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The GunSlinger
The GunSlinger
The GunSlinger
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
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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.
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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.
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
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Modifications
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
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Firearms
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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.
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PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot