The GunSlinger

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Gunslinger

Waking up to a goblin ambush, a human reaches for


the pistol she always keeps at her side. She leaps to her
feet and begins to fire, blasting the nearest goblin away
before he can strike.
A gnome sighs to himself in satisfaction as he puts the
final screw into his masterpiece: a massive rifle, almost
twice as tall as he is. He loads it and tests it out on a
nearby tree. The ensuing blast knocks the gnome off of
his feet. He stumbles upright, grinning as he sees the
tree topple over from the hit.
Gunslingers are masters of the firearm, using them to
devastating effect on the battlefield. A gunslinger uses a
steady trigger finger and technical skill to provide cover
fire for her companions and cripples opponents with
deadly special shots.

Creating a Gunslinger
Gunslingers thrive on the outskirts of civilization, both
famous and infamous in the more free-spirited areas
of the world. Talk with your DM about an appropriate
origin for your Gunslinger. Do you live in a city, where
your weapons are possibly outlawed? Or, perhaps, you
come from the frontier, where your kind are common
and the laws, less so.
How did you acquire your first gun? Did your fervor for
invention lead you to create something more powerful
than you know? Did a demon trade this knowledge for
the promise of a favor? Maybe you killed a vengeful foe
and took your gun off his dead body.

Quick Build
You can make a gunslinger quickly by following these
suggestions. First, put your highest ability score
in Dexterity, followed by Intelligence or Wisdom,
depending on the Trail you intend to take at 3rd level.
Second, choose the outlander background.

Classes | Gunslinger
1
PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot
proficiencies. Your proficiency bonus is doubled for any
ability check you make that uses your chosen proficiency.
The Gunslinger
In addition, you gain a +1 bonus to attack rolls and
Proficiency Maximum damage rolls you make using firearms.
Level Bonus Features Grit
1st +2 Tinkerer, Natural Talent -
2nd +2 Grit 2
Grit
3rd +2 Gunslinger’s Trail 2 You, like every gunslinger, have something which allows
4th +2 Ability Score Improvement, 2 you to remain cool and collected, even in the most dire
Give ‘em a Scare situations. Starting at 2nd level, you gain a number
of Grit points equal to your proficiency bonus. The
5th +3 Extra Attack 3
number of Grit points you have can never exceed your
6th +3 Trail Feature 3 proficiency bonus.
7th +3 Trick Shot 3 You can spend these points to fuel various Grit
8th +3 Ability Score Improvement 3 features. You start knowing one such feature: aimed
9th +4 Evasion 4 shot. You learn more Grit features as you gain levels in
10th +4 Trail Feature 4 this class.
11th +4 Violent Shot 4 Some of your Grit features require your target to
+4 make a saving throw to resist the feature’s effects. The
12th Ability Score Improvement 4
saving throw DC is calculated as follows:
13th +5 Trick Up Your Sleeve 5
14th +5 Trail Feature 5 Grit save DC = 8 + your proficiency bonus + your Dexterity
15th +5 ‘Slinger’s Luck 5 modifier
16th +5 Ability Score Improvement 5
17th +6 Trail Feature 6 Aimed Shot
18th +6 Personal Effects 6 When making an attack with a firearm as part of your
19th +6 Ability Score Improvement 6 attack action, you may choose to expend a number of
Grit points up to your current maximum to gain a bonus
20th +6 True Grit 6
on the attack roll equal to the number of Grit points
spent. If this attack hits, you add the number of Grit
points spent to its damage roll as well.
Class Features
As a gunslinger, you gain the following class features. Restoring Grit. Any expended Grit points refill at the
end of a short or long rest. In addition, you regain 1 Grit
Hit Points point, up to your current maximum, whenever you score
Hit Dice: 1d8 per gunslinger level a critical hit with a firearm attack, or you use a firearm
Hit Points at 1st Level: 8 + your Constitution modifier to reduce a creature to 0 or fewer hit points. If you
Hit Points at Higher Levels: 1d8 (or 5) + your reduce a creature to 0 or fewer hit points with a critical
Constitution modifier per gunslinger level after 1st hit, you regain only 1 Grit point, not 2.

Proficiencies
Armor: Light armor Gunslinger’s Trail
Weapons: Simple weapons, firearms At 3rd level, you choose the trail which reflects your
Tools: Tinker’s Tools own personal style and credo. Following one of these
trails separates a mere gun-toting adventurer from a
Saving Throws: Dexterity, Intelligence legendary gunslinger. Choose the Trail of the Desperado
Skills: Choose two from Acrobatics, Insight, or the Trail of the Gunsmith, both detailed at the end of
Investigation, History, Perception, Sleight of Hand, the class description. Your choice grants you a unique
Stealth, and Survival. feature when you choose it at 3rd level. It also grants
you additional benefits at 6th, 10th, 14th, and 17th
Equipment levels.
You start with the following equipment, in addition to
the equipment granted by your background:
Give ‘em a Scare
• (a) a pistol (b) a musket or (c) a scattergun When you reach 4th level, you can use your action to
• (a) an explorer’s pack or (b) a dungeoneer’s pack fire a blank charge into the air. Hostile creatures within
• Leather armor, a set of tinker’s tools, and 30 pieces of 30 feet of you must make a Wisdom saving throw
ammunition (DC equal to your Grit save DC). On a failed save, the
creatures are frightened of you until the start of your
Tinkerer next turn. After the effects resolve, any creature which
rolled a saving throw against this feature is immune for
Beginning at 1st level, you can use Tinker’s Tools to 24 hours.
craft basic firearms, detailed at the end of the class
description, as well as basic ammunition for those
firearms. Extra Attack
Starting at 5th level, you can attack twice, instead of
Natural Talent once, whenever you take the Attack action on your turn.

Beginning at 1st level, choose one of your skill


Classes | Gunslinger
2
Trick Shot Personal Effects
Starting at 7th Level, you can target a specific location Beginning at 18th level, you may choose one of the
on a foe’s body, so long as the foe’s body has the location following items as your Personal Effects. Your chosen
you want to target. When making an attack with a item grants you a unique bonus, specified below. If
firearm, you may spend a Grit point to add an additional your Personal Effects are lost or destroyed, they are
effect based on the targeted location. mysteriously found immediately following your next
Armshot. On a hit, the target must make a long rest.
Constitution saving throw or drop a single held item of Acrobatics Harness (Desperado Only). The strains
your choice. of rolling, ducking, and dodging can take their toll on
Headshot. On a hit, the target must make a the body. With this harness, you can perform stunts to
Constitution saving throw or have disadvantage on dodge out of harm’s way with little strain on yourself.
attacks made until the start of your next turn. While wearing your Acrobatics Harness, you may also
Legshot. On a hit, the target must make a Constitution add your Proficiency modifier to the damage reduction
saving throw or fall prone. component of Dodge Roll.
Bodyshot. On a hit, the target must make a Comfortable Duster. This old, trail-worn duster has
Constitution saving throw or have disadvantage on been your constant companion. Full of holes, torn in
Dexterity ability checks and saving throws, and become places, and never quite clean, it’s like you in more ways
unable to speak aloud until the start of your next turn. than one. While wearing your Comfortable Duster, you
Wingshot. On a hit, the target must make a can store up to 4 non-weapon usable items, instead of
Constitution saving throw or have its flying speed 2, with the Trick Up Your Sleeve feature, and you may
reduced to 0 until the start of your next turn. use up to 2 of these items with a single bonus action or
reaction.
Lucky Hat. This hat has been with you since the
Evasion beginning, and no matter how many times you lose it, it
Beginning at 9th level, you can nimbly dodge out of the always seems to find its way back. While wearing your
way of certain area effects, such as a red dragon’s fiery Lucky Hat, you may use your ‘Slinger’s Luck feature up
breath or an ice storm spell. When you are subjected to 2 times between each long rest.
to an effect that allows you to make a Dexterity saving Quality Cigar. No matter where you draw on it, this
throw to take only half damage, you instead take no cigar always gives you a quiet moment to reflect. As an
damage if you succeed on the saving throw, and only action, you make take a draw on your Quality Cigar to
half damage if you fail. regain 1 Grit point. You may take a draw on the Quality
Cigar up to 2 times between each long rest.
Tinker’s Goggles. Tinkering has always kept you up
Violent Shot at night, and these goggles have been a tinker’s best
Starting at 11th Level, you’ve learned that you can’t friend. While wearing your Tinker’s Goggles, you can
always play safe if you want to win. As part of a ranged see normally in darkness, both magical and nonmagical,
attack action using a firearm, you can spend a Grit up to a distance of 120 feet, and you are immune to
point to perform a Violent Shot. If your attack hits, the blind condition. In addition, you have advantage on
you roll all damage dice as if the attack were a critical Tinker’s Tools ability to checks to repair a broken gun.
hit. Regardless of the attack’s result, unless you roll a The Rambolier (Gunsmith Only). You never leave
critical hit on the attack, your firearm becomes broken. home without an ammo stockpile about the size of a
Rolling a critical hit on the attack does not further munition depot. This high-capacity, smooth leather
increase the damage dealt. bandolier carries it all for you. While wearing The
Rambolier, you may craft and store up to 2 extra rounds
of Specialty Ammo during each long rest, which are
Trick Up Your Sleeve added to your current maximum.
When you reach 13th level, you’ve found the wisest
course of action is to remain unpredictable, ready for True Grit
anything. You may choose up to 2 non-weapon usable
items, weighing up to 2lbs., to hide somewhere on At 20th level, whenever you would regain 1 Grit Point,
your body. These items must be small enough to be you instead regain 2, up to your current maximum.
reasonably hidden, and can be accessed and used as a
reaction when you are attacked, or as a bonus action. If
you currently have less than your maximum number of Gunslinger’s Trail
non-weapon usable items hidden on your body, you may Trail of the Desperado
hide one additional item using a bonus action.
The desperado fights with skill, reflexes, and a quick
trigger finger. Her movements are crisp and sharp, faster
‘Slinger’s Luck than the average person can track. Those following this
Starting at 15th level, some swear you’ve been kissed by path drill their motions until they surpass normal mortal
Lady Luck herself. Before you roll a saving throw, you limits.
can choose to automatically succeed. Once you use this
feature, you must take a long rest before using it again.

Classes | Gunslinger
3
PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot
Fast Reflexes
When you choose this trail at 3rd level, your speed
increases by 10 feet while you are unarmored or
wearing light armor.
In addition, you may use your bonus action to
either repair or reload a weapon in your possession.
If you choose to repair a weapon in this manner, you
automatically succeed on the required Tinker’s Tools
ability check. You may use this feature a number of
times equal to your Wisdom modifier. When you finish a
long rest, you regain all expended uses.

Quick Draw
By 6th level, you’ve learned to keep a close eye on
your surroundings, and a close hand on your gun. You
add your Wisdom modifier to any initiative check.
Furthermore, during the first round of combat in which
you are not surprised, you can spend a Grit point to
make a single attack with a one-handed firearm before
the top of the initiative order. Afterward, initiative
proceeds as normal.

Dodge Roll
Starting at 10th level, you’ve learned to tumble away
from ranged attacks. Whenever you take damage from a
source more than 10 feet away which you can see, you
may use your reaction to dodge out of the way of further
assault, moving a distance up to half your movement
speed, and if you move at least 5 feet, reducing
the damage by an amount equal to your Wisdom
modifier. While moving in this manner, enemies have
disadvantage on attacks of opportunity made against
you.

Fan Fire
Starting at 14th level you can attack three times, instead
of twice, whenever you take the attack action on your
turn.

Improved Quick Draw


At 17th level, you add both your Wisdom and
Proficiency modifiers to any initiative check, and you act
even when surprised. In addition, when you use Quick
Draw to attack at the top of the initiative order, you may
do so with any firearm, so long as the firearm is within
reach. Quick Draw no longer consumes Grit.

Trail of the Gunsmith


A gunsmith is an eccentric tinkerer, unafraid of taking
risks or personally modifying their firearms. They learn
by improving their existing creations and building
new guns. Each new creation is a stepping stone to
something greater. Those following this Trail use
their intelligence to forge weapons and ammunition
unparalleled in the rest of the world.
Some Gunsmith features require your target to make
a saving throw to resist the feature’s effects. The saving
throw DC is different from your Grit save DC, and is
calculated as follows:

Gunsmith save DC = 8 + your proficiency modifier + your


Intelligence modifier

Walking Armory
When you choose this trail at 3rd level, you craft a
mechanism which allows you to easily store and
equip your personal firearms. You may draw any
firearm within arm’s reach without using your

Classes | Gunslinger
4
Modifications

Level Modification Effect Category


3rd Long Barrel The firearm can make attacks up to its long range without disadvantage. Barrel
3rd Snubnose Barrel This weapon can only make attacks up to its short range. However, on a hit, the target is knocked Barrel
back 5 feet.
3rd Elemental Barrel Damage dealt with the firearm is considered Acid, Cold, Fire, or Lightning for the purpose of Barrel
overcoming resistance and immunity. You choose the damage type when you make this modification.
6th Dampening Alloy This firearm is treated as silenced, as detailed in the Firearm Properties section. Alloy
6th Light Alloy The firearm becomes light, as detailed in the Player’s Handbook. In addition, if the firearm has the Alloy
two-handed property, it loses this property.
6th Nonporous Alloy The firearm and loaded ammunition are no longer affected by being wet or submerged. You can use Alloy
the firearm to make attacks normally while submerged, up to the firearm’s short range.
10th Auto-Loader If you do not use the firearm to make an attack during your turn, the firearm is reloaded to full Reloading
capacity without requiring any actions. Mechanism
10th Vampiric When the firearm’s ammunition count reaches 0, you may choose to make additional attacks without Reloading
Weapon reloading. If you choose to make additional attacks in this manner, Vampiric Weapon activates. While Mechanism
Vampiric weapon is active, each additional attack deals 5 necrotic damage to you. If you reduce a
creature to 0 HP when Vampiric Weapon is active, you regain 10 HP. Vampiric Weapon deactivates
whenever the firearm’s ammunition count is above 0.
10th Mechanical The gun automatically reloads itself when your ammunition count drops to 0. After it reloads itself Reloading
Reloader in this manner, the Mechanical Reloader must be reset before it is usable again. Resetting the Mechanism
Mechanical Reloader requires an action. You may still manually reload the gun.
14th Piercing Ammo Attacks made using this firearm ignore half cover and three-quarters cover. In addition, attacks made Basic
using this weapon ignore piercing resistance for the purpose of calculating damage. Ammunition
14th Ricochet Ammo Attacks made using this firearm may ricochet. If an attack hits its intended target, you may choose Basic
a single additional target within 10’, and make an attack roll with disadvantage against the second Ammunition
target. This second attack roll cannot cause your weapon to misfire.
14th Corrosive Ammo Successful attacks made using this firearm inflict an additional 1d6 damage as acid damage. Basic
Ammunition
17th Underslung As an action, you may send forth a wave of fire from the flamethrower in a 30’ cone. Each creature Personal
Flamethrower caught in the cone must make a Dexterity saving throw. A target takes 6d6 fire damage on a failed Touches
save, or half as much damage on a successful one. The fire ignites flammable objects in the area
that aren’t being worn or carried. You must reload the Flamethrower before using it again. The
Flamethrower reloads separately from the firearm.
17th Tactical Sniper As an action, you may aim down the scope and make a single attack with advantage. Personal
Scope Touches
17th Stun Coils As an action, you may make an attack roll to deliver an electric shock to a creature within the firearm’s Personal
short range. On a hit, the target takes 6d6 Lightning damage and must succeed a Constitution saving Touches
throw or lose its reaction and fall prone. You must reload the Stun Coils before using them again. The
Stun Coils reload separately from the firearm.

object interaction. may only place a single modification from each category
on a given firearm.
Apprentice Guncrafting
When you choose this trail at 3rd level, you can craft Modifications for firearms are shown on the
new firearms and modify your current ones. One- Modifications chart. At 3rd Level, you gain access to the
handed guns are based on the pistol, two-handed Long Barrel, Snubnose Barrel, and Elemental Barrel
guns on the musket, and cone guns on the scattergun. modifications. You gain additional modifications as your
Modifying a firearm requires 1 day of constant work per level increases, as detailed in the Modifications Table.
modification. You may remove an existing modification
at the same time as you add a new one. Journeyman Guncrafting
Maintenance. Modifications require constant tuning When you reach 6th level, your skills at modifying
and maintenance in order to remain in working order. and creating weapons have noticeably grown. Your
During a long rest, you may maintain a number of proficiency bonus is doubled for any ability check which
modified firearms up to your Intelligence modifier. If a uses Tinker’s Tools. In addition, you’ve learned how to
modified firearm is not maintained during a long rest, modify your guns to pull latent magic from the world
any attack roll made with that firearm has disadvantage. around them. From now on, any attack made with a gun
Limited Modification. You may modify a firearm a you’ve modified is treated as magical for the purpose of
number of times up to your Intelligence modifier. In overcoming resistance and immunity.
addition, every modification falls into a category. You

Classes | Gunslinger
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PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot
Firearms

Name Cost Damage Weight Properties


Firearms
Derringer 1000 gp 1d6 piercing 2 lb. Ammunition (range 15/60), capacity 1, light, misfire 0, reload,
special - derringer
Musket 250 gp 1d12 piercing 9 lb. Ammunition (range 150/600), capacity 4, misfire 3, reload, two-handed
Pistol 125 gp 1d10 piercing 4 lb. Ammunition (range 60/240), capacity 4, misfire 3, reload
Sawed-off 500 gp 1d6 piercing 8 lb. Ammunition (range 10), capacity 2, light, misfire 3, reload, scatter
Scattergun
Scattergun 250 gp 1d8 piercing 8 lb. Ammunition (range 10), capacity 2, misfire 3, reload, two-handed, scatter

Blast Packs Flash Round. A round filled with a magnesium charge.


At 10th level, your experiments with different types of The round doesn’t deal any damage, but instead creates
ammunition led you to an explosive, yet useful, discovery. a blinding flash of light emanating in a 30’ cone from
When a creature moves within 5 feet of you, you can the barrel of the gun. Any creature within the cone must
use your reaction to detonate a shaped explosive charge make a Constitution saving throw or become blind until
between you and the creature. The creature loses its the end of your next turn.
reaction, and must make a Dexterity saving throw Tranquilizer Dart. A thin metal syringe modified to
or be knocked prone by the blast, while you ride the inject a non-lethal sedative when piercing an organic
shockwave 15 feet directly away from the creature. You target. This round doesn’t deal any damage, but
cannot use this feature while prone. instead a creature hit with the dart must succeed on
You can create one shaped explosive charge during a a Constitution saving throw or fall prone and become
short or long rest. Unfortunately, the chemicals within stunned until the end of your next turn.
each charge are volatile, and only retain their potency
until the beginning of your next short or long rest. Masterwork Guncrafting
Starting at the 17th level, your long, hard hours at a
Specialty Ammo workbench and in the field have paid off, giving you a
Beginning at the 14th level, you can craft special master’s grasp of tinkering and guncrafting. Whenever
ammo for your firearms with certain effects. Each you would suffer a misfire, you may choose to ignore it.
round of special ammo must be crafted during a long You must complete a short or long rest before using this
rest, and only retains its special effects until your next ability again.
long rest. You can craft and store a number of specialty
rounds equal to your Intelligence modifier (minimum of
1 round) during a long rest. Firearm Properties
Upon loading a gun, you must declare which specialty Credit to /u/raynfalldown for firearm attribute wording
rounds (if any) that you are loading into the gun. Once a and ideas.
piece of specialty ammo has been loaded into a gun, you Ammunition. You can make a ranged attack with a
may expend it as part of any attack you make with that firearm only if you have ammunition to fire with. Each
gun. time you attack with the firearm, you expend one piece
Freeze Round. A specially crafted round with a of ammunition. Drawing the ammunition from a belt,
subdivided chemical core which shatters on impact. case, or other container is part of the attack (you need
When it shatters, the chemicals mix and create a burst a free hand to load a one-handed weapon). You cannot
of ice spreading from the point of impact, trapping recover spent ammunition. Once fired, it is gone.
objects within 5’. A creature hit by a freeze round must Broken. A broken firearm cannot be fired until it is
make a Constitution saving throw or become chilled, repaired. To repair a broken firearm, you may use an
taking 3d8 additional frost damage and becoming action to attempt a Tinker’s Tools ability check with a
restrained until the end of your next turn, or half DC equal to 10 plus the weapon’s base misfire score. On
damage on a successful save. This damage increases by a success, the weapon is no longer considered broken.
an additional 2d8 at the 17th and 20th levels. Capacity. A firearm’s capacity is the number of shots
Explosive Round. A large bullet packed with an it can hold at one time. When a firearm has been fired
explosive charge that detonates on impact, dealing fire a number of times equal to its capacity, it must be
damage in a 10’ radius sphere. Creatures in this area reloaded before firing again.
of effect must make a Dexterity saving throw or take an Misfire. If your natural roll for a gun attack falls at or
additional 3d8 fire damage, or half that on a successful below the misfire score of the gun you are using, you
save. This damage increases by an additional 2d8 at the suffer a misfire. Your attack misses, any ammo you used
17th and 20th levels. in the attack is expended, and your gun becomes broken.
Heavy Round. A bullet crafted from a dense alloy. You must repair a broken gun before using it.
When you use these rounds to make an attack against Range. Most firearms have two range increments,
a target with half or three-quarters cover, you make the short and long. Firing at short range has no negative
attack as if the target had no cover. In addition, this effect. Firing at long range imposes disadvantage on
round deals an additional 3d6 damage on a hit. This the attack. Guns cannot be fired outside of their long-
damage increases by an additional 2d6 at 17th and 20th range increment. Some guns have only a single range
levels. increment. In that case, the gun cannot be fired out
outside of its single range increment.

Classes | Gunslinger
6
Reload. Reloading a gun replaces your next attack you Gunslinger Class by
would make with the firearm, refilling the ammunition /u/Ujio21 and /u/xQF13
in the gun to its capacity. If you prefer, you may instead
use an action to reload your firearm. Art Credits in Order of Appearance
Scatter. Firearms with this property shoot pellets in “The Desert Prairie” by Kate Fox
a cone out to their long range increment. All creatures “Cowboy” by Kate Pfeilschiefter
within the cone must make a Dexterity saving throw “Blunderbuss” by Beaulamb 1992
(DC equal to the 8 + the shooter’s Dexterity modifier + “Connor Weapons” by Okmer
the shooter’s Proficiency modifier), taking full damage “Prairie Sky” by Christopher Balaskas
on a failed save, or half damage on a successful one. “Christine” by Polyraspad
Creatures outside of the firearm’s short range have “Samorol Rifle” by Beaulamb 1992
advantage on this saving throw. If the shooter is not “Rpg Challenge Sidekick Companion” by Just Mick
proficient with firearms, all creatures attempt the saving
throw roll with advantage.
Silenced. When fired, a silenced weapon makes no
more noise than a bowshot.
Special - Derringer. A small pistol created for surprise
attacks at close range, the derringer is an assassin’s
best friend. Derringers grant their wielder advantage
on Sleight of Hand checks to draw, and can attack from
within 5 feet without disadvantage.

Other Rules
Ammunition and Water. If your ammunition becomes
wet, there is a 50% chance it becomes a blank. You roll
d100 to determine if a wet piece of ammo is a blank
when it is fired. On a 1-50, it’s a blank and doesn’t fire.
You cannot load or fire a firearm underwater without
magical aid, unless otherwise stated.
Firearms and Water. If your firearm becomes wet,
you must use your Tinker’s Tools to disassemble
the gun and clean it before it is operational again.
Disassembling your gun does not require an ability
check, but it does require a set of Tinker’s Tools.
Noise. When fired, a firearm makes a loud sound,
much like two stones crashing together at high speed.
This sound is easily heard by any creature within ¼ mile
of the gunshot.

Classes | Gunslinger
7
PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot

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