrained. ##### Medicine Mode *Prerequisite: Healer's Kit* When you take the attack action with your prototype, you can forgo one of your attacks to stabilize a creature within your prototype's normal range, expending a use of your attached healer's kit. **Upgrade:** When you take the attack action with your prototype, you can forgo one of your attacks to heal a creature within your prototype's normal range by 1d4 hit points, expending a use of your attached healer's kit. ##### Rocket Pack *Prerequisite: Keg of Gunpowder and any light armor* Your rocket pack is attached to your light armor and links with your prototype. When wearing your rocket pack and holding your prototype, you can use a bonus action on your turn to ignite your rocket pack immediately before or after you take the attack action. Doing so allows you to fly up to 15 feet without provoking opportunity attacks. If you take fire damage while wearing your rocket pack, the gunpowder keg explodes and the rocket pack breaks. **Upgrade:** When wearing your rocket pack and holding your prototype, you have a flying speed of 50 feet. This benefit only works in small bursts; you fall if you end your turn in the air and nothing else is holding you aloft. ##### Shield Attachment *Prerequisite: Shield* You gain a +1 bonus to AC while holding your prototype. **Upgrade:** You gain a bonus to AC equal to the shield's full bonus while holding your prototype. ##### Spectacled Sights *Prerequisite: Spyglass* When you take the attack action with your prototype, you can forgo an attack to aim down the sights with your prototype at a target within range. You gain a +2 bonus on your next attack roll against the target before the end of your next turn. **Upgrade:** You can use a bonus action to aim down the sights with your prototype.
\pagebreakNum ##### Spy Design *Prerequisite: Any item of similar shape to your prototype* When not being used in combat, your prototype looks like another item, such as a mandolin or a fishing tackle. **Upgrade:** You have advantage on attack rolls against a creature who is unaware of your prototype's true nature. ##### Tactical Preparation *Prerequisite: Strength or Dexterity 13* Instead of customizing your prototype, you learn one maneuver of your choice from the Battle Master archetype. If the maneuver requires a saving throw, the DC is equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain one superiority die (if you don't already have superiority dice, it is a d6). This die is used to fuel your maneuvers. It is expended when you use it, and is regained when you finish a short or long rest. Your maneuvers and superiority dice are lost if you remove this enhancement or swap it out for another. **Upgrade:** You learn two more maneuvers and gain one more superiority die.
##### Underwater Adaptation *Prerequisite: Waterskin* Your prototype is fully functional underwater. **Upgrade:** While holding your prototype, you gain a swimming speed of 30 feet. \columnbreak ##### Wind Powered Blast *Prerequisite: Druidic Focus* When you hit a target with a ranged weapon attack with your prototype, you can magically pull them towards you or push them away by 5 feet. This enhancement does not allow your prototype overcome resistance or immunity to nonmagical attacks and damage. **Upgrade:** When you hit a target with a ranged weapon attack with your prototype, you can magically pull them towards you or push them away by up to 15 feet. \pagebreakNum ### Quick Customization There are *over two million possible prototypes* you can build, but you can customize one quickly by following these suggestions. First, choose a weapon based on your campaign setting. Ask your DM about what is and isn't allowed. Second, roll a d20 a number of times equal to your maximum number of enhancements to determine which ones you add. Reroll if there is a repeat or if you don't have the prerequisite materials. The enhancements are assigned in alphabetical order (see list). Third, to determine which enhancement(s) you upgrade, refer to the ones you've added and roll based on your level: **Levels 3-6:** Roll a d4, assigning each enhancement to a pair of numbers. **Levels 7-9:** Roll a d6, assigning each enhancement to a pair numbers. **Levels 10-14:** Roll a d8, and then a d6, assigning each enhancement to a pair of numbers for each roll. **Levels 15-20:** Roll a d10, a d8, and then a d6, assigning each enhancement to a pair of numbers for each roll. | d20 | Enhancement | Prerequisite | |:---:|:---:|:---:|:---:| | 1 | Bayonet | Any light melee weapon | 1 sp (club) | 2 | Bipod | 2 Pitons | 10 cp | 3 | Breach Tool | Portable ram | 4 gp | 4 | Crane Mechanics | Block and tackle | 1 gp | 5 | Elemental Ammunition | Holy symbol| 5 gp | 6 | Extended Barrel | 10-foot Pole (length is reduced for attachment)| 1 sp | 7 | Flare Cannon | Up to 10 Oil flasks| 1 sp (per flask) | 8 | Grapnel Gun | Climber's Kit, Grappling hook, and Rope, hempen or silk (50 feet)| 28 gp (rope, hempen) | 9 | Illumination Device | Any item that can cast or shed light | 1 cp (candle/torch) | 10 | Illusory Muzzle | Arcane Focus | 5 gp | 11 | Junk Launcher | Any container| 1 cp (sack) | 12 | Lasso Shot | 5 Chains (10 feet) or 1 Rope, hempen or silk (50 feet)| 1 gp (rope, hempen) | 13 | Medicine Mode | Healer's Kit | 5 gp | 14 | Rocket Pack | Keg of Gunpowder and any light armor | 255 gp | 15 | Shield Attachment | Shield | 10 gp | 16 | Spectacled Sights | Spyglass | 1,000 gp | 17 | Spy Design | Any item of similar shape to your prototype| — | 18 | Tactical Preparation | Strength or Dexterity 13| — | 19 | Underwater Adaptation | Waterskin| 2 sp | 20 | Wind Powered Blast | Druidic Focus| —
\pagebreakNum
Credits
##### **Author and Designer** Cici Hall
##### **Art Credits** Edgar Melville Ward — The Gunsmith Shop (Front Cover)
Bavakian Chronicles Wiki — Dwarven Crossbows (pg. 2)
Bethesda Game Studios — Fallout Shelter Junk Jet (pg. 3)
IMGBIN.com — Repeating Crossbow Blackmoor Ranged Weapon (pg. 4)
Wikimedia Foundation — Crossbowman cocking an arbalest (pg. 5)
Leonardo di ser Piero da Vinci — Codex Atlanticus, f. 149a (Credits) ##### **Acknowledgements** My friends and significant other for their enthusiasm and support The creators of Princess Mononoke for initially inspiring the archetype The creators of Batman: Arkham City, Fallout 3, Ghostbusters, Rainbow Six Siege, and The Rocketeer for inspiring certain enhancements Wizards of the Coast for conceiving Dungeons & Dragons in the first place