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Gunslinger Class: Sample File
Gunslinger Class: Sample File
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Sniper ........................................................................... 11 DUNGEONS & DRAGONS, D&D, WIZARDS OF THE COAST, FORGOTTEN
REALMS, THE DRAGON AMPERSAND, PLAYER’S HAND-BOOK, MONSTER
Soulhunter ................................................................... 11 MANUAL, DUNGEON MASTER’S GUIDE, D&D ADVENTURERS LEAGUE, ALL
OTHER WIZARDS OF THE COAST PROD-UCT NAMES, AND THEIR RESPEC-
Appendix: Magic Items .............................................. 13 TIVE LOGOS ARE TRADEMARKS OF WIZARDS OF THE COAST IN THE USA
AND OTHER COUNTRIES. ALL CHARACTERS AND THEIR DISTINCTIVE
LIKENESSES ARE PROPERTY OF WIZARDS OF THE COAST. THIS MATERIAL
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IS PROTECTED UNDER THE COPYRIGHT LAWS OF THE UNITED STATES OF
AMERICA. ANY REPRODUCTION OR UNAUTHORIZED USE OF THE MATERIAL
OR ART-WORK CONTAINED HEREIN IS PROHIBITED WITHOUT THE EXPRESS
WRITTEN PERMISSION OF WIZARDS OF THE COAST.
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ON THE COVER
GUNSLINGER
2
Gunslinger
The sound of thunder echoes across the battlefield. The Did it provided you with a way to protect yourself and
sky is clear and there’s no sign of storm coming soon. As others? Perhaps you’re eager to know if there are others
the dwarf engineer approaches he is holding a weapon like you that can create and use firearms.
no one has seen before. He aims his firearm towards the What made you join up with a group of adventurers? Do
invading orc force. The sound of thunder echoes across you find it exciting to teach other people the capabilities
the battlefield once again, as the dwarf engineer fires of firearms, or it’s an opportunity to use your skills as a
projectiles from his invention, piercing through the bodies way to get everything that you ever wanted?
of the orcs, and leaving their bodies lifeless one after Quick Build
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another.
A human with fine purple studded leather armor and You can make a Gunslinger quickly by following these
a large hat, with a feather attached to it enters a tavern suggestions. First, Dexterity should be your highest ability
in a lawless town. He approaches the bar and asks the score, followed by Intelligence or Constitution. Second
barkeeper to bring him a bottle of ale, leaving a gold choose the Bounty Hunter background.
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piece on the bar top. A tall half-drunk goliath tribesman,
approaches the human after a while, asking from him to
hand over his gold. Ignoring the goliath, he tries to enjoy The Gunslinger Class
few sips of his ale, when the tribesman reaches to draw
his sword in his attempt to threaten him, in a glimpse Level Proficiency Class Features
of an eye, he draws his pistol and shoots the goliath, Bonus
knocking him unconscious to the ground. 1st +2 Firearm Forging
A half-drow elf lurks into the shadows of a rooftop, 2nd +2 Formidable Marksman
loading her rifle and waiting for her target to show up. 3rd +2 Gunslinger Archetype
GUNSLINGER
3
Proficiencies Reload. The weapon can be fired a number of times
equal to its Reload score before you must spend 1 attack
Armor: Light armor or 1 action to reload. You must have one free hand to
Weapons: Simple weapons, Firearms reload a firearm. Reloading within 5 feet of a hostile
Tools: Tinker’s Tools creature provokes attack of opportunity.
Saving Throws: Dexterity, Intelligence Misfire. Whenever you make an attack roll with a firearm,
and the dice roll is equal to or lower than the weapon’s
Skills: Choose two from Acrobatics, Investigation, In- Misfire score, the weapon misfires. The attack misses,
sight, Perception, Sleight of Hand, Stealth, Intimidation and the weapon cannot be used again until you spend
an action to try and repair it. To repair your firearm, you
Equipment
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must make a successful Tinker’s Tools check (DC equal to
You start with the following equipment, in addition to the 10 + misfire score).
equipment granted by your background: The use of the Mending spell or similar magic can
• any two simple weapons immediately repair the firearm. If your check fails, the
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• leather armor and tinker’s tools weapon is broken and must be mended out of combat at
• a palm pistol and a pack of 20 bullets a quarter of the cost of the firearm. Creatures who use a
• (a) a dungeoneer’s pack or (b) an explorer’s pack firearm without being proficient increase the weapon’s
misfire score by 2.
Firearm Forging
Ammunition
Starting at level 1, you can forge modern style firearms.
All firearms require ammunition to make an attack.
The DM must determine whether an item can be crafted,
Due to the rare nature of ammunition, it may be really
what materials are required and how long it will take to
hard to find. However, if materials are gathered, you can
make. A gunslinger also requires their Tinker’s Tools to
craft such items.
Firearms Properties
Firearms are weapons available mainly to the Giff
e craft ammunition yourself using your Tinker’s Tools at
half the cost. Each firearm uses its own unique kind of
ammunition which is generally sold or crafted in batches
listed above next to the price.
You can also imbue ammunition with Smokepowder
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race or Gnomish engineers, but Gunslingers have the (an uncommon magic item found in pg.192 of Waterdeep
knowledge required to craft such weapons that have their Dragon Heist). Firearm attacks using Smokepowder
own unique set of weapon properties. Some properties count as magical for the purpose of overcoming
are followed by a number, and this number signifies resistance and immunity to nonmagical attacks and
an element of that property (outlined below). These damage.
properties replace the optional ones presented in the
Dungeon Master’s Guide. Firearms are ranged weapons.
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Blunderbuss 800g 5g (5) 2d8 piercing 10lb. (15/30) Reload 1, Misfire 2, Scatter*
Rifle 3500g 10g (5) 2d12 piercing 25lb. (250/800) Two-handed, Reload 1, Misfire 3
Hand Mortar 3000g 10g (1) 2d8 fire 10lb. (30/60) Reload 1, Misfire 3
Shotgun 4000g 10g (5) 2d12 piercing 25lb. (15/30) Two-handed, Reload 1, Misfire 2,
Scatter*
*A weapon with the scatter weapon quality can shoot two different types of ammunition. It can fire normal bullets
that target one creature, or it can make a scattering shot, attacking all creatures within a 15ft. cone. When a scatter
weapon attacks all creatures within a cone, you make a separate attack roll against each creature within the cone.
Each attack roll takes a –2 penalty. Effects that grant concealment, such as fog or smoke, invisibility, or mirror image
spells, do not foil a scatter attack. A firearm that fires a scatter shot misfires only if all of the attack cause a misfire.
GUNSLINGER
4
Formidable Marksman can expend one bluster point while making a Charisma
(Intimidation) check to gain advantage on the roll.
Starting at 2nd level, you learn to perform powerful Muffled Shot
calibrated shots to disable or damage your opponents
using your firearms. When you make a firearm attack against a creature within
10 feet of you can expend a bluster point and muffle the
Calibrated Shots. You learn two calibrated shots of sound of your firearm. If you were Hidden before the
your choice, which are detailed under “Calibrated Shots” attack, you do not give away your position as a result
below. Many shots enhance an attack in some way. Each of the attack since there is no sound heard from your
use of a calibrated shot must be declared before the firearm.
attack roll is made. You can use only one calibrated shot
per attack. Relentless Shot
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You learn an additional calibrated shot of your choice at When you make a firearm attack against a creature, you
6th, 10th, 14th, and 17th level. Each time you learn a new can expend one or more bluster points to improve the
calibrated shot, you can also replace one calibrated shot potential of the attack. For each bluster point expended,
you know with a different one. the attack gains a +3 against the firearm’s misfire score.
If the attack hits, you can roll one additional weapon
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Bluster. You gain a number of bluster points equal to
your Intelligence modifier (minimum of 1). You regain damage die per bluster point spent when determining the
1 expended bluster point each time you roll a 20 on the damage.
d20 roll for an attack with a firearm or if you reduce a Penetrating Shot
creature to 0 hit points. You regain all expended bluster When you make a firearm attack against a creature, you
points after a short or long rest. can expend a bluster point to attempt to fire through
Saving Throws. Some of your calibrated shots require multiple opponents. On a hit, the creature suffers normal
your targets to make a saving throw to resist the effects of damage and every creature in a 20 feet line directly
the calibrated shots. The saving throw DC is calculated as behind the target within your firearm’s normal range can
follows:
Calibrated Shot save DC = 8 + your proficiency
bonus + your Dexterity modifier
Calibrated Shots
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damage. Only the initial attack can misfire.
Precise Shot
When you make a firearm attack against a creature, you
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can spend one bluster point to fire a single shot beyond
These calibrated shots are presented in alphabetical your firearm’s normal range without having disadvantage
order. on the attack.
Bewildered Shot Retroactive Shot
When you make a firearm attack against a creature, you When you get hit by an opponent attack you can
can expend one bluster point to attempt to disorient your immediately spend a bluster point, and use your reaction
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opponent. On a hit, the creature suffers normal damage to make a firearm attack against the creature that
and must make a Constitution saving throw or suffer attacked you, if it is within your firearm’s range.
disadvantage on attacks until the end of their next turn.
Silencing Shot
Bleeding Shot
When you make a firearm attack you can spend a bluster
When you hit a living creature with a firearm attack, you point and take careful aim to silence your target. On a hit
can spend a bluster point to have that attack deal extra the target suffers normal damage and must succeed on a
bleed damage. The amount of bleed damage is equal to Constitution saving throw, or it is unable to use its voice
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your Dexterity modifier + half your proficiency bonus until the start of its next turn. The target is immune to
(rounded up). this effect if it can speak telepathically.
Disarming Shot Stunning Shot
When you make a firearm attack against a creature, you When you make a firearm attack against a creature, you
can expend one bluster point to attempt to shoot an object can spend 2 bluster points to attempt to stun the creature.
from their hands. On a hit, the creature suffers normal The creature must make a Constitution saving throw. If
damage and must succeed on a Strength saving throw the creature fails, it is stunned for 1 round.
or drop 1 held object of your choice and have that object
be pushed 10 feet away from them in a direction of your Tripping Shot
choice. When you make a firearm attack against a creature,
Menacing Shot you can expend one bluster point to attempt to knock a
moving target prone. On a hit, the creature suffers normal
You can use the powerful blast and thundering sound damage and must make a Strength saving throw or be
of your firearm to shake the resolve of a creature. You knocked prone.
GUNSLINGER
5
Vehement Shot Quick Repair
When you make a firearm attack against a creature, you
can expend one bluster point to attempt to force them Upon reaching 9th level, you learn how to quickly attempt
back. On a hit, the creature suffers normal damage and to fix a jammed gun. You can spend a bluster point, to
must succeed on a Strength saving throw or be pushed attempt to repair a misfired (but not broken) firearm as a
15 feet away from you. bonus action.
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archetype you strive to emulate. Choose Arcane Gunner,
Close Quarters Gunner, Gun Templar, Jager, Psionic Signature Firearm
Marksman, Skirmisher, Sniper or Soulhunter all detailed
at the end of class description. Your choice grants Starting at 11th level, your expertise over firearms
features at 3rd level and again at 7th, 13th and 17th level. allows you to meld the firearm you use constantly, into
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your identifying mark. You can spend 8 hours using your
Ability Score Improvement Tinker’s tools on one firearm you can use, improving the
firearm’s mechanisms and etching unique patterns and
When you reach 4th level, and again at 8th, 12th, 16th,
markings on it. After you finish with the modifications,
and 19th level, you can increase one ability score of your
the weapon deals an additional 1d6 damage of its
choice by 2, or you can increase two ability scores of your
damage type. Your DM can determine if you are able to
choice by 1. As normal, you can’t increase an ability score
do further modifications to your signature weapon, giving
above 20 using this feature.
it more of personal feel.
Extra Attack You can only have one signature firearm at a time.
Expertise
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Starting at 14th level, your shots always find their target,
even if they try to hide from you. Your firearm attacks
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ignore half cover and three quarter cover.
At 6th level, choose two of your skill proficiencies, or
one of your skill proficiencies and your proficiency with Steady Aim
tinker’s tools. Your proficiency bonus is doubled for any
Starting at 15th level, if you forgo your movement for the
ability check you make that uses either of the chosen
rest of your turn, firearm attacks do the highest number
proficiencies.
possible for each die, if they hit the target. You can use
At 12th level, you can choose two more of your
this feature twice before you need to make a short or long
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GUNSLINGER
6
Gunslinger Archetypes
Different gunslingers choose different approaches to
perfecting their use of firearms. The gunslinger archetype
you choose to emulate reflects your approach.
Arcane Gunner
Arcane Gunners combine the firearm knowledge of
Gunslingers with the careful study of magic. They use
techniques similar to those practiced by wizards. They
focus their study on two of the eight schools of magic:
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abjuration and evocation. Abjuration grants Arcane
Gunners protection in battle, and evocation spells
either enchant their attacks or prove themselves useful
when then Arcane Gunner runs out of ammo. These
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gunslingers learn a comparatively small number of spells,
committing them to memory instead of keeping them in a
spellbook.
Level Cantrips Spells 1st 2nd 3rd 4th
Known Known
3rd 2 3 2 - - -
4th 2 4 3 - - -
5th 2 4 3 - - -
6th
7th
8th
9th
2
2
2
2
4
5
6
6
3
4
4
4
2
2
2
- -
-
-
-
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-
-
-
Spells Known of 1st level and higher. You know three
1st-level wizard spells of your choice, two of which you
must choose from the abjuration and evocation spells on
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the wizard spell list.
10th 3 7 4 3 - -
The Spells Known column of the Arcane Gunner
11th 3 8 4 3 - - Spellcasting table shows when you learn more wizard
12th 3 8 4 3 - - spells of 1st level or higher. Each of these spells must be
13th 3 9 4 3 2 - an abjuration or evocation spell of your choice and must
14th 3 10 4 3 2 -
be of a level for which you have spell slots. For instance,
when you reach 7th level in this class, you can learn one
15th 3 10 4 3 2 -
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GUNSLINGER
7
Arcane Gunsmith • Armor Class
At 3rd level, you seek to enhance your gunsmithing • Resistances, if any
abilities using the secrets of magic. You gain proficiency • Immunities, if any
in the Arcana skill and smith’s tools. You also learn the
Mending cantrip. Close Combat Master
At 13th level, you have mastered using both your firearms
Arcane Shot and your melee weapons in close range. When you use
Starting at 7th level, before you hit a creature with a your action to attack with a firearm, you can use your
firearm attack, you can expend one spell slot to deal bonus action to make one melee weapon attack with a
force damage to the target, in addition to the firearm weapon you are holding other than your firearm.
damage. The extra damage is 2d6 for a 1st-level spell
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slot, plus 2d6 for each spell slot level higher than 1st, to a Steady Combatant
maximum of 5d6. Starting at 17th level, as long as you are not
incapacitated, you have advantage when making saving
Arcane Bane throws against spells or abilities that would knock you
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At 13th level, you learn how to make the ammunition of prone, cause you to move against your will or cause you
your firearm, undercut a creature’s attempt to cast a spell. to be frightened.
When you see a creature casting a spell within 60 feet
of you can make a ranged attack as a reaction to foil it. If Gun Templar
your attack hits the spell fails and it’s wasted.
Once you use this feature, you can’t use it again until Gun Templars combine the firearm knowledge of
you finish a short or long rest. Gunslingers with the divine powers they are granted by
the deities they offer their service to. They use techniques
Arcane Barrage similar to those practiced by clerics or paladins.
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Starting at 17th level, when you use your action to cast a
spell, you can make one firearm attack as a bonus action.
3rd
4th
Cantrips
Known
2
2
Spells
Known
3
4
1st
2
3
2nd
-
-
3rd
-
-
4th
-
-
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Close Quarters Gunners prefer to be at the front line of 5th 2 4 3 - - -
combat, dealing damage and taking hits in place of other 6th 2 4 3 - - -
teammates.
7th 2 5 4 2 - -
Armored for Battle 8th 2 6 4 2 - -
Beginning at 3rd level, you gain proficiency with one- 9th 2 6 4 2 - -
handed martial weapons, medium armor and shields. 10th 3 7 4 3 - -
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You also gain proficiency with the Athletics skill if you 11th 3 8 4 3 - -
are not proficient already.
12th 3 8 4 3 - -
Close Shot 13th 3 9 4 3 2 -
Starting at 3rd level, being within 5 feet of a hostile 14th 3 10 4 3 2 -
creature doesn’t impose disadvantage on your ranged 15th 3 10 4 3 2 -
attacks made with firearms and reloading your weapon
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16th 3 11 4 3 3 -
doesn’t provoke attacks of opportunity.
17th 3 11 4 3 3 -
Combat Control 18th 3 11 4 3 3 -
At 7th level, if you hit a creature within 5 feet of you with 19th 3 12 4 3 3 1
a ranged attack on your turn, that creature can’t take 20th 3 13 4 3 3 1
reactions until the start of their turn.
Spellcasting
Insightful Tactician When you reach 3rd level, you augment your firearm
At 7th level, if you spend at least 1 minute observing or powers with the ability to cast divine spells. See chapter
interacting with another creature outside of combat, you 10 of the Player’s Handbook for the general rules of
can learn certain information about its capabilities. The spellcasting and chapter 11 in the Player’s Handbook for
DM tells you two of the following characteristics of your the Cleric and Paladin spell lists.
choice: Cantrips. You learn two cantrips of your choice from
the cleric spell list. You learn an additional cleric cantrip
of your choice at 10th level.
GUNSLINGER
8
Spell Slots. The Gun Templar’s Spellcasting table shows
how many spell slots you have to cast your spells of 1st
Jager
level and higher. To cast one of these spells, you must Jagers specialize in hunting monsters of the wilderness
expend a slot of the spell’s level or higher. You regain all that can be threatening for civilization. Through their
expended spell slots when you finish a long rest. extensive exposure to the wilderness, they have mastered
Spells Known of 1st level and higher. You know three some of nature’s magic, similar to the one used by druids.
1st-level paladin spells of your choice. Master hunters and survivalists, Jaegers are a force that
The Spells Known column of the Gun Templar should never be belittled.
Spellcasting table shows when you learn more paladin Level Cantrips Spells 1st 2nd 3rd 4th
spells of 1st level or higher. Known Known
Whenever you gain a level in this class, you can replace
3rd 2 2 2 - - -
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one of the paladin spells you know with another spell
of your choice from the paladin spell list. The new spell 4th 2 2 3 - - -
must be of a level for which you have spell slots. 5th 2 3 3 - - -
Spellcasting Ability. Wisdom is your spellcasting ability 6th 2 3 3 - - -
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for your cleric/paladin spells, since you learn your spells 7th 2 4 4 2 - -
through your devotion to a deity. You use your Wisdom 8th 2 4 4 2 - -
whenever a spell refers to your spellcasting ability. In
9th 2 5 4 2 - -
addition, you use your Wisdom modifier when setting the
saving throw DC for a cleric/paladin spell you cast and 10th 3 6 4 3 - -
when making an attack roll with one. 11th 3 6 4 3 - -
Spell save DC = 8 + your proficiency bonus + 12th 3 7 4 3 - -
your Wisdom modifier 13th 3 7 4 3 2 -
Spell attack modifier = your proficiency bonus + 14th 3 8 4 3 2 -
your Wisdom modifier
Religious Devotion
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At 3rd level, you gain proficiency in the Religion skill or
15th
16th
17th
3
3
3
8
9
10
4
4
4
3
3
3
2
3
3
-
-
-
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get Expertise if you are already proficient with it. 18th 3 11 4 3 3 -
In addition you can open your awareness to sense the 19th 3 11 4 3 3 1
presence of good and evil around you. As an action you 20th 3 12 4 3 3 1
sense the location of any celestial, fiend or undead within
60 feet of you that is not behind total cover. You know Nature’s Magic
the type (celestial, fiend, or undead) of any being whose When you reach 3rd level, you can augment your combat
presence you sense, but not its identity (the vampire techniques with the ability to cast druidic spells. See
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Count Strahd von Zarovich, for instance). chapter 10 of the Player’s Handbook for the general rules
Once you use this feature, you can’t use it again until of spellcasting and chapter 11 in the Player’s Handbook
you finish a long rest. for the Druid spell list.
Ranged Smite Cantrips. You learn two cantrips of your choice from the
druid spell list. You learn an additional druid cantrip of
Starting at level 7th, a spell with “Smite” in its name that
your choice at 10th level.
can normally only be used with a melee weapon can now
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be used with a firearm, but only if the target is within Spell Slots. The Jaeger’s table shows how many spell
30 feet. When using a firearm in this way, you ignore slots you have to cast your druid spells of 1st level and
disadvantage for using a ranged weapon in close range. higher. To cast one of these spells, you must expend a slot
of the spell’s level or higher. You regain all expended spell
Sacred Gun slots when you finish a long rest.
At 13th level, attacks with your firearms deal 1d8 For example, if you know the 1st-level spell absorb
additional radiant damage against fiends and undead. elements and have a 1st-level and 2nd-level spell slot
available, you can cast absorb elements using either slot.
Divine Blast Spells Known of 1st Level and Higher. You know three
At 17th level, your firearm attacks have become 1st-level druid spells of your choice, on the druid spell list.
devastatingly powerful against fiends and undead, The Spells Known column of the Jaeger’s Spellcasting
sundering the essence of wicked beings with every shot. table shows when you learn more druid spells of 1st level
If a fiend or undead has 50 hit points or fewer after taking or higher. Each of these spells must be of a level for which
damage from one of your firearm attacks, it must succeed you have spell slots. For instance, when you reach 7th
on a Wisdom saving throw against your spell save DC or level in this class, you can learn one new spell of 1st or
be destroyed instantly. On a successful save, the creature 2nd level.
becomes frightened of you until the end of your next turn. GUNSLINGER
9
Whenever you gain a level in this class, you can replace As a Psionic Marksman, you might have mastered your
one of the druid spells you know with another spell of abilities through your extensive practicing, unlocked
your choice from the druid spell list. The new spell must it through the tutoring of a Psion, or flourish it at an
be of a level for which you have spell slots. academy dedicated to expanding the powers of your
Spellcasting Ability. Wisdom is your spellcasting ability mind.
for your druid spells, so you use your Wisdom whenever
a spell refers to your spellcasting ability. In addition, you
Telepathic Speech
use your Wisdom modifier when setting the saving throw Starting at 3rd level, you can communicate telepathically
DC for a druid spell you cast and when making an attack with any creature you can see within 30 feet of you. If a
roll with one. creature can speak at least one language, it can respond
to you telepathically. When you reach 11th level in this
Spell save DC = 8 + your proficiency bonus +
class, the range increases to 90 feet.
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your Wisdom modifier
Spell attack modifier = your proficiency bonus + Psionic Firearm
your Wisdom modifier At 3rd level, you learn to channel your psionic powers
to augment the capabilities of your firearm. When you
Prey’s Seeker
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finish a long rest you can choose whether to increase your
When you reach 3rd level, you get proficiency with the firearm’s accuracy or the potential of your strikes. The
Survival or Nature skill and if you are already proficient, chosen benefit lasts until you finish a long rest.
your proficiency bonus is doubled. In addition, you Improved Accuracy. Once during each of your turns
have advantage when tracking a creature that you have when you take the Attack action, you gain advantage on
previously injured. the first attack you make using your firearm.
You also learn the Druidcraft cantrip. Improved Strikes. Once during, each of your turns
when you hit a creature with a firearm attack, you can
Snaring Strike deal an additional 1d6 force damage, as your psionic
attacks of your firearm. Once per turn, when you take the
Attack action, a creature hit by your firearm attack has its
powers give greater momentum to the strikes of your
ammunition. When you reach 10th level in this class, the
force damage increases to 1d10.
Dreadful Shot
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speed reduced by 10 feet, until the start of your next turn.
At 7th level, your firearm attacks strike fear within the
Pursuer’s Momentum minds of your enemies. When you hit a creature with a
At 7th level, when you take the Dash action, you can make firearm attack you can force the target to make a Wisdom
a firearm attack as a bonus action. saving throw against your Calibrated shot save DC. On a
failed save, the creature is frightened of you until the start
Hunter’s Sight of your next turn. On a successful save, the creature isn’t
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At 7th level, you exceed at noticing even the slightest of frightened and is immune to your Dreadful Shot for 24
movement of your prey. You can take the Search action as hours.
a bonus action. You can use this feature a number of times equal to your
Intelligence modifier (minimum of once), and you regain
Feral Instinct all expended uses when you finish a long rest.
At 13th level, if you are able to hear, you are aware of the Telekinetic Strike
location of any hidden or invisible creature within 10 feet
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Mental Form
Psionic Marksman
At 17th level, the power of your mind, meld with your
Awakening the psionic powers within themselves, Psionic physical form making you a relentless force. As a bonus
Marksmen are gunslingers that augment their firearm action, you gain the following benefits for 1 minute:
strikes with psionic energy.
GUNSLINGER
10
• You gain resistance to slashing piercing and
bludgeoning damage.
Sniper
• Your walking speed increases by 30 feet. Snipers are the guardians of the battlefield, constantly
watching over their allies. They prefer to sit back and aid
• You add your Intelligence modifier to the damage of from a distance while also watching over the battlefield
your firearm attacks. from a safe position.
• You can move through other creatures and objects
as if they were difficult terrain. You take 1d10 force Firearm Expertise
damage if you end your turn inside an object. If you At level 3rd, you gain a +2 bonus to attack rolls you make
return to your normal form while inside an object, with firearms.
you are shunted to the nearest unoccupied space, and Also, while you remain prone you do not suffer
you take 1d10 force damage for every 5 feet traveled.
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disadvantage on ranged attack rolls.
Once you activate this feature, you can’t use it again until
you finish a long rest.
Sniper’s Mark
Starting at 3rd level, as a bonus action, you mark a
Skirmisher
creature that you can see. You have advantage on all
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attack rolls with firearms against that creature. This lasts
Thrill-seekers with a reckless, flashy style, skirmishers for 1 minute, until you make an attack against another
excel at fighting with one-handed firearms, either singly creature or the creature drops to 0 hit points. Once you
or in pairs. use this feature you have to take a short or long rest
before you can use it again.
Fighting Style
At 3rd level, you adopt a particular style of fighting as your Superior Agility
specialty. Choose one of the following options. You can’t At 7th level, you have learned to position yourself quickly
take a Fighting Style option more than once, even if you into the battlefield. Your base walking speed increases
later get to choose again.
Gun Dueling. When you are wielding a firearm in one
hand and no other weapons, you gain a +4 bonus to
damage rolls with that firearm.
e by 10 feet, and you may take the Disengage action as a
bonus action.
Interrupting Shot
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Two-Gun Fighting. When you take the Attack action When you reach 13th level, when a creature marked by
and attack with a one-handed firearm that you’re holding your Sniper’s Mark feature makes an attack, you may use
in one hand, you can use a bonus action to attack with a your reaction to make a ranged weapon attack with a
different one-handed firearm that you’re holding in the firearm you are holding against the marked creature. This
other hand. You can also load or reload a firearm without attack happens before the marked creature hits.
difficulty if your hands are full.
Marked for Death
Dynamic Presence
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Starting at 13th level, when an attacker that you can see their lives, hunting down evil creatures that invade
hits you with an attack, you can use your reaction to halve the material plane. To understand the nature of those
the attack’s damage against you. creatures, Soulhunters devote their time to searching and
understanding arcane knowledge that has been secret
In the Blink of an Eye throughout the universe. Through study, they manage
At 17th level, you are so blindingly fast that no one can to memorize a small number of arcane spells, similar to
draw and shoot faster than you. When combat starts, as those cast by warlocks, that they can use to defeat their
long as you aren’t surprised, you can draw a firearm and enemies or protect themselves from harm.
take an Attack action before anyone else rolls initiative.
No creature can take reactions in response to this special
Eldritch Magic
action. When you reach 3rd level, you can augment your combat
Once you have used this feature you have to finish a techniques with the ability to cast spells. See chapter
long rest before you can use it again. 10 of the Player’s Handbook for the general rules of
spellcasting and chapter 11 in the Player’s Handbook for
the Warlock spell list.
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Level Cantrips Spells Spell Slot Level ability. In addition, you use your Intelligence modifier
Known Known Slots when setting the saving throw DC for a warlock spell you
cast and when making an attack roll with one.
3rd 2 2 1 1st
4th 2 2 1 1st Spell save DC = 8 + your proficiency bonus +
your Intelligence modifier
5th 2 3 2 1st
6th 2 3 2 1st
Spell attack modifier = your proficiency bonus +
your Intelligence modifier
7th 2 4 2 2nd
8th 2 4 2 2nd Eldritch Gun Binding
9th 2 5 2 2nd At 3rd level, you learn a magical ritual that creates a bond
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10th 3 6 2 2nd between you and your firearm. You perform the ritual over
11th 3 6 2 2nd
the course of 1 hour, which can be done during a short
rest. The firearm must be within your reach throughout
12th 3 7 2 2nd the ritual, at the conclusion of which you touch the
13th 3 7 2 3rd
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weapon and forge the bond.
14th 3 8 2 3rd Once you have bonded a firearm a firearm to yourself,
15th 3 8 2 3rd that firearm counts as your spellcasting focus. Once you
have bonded a firearm to yourself, you can’t be disarmed
16th 3 9 2 3rd
of that firearm unless you are incapacitated.
17th 3 10 3 3rd You can have one bonded firearm at a time. If you
18th 3 11 3 3rd attempt to bond with a second firearm, you must break
19th 3 11 3 4th the bond with the other one.
20th 3 12 3 4th Ghostly Strike
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Cantrips. You learn two cantrips of your choice from the
warlock spell list. You learn an additional warlock cantrip
of your choice at 10th level.
Spell Slots. Soulhunter’s spellcasting table shows how
At 3rd level, you learn to alternate the nature your firearm
attacks when you are channeling your arcane power. As
a bonus action, choose one creature you can see within
90 feet of you. The next time you hit that creature with a
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firearm attack on your turn, all the damage of the attack
many spell slots you have. The table also shows what the
becomes force damage and the attack ignores three-
level of those slots is; all of your spell slots are the same
quarters cover and half cover.
level.
When you reach 11th level in this class the attack also
To cast one of your warlock spells of 1st level or higher,
ignores the target’s resistances or immunities.
you must expend a spell slot. You regain all expended
spell slots when you finish a short or long rest. Eldritch Gunsmith
For example, when you are 7th level, you have two 2nd-
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level spell slots. To cast the 1st-level spell witch bolt, you At 7th level, your have learned to use your firearm as the
must spend one of those slots, and you cast it as a 2nd- tool of delivering your eldritch spells. When taking the
level spell. attack action you can forgo one of your normal firearm
attacks in order to cast a cantrip that you have prepared.
Spells Known of 1st Level and Higher. At 3rd level, you When you are casting a cantrip, using this feature, the
know two 1st-level spells of your choice from the warlock range of your cantrip attack, becomes equal to the normal
spell list. range of your firearm.
The Spells Known column of the Soulhunter table
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shows when you learn more warlock spells of your choice Mystical Escape
of 1st level and higher. A spell you choose must be of a
At 13th level, you have attained the ability to temporarily
level no higher than what’s shown in the table’s Slot Level
save yourself from harm. Before you take damage from
column for your level. When you reach 13th level, for
an attack or a spell, you can use your reaction to instantly
example, you learn a new warlock spell, which can be 1st,
teleport up to 90 feet to an unoccupied space.
2nd, or 3rd level.
Once you use this feature, you can’t use it again until
Additionally, when you gain a level in this class, you can
you finish a short or long rest.
choose one of the warlock spells you know and replace it
with another spell from the warlock spell list, which also Eldritch Gun Surge
must be of a level for which you have spell slots.
When you reach 17th level, you gain the ability to
Spellcasting Ability. Intelligence is your spellcasting transform your bonded firearm into an even deadlier
ability for your warlock spells, so you use your weapon in your hands. As an action, eldritch arcane
Intelligence whenever a spell refers to your spellcasting energy flows through your bonded firearm, granting you
the following benefits for one minute:
• The attacks of your firearm deal force damage
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Grudge Keeper
Dragonslaying Pistol
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• When you take the Attack action on your turn, you can
Firearm (blunderbuss), legendary (requires attunement by
make one additional firearm attack as part of that action.
a creature of non-lawful alignment)
• Your ranged firearm attacks score a critical hit on a
A meticulously crafted blunderbuss forged in the fires of
roll of 19 or 20 on the d20.
the Nine Hells. The barrel and mechanism are made of
Once you use this feature, you can’t use it again until
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GUNSLINGER
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the saving throw, ending the effect on itself on a success. Enemy until it dies or until dawn seven days later. You can
On a successful save the target becomes immune to the have only one such Sworn Enemy at a time. When your
effect of “Screams of Agony”. Sworn Enemy dies, you can choose a new one after the
Sentience: Despair is a sentient lawful evil weapon with next dawn.
an Intelligence of 15, a Wisdom of 12 and a Charisma of When you make a ranged Attack roll with this weapon
18. It has hearing and darkvision out to a range of 120 against your Sworn Enemy, you have advantage on the
feet. roll. In addition, your target gains no benefit from cover,
The firearm can speak, read and understand Common other than total cover, and you suffer no disadvantage due
and Infernal, and can communicate with its wielder to long range. If the Attack hits, your Sworn Enemy takes
telepathically. While you are attuned to it, Despair also an extra 3d6 piercing damage.
understands every language you know. While your Sworn Enemy lives, you have disadvantage
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Curse. This firearm is Cursed, and becoming attuned to on Attack rolls with all other Weapons.
it extends the curse to you. As long as you remain Cursed, In addition, while attuned to the firearm, you have a 50
you are unwilling to part with the firearm, keeping it percent chance each day at dawn of growing a full beard
within reach at all times. You also have disadvantage on if you’re capable of growing one, or a visibly thicker beard
Attack rolls with Firearms other than this one. Nothing if you already have one.
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sort of a Wish spell can lift the curse from you. If you aren’t a dwarf, you gain the following additional
benefits while you are attuned to Grudge Keeper:
Double Barrel Pistol
• You have advantage on Saving Throws against poison,
Firearm (pistol), uncommon and you have Resistance against poison damage.
This pistol is crafted from walnut and steel, but seems to • You have Darkvision out to a range of 60 feet.
be fairly old. It also has two barrels instead of one, that
can be loaded separately. • You can speak, read, and write Dwarvish.
This firearm acts as a pistol, except that it can be fired Goldfire Hand Mortar
twice instead of once, as per the loading property.
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As an action, you can fire both barrels at the same time.
Make a ranged attack against a target within the range of
the firearm with a -5 penalty on the attack roll. On a hit,
the target suffers 3d8 piercing damage. Hit or miss when
Firearm (hand mortar), very rare (requires attunement)
This hand mortar’s barrel is engraved with a phrase
written in Celestial, “Let there be punishment to the
unjust”.
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you use the firearm in this way, you cannot fire it again You have a +2 bonus to attack and damage rolls made
until the beginning of the next turn. with this magic weapon.
Angelic Summon: You can use an action to speak this
Dragonslaying Pistol hand mortar’s command word, summoning a guardian
Firearm (palm pistol), very rare (requires attunement) angel to smite a creature within 60 feet of you that you
This palm pistol was crafted from walnut, while the inner can see. The guardian angel’s appearance depends on
your alignment (white angel for Good aligned characters,
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This rifle was crafted specifically for the purpose of
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GUNSLINGER
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