![]() Thanks for taking the time to read my comments.īelow are the additional rules/guidelines i'd use for a player who wished to use gunslinger:Īmmunition Crafting & More for Gunslinger v 1.3 How expensive are the parts to make them and how long it takes to craft them as a bare minimum. A description for the process of making bad news and the hand mortar. I don't watch Critical Role (my dm likes it though) and so I have no idea what a blunderbluss or a pepperbox is.ģ. I would like a brief description on the different types of guns. The only disadvantage to this is that you have an overall higher chance to miss.Ģ. The misfire die is neither affected by advantage or disadvantage. See more misfires and you automatically miss etc. If you roll a number equal to or less than the misfire score on the misfire die, your gun. Whenever you fire, roll an additional d20 (let's call it the misfire die). Shooting at a target under the effects of blur or prescience: if you have multiple targets to shoot at, why would your gun have a higher chance to jam up if you shoot at the one guy with blur, this does not make much sense.Īn alternate way to handle misfire is to handle it like wild magic surge. In the dark: I guess if you load a bullet in total darkness there is a higher chance you could mess up but the next scenario would be more confusing. Let me explain how this might sound confusing in some scenarios. When you shoot with disadvantage, your chance of misfiring increases while if you shoot with advantage your chance to misfire decreases. ![]() The misfire probably needs a little tweaking. I think there are three things that could change to make it better. I looked through the archtype and it looks really fun to play. Inspired by converting from the Pathfinder class, retooled and altered for 5e and making it more my own, I hope you enjoy. Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. This archetype focuses on the ability to design, craft, and utilize powerful, yet dangerous ranged weapons. The few who survive these trivals of ingenuity may become the first to create, and deftly wield, the first firearms. Experimentation with alchemical components and rare metals have unlocked the secrets of controlled explosive force. However, some minds couldn’t stop with the innovation of the crossbow. Whether duelist or infantry, martial weapons were seemingly perfected long ago, and the true challenge is to master them. Most warriors and combat specialists spend their years perfecting the classic arts of swordplay, archery, or polearm tactics. This enables a chance for players to customize the style of their Gunslinger far more based on which trick shots they choose as they progress.Ģ) I've rebalanced the Trick Shots, making some more useful, and making previous high-level features now available at any level, but balanced for it.ģ) Added Bullying Shot as a social trick shot to aid in Intimidation attempts.Ĥ) Clarified that the recovery of Grit based on killing a creature is viable only if the creature is a significant threat (at the DM's discretion).ĥ) Added the 10th level feature "Rapid Repair" that allows the gunslinger to attempt a repair as a bonus action.Ħ) Added ammunition costs for each weapon, as well as rules for the cost of crafting ammunition.ħ) Removed the Scattergun and Scatter properties (as the design was a little unwieldy), but you are welcome to still use them from the previous itterations!Ĩ) Added a Palm Pistol option as a firearm with the light property (for an off-handed shot).ĩ) Added a Blunderbuss to the firearm list. 1.3 changes! After a long time of amassing feedback from the community while this has been in the wild, I made a rather large overhaul to how this class' progression lays out, and how Trick Shots are acquired!ġ) All of the various special Shots the Gunslinger can make are now considered "Trick Shots" that can be selected from the list as you level up, similar to the Battle Master.
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