* You gain proficiency with firearms determined by their prerequisite proficiency: Palm Pistol (Shortbow), Short Musket (Light Crossbow), Pistol (Hand Crossbow), Long Musket (Longbow), Blunderbuss (Heavy Crossbow).
* Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
* On your turn, when you score a critical hit with a firearm or reduce a creature to 0 hit points with one, you can reload a firearm as a bonus action.
* When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a light firearm that you're holding with your other hand. - - If you are a Gunslinger, you can instead add your ability modifier to the damage of your grit bonus attack.
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## Crafting a Firearm
If firearms are not available on the market, a character with proficiency in Tinker’s Tools may attempt to craft one. At the DM's option, different tools or abilities may be used to craft a firearm, such as making a Strength (Smith's tools) check.
A character crafting a firearm must have a set of Tinker’s Tools at hand during the entire process, making an Intelligence (Tinker’s Tools) check against the firearm's DC at the end of each day, making progress in 25 gp increments for every success, until the market value of the firearm is reached. Regardless of whether the check is a success or a failure, 25 gp worth of appropriate materials (such as metal or wood) are spent every day of crafting. To craft ammunition, progress is made in 5 gp increments with a DC 10 check.
The character will work for 8 hours on each of the days, though they do not have to be consecutive.
## Enchanting a Firearm
Firearms being a new technology could make impossible obtaining a magic firearm, but a character may attempt to enchant a firearm on their own with one or several of the magic properties detailed below, if they are proficient with the Arcana skill. At the DM's option, enchanting may also require a specific formula or item for each magic property.
At the end of each work day when enchanting a firearm, the character makes an Intelligence (Arcana) check with a DC equal to 10 + the combined DC of all magic properties added to the firearm, making progress in 25 gp increments for every success, until the combined market value of all the magic properties is reached. Regardless of whether the check is a success or a failure, 25 gp worth of appropriate materials (such as gems or rare inks) are spent every day of enchanting.
The character will work for 8 hours on each of the days, though they do not have to be consecutive.
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- **Art by:** Jack Kaiser
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##### Common Magic Properties
**DC Increases by 2 for each Added Property**
| Magic Property | Added Cost | Description |
|:---:|:---:|:---:|
| Silenced | 50 gp | When used, a silenced weapon doesn't make a noise. |
| Tracer | 50 gp | In darkness, ammunition fired from this weapon leaves a trace that sheds dim light on a 5-foot wide line. Creatures in darkness hit by this ammunition also sheds dim light in a 5-foot radius. All light shed due to this property extinguishes at the end of your next turn. |
| Waterbond | 50 gp | Being underwater doesn't impose disadvantage or fails on your ranged attack rolls using this weapon. |
##### Uncommon Magic Properties
**DC Increases by 4 for each Added Property**
| Magic Property | Added Cost | Description |
|:---:|:---:|:---:|
| +1 | 250 gp | You have a +1 bonus to attack and damage rolls made with this weapon. |
| Far Shot | 250 gp | This weapon's normal and long range are doubled, and you have a +2 bonus to ranged attack rolls made with the weapon against creatures further than 60 feet away from you. |
> ##### Attunement and Magic Properties
> ___
> If the enchantment DC of a weapon is 16 or higher, the weapon requires attunement.
> ___
> ##### Additional Magic Properties
> ___
> At the DM's option, you may choose alternative magic properties to enchant a weapon with, but they should have an appropriate cost and added DC compared to those described above.
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##### Rare Magic Properties
**DC Increases by 6 for each Added Property**
| Magic Property | Added Cost | Description |
|:---:|:---:|:---:|
| +2 | 1250gp | You have a +2 bonus to attack and damage rolls made with this weapon. |
| Stormbringer | 1250gp | When you hit a creature with a ranged attack using this weapon, the target generates a charge for 1 minute. As an Action while holding the Stormbringer, you can spend 5 charges to cast *call lighting* at a point directly above the target, with a spell DC of 13. You don't need to maintain concentration on this spell, but the spell ends if you stop holding the Stormbringer. You can also enhance this spell by spending additional charges, increasing the DC by 1 with each additional charge, or casting the spell as 1 level higher with each two additional charges. You can spend a maximum number of charges at a single time equal to your level. |
#### Ancient Bullet
*Wondrous Item, Uncommon (+1), Rare (+2), or Very Rare (+3) (Requires Attunement by a Gunslinger)*
This bullet is tied to a chain, and once belonged to a legendary marksman. While wearing it, you gain a bonus to the saving throw DCs of your grit features. The bonus is determined by the bullet’s rarity.
As an action, you can hold the bullet to regain a number of grit points up to half your current maximum, rounded down. You can’t use this action again until the next dawn.
#### Dragon Fang
*Weapon (any bayonet), Rare (Requires Attunement)*
This bayonet was carved from a Dragon Fang, which infuses it with the essence of a chromatic, gem, or metallic dragon’s breath. When you hit with an attack roll using this bayonet, the target takes an extra 1d6 damage of the same type as the breath infused in the fang—acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.
Once per turn when you make an attack with a firearm to which this bayonet is attached to, you can replace that attack with a dragon's breath like effect. Each creature in a 20-foot cone or a 30-foot line makes a Dexterity saving throw (DC = 8 + your Proficiency bonus + your attack Ability modifier), taking 3d6 damage of the same type as the breath infused in the bayonet on a fail save, or half as much on a success.
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##### Simple Firearms
| Name | Cost | Ammunition | Damage | Weight | DC | Range | Properties |
|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| Palm Pistol | 25gp | 1gp (20) bullets| 1d6 piercing | 2 lb. | 13 | (40/160) | Reload 3, Light, Noise, Water |
| Short Musket | 50gp | 1gp (20) bullets | 1d10 piercing | 8 lb. | 14 | (80/320) | Reload 5, Two-Handed, Noise, Water |
##### Martial Firearms
| Name | Cost | Ammunition | Damage | Weight | DC | Range | Properties |
|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| Pistol | 50gp | 1gp (20) bullets | 1d8 piercing | 4 lb. | 14 | (60/240) | Reload 5, Noise, Water |
| Long Musket | 75gp | 1gp (20) bullets | 1d12 piercing | 10 lb. | 15 | (100/400) | Reload 5, Two-Handed, Noise, Water |
| Blunderbuss | 100gp | 2gp (20) pellets | 1d8 piercing | 14 lb. | 16 | (20/80) | Reload 3, Special, Two-Handed, Noise, Water |
### Multiclassing
The following information functions as additions to those listed on pages 163 and 164 of the *Player's Handbook*.
#### Prerequisites
| Class | Ability Score Minimum |
|:-|:-|
| Gunslinger | Dexterity 13 and Intelligence 13 |
#### Proficiencies
| Class | | Proficiencies Gained |
|:-|:-|:-|
| Gunslinger | | Simple Firearms, Light armor, one skill from the class's skill list, Tinker's tools. |
12
### Optional Rules
**Loaded Firearms:** Firearms only remain loaded for 1 minute, due to ammunition loosing it's volatile properties after that time if they are not properly stored on a case.
**Firearm Proficiencies:** Upon taking the Firearm Specialist feat, you gain proficiency with firearms as detailed below:
| Proficiencies Required | | Proficiencies Gained |
|:-|:-|:-|
| Shortbow | | Palm Pistol |
| Light Crossbow | | Short Musket |
| Hand Crossbow | | Pistol |
| Longbow | | Long Munsket |
| Heavy Crossbow | | Blunderbuss |
> ##### Firearms and Artificers
> - Artificers are proficient with simple firearms, and gain proficiency with martial firearms if they gain proficiency with martial weapons through their specialist features.
> - The Repeating Shot Infusion works with any simple or martial weapon with the Reload property.
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> ##### Credits
> - Inspired by the Gunslinger Fighter Archetype created by Matt Mercer
> - Inspired by the Gunslinger Class created by [/u/Ujio21](https://www.reddit.com/user/Ujio21/ "Ujio21")
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- **Art by:** Forrest Imel