A Drow in studded leather lays quiet on the edge of the battlefield, watching, waiting, listening, for any opening the enemy might give her. There it is, the snap of a twig, a brief look of confusion, and then the perfect shot rings through the air dead on.
A Human at his last stand against an imposing Gnoll, realizes he's only got one shot left. In hopes of distracting the creature, he twirls his gun about before firing, missing completely. As his last ditch effort, he then cloppers the Gnoll on the head with the butt of his gun, before making a quick escape.
Breathing calmly in the midst of battle, a Gnome slowly loads a round into her chamber, and fires at the leader of a small group of bandits. The bullet collides, and in a swift inferno, the bullet explodes into the spell Fire Ball and tears their camp and raiding equipment asunder.
All of these heroes are Marksman. The premier Firearms expert in Dungeons and Dragons. This is the class to look for if you're aiming to play a rowdy gunslingin' cowboy, a careful calculated sniper, or fusion of modern technology with magic.
Firearm | Cost | Damage | Properties | Range |
---|---|---|---|---|
Palm Pistol | 50g | 1d6 Piercing | Light, Loading | 40/160 |
Pistol | 100g | 1d8 Piercing | Light, Loading | 45/150 |
Long Barrel Pistol | 100g | 2d4 Piercing | Light, Loading | 45/240 |
Heavy Pistol | 150g | 1d10 Piercing | Light, Loading, Two-Handed | 40/150 |
Blunderbuss | 300g | 1d10 Piercing | Light, Loading | 45/90 |
Musket | 150g | 1d10 Piercing | Heavy, Loading, Two-Handed | 120/160 |
Flint-lock Rifle | 300g | 2d6 Piercing | Heavy, Loading, Two-Handed | 120/400 |
Rifle | 700g | 2d10 Piercing | Heavy, Loading, Two-Handed | 120/400 |
Augment | Cost | Damage | Properties | Range |
---|---|---|---|---|
Bayonet | 100g | 1d6 Piercing | Light, Finesse | 5ft. |
Spray | 300g | Weapon Die | N/A | Normal Range, 10ft. Cube. |
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Quickdraw |
2nd | +2 | Fighting Style |
3rd | +2 | Marksman Archetype: Gunslinger, Sniper, Gun Mage, Monksman |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack, Fast Reload |
6th | +3 | Ability Score Improvement |
7th | +3 | Marksman Archetype Feature: Fightin' Dirty, Low Profile, Arcane Shots, Hit Them Where It Hurts |
8th | +3 | Ability Score Improvement |
9th | +4 | Alternate Ammunition Types |
10th | +4 | Marksman Archetype Feature: The Duel, Expert Sniper, Arcane Strike, Improved Style |
11th | +4 | Extra Attack |
12th | +4 | Ability Score Improvement |
13th | +5 | Hoplophobia |
14th | +5 | Ability Score Improvement |
15th | +5 | Marksman Archetype Feature: Cut Loose, Hemorraging Shots, Teleporting Shots, Intelligent Strikes |
16th | +5 | Ability Score Improvement |
17th | +6 | Alternate Ammunition Improvement |
18th | +6 | Marksman Archetype Feature: Unwavering Grit, Eagle Eye, Arcane Gun, Unlock Potential |
19th | +6 | Ability Score Improvement |
20th | +6 | Extra Attack |
Marksman Level |
Cantrips Known | Spells in Spellbook | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|---|---|
3rd |
2 | 6 | 3 | - | - | - |
4th | 2 | 8 | 3 | 1 | - | - |
5th | 2 | 10 | 4 | 1 | - | - |
6th | 2 | 12 | 4 | 2 | - | - |
7th |
2 | 16 | 4 | 2 | - |
- |
8th | 2 | 18 | 4 | 3 | - | - |
9th | 2 | 20 | 4 | 3 | - | - |
10th | 3 | 22 | 4 | 3 | 1 | - |
11th | 3 | 24 | 4 | 3 | 1 | - |
12th | 3 | 26 | 4 | 3 | 1 | - |
13th | 3 | 28 | 4 | 3 | 1 | - |
14th | 3 | 30 | 4 | 3 | 1 | - |
15th | 3 | 32 | 4 | 3 | 1 | - |
16th | 3 | 34 | 4 | 3 | 1 | - |
17th | 3 | 36 | 4 | 3 | 1 | - |
18th | 3 | 38 | 4 | 3 | 1 | - |
19th | 3 |
40 | 4 | 3 | 2 |
1 |
20th | 3 | 42 | 4 | 3 | 2 |
1 |
Once you have bonded a Firearm to yourself, you can't be disarmed of that Firearm unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
Starting at the 7th level, when firing a bullet from your focus, you may choose to use your Intelligence on attack and damage rolls even if it’s not a spell.Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Grappling Hook | 300gp | 1d6 Piercing | 7lbs | Light, Ammunition(Range 60/120), Loading, Special |
Net Gun | 200gp | None | 6lbs | Light, Ammunition(Range 60/120), Loading, Special |
Hand Mortar | 500gp | 2d8 Fire | 10lbs | Light, Ammunition(Range 30/60), Loading, Flare |
Scattergun | 2,000gp | 2d10 Force | 7lbs | Light, Ammunition(Range Self), Loading, Spray |
Mass Inverter | 5,500gp | 1d4 Psychic | 5lbs | Light, Ammunition(Range 60/120), Two-Handed, Loading, Special |
Peace Maker |
10,000gp | 2d12 Lightning |
10lbs | Heavy, Ammunition(Range 60/120), Two-Handed, Loading, Special |