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Attachments: Heat Sink

  • casting time Long Rest
  • range Self

  • components Miscellaneous
  • duration-

Prerequisite: Level 15+ Gunner, Firearms

This attachment allows you to overheat your firearm in order to push it past its limits. When you take the Attack action on your turn and attack using a firearm with this attachment, you can make one extra ranged attack as part of that action. When you do so, you take 3d6 Fire damage as the weapon overheats. If you take any of this Fire damage, you have Disadvantage on the attack roll.

Once you make an extra attack with this attachment, you can't do so again until you use your action to vent the excess heat.

Gunner 2nd-Level Gunner Feature

Attachments: Bipod

  • casting time Long Rest
  • range Self

  • components Miscellaneous
  • duration-

Prerequisite: Level 9+ Gunner, Firearms

As an action or Bonus Action while on the ground and holding a firearm with this attachment, you can unfold and mount a bipod to aid in your aiming. While the bipod is unfolded, you have Advantage on the first ranged attack roll you make using the firearm on your turn. If you move or are moved without first folding the bipod, you have Disadvantage on attack rolls made using the firearm until the bipod is folded. You can fold the bipod back in using an action or Bonus Action.

Gunner 2nd-Level Gunner Feature

Attachments: Arcane Stabiliser

  • casting time Long Rest
  • range Self

  • components Miscellaneous
  • duration-

Prerequisite: Level 5+ Gunner, Firearms

Whenever you deal damage with a firearm with this attachment, it can deal your choice of Force damage or its normal damage type.

You gain a +1 bonus to attack rolls and damage rolls made using a firearm with this attachment starting at Gunner level 11, and a +2 bonus starting at Gunner level 15.
If the firearm already has a bonus to attack rolls and damage rolls, use the higher of the two.

Gunner 2nd-Level Gunner Feature

Attachments: Smart Grip

  • casting time Long Rest
  • range Self

  • components Miscellaneous
  • duration-

Firearms

You can't be disarmed of a firearm with this attachment unless you are Incapacitated. Starting at Gunner level 11, you can't have Disadvantage on melee attack rolls made using a firearm with this attachment.

Gunner 2nd-Level Gunner Feature

Attachments: Extended Capacity

  • casting time Long Rest
  • range Self

  • components Miscellaneous
  • duration-

Prerequisite: Reload 1 or higher, Firearms

The Reload value of a firearm with this attachment is increased by 1, to a maximum of 6.

The Reload value of a firearm with this attachment increases by an additional 1 when you reach Gunner levels 5 (2), 11 (3), and 15 (4), still to a maximum of 6.

Gunner 2nd-Level Gunner Feature

Attachments: Automatic Reloader

  • casting time Long Rest
  • range Self

  • components Miscellaneous
  • duration-

Prerequisite: Reload 1 or higher, Firearms

(Prerequisite: Reload or higher, Firearms) The first time that a firearm with this attachment needs to be reloaded, the attachment automatically reloads it (no action required). Once this attachment is triggered, it can't trigger again until you use your action to reset the reloading mechanism.

Gunner 2nd-Level Gunner Feature

Attachments: Decorative Etchings

  • casting time Long Rest
  • range Self

  • components Miscellaneous
  • duration-

Firearms

While visibly holding a firearm with this attachment, you have Advantage on Charisma (Intimidation or Persuasion) checks.

Gunner 2nd-Level Gunner Feature

Attachments: Force Pulse

  • casting time Long Rest
  • range Self

  • components Muzzle
  • duration-

Prerequisite: Level 9+ Gunner, Firearms

When you make the first ranged attack using a firearm with this attachment after reloading it, the muzzle produces a pulse of repelling force. Each Medium or smaller creature in a 5-foot Emanation originating from you is pushed 5 feet straight away from you.

You push Large or smaller creatures with this attachment starting at Gunner level 11, and you push Huge or smaller creatures with this attachment starting at Gunner level 15.

Gunner 2nd-Level Gunner Feature

Attachments: Concentration Breaker

  • casting time Long Rest
  • range Self

  • components Muzzle
  • duration-

Prerequisite: Level 9+ Gunner, Firearms

This muzzle imbues bullets that pass through it with anti-magic properties. Creatures have Disadvantage on saving throws to maintain Concentration as a result of taking damage from ranged attacks using a firearm with this attachment.

Gunner 2nd-Level Gunner Feature

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Attachments: Red-Hot Muzzle

  • casting time Long Rest
  • range Self

  • components Muzzle
  • duration-

Prerequisite: Level 5+ Gunner, Firearms

This muzzle is built with a deliberate fault that causes it to overheat. When you make the first ranged attack using a firearm with this attachment after reloading it, the muzzle becomes incandescent until the firearm is reloaded again.
The next time you hit with a melee attack using this firearm, the target takes an extra 1d6 Fire damage from the attack.

Starting at Gunner level 11, the damage die of this attachment increases to 1d8.

Gunner 2nd-Level Gunner Feature

Attachments: Muzzle Flash

  • casting time Long Rest
  • range Self

  • components Muzzle
  • duration-

Prerequisite: Level 5+ Gunner, Firearms

When you make the first ranged attack using a firearm with this attachment after reloading it, the muzzle produces a blinding flash. Each creature in a 5-foot Emanation originating from you has Disadvantage on its next attack roll before the end of its next turn, unless it has Immunity to being Blinded.

Gunner 2nd-Level Gunner Feature

Attachments: Suppressor

  • casting time Long Rest
  • range Self

  • components Muzzle
  • duration-

Firearms

A firearm with this attachment loses the Loud property.

Starting at Gunner level 11, making an attack using a firearm with this attachment while hidden doesn't reveal your location to creatures outside of the firearm's normal range.

Gunner 2nd-Level Gunner Feature

Attachments: Scattershot

  • casting time Long Rest
  • range Self

  • components Muzzle
  • duration-

Firearms

This attachment breaks bullets into a shower of shrapnel as they exit the barrel.
A firearm with this attachment can't be used to make ranged attacks. Instead, when you would make a ranged attack with it, you fire shrapnel from it in a 10-foot Cone, making one ranged attack roll.
Each creature in the area makes a Dexterity saving throw with the DC equal to the result of your attack roll.
On a failed save, a creature takes damage equal to a roll of the weapon's damage dice plus any bonuses to damage an attack with it would gain from other firearm attachments.
Magical ammunition can't be fired by a firearm with this attachment, and mundane bullets fired from it are destroyed.

Gunner 2nd-Level Gunner Feature

Attachments: Weighted Butt

  • casting time Long Rest
  • range Self

  • components Melee
  • duration-

Prerequisite: Level 9+ Gunner, Firearms

This attachment has a dangerous heft to it. A firearm with this attachment is also a Simple Melee weapon. You can use Dexterity instead of Strength for the attack rolls and damage rolls of melee attacks made using the firearm with this attachment, and it deals 1d4 Bludgeoning damage on a hit. If you roll a 4 on the d4 for this damage roll against a creature, that creature has Disadvantage on its next attack roll before the end of its next turn.

Starting at Gunner level 15, the damage die of this attachment increases to 1d6, and a creature has Disadvantage on a damage roll of 5 or higher.

Gunner 2nd-Level Gunner Feature

Attachments: Buckler

  • casting time Long Rest
  • range Self

  • components Melee
  • duration-

Prerequisite: Level 9+ Gunner, Firearms

This attachment consists of a small shield mounted to the barrel. While you're wielding a firearm with this attachment, you gain a +1 bonus to Armour Class.

Gunner 2nd-Level Gunner Feature

Attachments: Needle

  • casting time Long Rest
  • range Self

  • components Melee
  • duration-

Prerequisite: Level 5+ Gunner, Firearms

This attachment consists of a hollow needle filled with venomous fluid. A firearm with this attachment is also a Simple Melee weapon. You can use Dexterity instead of Strength for the attack rolls and damage rolls of melee attacks made using the firearm with this attachment, and it deals 1 Piercing damage on a hit. When you hit a creature with an attack using this attachment, you can inject poison into its body. When you do so, the creature becomes Poisoned until the end of its next turn. This attachment consists of a hollow needle filled with venomous fluid.

A firearm with this attachment is also a Simple Melee weapon. You can use Dexterity instead of Strength for the attack rolls and damage rolls of melee attacks made using the firearm with this attachment, and it deals 1 Piercing damage on a hit.

When you hit a creature with an attack using this attachment, you can inject poison into its body. When you do so, the creature becomes Poisoned until the end of its next turn.

Gunner 2nd-Level Gunner Feature

Attachments: Meathook

  • casting time Long Rest
  • range Self

  • components Melee
  • duration-

Prerequisite: Level 5+ Gunner, Firearms

This sharp hook is connected to the firearm by a short length of chain. A firearm with this attachment is also a Simple Melee weapon. You can use Dexterity instead of Strength for the attack rolls and damage rolls of melee attacks made using the firearm with this attachment, and it deals 1d4 Piercing damage on a hit. When you hit a Medium or smaller creature with a melee attack using this attachment, you can embed the hook in the target. While the hook is embedded on a creature, it can't move farther than 10 feet away from you, and you can use a Bonus Action to reel it 5 feet towards you.
The hook is removed from a creature if you move farther than 10 feet away from it, you make a melee attack using this attachment against a different target, or a creature uses its action to remove the hook from itself or another creature within its reach.
Starting at Gunner level 15, you can embed this
attachment in Large or smaller creatures.

Gunner 2nd-Level Gunner Feature

Attachments: Taser

  • casting time Long Rest
  • range Self

  • components Melee
  • duration-

Firearms

This metal rod crackles with electricity. A firearm with this attachment is also a Simple Melee weapon. You can use Dexterity instead of Strength for the attack rolls and damage rolls of melee attacks made using the firearm with this attachment, and it deals 1 Lightning damage on a hit. If a creature takes Lightning damage from this attachment, it can't take Reactions until the start of its next turn.

The damage die of this attachment increases when you reach Gunner levels 9 (1d4) and 15 (1d6).

Gunner 2nd-Level Gunner Feature

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Attachments: Bayonet

  • casting time Long Rest
  • range Self

  • components Melee
  • duration-

Firearms

This knife, spike, or similar implement allows you to use your firearm as a melee weapon. A firearm with this attachment is also a Simple Melee weapon. You can use Dexterity instead of Strength for the attack rolls and damage rolls of melee attacks made using the firearm with this attachment, and it deals 1d4 Piercing damage on a hit.

The damage die of this attachment increases when
you reach Gunner levels 5 (1d6) and 11 (1d8).

Gunner 2nd-Level Gunner Feature

Attachments: Thermal Sights

  • casting time Long Rest
  • range Self

  • components Sights
  • duration-

(Prerequisite: Level 9+ Gunner, Firearms) You have Advantage on Wisdom (Perception) checks made to detect creatures that produce heat while looking through this attachment, and you can always see those creatures regardless of light or obscured areas, as long as they're not behind Total Cover.
Some Constructs, Elementals, and Undead exist at ambient temperature and can't be seen with this property (GM's discretion).

Gunner 2nd-Level Gunner Feature

Attachments: Auto-Targeting Sights

  • casting time Long Rest
  • range Self

  • components Sights
  • duration-

(Prerequisite: Level 9+ Gunner, Firearms) When you make a ranged attack using a firearm with this attachment against a creature you can see, you can choose to activate the attachment. When you do so, you do not roll the d20 for the attack, instead, treat the roll as a 10. Once you activate this attachment, you can't activate it again unless you take an action to reset the mechanism.

Gunner 2nd-Level Gunner Feature

Attachments: Arcanovision Sights

  • casting time Long Rest
  • range Self

  • components Sights
  • duration-

(Prerequisite: Level 9+ Gunner, Firearms) While looking through this attachment, you can see a faint aura around any visible creature or object within 30 feet of you that bears magic. Starting at Gunner level 15, you can't have Disadvantage on ranged attack rolls using a firearm with this attachment against a creature or object that bears the aura.

Gunner 2nd-Level Gunner Feature

Attachments: Telescopic Sights

  • casting time Long Rest
  • range Self

  • components Sights
  • duration-

(Firearms) Attacking at long range doesn't impose Disadvantage on your attack rolls made using a firearm with this attachment.
The attachment also functions as a Spyglass.

Gunner 2nd-Level Gunner Feature

Attachments: Night Vision Sights

  • casting time Long Rest
  • range Self

  • components Sights
  • duration-

(Firearms) You have Darkvision with a range of 60 feet while looking through this attachment.

Starting at Gunner level 15, you can see normally in magical Darkness within 60 feet of yourself while looking through this attachment.

Gunner 2nd-Level Gunner Feature

Attachments: Adamantine Sights

  • casting time Long Rest
  • range Self

  • components Sights
  • duration-

(Firearms) Being Prone or targeting a Prone creature more than 5 feet away from you doesn't impose Disadvantage on ranged attack rolls made using a firearm with this attachment.

Gunner 2nd-Level Gunner Feature

Attachments: Double Barrel

  • casting time Long Rest
  • range Self

  • components Barrel
  • duration-

(Prerequisite: Level 15+ Gunner, Reload 2 or higher, Firearms) This extra barrel makes a firearm twice as dangerous. Ranged attacks made using a firearm with this attachment deal an extra die of damage to the target on a hit. The Reload value of a firearm with this attachment is halved (calculated after other attachments that affect the Reload value).

Gunner 2nd-Level Gunner Feature

Attachments: High-Velocity Barrel

  • casting time Long Rest
  • range Self

  • components Barrel
  • duration-

(Prerequisite: Level 11+ Gunner, Firearms) This magitech barrel accelerates projectiles to near impossible speeds. Ranged attacks made using a firearm with this attachment pass through the first Medium or smaller creature or object that they hit. If there's another creature or object within 5 feet straight behind the original target, make a new ranged attack roll against it. This attack roll ignores any Cover provided by the original target. The attack is otherwise stopped early by 2 feet of a fragile material such as flesh or wood, 1 foot of a resilient material such as steel or stone, or a thin sheet of a fortified material such as adamantine or mithral.

Starting at Gunner level 15, ranged attacks made using a firearm with this attachment pass through magical barriers such as those created by the Tiny Hut, Wall of Force, and Forcecage spells. In addition, ranged attack rolls made using a firearm with this attachment ignore the AC bonus provided by the Shield spell.

Gunner 2nd-Level Gunner Feature

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Attachments: Wide Barrel

  • casting time Long Rest
  • range Self

  • components Barrel
  • duration-

(Prerequisite: Level 9+ Gunner, Firearms) This wide barrel allows for larger bullets with more stopping power. When you hit a Large or smaller creature with a ranged attack using a firearm with this attachment, you can push the creature up to 5 feet straight away from you. If you hit the same creature a second time on the same turn, you can push it an additional 5 feet, or knock it Prone instead. If you roll a 1 on the d20 for a ranged attack roll using a firearm with this attachment, you are pushed 5 feet straight away from your target.

Starting at Gunner level 15, a firearm with this attachment can affect Huge or smaller creatures.

Gunner 2nd-Level Gunner Feature

Attachments: Subaquatic Barrel

  • casting time Long Rest
  • range Self

  • components Barrel
  • duration-

(Firearms) This barrel has been improved to fire underwater. Attack
rolls made using a firearm with this attachment ignore
the rules of underwater combat.

Gunner 2nd-Level Gunner Feature

Attachments: Extended barrel

  • casting time Long Rest
  • range Self

  • components Barrel
  • duration-

(Firearms) This barrel has been elongated to increase accuracy and range. The normal range of a firearm with this attachment increases by 20 feet, and its long range increases by 60 feet.

Starting at Gunner level 11, the normal range of a firearm with this attachment increases by 40 feet total, and its long range increases by a total of 120 feet.

Gunner 2nd-Level Gunner Feature

Attachments: Sawed-Off Barrel

  • casting time Long Rest
  • range Self

  • components Barrel
  • duration-

(Firearms) This barrel has been cut short to facilitate close-quarters combat. Being within 5 feet of an enemy doesn't impose Disadvantage on your attack rolls using a firearm with this attachment. The normal and long ranges of a firearm with this attachment are halved (calculated after other attachments that affect range).

Gunner 2nd-Level Gunner Feature

Prothesis adept

  • casting time Short / Long Rest
  • range Self

  • components-
  • duration-

You can tinker with your prosthesis, manipulating its function over the course of an hour, which can be done as part of a short or long rest. Doing so enhances it by adding one of the following properties:

• Blast (1d6 thunder, 20 ft.). The prosthesis gains the Piercing Shot superior strike.
• Hookshot (30 ft.)
• Integrated (any)
• Launch (1d6*, 30 ft.). The prosthesis gains the Battery Strike superior strike.
• Melee (1d8*, 5 ft.). The prosthesis gains the Reeling Blow superior strike.
• Mobility (climb or swim, 30 ft.).

The modification lasts until you tinker with your prosthesis again.

Hanabi Engineer Feat Feature

Moxie

  • casting time Bonus Action
  • range Self

  • components-
  • duration Instantaneous

You can use a Bonus Action to gain 1 Moxie if, on the same turn, you've made an attack against a hostile creature or forced a hostile creature to make a saving throw.

Additionally, you gain 1 Moxie each time you do any of the following:
- Score a Critical Hit on an attack roll against a hostile creature of Challenge Rating 1⁄2 or higher
- Roll a 20 on a saving throw imposed by a hostile creature.
- The first time each turn that you reduce a hostile creature of Challenge Rating 1⁄2 or higher to 0 Hit Points.
- At the end of each of your turns, you gain 1 Moxie if you hit an enemy that has a Challenge Rating of 1/2 or higher with a ranged attack roll using a firearm and didn't use any movement that turn.

If you haven't gained or expended any Moxie for 1 minute, you lose all Moxie.

Gunner 1st-Level Gunner Feature

Careful Aim

  • casting time Special Reaction
  • range 30 feet

  • components Firearm attack
  • duration Instantaneous

At the end of each of your turns, you gain 1 Moxie if you hit an enemy that has a Challenge Rating of 1/2 or higher with a ranged attack roll using a firearm and didn't use any movement that turn.

Gunner (Deadeye) 3rd-Level Gunner Feature

Calculated Ricochet

  • casting time Special Reaction
  • range 30 feet

  • components Firearm attack
  • duration Instantaneous

When you make a ranged attack roll using a firearm and miss, you can expend 1 Moxie as a special Reaction to make an attack roll against a different target within 30 feet of the original target with the same firearm and ammunition.

Gunner (Deadeye) 3rd-Level Gunner Feature

Lucky Skill

  • casting time Free
  • range Self

  • components-
  • duration Instantaneous

Using a distinctive combination of raw skill and dumb luck, you can snatch victory from the jaws of defeat. Choose a skill or tool in which you have proficiency, it becomes your Lucky Skill. When you take your Second Chance special Reaction after failing an ability check using your Lucky Skill, doing so doesn't expend Moxie.

Triankari Lucky Skills:
- Stealth
- Survival

Gunner 3rd-Level Gunner Feature

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Stakeout

  • casting time Free
  • range Self

  • components-
  • duration Instantaneous

No foe can escape your notice. Unfortunately for them, the opposite isn't true. You gain proficiency in the Perception and Stealth skills. Additionally, choose one of these skills to become an extra Lucky Skill, as per your Lucky Skill feature.

Gunner (Deadeye) 3rd-Level Gunner Feature

Bullet Time

  • casting time Bonus Action
  • range Self

  • components-
  • duration Instantaneous

As a Bonus Action, you can enter a state of heightened reflexes until the start of your next turn. For the duration, you have Advantage on attack rolls, ability checks, and Dexterity saving throws, and creatures have Disadvantage on attack rolls made against you. In addition, when you expend Moxie during this time, you can choose to expend 1 less Moxie. You can do this once for each use of this feature.
Once you use this Bonus Action, you can't do so again until you finish a Short or Long Rest.
Starting at Gunner level 17, you can use it twice before a rest.

Gunner 2nd-Level Gunner Feature

True Grit

  • casting time Special Reaction
  • range Self

  • components 1+ Moxie
  • duration Instantaneous

When you start your turn, or when an enemy starts its turn within 60 feet of you, you can expend 1 or more Moxie to gain Temporary Hit Points. To determine the number of Temporary Hit Points, roll a number of d6s equal to the Moxie expended.

Gunner 1st-Level Gunner Feature

Second Chance

  • casting time Free
  • range Self

  • components 1 Moxie
  • duration Instantaneous

When you fail an ability check, you can expend 1 Moxie to reroll it, and you must use the new roll.

Gunner 1st-Level Gunner Feature

Point Blank

  • casting time Special Reaction
  • range 5 feet

  • components 1 Moxie
  • duration Instantaneous

When a creature that you can see leaves your reach using its action, its Bonus Action, its Reaction, or one of its speeds, you can expend 1 Moxie to make an Opportunity Attack against that creature. This Opportunity Attack can be a ranged attack with a firearm you're holding instead of a melee attack.

Gunner 1st-Level Gunner Feature

Moxie Reload

  • casting time Free / Special Reaction
  • range Self

  • components 1 Moxie / Free
  • duration Instantaneous

You can expend:
- 1 Moxie to reload a firearm when you use its last bullet (no action required),
- or to take the special Reactions described below, which don't use your normal Reaction.

You can still only take one Reaction, special or otherwise, on each turn.

Gunner 1st-Level Gunner Feature

Smoke Bomb

  • casting time Attack Action
  • range 30 feet

  • components-
  • duration end of next turn

Smokebomb: As an action, you throw one of these small, spherical pellets to create a 5-foot radius cloud of smoke centred on a point within 30 feet of you. The area of the smoke is heavily obscured and lasts until the end of your next turn or until dispersed by a moderate wind (at least 10 miles per hour).

1d4 slashing Martial Melee Weapons

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