Prerequisites: Dwarf
You are gifted in the dwarven tradition of gunsmithing. You gain the following benefits.
-
Master Gunsmith. You gain proficiency with Blacksmith’s tools. You have proficiency with all firearms you could create.
-
Gun Game. When you use your Blacksmith’s tools at a forge to create a firearm, you gain access to the following additional options. You must have appropriate materials available to you of equivalent cost to that determined in the table below. These may be itmes you have already procured, or may be available within your immediate area. You must have gunpowder to craft ammunition. By default, it will take 8 hours to craft a firearm unless stated otherwise. See the firearm guide for further information on calculations.
- Transmitted Tradition If you are not a dwarf, you may take this feat. However, you may only craft the firearms available at any level, regardless of your current level. You may not craft any firearms with a level requirement, including 1st level. You may take this feat an additional time beginning at 8th level to remove this restriction. If you are not a dwarf, you may never craft firearms using components labeled “Dwarf”.
{{monster,frame
Medium Matchlock Cannon
Medium Artillery, unaligned
Armor Class :: 19
Hit Points :: 50
Weight :: 1080 lbs
Damage :: 4d12 bludgeoning
Range :: 1,400/4,000
Damage Immunities :: poison, psychic
Components :: cannon(medium), matchlock, iron(11), long barrel
Magazine :: 1
Purchase Cost :: 3,120gp
Actions
Move. :: 1 Action or Bonus Action: You may push the artillery. If it weighs less than your carry capacity, you do so with full movement. If it weighs twice or less as much as your carrying capacity, you may move it at a speed of 5ft per turn. If it weighs greater than 2x your carrying capacity, you fail to move it. This action may be modified by other items, such as a cart or swivel mount.
Load. :: 1 Action: You may attempt to load a piece of ammunition into this Artillery piece. You must make your choice of a Wisdom(Insight), or Dexterity(Sleight of Hand) saving throw, succeeding on a DC 12. If you succeed, the ammunition is loaded properly. If you fail, the cannon will become jammed when it is next fired.
Aim. :: 1 Action or Bonus Action: You may change the target at which the cannon is facing or more generally change its direction. You may only do so if it may be easily rotated, such as being mounted on a cart or on a swivel mount.
Fire. :: 1 Action: Ranged Weapon Atack: +6 to hit, range 1,400/4,000 ,one target. Hit: 8d12 bludgeoning damage. You may add your proficiency bonus to the attack roll if you are proficient with this piece of artillery. Due to the matchlock mechanism, this firing action occurs at the end of the round. You may make an Aim action as a reaction to change the target and make this attack with disadvantage.
}}
{{classTable,frame,decoration,wide
Stoneborn Gunsmith
Firearm Class
| Class | Level | Damage | Weight Mod. | Cost Mod. | Properties |
|---|---|---|---|---|---|
| Pistol | Any | 1d10 piercing | 0.5x | 1x | One-Handed |
| Rifle | Any | 2d6 piercing | 1x | 1x | Two-Handed |
| Blunderbuss | Any | 2d8 piercing | 3x | 1x | Two-Handed, Range Mod. 0.75, shot/shell ammunition |
| Firelance | Any | 2d6 piercing + 2d6 fire | 1x | 1x | Two-Handed, Attack becomes a 15-foot cone. Creatures in the range make a DC 14 Dex save for half damage. May not have a barrel. Must be matchlock or flintlock. Lanceshot ammunition. |
| Hand-Cannon | 1st | 2d12 bludgeoning | 6x | 1x | Heavy, must be matchlock or flintlock(Dwarf), no long range, hand-cannonball ammunition |
| Organ Gun | 4th(Dwarf) | 2*(n)d12 bludgeoning | 6.25*(n)x | 1.25*(n)x | Heavy, Artillery. Must be matchlock or flintlock. Hand-cannonball ammunition. When you choose to construct an organ gun, select a number of cannons, which can be between 2 and 24. For each cannon, the weight mod and cost mod are increased, treating the number of cannons as (n). The damage is also increased per cannon. Each cannon within an organ gun must be loaded individually, however they are all aimed and fired with a single action. If the organ gun has 4 or fewer cannons, it is considered Medium size. If the organ gun has more that 4 cannons, it is considered Large size. Regardless of size, the organ gun requires 1 action per cannon to load, and 1 action to move, aim, and fire. It cannot have a stock, and other attatchments may be limited. |
| Cannon | 4th | 4d12, 8d12, or 16d12 bludgeoning | 72x,432x,2592x(Dwarf) | 12x,72x,432x(Dwarf) | Heavy, Artillery. Must be matchlock, flintlock or bolt-action. Cannonball or bombshell (if bolt-action) ammunition. Can be Medium (10x/5x), Large(100x/50x), or Huge (1000x/500x), and the overall weight capacity and range is determined by the size. Requires an action (or bonus action if Medium, 2 actions if Huge) to move, load, aim, and fire. Requires 1 day, 1 week, and 1 month to construct for each size respectively. It cannot have a stock, and other attatchments may be limited. |
| Mortar | 6th | 2d12, 4d12, or 8d12 bludgeoning | 36x,216x,1296x(Dwarf) | 12x,72x,432x(Dwarf) | Heavy, Artillery. Must be matchlock, flintlock or bolt-action. Bombshell ammunition. Can be Medium (10x/5x), Large(100x/50x), or Huge (1000x/500x), and the overall weight capacity and range is determined by the size. It has no long range, but may fire indirectly at targets within range. Requires an action (or bonus action if Medium, 2 actions if Huge) to move, load, aim, and fire. Requires 1 day, 1 week, and 1 month to construct for each size respectively. It cannot have a stock, and other attatchments may be limited. |
| Crank Gun | 12th(Dwarf) | 1d10 piercing | 6x | 1.5x | Heavy, Special, must be cylinder-action, belt ammunition |
}}
{{classTable,frame,decoration,wide
Stoneborn Gunsmith
Firing Mechanism
| Mechanism | Level | Ammunition | Cost Mod. | Magazine Size | Properties | Reload |
|---|---|---|---|---|---|---|
| Matchlock | Any | Musketball/Shot | 1x | 1 | Fires at the end of the round. May change target with disadvantage. Cannot fire underwater or in heavy rain. | 1 action |
| Fintlock | Any | Musketball/Shot | 1.5x | 1 | Cannot fire underwater. | 1 action |
| Break-Action | 4th | Cartridge/Shell | 2x | barrel amount | Can have multiple barrel parts. | 1 action or 2 bonus actions. |
| Bolt-Action | 6th | Cartridge/Shell | 3x | 5 | Loading, must be Two-Handed. | 1 action loads pieces of ammunition = Proficiency Bonus |
| Lever-Action | 8th | Cartridge/Shell | 4,5,6x | 6,9,12 | Must be Two-Handed | PB + 1 per action |
| Cylinder-Action | 12th | Cartridge | 6x | 6 | --- | PB - 1 per action |
Body Material
| Material | Level | Weight Class | Weight. | Cost. |
|---|---|---|---|---|
| Cedar | Any | 1 | 3 lb. | 50gp |
| Pine | Any | 1 | 3 lb. | 70gp |
| Cherry | Any | 1 | 4 lb. | 85gp |
| Mahagony | Any | 1 | 5 lb. | 125gp |
| Walnut | Any | 5 | 6 lb. | 50gp |
| Oak | Any | 6 | 8 lb. | 140gp |
| Hickory | Any | 7 | 6 lb. | 210gp |
| Iron | Any | 10 | 9 lb. | 180gp |
| Steel | Any | 12 | 8 lb. | 250gp |
| Mithral | 8th | 13 | 5 lb. | 500gp |
| Adamantine | 8th | 20 | 18 lb. | 1000gp |
| Darksteel | 12th (Dwarf) | Enough | 8 lb. | 2000gp |
Barrels
| Barrel | Level | Range | Properties | Weight. | Cost. |
|---|---|---|---|---|---|
| Snub Barrel | Any | 15/40 | 1 lb. | 15gp | |
| Short Barrel | Any | 30/60 | 2 lb. | 20gp | |
| Normal Barrel | Any | 60/120 | 4 lb. | 40gp | |
| Long Barrel | Any | 70/200 | 6 lb. | 80gp | |
| Pole Barrel | 4th | 100/240 | Attacks with underbarrel weapons have reach. | 8 lb. | 150gp |
| Marksman’s Barrel | 4th(Dwarf) | 200/300 | Attacks made while the firearm is not braced are made at disadvantage. | 10 lb. | 200gp |
Stocks
| Material | Level | Properties | Weight | Cost. |
|---|---|---|---|---|
| No Stock | Any | -3 to attack rolls at long range. No disadvantage to attack rolls against creatures within 5ft. | - | 15gp |
| Short Stock | Any | +1 to attack rolls within normal range but -2 to attack rolls at long range. | 2 lb. | 10gp |
| Standard Stock | Any | 3 lb. | 15gp | |
| Wide Stock | Any | +1 to attack rolls at long range , but -2 to attack rolls against creatures within 5ft. | 4 lb. | 25gp |
| Shaft Stock | Any | Must be matchlock or flintlock. Requires 2 actions to reload. Start of attack range begins at 5ft from the wielder. Attacks at close range are made with advantage. Weapon has reach. | 8 lb | 30gp |
| Hydraulic Stock | 4th(Dwarf) | +1 to attack rolls for every consecutive attack made on the same turn. | 8 lb | 350gp |
}}
{{classTable,frame,decoration,wide
Stoneborn Gunsmith
Modifications
| Modification | Level | Main Part | Effect | Weight | Cost |
|---|---|---|---|---|---|
| Shield Notch | 1st(Dwarf) | Underbarrel | If the firearm is two-handed, you may wield it and reload it with one hand while you are also weilding a shield. You gain +30 range while doing so. | - | 100gp |
| Finely Tuned | 4th(Dwarf) | Mechanism | This firearm cannot become jammed | - | 800gp |
| Elemental Reciever | 6th | Mechanism | Changes type to fire, cold, poison, or acid. Fixed on installation. | - | 2200gp |
| Straightbolt | 6th | Firing Mechanism | Negates loading property of 1 shot per turn, requires bolt-action. | - | 225gp |
| Rifling | 8th | Barrel | Doubles barrel range | - | 3x Barrel |
| Swing-out Reciever | 12th | Firing Mechanism | Allows use of speedloaders with cylinder-fed firearmrs, requires cylinder-action. | - | 425gp |
Optics
| Optic | Weight | Cost | Effect |
|---|---|---|---|
| Pip Sight | - | 10gp | +10ft. normal range |
| Ring Sight | - | 25gp | range +10ft, with an additional +15ft. normal range |
| Glass Sight | - | 120gp | range +30ft. |
| Tube Sight | - | 450gp | range +30ft, +1 to attack rolls at long range |
| Scope Sight | - | 1000gp | range +100ft, +2 to attack rolls at long range |
Barrel - Ends
| Barrel | Level | Properties | Weight. | Cost. |
|---|---|---|---|---|
| Barrel Extender | Any | Adds 1/10 of the barrel’s range to the firearm’s range. | 2 lb. | 120gp |
| Flash Hider | 1st | -10ft. range, prevents visual muzzle-flash. | 2 lb. | 300gp |
| Suppressor | 3rd | -20ft. range, silences shot to creatures outside firearm’s range. | 6 lb. | 1500gp |
| Elemental Enhancer | 6th | Adds 1d6 fire, cold, lightning, poison, or acid damage. | 3 lb. | 2000gp |
| Adjustable Elemental Enhancer | 8th | Adds 1d6 fire, cold, lightning, poison, or acid damage, adjustable with a bonus action. | 3 lb. | 6250gp |
Underbarrels
| Material | Level | Weight | Cost. | Properties |
|---|---|---|---|---|
| Gun-Legs | Any | 4 lb. | 100gp | +50ft. long range while in half cover or prone. |
| Sling | Any | 2 lb. | 20gp | You may draw or stow this firearm as a free action. |
| Bayonette | 1st | 1 or 2 lb. | 15gp or 35gp | Deals 1d4 piercing damage, or 1d8 if two handed. Has Finesse if Light. |
| Gun-Blade | 1st | 3lb. | 50gp | Deals 1d6 slashing damage, has Versatile (1d8). Has Finesse if Light. |
| Gun-Axe | 3rd(Dwarf) | 5 or 6 lb | 100gp | Deals 1d8 slashing damage, has Versatile (1d10). |
| Trigger-Point | 1st(Dwarf) | 1 lb. | 50gp | Firearm can no longer be fired normally, but gains a thrown range of 15/30. When it succesfully strikes a target, the firearm lands a free shot that is guaranteed to hit the struck user. Must be firelance and only have a shaft stock. |
}}
{{classTable,frame,decoration,wide
Stoneborn Gunsmith
Ammunition
| Name | Type | Cost | Weight | Properties |
|---|---|---|---|---|
| Musketball(20) | Ammunition | 2gp | .5 oz. each | |
| Blunderbuss Shot(20) | Ammunition | 5gp | 1 oz. each | |
| Pistol Cartridge(12) | Ammunition | 4gp | .5 oz. each | |
| Rifle Cartidge(12) | Ammunition | 6gp | .5 oz. each | |
| Shotgun Shell(12) | Ammunition | 8gp | 1 oz. each | |
| Shotgun Slug | Ammunition(Shotgun Shell) | 2x | 1 oz. each | |
| Shotgun Birdshot | Ammunition(Shotgun Shell) | 3x | 1 oz. each | |
| Full Metal Jacket | Ammunition(Pistol, Rifle Cartridge) | 3x | 1 oz. each | +2 to hit against targets wearing heavy armor, negates half cover. |
| Hallow-Point | Ammunition(Pistol, Rifle Cartridge) | 3x | 1 oz. each | 1 additional damage die against targets with no armor. |
| Inscribed Round | Ammunition(Any) | Spell scroll value + base cost | Base weight | Delivers spell via impact. |
| Cannonball | Ammunition | 5gp,10gp,40gp,160gp | 4 lb.(Hand), 8 lb.(Medium), 32 lb.(Large), 128 lb.(Huge) | |
| Grapeshot | Ammunition(Cannonball) | 5gp,10gp,40gp,160gp | 4 lb.(Hand), 8 lb.(Medium), 32 lb.(Large), 128 lb.(Huge) | Attack becomes a 15ft/30ft/60ft/120ft cone piercing damage, DC 13 Dex save for half damage. |
| Chainshot | Ammunition(Cannonball) | 10gp,20gp,80gp,320gp | 4 lb.(Hand), 8 lb.(Medium), 32 lb.(Large), 128 lb.(Huge) | Attack range is decreased by 0.75, but damage against wooden structures is doubled. |
| Heated Shot | Ammunition(Cannonball) | 5gp,10gp,40gp,160gp | 4 lb.(Hand), 8 lb.(Medium), 32 lb.(Large), 128 lb.(Huge) | Attack range is decreased by 0.75, but deals an additional (1d12,2d12,4d12) fire damage in a (10ft/20ft/40t) radius at the impact location. |
| Bombshell | Ammunition | 20gp,80gp,320gp | 6 lb.(Medium), 24 lb.(Large), 96 lb.(Huge) | Deals additional piercing damage (2d12, 4d12, 8d12) in a (20ft/40ft/80ft) radius at the impact location. |
| Loaded Shell | Ammunition(Bombshell) | 40gp,160gp,640gp | 6 lb.(Medium), 24 lb.(Large), 96 lb.(Huge) | Deals additional acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder damage (2d12, 4d12, 8d12) in a (20ft/40ft/80ft) radius at the impact location. |
| Ammunition Belt | Crank Gun Loader | 10gp | 1 oz. | Required for operation |
| Stripper-clip | Bolt/lever-action Loader | (2x size)gp | 1 oz. | Allows for speed loading |
| Speedloader | Break/cylinder-action Loader | (1x size)gp | 1 oz. | Allows for speed loading |
}}
{{classTable,frame,decoration,wide
Stoneborn Gunsmith
Other Items
| Name | Type | Cost | Weight | Properties |
|---|---|---|---|---|
| Gun Carriage | Item(Object) | (12,72,432)*(Material) | (72,432,2592)*(Material) | May be Medium(20x), Large(200x), or Huge(2000x), with the overall weight capacity determined by size. Wheeled carriage that allows for a mounted artillery piece to be moved and aimed. A creature may move a cart with a weight(including mounted artillery and other equipment) of up to 5x their carrying capacity. This can allow for full speed movement or Aim actions within a 180 degree arc. |
| Swivel Mount | Item(Object) | (12,72,432)*(Material) | (72,432,2592)*(Material) | Mount that allows for 360-degree aiming of a mounted cannon using normal aim action cost. May be mounted to a gun carriage. |
| Gun Shield | Item(Object) |
}}
{{monster,frame
Flintlock Organ Gun
Medium Artillery
Armor Class :: 19
Hit Points :: 40
Weight :: 400 lbs
Damage :: (2,4,6,8)d12 bludgeoning
Range :: 100ft/240ft
Damage Immunities :: poison, psychic
Components :: organ gun(4), flintlock, steel(12), normal barrel
Magazine :: 4
Purchase Cost :: 3,000gp
Actions
Move. :: 1 Action or Bonus Action: You may push the artillery. If it weighs less than your carry capacity, you do so with full movement. If it weighs twice or less as much as your carrying capacity, you may move it at a speed of 5ft per turn. If it weighs greater than 2x your carrying capacity, you fail to move it. This action may be modified by other items, such as a cart or swivel mount.
Load. :: 1 Action: You may attempt to load a piece of ammunition into this artillery piece. You must make your choice of a Wisdom(Insight), or Dexterity(Sleight of Hand) saving throw, succeeding on a DC 12. If you succeed, the ammunition is loaded properly. If you fail, the artillery will become jammed when it is next fired.
Aim. :: 1 Action oe Bonus Action: You may change the target at which the cannon is facing or more generally change its direction. You may only do so if it may be easily rotated, such as being mounted on a cart or on a swivel mount. If it is light enough to move with your carry capacity, you may aim it at any valid target regarless of mounting. If you could move it at a speed of 5ft, you can aim it at any valid target within a 180 degree arc centered on the cannon.
Fire. :: 1 Action: Ranged Weapon Atack: +6 to hit, range 100/240,one target. Hit: (2n)d12 bludgeoning damage, where n is the number of cannonballs in the magazine. You may add your proficiency bonus to the attack roll if you are proficient with this piece of artillery. The magazine is completely emptied every time this action is used.
}}
{{monster,frame
Large Flintlock Cannon
Large Artillery
Armor Class :: 19
Hit Points :: 100
Weight :: 6048 lbs
Damage :: 8d12 bludgeoning
Range :: 3,500ft/10,000ft
Damage Immunities :: poison, psychic
Components :: cannon(large), flintlock, steel(12), long barrel
Magazine :: 1
Purchase Cost :: 35,640gp
Actions
Move. :: 1 Action: You may push the artillery. If it weighs less than your carry capacity, you do so with full movement. If it weighs twice or less as much as your carrying capacity, you may move it at a speed of 5ft per turn. If it weighs greater than 2x your carrying capacity, you fail to move it. This action may be modified by other items, such as a cart or swivel mount.
Load. :: 1 Action: You may attempt to load a piece of ammunition into this Artillery piece. You must make your choice of a Wisdom(Insight), or Dexterity(Sleight of Hand) saving throw, succeeding on a DC 12. If you succeed, the ammunition is loaded properly. If you fail, the artillery will become jammed when it is next fired.
Aim. :: 1 Action: You may change the target at which the artillery is facing or more generally change its direction. You may only do so if it may be easily rotated, such as being mounted on a cart or on a swivel mount. If it is light enough to move with your carry capacity, you may aim it at any valid target regarless of mounting. If you could move it at a speed of 5ft, you can aim it at any valid target within a 180 degree arc centered on the cannon.
Fire. :: 1 Action: Ranged Weapon Atack: +6 to hit, range / ,one target. Hit: 8d12 bludgeoning damage. You may add your proficiency bonus to the attack roll if you are proficient with this piece of artillery.
}}
{{monster,frame
Medium Breach-Loaded Cannon
Medium Artillery
Armor Class :: 19
Hit Points :: 60
Weight :: 1296 lbs
Damage :: 4d12 bludgeoning
Range :: 1,000ft/1,500ft
Ammunition :: Bombshell (AoE at impact)
Damage Immunities :: poison, psychic
Components :: cannon(medium), bolt-action, steel(12), marksman’s barrel
Magazine :: 5
Purchase Cost :: 16,200gp
Actions
Move. :: 1 Action or Bonus Action: You may push the artillery piece. If it weighs less than your carry capacity, you do so with full movement. If it weighs twice or less as much as your carrying capacity, you may move it at a speed of 5ft per turn. If it weighs greater than 2x your carrying capacity, you fail to move it. This action may be modified by other items, such as a cart or swivel mount.
Load. :: 1 Action: You may attempt to load this artillery piece. You must make your choice of a Wisdom(Insight), or Dexterity(Sleight of Hand) saving throw, succeeding on a DC 12. If you succeed, the ammunition is loaded properly. If you fail, the artillery will become jammed when it is next fired. When you successfully perform a Load action, you may load a number of bombshells equal to your proficiency bonus.
Aim. :: 1 Action or Bonus Action: You may change the target at which the artillery is facing or more generally change its direction. You may only do so if it may be easily rotated, such as being mounted on a cart or on a swivel mount. If it is light enough to move with your carry capacity, you may aim it at any valid target regarless of mounting. If you could move it at a speed of 5ft, you can aim it at any valid target within a 180 degree arc centered on the cannon.
Fire. :: 1 Action: Ranged Weapon Atack: +6 to hit, range 1,000ft/1,500ft, one target. Hit: 8d12 bludgeoning damage. You may add your proficiency bonus to the attack roll if you are proficient with this piece of artillery. You may only fire when there is at least one bombshell in the magazine. The Loading property only allows for this artillery piece to be fired once per round.
}}
{{monster,frame
Medium Flintlock Mortar
Medium Artillery
Armor Class :: 19
Hit Points :: 50
Weight :: 648 lbs
Damage :: 2d12 bludgeoning
Range :: 1,000ft
Ammunition :: Bombshell (AoE at impact)
Damage Immunities :: poison, psychic
Components :: cannon(medium), bolt-action, steel(12), marksman’s barrel
Magazine :: 5
Purchase Cost :: 5,400gp
Actions
Move. :: 1 Action or Bonus Action: You may push the artillery piece. If it weighs less than your carry capacity, you do so with full movement. If it weighs twice or less as much as your carrying capacity, you may move it at a speed of 5ft per turn. If it weighs greater than 2x your carrying capacity, you fail to move it. This action may be modified by other items, such as a cart or swivel mount.
Load. :: 1 Action: You may attempt to load this artillery piece. You must make your choice of a Wisdom(Insight), or Dexterity(Sleight of Hand) saving throw, succeeding on a DC 12. If you succeed, the ammunition is loaded properly. If you fail, the artillery will become jammed when it is next fired. When you successfully perform a Load action, you may load a number of bombshells equal to your proficiency bonus.
Aim. :: 1 Action or Bonus Action: You may change the target at which the artillery is facing or more generally change its direction. You may only do so if it may be easily rotated, such as being mounted on a cart or on a swivel mount. If it is light enough to move with your carry capacity, you may aim it at any valid target regarless of mounting. If you could move it at a speed of 5ft, you can aim it at any valid target within a 180 degree arc centered on the cannon.
Fire. :: 1 Action: Ranged Weapon Atack: +6 to hit, range 1,000ft/1,500ft, one target. Hit: 8d12 bludgeoning damage. You may add your proficiency bonus to the attack roll if you are proficient with this piece of artillery. You may only fire when there is at least one bombshell in the magazine. The Loading property only allows for this artillery piece to be fired once per round, but the straighbolt attachment increases this to twice per round.
}}