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Hey gang! So I'm still pretty new to DMing, but I was hit with a fountain of inspiration the other day. I am hopefully going to (eventually) start my own "Supernatural"/Horror themed Homebrewed campaign. Through my searches, there wasn't a lot of items for Gunslingers, since its not really an "official" subclass. I know a lot of people are wanting to play it, and are usually looking for some magic items or things to give the Gunslinger.
By no means do I know if these are balanced, priced correctly, or anything of the sort. Regardless, I wanted to share them with others so there might be some positive feedback or maybe inspire your own ideas! Thats what UA is all about right?! :D
So to simplify this, I'll post the weapons first, then the Magic consumables afterwards. Before that, I've changed a few properties of the Firearms and I'll list those before the weapons.
- Firearms deal damage in the form of Ballistic Damage instead of Piercing. (This is cause I plan to make my monsters more "Witcher" like, so certain monsters might be weak to Ballista damage, but not piercing)
- Grenades deal 3d4 Piercing damage and have the Explosive property (“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 Ballista damage (in addition to the weapon’s damage) If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.) (basically just in case a player gets one, but so that its more powerful than an Alchemy Fire without being broken
- Hand Mortar is now Grenade Launcher (Flavor change)
- Blunderbuss is now Shotgun, with the Explosive property (“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 Ballista damage (in addition to the weapon’s damage) If the weapon misses, the ammunition fails to hit its target (I did this so the Gunslinger can do AoE damage instead of an attack roll. They are more likely to have a Shotgun than a Grenade Launcher, so I think this is a good change
- Pepperbox is now Revolver (Flavor change)
Here are the weapons, complete with flavor text :D!!! Next to the name is all of the stats. I don't have a rarity system, cause I didn't give anything a 1. I'm sure I could, but I can always change it. I also designed these so that hopefully anyone who takes up a Firearm Feat can use these rather than just a Gunslinger
- Hidden Agenda (Palm Pistol) (100gp) (2gp/20) (1d8 Ballista) (1lb) (40/160) (Light, reload 1, misfire 1): A creature wielding this has advantage on Sleight of Hand checks to hide this weapon. The first attack roll made with this weapon has advantage on its attack roll
“The only person I trust is myself; in the end, people always have a hidden agenda.”
- Hellraiser (Pistol) (300gp) (6gp/20) (1d10 Psychic) (5lbs) (60/240) (Reload 4, Misfire 1): A demonic, onyx colored pistol with silver inlay and engravings. Holding this weapon feels like you made a deal with the devil himself. As an action, you can instead turn the weapon on yourself, as you make a dark deal with the weapon. Your hit point maximum is decreased by the amount of Psychic damage you taken this way for as long as the demon is summoned. Immediately following the damage, you choose the unoccupied spaces you can see within 60 feet of you, as a Maw Demon is summoned. A summoned demon disappears when it drops to 0 hit points or after one hour, whichever comes first. The demon is hostile to all creatures, including you. Roll initiative for the Maw Demon. The Maw Demon pursues and attacks the nearest non-demons to the best of their ability.
This feature cannot be used until the next Dusk
“Hell is empty, and all the devils are here”
- Big Game Hunter (Musket) (500gp) (5gp/20) (1d12 Ballista) (10lbs) (240/960) (Two-handed, reload 1, misfire 2): The range of this bow is double than normal
“There are hunters and there are victims. By your discipline, you will decide if you are a hunter or a victim."
(Might just try and make a different Musket and instead have this be a generic property that I can apply to a weapon. But for now I think its cool)
- Chaos Colt (Revolver) (500gp), (8gp/20), (2d8 Elemental) (8lbs) (100/400) (Reload 6, Misfire 4): This Revolver is covered in various Runes all over the cylinder, written in various forms of Draconic (if the player can read Draconic, each rune is a different energy type). On a hit with this weapon, choose one of the d8s. The number rolled on that die determines the attacks damage type, as shown below.
d8 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Poison
7 Psychic
8 Thunder
If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 15 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. On a Misfire, the wielder is subjected to the effects instead of its intended target
“Life is nothing without a little chaos to make it interesting.”
(I LOVE this weapon. It has a chance to backfire, making for great RP moments I feel without being super broken, but it also gives the wielder a chance to use energy damage instead of Ballista. Its random and my players love rolling dice so I think its great!)
- Thunderer (Shotgun) (600gp) (8gp/5) (2d8 Lightning) (10lbs) (Reload 1, Misfire 3, Explosion): A Double Barreled Shotgun with Nordic looking Runes engraved in the barrel. 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 Thunder damage (in addition to its weapon damage).
The lightning ignites flammable objects in the area that aren't being worn or carried.
“Not all storms come to disrupt your life, some come to clear your path”
(Basically just changed it from Ballista to an elemental type, while still maintaining an AoE attack)
- Wild West Winchester (Bad News) (2000gp) (15gp/5) (2d12 Ballista) (25lbs) (100/400) (Two-handed, reload 1, misfire 3): This rifle has a reservoir of 3 Grit Points. As a Bonus Action, you can expend one Grit Point to cast Hunter’s Mark on a creature for one minute. Spending two Grit Points, for the next minute, you score a Critical Hit on a 19-20, when firing.
You regain all expended Grit at dawn
“I see a good many enemies around, and mighty few friends.”
(I might change the range to be what a Bad News is, but I thought applying a charge to a weapon makes it have some flexibility and so to lower the chance of just shooting at crazy ranges and trying to get crits, they can just deal extra damage instead. Probably a bit overpowered cause a Gunslinger who can gain advantage on their attacks, but meh)
- Cold-Hearted Bitch (Grenade Launcher) (20gp/1) (2d8 Cold) (12lbs) (30/60) (Reload 1, misfire 3, explosive): Coated in what seems like liquid nitrogen, this weapon always emits a cold, chilly mist. 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 cold damage and falls prone as ice forms at their feet and becomes difficult terrain. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so. This can be used to block doors and entrances, causing a thick layer of ice to cover the affected area. Athletics Check against DC 15 to break through the thick ice
“The cold never bothered me anyway!”
The following ones are simple enchantments that can be applied to any firearm:
- Lucky (firearm, any): A lucky firearm. A lucky firearm has its own magical reservoir of grit. Usually this grit is stored within the marks of an engraving or in a trinket that hangs from the firearm. Often these marks take the form of holy symbols or fetishes, but such a reservoir can take just about any form. This reservoir holds 1 grit point, which is refreshed at the start of each day. Whether or not the wielder of a lucky firearm has any Grit, she can always spend 1 Grit Point from the lucky firearm to roll a D6. If the wielder rolls their Misfire score, the attack is considered a Misfire. If the roll is greater than the Misfire score, the attack is no longer considered a Misfire.
A Superior Lucky firearm has 3 Grit Points stored instead of 1
(to elaborate a bit. I plan to give players a Luck Pool, equal to 5 Half their character level rounded down. Rather than players getting to roll a D20, they roll a 1D6 and add it to their roll. Its a small bonus, but its similar to a Bardic Inspiration. At Level 8, they add 2D6 instead and at Level 15, they add 3D6. This Pool the players get ONLY refreshes when a player levels up)
- Reliable (firearm, any): This special ability can only be placed on firearms. A reliable firearm is enchanted so that it is less likely to jam than other firearms. This enchantment reduces the misfire value of the affected firearm by 1 (minimum 0). This reduction occurs after any increases are calculated for any other effect that might increase the misfire value of a firearm
Old Reliable firearms reduce misfire value by 2 instead of 1
Ok! Still with me?! Here's some Firearm Consumables you can give your players!
- Burrowing Bullet (Ammo) (200gp (5)): This 1 firearm bullet deals normal damage, but when it hits a living creature, it burrows into the creature’s flesh, causing wracking pain until removed or until the bullet burrows its way out of the creature. While these bullets burrow, the creature is affected as if under the Slow spell (“An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity Saving Throws, and it can't use Reactions. On its turn, it can use either an action or a Bonus Action, not both. Regardless of the creature's Abilities or Magic Items, it can't make more than one melee or ranged Attack during its turn.
If the creature attempts to Cast a Spell with a Casting Time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.
A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.”). DC 15
(I might add a clause that lets an ally perform a DC 15 Medicine check to end the effect early, but unsure)
- Tracer Bullet (Ammo) (100gp/5) : These 1 firearm bullets deal no damage, but instead cause a pale glow to outline the target, granting the effect of a Faerie Fire spell, with the exception that it only affects the target (“Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the Duration, Objects and affected creatures shed dim light in a 10-foot radius.
Any Attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being Invisible.) DC 15
(Might change the DC to 13 instead)
- Dragon’s Breath (ammo, one handed weapon): This cartridge contains alchemical compounds that, when fired, produce a 15 foot cone instead of the normal attack of a one-handed firearm. This attack deals 2d6 points of elemental damage (acid, cold, fire, lightning, or poison). Or half as much on a save. DC 15
- Oil of Silence (250gp, 1 use): When applied to a one-handed or two-handed firearm, this strange grayish oil renders that firearm silent for 1 hour.
- Rock Salt (Crafted, Shotgun, 2gp/10): This ammunition is specifically crafted from Rock Salt, and though nonmagical, it is particularly detrimental to certain monsters. This ammunition deals Bludgeoning damage instead of Ballista damage, and increases the misfire value by 1. Reducing a creature to 0 hit points this way is considered nonlethal damage.
- Silvered Bullet (Crafted or Purchased, twice the cost of the listed type of ammunition): This ammunition is specifically crafted from silver, and though non-magical, it is particularly detrimental to certain monsters. A firearm that is shooting a silver bullet takes a –1 penalty on damage rolls (with a minimum of 1 point of damage).
- Pitted Bullet (Crafted or Purchased): This ammunition is pitted with a pattern of small pocks into which specially formulated poison compounds can be applied. A poison compound is a derivative of a standard toxin that is alchemically reduced to a solid form. These can be made from any standard injury or contact poison. To apply a poison, make a Tinker’s Tool Check against the Poison’s DC. On a success, the poison is applied to that batch of bullets. Once crafted, the compound can be pasted into the ammunition’s pitted design and allowed to harden. Upon completion, the bullet can be fired from an appropriate firearm, releasing the poison compound into its target upon impact.
The cost of purchasing an already prepared poison compound for the purpose of treating pitted bullets is equal to the poison’s base cost 20 gp. Regardless, the poison’s DC is reduced by 2
- Wallop Ammunition (two handed weapon): This ammunition packs a wallop. A creature hit by this ammunition must succeed on a DC 10 Strength saving throw against be knocked prone
Phew! Hope you guys like this or it fuels your own ideas :3
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