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Firearms Weapon Properties Clip: The clip property means the given weapon holds a number of shots before How to Use This Book needed to be reloaded. The number listed after clip is how many shots a weapon holds This supplement is designed to work with the before needing reloaded. Ultimate Companion, however all material presented here can also function Point Blank: Weapons with the point blank as a standalone supplement. Provided in this property do not suffer the normal book are: disadvantage to firing within melee range of  Basic Firearms Rules an opponent.  Fighter Archetype: The Slayer  Archetype: The Sharp Shooter Slow Load: This property is only on weapons  Rogue Archetype: The Rifleman that also have the clip property. While a  Warlock Pack: Pact of the Gun normal clip can reload its full amount of shots with a single reload item interaction a slow loading weapon can only reload one bullet at Basic Firearms Rules a time, but still holds a maximum number of Ballistic Damage: Firearms deal a special type shots equal to its clip. of damage called Ballistic. This is a version of Spray: Similar to burst fire, but not as well piercing damage but much more specific. controlled, weapons with the spray property Because of this, creatures that are resistant or fire their projectiles in a cone the size noted vulnerable to piercing damage are resistant or after the property. Spray weapons also do not vulnerable to ballistic damage, but the same is have a long range. This is because targets not true in reverse. Resistance to ballistic within the weapon’s short range are targeted damage does not grant resistance to other by a normal ranged attack roll. Targets forms of piercing damage. beyond the weapon’s short range, but within the weapon’s spray cone must instead make a Taking Aim: While firearms function the same Sample DCfile 15 Dexterity save or suffer half the as other ranged weapons when it comes to damage rolled. hitting a target (D20+Dexterity Modifier +Proficiency vs AC), they are slightingly different when it comes to damage. If a uses their move to take aim they can add their proficiency bonus to the weapons damage in addition to the normal Dexterity Modifier.

Cost: A simple rule of thumb for the cost of modern values to gold is 10gp equals $50.

Simple Ranged Weapons Holdout Pistol $100 2d4 ballistic 2lb Ammunition (range 20/60), loading, point blank Martial Ranged Weapons Light Pistol $200 2d6 ballistic 3lb Ammunition (50/150, clip (15) Bolt-Action Rifle $300 2d10 ballistic 8lb Ammunition (80/240), loading, two-handed Revolver $250 2d6 ballistic 3lb Ammunition (40/120), clip (6), slow load Shotgun $150 3d8 ballistic 7lb Ammunition (30ft), loading, point blank, spray (60ft)

ADDITIONAL FAVORED ENEMY At 14th level, you can choose a second favored enemy from the list provided and your attacks against favored enemies now The Slayer score critical hits on attacks from 18-20

Slayers are fearless hunters of TRUE HUNTER threats dedicated to tracking and destroying At 18th level you have become the thing specialized prey. They lack the magical dread when they go to sleep at prowess of rangers, but more than make up night. You gain resistance to all natural and for it in martial might. magical attacks made by your favored enemies. Additionally when making Wisdom FAVORED ENEMY (Survival) checks to track your favored Beginning at 3rd level, you have significant enemies and Intelligence checks to recall experience studying, tracking, and hunting information about them you can treat all rolls type of enemy. Choose a type of favored of 9 or lower on your d20 as if you had rolled enemy from: aberrations, celestials, , a 10. , fey, fiends, , monstrosities, oozes, shape changers, or undead. You gain proficiency in the Survival skill and have advantage on Wisdom (Survival) checks to track your favored enemy, as well as on Intelligence checks to recall information about them. Additionally attacks made against your favored enemy type from this feature score a critical hit on a roll of 19 or 20.

11 HERBS & SPICES At 7th level a slayer can spend 10 minutes You no longer suffer disadvantage when coating a single weapon or 10 rounds of making ranged attacks against a target ammunition with herb infused oils allowingSample file them to count as magical for the purpose of within melee range and weapons with overcoming resistance and immunity to the point blank property deal +1damage. nonmagical attacks and damage. This effect last 24 hours before the process loses its This fighting style is available for potency and needs to be done again. fighters, , and rangers. Additionally if the slayer's favored enemy type has a vulnerability to a particular type of damage and the slayer knows of this vulnerability the slayer can instead spend 20 minutes to add this damage type to the given weapon or amount of ammunition. This more specialized process requires 10 gold (or $50 in a modern ) worth of rare ingredients.

ADDITIONAL FIGHTING STYLE At 10th level, you can choose a second option from the Fighting Style class feature.

RICOCHET At 15th level your skill with firearms is so great that even a missed shot is a potential hit. Once per turn when you miss with a The Sharp Shooter ranged attack with a firearm you can make a second attack against a different target within Sharp shooters aren’t just well trained with range at disadvantage. If the attack hits you firearms, they are masters. While most are caused the bullet to ricochet and hit the happy to simply be able to hit a target for the second target. sharp shooter simple just isn’t enough weather that’s shooting weapons out of hands, taking out knee caps for fleeing Sharp Shooter Maneuvers opponents, or other feats of pin point accuracy. Disarming Shot. When you hit a creature with a ranged weapon attack, you can expend one FIREARM SUPERIORITY superiority to attempt to disarm the When you choosing this archetype at 3rd target, forcing it to drop one item of your level, you learn maneuvers that are fueled by choice that it's holding, You add the special dice called superiority dice. These superiority die to the attack's damage roll, maneuvers can only be performed with and the target must make a Strength saving firearms. throw, On a failed save, it drops the object you choose, The object lands at its feet. Maneuvers. You learn three maneuvers of your choice, which are detailed under "Maneuvers" Distracting Shot. When you hit a creature below. Many maneuvers enhance an attack in with a ranged weapon attack, you can expend some way. You can use only one maneuver per one superiority die to distract the creature, attack. giving your allies an opening; you add the superiority die to the attack's damage roll. Superiority Dice. You have four superiority dice, The next attack roll against the target by an which are d8s. A superiority die is expended when attacker other than you has advantage if the you use it. You regain all of your expended attack is made before the start of your next superiority dice when you finish a short or longSample file turn. rest. You gain another superiority die at 7th level and one more at 15th level. Goading Shot. When you hit a creature with a Saving Throws. Some of your maneuvers require ranged weapon attack, you can expend one your target to make a saving throw to resist the superiority die to attempt to goad the target maneuver's effects. The saving throw DC is same into attacking you, You add the superiority die as a ranger's spell save DC. to the attack's damage roll, and the target must make a Wisdom saving throw, On a RAPID RELOAD failed save, the target has disadvantage on all At 7th level you ignore the loading and slow attack rolls against targets other than you load properties for all firearms; you also gain until the end of your next turn. one additional maneuver.

RAPID FIRE At 11th level you can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal. And you make a separate attack roll for each target.