| Noelle the Spellslinger |
I made this character assuming you could qualify for the prestige class with Weapon Focus (Musket) instead of Weapon Focus (Longbow), and apply all the abilities to bullets instead of arrows. I qualified with 5 levels of Gunslinger (Musket Master), so I could get dex to damage, and 3 levels of Wizard (Spellslinger), because I want that ability to shoot spells through my gun. My character sheet is on my profile. What could I do to be better at doing arcane gunslinger things?
| Game Master |
I made this character assuming you could qualify for the prestige class with Weapon Focus (Musket) instead of Weapon Focus (Longbow),
You were wrong.
and apply all the abilities to bullets instead of arrows.
You can't.
I qualified with 5 levels of Gunslinger (Musket Master),
No you didn't.
What could I do to be better at doing arcane gunslinger things?
Not being an Arcane Archer might help.
Try the Myrmidarch Magus archetype instead. It makes an excellent gun-wielding spellcaster, and can shoot spells through the gun (in a different way from the Spellslinger wizard).
| Noelle the Spellslinger |
Noelle the Spellslinger wrote:I made this character assuming you could qualify for the prestige class with Weapon Focus (Musket) instead of Weapon Focus (Longbow),You were wrong.
Noelle the Spellslinger wrote:and apply all the abilities to bullets instead of arrows.You can't.
Noelle the Spellslinger wrote:I qualified with 5 levels of Gunslinger (Musket Master),No you didn't.
Noelle the Spellslinger wrote:What could I do to be better at doing arcane gunslinger things?Not being an Arcane Archer might help.
I meant assume in the manner that I was intentionally modifying that part of the class to facilitate this build. It's not an unreasonable change to make, and is highly unlikely to be overpowered. What I'm more interested in is how effectively the concept can be written if the bow requirement for the PrC is handwaived for a gun wielder.
| Noelle the Spellslinger |
right now pretty much out of luck. Might as well go all the way spellslinger if you want to keep getting good magic bullets.
Is the Spellslinger much good with straight progression in a 1/2 BAB class?
I kinda do want that area-of-effect though the gun ability from the Arcane Archer.
| Game Master |
Oh, I see. You should post this in the Suggestions/House Rules/Homebrew forum - the Advice forum is generally for build advice using the printed rules. The Homebrew forum is all about writing your own content, such as an Arcane Gunner class.
I've flagged your post so a moderator might be able to move it there for you.
Eltacolibre
|
Eltacolibre wrote:right now pretty much out of luck. Might as well go all the way spellslinger if you want to keep getting good magic bullets.Is the Spellslinger much good with straight progression in a 1/2 BAB class?
I kinda do want that area-of-effect though the gun ability from the Arcane Archer.
It's fine you are doing touch attack with your guns, it frankly doesn't get easier than that to it. Contrary to popular belief, touch AC actually get lower, the higher you go up in CR. Plus having access to the full wizard list of spells for cone, line etc...does help quite a bit and you already have 5 bab from gunslinger, which is the equivalent of 10 wizards level bab wise.
| Noelle the Spellslinger |
Oh, I see. You should post this in the Suggestions/House Rules/Homebrew forum - the Advice forum is generally for build advice using the printed rules. The Homebrew forum is all about writing your own content, such as an Arcane Gunner class.
I've flagged your post so a moderator might be able to move it there for you.
I would argue that, with such a minor adjustment, that isn't really the right place at all. The only thing that changed is a prerequisite and what weapon abilities are applying to, so by and large RAW is in effect.
| Game Master |
Well, you would be wrong. The Homebrew forum is a great resource. Looking there for help will be much more fruitful than persisting in posting homebrew content in a non-homebrew forum and asking for advice on it to people who aren't as into creating their own content and adjudicating balance issues.
Case in point, an Arcane Gunner is noticeably stronger than an Arcane Archer, since firearms target touch AC, are better than bows at most things, and can be made even stronger with levels in Gunslinger (which you clearly noticed, as you have the very powerful Dex to Damage ability). For a more in depth analysis of whether or not this means your homebrew class is overpowered, see the forum dedicated to that exact type of question.
| Shane LeRose |
She's asking for advice. The minor rule adjustment does not constitute her being attacked for asking a simple question.
Games Master: if you disagree, that's fine. Move on to another thread and ignore this one. You are simply trolling when you respond the way you did. Yes, you were intelligent and articulate with your posts, this is a common intimidation tactic and isn't appreciated by anyone.
Noelle: since the arcane archer loses so many caster levels your spell selection going in would be so limited I would suggest levels in magus. You'd be able to spellstrike/spell combat in melee and then launch attack spells at range. If you must have 5 levels in gunslinger, then just 2 levels in magus will be all you need for those abilities. You seem to have a pretty good idea of how to build this character, so I guess I'm asking, "what more do you want out of the character?"
| blahpers |
This is a perfect thread for either Advice or S/HR/H. Advice is not limited to bog-standard RAW discussions.
Liking the idea of "hail of bullets" meself. : D So anything that improves your regular attack effectiveness would work wonders with that. Make sure you pick up Arcane Strike, especially by the time you hit arcane archer 8.
DarmandP3
|
I created an Arcane gunner for the Fighter class for 5E D&D but I'm sure it could be adapted easy enough for pathfinder.
REMODELED ARCANE ARCHER WITH GUNS AND BALANCED WEAPON
DAMAGES FOR THE ARCANE GUNNER ARCHETYPE
ARCANE GUNNER MARTIAL ARCHETYPE
Nobles, swashbucklers, and soldiers spend years perfecting the classic arts of swordplay, but few warriors take the time to gain the same expertise with firearms, and fewer attempt to learn the Art of weaving magic into their gun-play, expanding upon the art of Elven Arcane Archery. The opportune few who have proper training of the elven arcane arts, or innate gifts from nature are able to dedicate themselves to the craft of an Arcane Gunner. This archetype assumes a campaign world where guns are either rare or available only in select seafaring or steampunk like locations, and only up to an old-west level of development to fit in more easily with the standard theme. While anyone can aim a pistol or rifle and fire it, an Arcane Gunner is both proficient with and a cut far above the rabble. Unlike a traditional Gunslinger, Arcane Gunners combine the power of magic with the devastating power of firearms to act as masters of ranged combat. Where Gunslingers draw on bravado, courage, and confidence to perform amazing deeds with their firearms, an Arcane Gunner draws upon their connection with magic that they have gained either through training or innate nature in order to weave magic into their attacks.
Arcane Gunner Features
Fighter Level
Feature
3rd
Firearms Training, Arcane Proficiencies, Arcane Gunshot (2 Arcane Gunshot options)
7th
Arcane Reload, Magic Bullet, Arcane Gunshot (3 A G options)
10th
Arcane Foresight, Arcane Gunshot (4 A G options)
15th
Ever-Ready Shot, Arcane Gunshot (5 A G options)
18th
Arcane Gunshot (6 A G options), Arcane Gunshot Improvement
Firearms Training
As an Arcane Gunner, you make your mark upon the world as an expert with whichever firearms are prevalent and known to the individual. Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms. (If you already have or gain firearms proficiency, you then acquire advanced firearms proficiency.) You have received training on how to repair a jammed/misfired but not broken firearm and may do so by expending an action.
Arcane Proficiencies
Upon choosing this archetype at 3rd level, you can now enhance your firearms abilities using the secrets of magic. You gain proficiency in both the Arcana skill and with Tinker’s Tools. You also learn the mending cantrip. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion).
When Crafting Black Powder: You follow the same rules as stated for crafting Non magic items in the player handbook, but the crafting time is halved. I.e. To craft 4lb of black powder (Market Value 70gp) it would take 35gp and a week of crafting.
- You may be able to purchase BP at rare locations: You can buy a Horn of 2lb of Black Powder for around 35GP, or a Keg of 20lb of Black Powder for around 250GP.
- Powder Pocket Flask 0.4lb of black powder for about 8gp.
- Alternatively to save time, just start with an artificer’s bag that produces black powder.
When Crafting Ammo: Using your Tinker’s tools, Smithing tools and/or Alchemists tools you may spend money to collect raw materials for crafting ammunition. Ammunition Requires time (measured in hours)and money (measured in gp) in order to be created. You must spend a minimum of one hour making ammunition, but cannot be done during a short rest due to the concentration and attention that is required. Ammunition typically weighs 4 pounds for every 50GP spent. As part of a long rest, you can use your tools to craft a single batch of one ammunition type. Then subtract half the market value of the created ammunition from the total GP worth of raw materials you are carrying. Batch sizes and prices are shown in the Archetype's firearms table. At the expense of paying the full market value, the crafted batch produced will be silvered (cannot be done for explosive ammunition).
Gun Drafting: Before you can craft a Firearm you must first create a draft of it. During a Short Rest, you can choose a Firearm and then make a tinkering (Intelligence) check, if you meet or succeed the DC of the Firearm; you successfully create a draft for the Firearm, and can now start to craft that Firearm. However, you cannot attempt to draft a Firearm if you are currently in the process of crafting another item. How often you can attempt to draft a firearm is up to the DM’s discretion.
Crafting a Firearm: When crafting a Firearm you follow the same rules as stated for crafting Non magic items in the player handbook, but the normal crafting time is halved. I.e. a Pepperbox (Market Value 450GP) would only cost 225GP and 45 days to make. Additionally a day’s crafting can be done as part of a long rest but a tinkering check must be made to determine any success.
Arcane Gunshot
At 3rd level, you learn to unleash special magical effects with some of your shots to disable or damage your opponents using your firearms. When you gain this feature, you learn two Arcane Gunshot options of your choice (See “Arcane Gunshot Options” below). Once per turn, when you shoot a firearm as part of the Attack action, you can apply one of your Arcane Gunshot options to your next shot. You decide to use the option when the shot hits a creature. You have two uses of this ability, at 3rd level and you regain all expended uses of it when you finish a short or long rest.
You gain an additional Arcane Gunshot option of your choice and one additional use of the ability when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each time you learn a new Arcane Gunshot, you can also replace one Arcane Gunshot you know with a different one. Each option also improves when you become an 18th level fighter.
Arcane Reload
At 7th level, you have an innate arcane understanding of any firearm you are holding.
You no longer need to have a free hand to load your held firearms. This is now instead done magically and uses the available ammunition and supplies on hand. In addition if your specific weapon uses ammunition that uses casings you are able to magically collect your spent cartridges and casings after they are ejected from your firearm but not the spent rounds.
Magic Bullet
When you reach 7th level, you gain the ability to infuse magic into the bullets fired from your firearm. Whenever you fire a non-magical bullet from a firearm, you can make it magical for the purpose of overcoming resistance and immunity to the non-magical attacks and damage. The magic fades from the bullet immediately after it hits or misses its target.
Arcane Foresight
Upon reaching 10th level, your synchronicity with firearms as a conduit for your magic allows you to see disaster coming, and take action to prevent it. When you misfire a firearm during an attack you may spend one use of Arcane Gunshot to prevent the misfire. The attack action is still used, however no ammo is used and the firearm does not need to be repaired before being fired again.
Ever-Ready Gun-Arts
Starting at 15th level, your Arcane Gunshot becomes available whenever battle starts. If you roll initiative and have no uses of Arcane Gunshot remaining, you regain one use of it.
Arcane Gunshot (Improvement)
Starting at 18th level, All #Die rolls for Arcane gunshot effects are from this point onward doubled. (1D becomes 2D, 2D becomes 4D etc.)
ARCANE GUNSHOT OPTIONS
The Arcane Gunshot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic
If an option requires a saving throw, your Arcane Gunshot save DC equals 8 + your proficiency bonus + your Intelligence modifier.
Burning Shot. You infuse evocation magic into your shot. The creature hit by the shot takes an extra
2d6 of chosen type=(acid or fire) damage.
The (type) damage increases to 4d6 when you reach 18th level in this class.
Burst Shot. You infuse evocation magic into your shot. The creature hit by the shot takes an additional 2d6 force damage. Each creature in a 10-foot-radius sphere around the target must make a Constitution saving throw. Those targets take 2d6 force damage on a failed save, or half as much on a successful one.
The force damage increases to 4d6 when you reach 18th level in this class.
Enfeebling Shot. You infuse necromantic magic into your shot. The creature hit by the shot takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.
The energy damage increases to 4d6 when you reach 18th level in this class.
Flash Shot. You infuse evocation magic into your shot. The creature hit by the shot is subjected to a blinding flash before its eyes. and takes an extra 2d6 radiant damage. The target and Each creature in a 10 ft radius of that point must make a DC 15 Constitution saving throw. On a failed save, the creature is blinded until the end of its next turn. On a successful save, the creature suffers no blinding effect.
The radiant damage increases to 4d6 when you reach 18th level in this class.
Freezing Shot. You infuse evocation magic into your shot. The creature hit by the shot takes an extra
2d6 cold damage and make a DC 15 Constitution saving throw or have its speed reduced by 10 feet until the start of your next turn. On a successful save, a creature takes half the extra damage and isn't slowed.
The cold damage increases to 4d6 when you reach 18th level in this class.
Healing Shot. You infuse evocation magic into your shot. The creature hit by the shot takes no damage (bullet consumed) and instead regains hit points equal to 2d6 + your Charisma modifier. A creature can choose to let this attack bypass their AC and automatically hit, if so a d20 attack roll is still made for the purposes of Misfires, and Healing Shot has no extra healing effect on a critical hit.
The healing increases to 4d6 when you reach 18th level in this class.
Lightning Chain Shot. You infuse evocation magic into your shot. The creature hit by the shot takes an additional 2d6 of lightning damage. A bolt of lightning then arks from that target to one additional target which must be within 10 feet of the first target. Any additional potential (randomly chosen) targets that are within range must make a Dexterity saving throw DC 20 or take 2d6 lightning damage.
The lightning damage increases to 4d6 when you reach 18th level in this class, additionally the bolt will arch again from the second target (if save failed) to a new previously unaffected target within 10 feet of the second target which must then also save for damage.
Stunning Shot. You infuse evocation magic into your shot. The creature hit by the shot takes an extra 2d6 force damage and must make a Constitution saving throw. On a failed save the creature is stunned until the beginning of your next turn.
The force damage increases to 4d6 when you reach 18th level in this class.
True Shot. You infuse Divination magic into your next shot, your gun directs your hand to aim and seek a target. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. Your firearm directs itself in the target’s direction, and then fires, the shot flies towards that creature, seeking the shortest direct path and bending around corners when necessary. If the target is within the weapon’s range and there is a path large enough for the shot to travel to the target, then the target must make a dexterity saving throw. Otherwise the shot will disappear after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the shot, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.
The force damage is increased to 2d6 when you reach 18th level in this class.
Firearms Properties
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeons Masters Guide. Firearms are ranged weapons.
Reload: The weapon can be fired a number of times equal to it’s Reload score before you must spend 1 attack or 1 action to reload. You must have one hand free to reload a firearm.
Misfire: Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Explosive: Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1D8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
Covert: A weapon with the covert property is designed to be easily concealed by the holder.
If you have proficiency with a covert weapon you also gain advantage on checks with Dexterity (Sleight of Hand) to hide/conceal the weapon.
Scatter: Whenever you hit with an attack against a creature beyond the first range increment of this weapon, you roll the damage dice in the parenthesis listed in the weapons description instead of the normal damage dice.
Firearms list with realistic balanced damage for 5e and distances
Name
Cost
Damage/type/Crit
Weight
Properties
Ammo Type
Simple Melee Weapons
Bayonet
5 gp
1d6 piercing
1 lb.
Versatile (1d8), Special
Martial Firearms
Palm Pistol
130 gp
1d4+1 piercing
1 lb.
Reload 2, Misfire 3, light, covert, (range 25/100) one-handed
Pistol Ball
Arquebus (Early smooth bore Rifle)
150 gp
1d10 piercing
10lb.
Reload 1, Misfire 3, two-handed, (range 50/200)
Musket Ball
Flintlock Pistol
250 gp
2d6 piercing
2 lb.
Reload 1, Misfire 2, light, (range 35/90) one-handed
Musket Ball
Scatter-gun
900 gp
2d4 bludgeoning
7 lb.
Reload 1, Misfire 2, scatter, two-handed, (range 15/45)
Buckshot
Flintlock Musket
500 gp
1d10 piercing
8 lb.
Reload 1, Misfire 2, two-handed, (range 50/200), rifled barrel
Musket Ball
Advanced Firearms
Pistol
1000 gp
2d6 (20)
3 lb.
Reload 2, Misfire 1, light, (range 35/120) one-handed
Musket Ball
Pepperbox (.22)
800 gp
1d4+1 p (20)
4 lb.
Reload 4, Misfire 2, (range 25/100) one-handed, Break action, rifled barrel
Revolver Cartridge
Howdah Pistol
1500 gp
2d6 +1 p (19-20)
4 lb.
Reload 2, Misfire 2, (range 10/40) one-handed, Break action
Howdah Cartridge
Shotgun
2000 gp
2d4 p (shot) or 2D6 +1 p (slug) (20)
7 lb.
Reload 2, Misfire 2, scatter, two-handed, (range 30/90), Break action
Shotgun Shell
Revolver (36 caliber)
1700 gp
1d6 p (20)
2 lb.
Reload 6, Misfire 1, light, (range 40/160) one-handed, Cylinder action, rifled barrel
Powder, pistol ball, percussion caps
Revolver (38 Spc caliber)
2200 gp
1d6 +1 p (20)
3 lb.
Reload 6 to 8, Misfire 1, light, (range 50/200) one-handed, Cylinder action, rifled barrel
Revolver Cartridge
Revolver (357, 44 mag)
2700 gp
1d8 +1 p (19-20)
4 lb.
Reload 6, Misfire 1, light, (range 50/200) one-handed, Cylinder action, rifled barrel
Revolver Cartridge
Revolver (454 Casull)
3000 gp
1D10 +1 p (19-20)
5 lb
Reload 5, Misfire 1, (range 60/240) one-handed, Cylinder action, rifled barrel
Revolver Cartridge
Hunting Rifle
2500 gp
1d12 +2 p (19-20)
9 lb.
Reload 3, Misfire 2, two-handed, (range 180/750), Bolt action
Rifle Cartridge
Weapons and Equipment Descriptions
Simple Melee Weapons
Bayonet. A bayonet is a knife, spike, or similar piece of metal designed to fit on the muzzle of a firearm. Its purpose is to serve as a last resort melee weapon in instances where taking the time to switch weapons is impractical or impossible. Usage of a bayonet is important in determining its damage—if attached to a one-handed weapon, it may only use the listed one-handed damage. If attached to a two-handed firearm, it can be used as a versatile weapon. If used on its own, unattached to a firearm, a bayonet uses the statistics of a dagger.
Martial Firearms
Arquebus. The most basic combination of barrel, stock, and trigger, arquebus use actual burning matches to set off their powder charge. This makes them cumbersome to use and load, but also cheap to produce, and therefore quite common. One of the first long barrel firearms which had a smooth bore design, therefor was less accurate and had a shorter range than the later produced musket.
Flintlock Pistol. The first kind of pistol that didn’t require using an actual match, these are muzzle-loading, single-shot pistols. They are simple to build and perhaps the most common firearm around.
Musket. A step up from an arquebus, a musket is a flintlock weapon that uses steel on flint to set off the powder. It is still slow to load, but has slightly better range, packs more of a punch, and weighs less.
Palm Pistol. A gentleman’s weapon, palm pistols are basic flintlock weapons designed to be easily hidden. They are, however, notably unreliable and short range.
Scattergun (blunderbuss). Scatterguns are similar to muskets in that they are muzzle-loaded and must be reloaded after each shot. They are also similar to flintlock weapons, but instead of a single ball they fire buckshot—a grouping of tiny pellets that spread out over a wide area, attacking either a single creature within 5 to 10 feet or all creatures within a 30 foot cone. Each creature in the cone past the first range increment must succeed on a DC 15 Dexterity saving throw or take damage. Damage decreases by one die per range increment. (3d4 “full damage” at 5 – 10 ft, 2d4 at 15 – 20 ft, and 1d4 at 25 – 30 ft).
Advanced Firearms
Howdah Pistol. Designed specifically for killing large game, howdah pistols are large-caliber handguns that pack a wallop. They are breach-loaded with two side by side barrels that hold special paper cartridges that each contain a 50-caliber ball round and can be fired either as an individual single-shot, or a simultaneous double shot.
Hunting Rifle. More sophisticated than a musket, a hunting rifle is a breech-loader and fires cartridges. Its long range makes it popular with hunters and marksmen, although they are not as common or cheap as muskets or arquebus.
Pistol. A slight upgrade from the flintlock pistol, the pistol has two barrels stacked on top of each other and is more reliable. They are a common sight with guards and soldiers in some places.
Revolver. Considered by many the pinnacle of handguns, revolvers use rotating chambers with a single barrel. They are reliable, easier to clean and reload, and can fire six times before reloading. Their mechanical complexity, however, can sometimes make them difficult to find or afford.
Pepperbox. The simplest method to fire multiple shots without reloading is to have more barrels, as a pepperbox does. All four barrels rotate together to line up the next barrel with the hammer.
Shotgun. An upgrade from scatterguns, shotguns have two barrels, are breach-loaded, and are set off by a hammer instead of a flint. They are additionally more reliable and hit harder, and this extra bit of craftsmanship generally makes them more expensive as well. Like the scatter-gun it fires buckshot—a grouping of tiny pellets that spread out over a wide area, attacking all creatures within a 30 foot cone. Each creature in the cone past the first range increment must succeed on a DC 15 Dexterity saving throw or take damage. Damage decreases by one die per range increment. (3d6 “full damage” at 5 – 10 ft, 2d6 at 15 – 20 ft, and 1d6 at 25 – 30 ft) If a slug round is used a single target up to full range takes 2d8 per hit from a single barrel.
Ammunition Descriptions
Buckshot. A package of small lead pellets that scatter when fired, doing damage to creatures in a large area. This ammunition is destroyed when used. You do not get to find half of your expended ammunition.
Shotgun Shell. A type of rimmed, cylindrical (straight-walled) cartridges used specifically by shotguns.
The shell casing usually consist of a lightly waxed paper or brass tube with base holding a primer, and the shots which are typically contained by a wadding/sabot held in by a lightly waxed paper plug inside the case. This ammunition is destroyed when used. You do not get to find half of your expended ammunition. (Only the spent cartridges/casings may be retrieved to be reloaded/remade as fresh unspent rounds)
Cartridges. Made in various sizes/calibers, a cartridge is primarily made of a bullet and dose of powder, which are combined within a cartridge case made of brass that holds the bullet/projectile, gunpowder and primer to form a self-contained watertight container that fits into the chamber of an advanced firearm which is called a cartridge. The brass spent cartridge when fired remains within the weapon chamber, sending the bullet forward on its own. Reloading of advanced firearms requires removal/extraction of the spent brass cartridge or cartridges, and replacing it with a fresh unspent round or rounds. This ammunition is destroyed when used. You do not get to find half of your expended ammunition. (Only the spent cartridges/casings may be retrieved to be reloaded/remade as fresh unspent rounds)
Powder Horn. Often hung on a leather strap for easy portability, a gunpowder horn holds up to one pound worth of gunpowder = 100 doses of gunpowder. Groups using the rules for simple ammunition crafting do not need to worry about gunpowder.
Musket-ball. A simple ball of lead, paired with a dose of black powder when loaded into a firearm.
Although the ball and powder are technically two separate items, they’re mechanically treated as one for the sake of simplicity. This ammunition is destroyed when used. You do not get to find half of your expended ammunition.
All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost.
Name
(Rounds) Cost
Approx Weight
Availability
Buckshot pellets
(10) 1 gp
1 lb.
Merchant
Shotgun Shell (buckshot)
(10) 1 gp
1 lb.
Merchant/Crafting
Pistol Ball
(30) 1 gp
1/3 lb.
Merchant
Revolver Cartridge
(25) 3 gp
¾ lb.
Merchant/Crafting
Rifle Cartridge
(20) 4 gp
½ lb.
Merchant/Crafting
Powder Flask (Horn)
(100) 35 gp
1.2 lb.
Merchant/Crafting
Weapon Repair Kit
4 gp
4 lb.
Merchant
Powder Keg
(1000) 250 gp
20 lb.
Merchant
Musket Ball
(10) 1 gp
½ lb.
Merchant/Crafting
Howdah Cartridge
(16) 2 gp
1 lb.
Merchant/Crafting
Shotgun Shell (Slug)
(27) 3 gp
3 lb.
Merchant/Crafting
Amount of black powder per shot (1 BP charge is 0.01lb of BP):
Palm pistol, Pistol, & Pepperbox use: 1 BP charge per shot.
Musket uses: 2 BP charges per shot.
Revolver Caliber Round / Type
Rounds per Lb
Wght/Lbs per 100
.36
90 (Pistol ball rounds)
1.15 (ball rounds)
.38
35 (7 rds =. 20 lbs)
2.88 (full cartridges)
.45
21
4.69 (full cartridges)
.357 mag, 40 S&W
28
3.56 (full cartridges)
A 9mm will deliver ~2.6 times more energy than a modern crossbow.
Weapon Repair Kit: Comes with all the standard equipment needed for cleaning, maintaining, and repairing modern firearms, including a rag, gun oil, and an assortment of minor replacement parts. Gives advantage on checks made to maintain or repair weapons.
Wonderous Items
Efficient Bandoleer (Wondrous Item, uncommon): Each of this bandoleer's eight pouches connects to an extra-dimensional space that allows the bandoleer to hold numerous items while never weighing more than 2 pounds. Each compartment can hold up to 60 bullets, 60 loads of shot, 6 pouches of smoke-powder, two one-handed firearms, or one two-handed firearm each. You can draw any item the bandoleer contains as if doing so from a regular pouch.
Lens of Distance (Wondrous Item, uncommon): This simple glass lens allows the user to see better at longer ranges. On its own it functions as a spyglass, but when it is attached to a firearm it doubles the normal and long ranges of the firearm. Attaching the lens is an action, while detaching it can be done as a bonus action. The lens has an illusory dot in the center, with an illusory number next to it. The number shows the distance, in feet, between the lens and whatever the dot is overlayed over.
Spyglass of Seeing (Wondrous Item, rare (requires attunement)) This small tube filled with many alchemical lenses functions as a Lens of Distance, even when used by a character not attuned to it. If a character attunes to, then that character can also use it as a Gem of Seeing.
Amulet of Bullet Protection (Wondrous Item, rare (requires attunement)) This magic amulet has 7 charges. While wearing it, you can expend 1 or more charge to cast one of the following spells: blur (2 charges), mirror image (2 charges), shield (1 charge), or protection from normal missiles (3 charges). The amulet regains 1d6+1 expended charges daily at dawn.
| IluzryMage |
I made this character assuming you could qualify for the prestige class with Weapon Focus (Musket) instead of Weapon Focus (Longbow), and apply all the abilities to bullets instead of arrows. I qualified with 5 levels of Gunslinger (Musket Master), so I could get dex to damage, and 3 levels of Wizard (Spellslinger), because I want that ability to shoot spells through my gun. My character sheet is on my profile. What could I do to be better at doing arcane gunslinger things?
Have you considered using eldritch archer magus which makes you really good at using spells and shooting? Eldritch archer with 1 level of spellslinger seems to be a really strong build for gun users.
| IluzryMage |
I made this character assuming you could qualify for the prestige class with Weapon Focus (Musket) instead of Weapon Focus (Longbow), and apply all the abilities to bullets instead of arrows. I qualified with 5 levels of Gunslinger (Musket Master), so I could get dex to damage, and 3 levels of Wizard (Spellslinger), because I want that ability to shoot spells through my gun. My character sheet is on my profile. What could I do to be better at doing arcane gunslinger things?
Also picking up arcane strike and spell cartrigdes so you never have to reload again making your life 10000% easier. And they deal force damage!!!! Woo!!!!