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The Gunsmith
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The Gunsmith

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Most gunsmiths are skilled craftsmen and warriors, having spent years perfecting their ability to both wield and construct firearms. Experimentation and customization are vital to every gunsmith, as they seek to design and improve rudimentary firearms. Indeed, their alchemical experiments regularly lead to modifications to their weapons that their peers would envy, and perhaps would kill for.

This class focuses on giving players the ability to create and modify their own firearms, and could seamlessly fit into most settings. Gunsmiths are highly customizable; rarely are two smiths alike. In order to play the gunsmith that you want to, each smith can choose;

  • a Gunsmith Order (Grenadier, Sniper, Mystic Marksman and Desperado)
  • a Fighting Style
  • from a range of weapon modifications
  • Trick Shots that supplement their style of play

Gunsmiths can fight at a range or up close, and allow you to become a unique party member that can play as a tank, damage dealer, support role or a mix of all three. I was inspired by Matthew Mercer’s Gunslinger class, but wanted to create a full class to allow players to truly fight and roleplay their firearms experts. I hope you enjoy it!

Special thanks to Davide Scalia, Ioana Muresan, Yama Orce and Daria Rashev for allowing me to use their incredible art!

Uploaded v1.03 -- it is the exact same as previous version but there was a gap between a stain and the top of one of the pages that was really annoying me. Thats fixed!

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Reviews (1)
Discussions (7)
Customer avatar
Ethan B May 19, 2020 4:05 am UTC
I've noticed one glaring problem with this class, the starting equipment package does not provide Tinkers' Tools to the Gunsmith. Without those the Gunsmith cannot clear a misfired firearm, cannot repair a broken one, and cannot craft any additional ammo for themselves. Considering that three of the four starting weapon options have a misfire of 2, that translates of course into a 10% chance every time you attack that the gun becomes useless until you can gather up 50gp to buy the kit. In a game where guns are more common this might be less of a problem, the character might be able to borrow tools from an NPC or such, but in most games where firearms are emerging and rare this is basically a death knell to any low-level Gunsmith plans.
Customer avatar
James H January 26, 2020 2:14 am UTC
A player is using this class in my game, and I have a few questions.

In regards to grenades, for the purpose of using the grenade launcher gun modification, what grenades can be used? Is it strictly the ones for the classes - Grenadier's Flashbang and Mystical Marksman Highly Explosive Ordnance or does this include the ones in the DMG? I ask because there is no listed price in the PDF for a basic grenade.

With fast fingers feature, since you reload as part of your action, how does that interact with the reload value? If you reload as part of your action, what's the point of the reload value? I think I am missing something.
Customer avatar
Ethan B May 16, 2020 12:52 am UTC
Not the author obviously but my interpretation is that Fast Hands does let a Gunsmith reload non-bulky weapons without any action. Bulky weapons still have to be reloaded as normal but the firearms presented in the pdf aren't restricted to the Gunsmith exclusively so other classes could pick up a gun if the DM allowed it, hence why the reload values would matter in those cases. In addition, Bulky weapons seem to dish out better damage and have better magazine capacity to offset their need for reloading as well as simply costing more money.
Customer avatar
Allan T October 02, 2019 7:01 pm UTC
I have noticed that the multi-class proficiencies are missing from the document. I assume that Firearms would be on the list but I don't know about any of the other proficiencies. BTW I am converting this class to a .mod file that is compatible with fantasy grounds if you would be interested to include it once I am done with it.
Customer avatar
Daniel H October 01, 2019 4:47 pm UTC
Fantastic job with the class, really stands out among others and will make a great addition to my campaign.

I do have a question though, is the Trick Shot concussive burst supposed to inflict damage as normal aswell? I'm assuming it is? But wanted to hear your thoughts, in case there was a specific reason it didn't.
Customer avatar
Troy A March 01, 2019 1:18 am UTC
this is awesome but i got to be honest, overcharged shot is way to overpowered. if you have 20 intelligence and are high level, you can deal up to 588 damage using the sharpshooter rifle.
(10 trickshots = 12d12+6(proficiency due to snipers mark)+3(snub nosed)+ 2d12+6+3(extra attack))
in other words in one turn you can do 14d12+9 (max of 294 damage) and if your lucky enough to role them both as crits then you double it to get 588
Customer avatar
max K March 12, 2019 1:36 am UTC
Hi Troy!
So balancing for the max damage isn't something that is useful here given the high number of dice. The chance for someone to roll max damage on 14d12s is realistically 0, so I don't find that useful to keep in mind when balancing a class. (Its (1/12^14)*100).

Given the high number of dice, its more appropriate to use the average 6.5 here as the damage. Thus, 100 damage is closer to what you can expect on a crit using all five of your trickshots using the Sharpshooter Rifle (designed for higher levels). On average, its a slightly more powerful version of a paladin's smite (and does not allow you to hit prior to deciding to use it.) Additionally, given that you must declare prior to hitting, my guess is that most players aren't going to be using 5d12 on on shot. Finally, trick shots are rarer than a paladin's smite ability, thus allowing that increase in damage balances out against the wider range of a paladin's spell slots.

I definitely appreciate the thought you've put...See more
Customer avatar
max K March 12, 2019 2:08 am UTC
Also, I should note you have already doubled the dice when you use 12d12 as the base (I think it should be 14, as you also double the initial 2 dice). So doubling again at the end to get 588 doesn't make sense to me.
Customer avatar
cody M January 12, 2019 6:43 am UTC
I like this concept and cant wait to introduce it into my players. in particular I like how it doesn't sacrifice the ability to fight up close and all the custom options are nice.

that being said I do believe there is a small mistake in the list of guns. I think the pepperbox and heavy pistol are switched. At least I assume the pepperbox is supposed to be the one with six shots. Nothing major just a simple mixup.
Customer avatar
max K January 25, 2019 2:37 am UTC
Hi Cody,

Apologies for the slow response. Thanks very much for your kind words, and Im over the moon to hear this is something you want to include in your games! Thats awesome!

So I think for balance reasons you might be right, however I know that when I was doing research on old gun designs I learned the first pepperboxes were 4 chamber weapons -- so that was why I put that at a reload of 4. Obviously, feel free to change it as you will! I erred on the side of a more primitive feel where I could. I went with the 6 shots for the heavy as the image I had was of a big, bulky pistol with a large magazine.

I hope you enjoy the class and that your players are excited by it :)
Customer avatar
cody M July 16, 2019 6:19 am UTC
no problem and sorry for my own late reply

thanks for the clarification
Customer avatar
David V December 25, 2018 10:17 pm UTC
Got a question for the author of this class. Looking over it, I saw the modification called Light Frame and how it makes non-light weapons light unless they have the bulky trait. Thing is, that would only be applicable to firearms that have the two-handed trait as all other one-handed firearms are already light or have bulky.

So, what's the point in that modification then? Light makes them weldable in the off-hand, but two-handed needs... two hands to fire... thus making them light does nothing RAW.

Going to be honest, this needs to be reworked in some way to be usable. My suggestion is to make somehow alter the two hand firearms to be usable one handed at some sort of penalty, or make this modification remove the bulky trait from the firearm.

Other than that, this looks good at a first glance.
Customer avatar
max K January 06, 2019 12:29 am UTC
Apologies for the delayed response -- that time of year! Firstly, keen eye. So, when I first made the class the heavy pistol wasn't a bulky weapon, and that was added later for balance. Thus, this was largely aimed at that. I decided to leave it in as a tool for other GMs to use when making their own guns.
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File Last Updated:
November 29, 2018
This title was added to our catalog on November 14, 2018.