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

ClassLevelDamageWeight Mod.Cost Mod.Properties
PistolAny1d10 piercing0.5x1xOne-Handed
RifleAny2d6 piercing1x1xTwo-Handed
BlunderbussAny2d8 piercing3x1xTwo-Handed, Range Mod. 0.75, shot/shell ammunition
FirelanceAny2d6 piercing + 2d6 fire1x1xTwo-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-Cannon1st2d12 bludgeoning6x1xHeavy, must be matchlock or flintlock(Dwarf), no long range, hand-cannonball ammunition
Organ Gun4th(Dwarf)2*(n)d12 bludgeoning6.25*(n)x1.25*(n)xHeavy, 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.
Cannon4th4d12, 8d12, or 16d12 bludgeoning72x,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.
Mortar6th2d12, 4d12, or 8d12 bludgeoning36x,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 Gun12th(Dwarf)1d10 piercing6x1.5xHeavy, Special, must be cylinder-action, belt ammunition

}}

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Stoneborn Gunsmith

Firing Mechanism

MechanismLevelAmmunitionCost Mod.Magazine SizePropertiesReload
MatchlockAnyMusketball/Shot1x1Fires at the end of the round. May change target with disadvantage. Cannot fire underwater or in heavy rain.1 action
FintlockAnyMusketball/Shot1.5x1Cannot fire underwater.1 action
Break-Action4thCartridge/Shell2xbarrel amountCan have multiple barrel parts.1 action or 2 bonus actions.
Bolt-Action6thCartridge/Shell3x5Loading, must be Two-Handed.1 action loads pieces of ammunition = Proficiency Bonus
Lever-Action8thCartridge/Shell4,5,6x6,9,12Must be Two-HandedPB + 1 per action
Cylinder-Action12thCartridge6x6---PB - 1 per action

Body Material

MaterialLevelWeight ClassWeight.Cost.
CedarAny13 lb.50gp
PineAny13 lb.70gp
CherryAny14 lb.85gp
MahagonyAny15 lb.125gp
WalnutAny56 lb.50gp
OakAny68 lb.140gp
HickoryAny76 lb.210gp
IronAny109 lb.180gp
SteelAny128 lb.250gp
Mithral8th135 lb.500gp
Adamantine8th2018 lb.1000gp
Darksteel12th (Dwarf)Enough8 lb.2000gp

Barrels

BarrelLevelRangePropertiesWeight.Cost.
Snub BarrelAny15/401 lb.15gp
Short BarrelAny30/602 lb.20gp
Normal BarrelAny60/1204 lb.40gp
Long BarrelAny70/2006 lb.80gp
Pole Barrel4th100/240Attacks with underbarrel weapons have reach.8 lb.150gp
Marksman’s Barrel4th(Dwarf)200/300Attacks made while the firearm is not braced are made at disadvantage.10 lb.200gp

Stocks

MaterialLevelPropertiesWeightCost.
No StockAny-3 to attack rolls at long range. No disadvantage to attack rolls against creatures within 5ft.-15gp
Short StockAny+1 to attack rolls within normal range but -2 to attack rolls at long range.2 lb.10gp
Standard StockAny3 lb.15gp
Wide StockAny+1 to attack rolls at long range , but -2 to attack rolls against creatures within 5ft.4 lb.25gp
Shaft StockAnyMust 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 lb30gp
Hydraulic Stock4th(Dwarf)+1 to attack rolls for every consecutive attack made on the same turn.8 lb350gp

}}

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Stoneborn Gunsmith

Modifications

ModificationLevelMain PartEffectWeightCost
Shield Notch1st(Dwarf)UnderbarrelIf 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 Tuned4th(Dwarf)MechanismThis firearm cannot become jammed-800gp
Elemental Reciever6thMechanismChanges type to fire, cold, poison, or acid. Fixed on installation.-2200gp
Straightbolt6thFiring MechanismNegates loading property of 1 shot per turn, requires bolt-action.-225gp
Rifling8thBarrelDoubles barrel range-3x Barrel
Swing-out Reciever12thFiring MechanismAllows use of speedloaders with cylinder-fed firearmrs, requires cylinder-action.-425gp

Optics

OpticWeightCostEffect
Pip Sight-10gp+10ft. normal range
Ring Sight-25gprange +10ft, with an additional +15ft. normal range
Glass Sight-120gprange +30ft.
Tube Sight-450gprange +30ft, +1 to attack rolls at long range
Scope Sight-1000gprange +100ft, +2 to attack rolls at long range

Barrel - Ends

BarrelLevelPropertiesWeight.Cost.
Barrel ExtenderAnyAdds 1/10 of the barrel’s range to the firearm’s range.2 lb.120gp
Flash Hider1st-10ft. range, prevents visual muzzle-flash.2 lb.300gp
Suppressor3rd-20ft. range, silences shot to creatures outside firearm’s range.6 lb.1500gp
Elemental Enhancer6thAdds 1d6 fire, cold, lightning, poison, or acid damage.3 lb.2000gp
Adjustable Elemental Enhancer8thAdds 1d6 fire, cold, lightning, poison, or acid damage, adjustable with a bonus action.3 lb.6250gp

Underbarrels

MaterialLevelWeightCost.Properties
Gun-LegsAny4 lb.100gp+50ft. long range while in half cover or prone.
SlingAny2 lb.20gpYou may draw or stow this firearm as a free action.
Bayonette1st1 or 2 lb.15gp or 35gpDeals 1d4 piercing damage, or 1d8 if two handed. Has Finesse if Light.
Gun-Blade1st3lb.50gpDeals 1d6 slashing damage, has Versatile (1d8). Has Finesse if Light.
Gun-Axe3rd(Dwarf)5 or 6 lb100gpDeals 1d8 slashing damage, has Versatile (1d10).
Trigger-Point1st(Dwarf)1 lb.50gpFirearm 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.

}}

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Stoneborn Gunsmith

Ammunition

NameTypeCostWeightProperties
Musketball(20)Ammunition2gp.5 oz. each
Blunderbuss Shot(20)Ammunition5gp1 oz. each
Pistol Cartridge(12)Ammunition4gp.5 oz. each
Rifle Cartidge(12)Ammunition6gp.5 oz. each
Shotgun Shell(12)Ammunition8gp1 oz. each
Shotgun SlugAmmunition(Shotgun Shell)2x1 oz. each
Shotgun BirdshotAmmunition(Shotgun Shell)3x1 oz. each
Full Metal JacketAmmunition(Pistol, Rifle Cartridge)3x1 oz. each+2 to hit against targets wearing heavy armor, negates half cover.
Hallow-PointAmmunition(Pistol, Rifle Cartridge)3x1 oz. each1 additional damage die against targets with no armor.
Inscribed RoundAmmunition(Any)Spell scroll value + base costBase weightDelivers spell via impact.
CannonballAmmunition5gp,10gp,40gp,160gp4 lb.(Hand), 8 lb.(Medium), 32 lb.(Large), 128 lb.(Huge)
GrapeshotAmmunition(Cannonball)5gp,10gp,40gp,160gp4 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.
ChainshotAmmunition(Cannonball)10gp,20gp,80gp,320gp4 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 ShotAmmunition(Cannonball)5gp,10gp,40gp,160gp4 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.
BombshellAmmunition20gp,80gp,320gp6 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 ShellAmmunition(Bombshell)40gp,160gp,640gp6 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 BeltCrank Gun Loader10gp1 oz.Required for operation
Stripper-clipBolt/lever-action Loader(2x size)gp1 oz.Allows for speed loading
SpeedloaderBreak/cylinder-action Loader(1x size)gp1 oz.Allows for speed loading

}}

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Stoneborn Gunsmith

Other Items

NameTypeCostWeightProperties
Gun CarriageItem(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 MountItem(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 ShieldItem(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.
}}