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Gunslinger

The Gunslinger is one of the Playable Classes in D&D 5e.

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.

LevelProficiencyFeatureMaximum Grit
1st +2 Tinkerer, Natural Talent
2nd +2 Grit 2
3rd +2 Gunslinger’s Trail 2
4th +2 Ability Score Improvement, Give ‘em a Scare 2
5th +3 Extra Attack 3
6th +3 Trail Feature 3
7th +3 Trick Shot 3
8th +3 Ability Score Improvement 3
9th +4 Evasion 4
10th +4 Trail Feature 4
11th +4 Violent Shot 4
12th +4 Ability Score Improvement 4
13th +5 Trick Up Your Sleeve 5
14th +5 Trail Feature 5
15th +5 Slinger’s Luck 5
16th +5 Ability Score Improvement 5
17th +6 Trail Feature 6
18th +6 Personal Effects 6
19th +6 Ability Score Improvement 6
20th +6 True Grit 6

Class Features

As a gunslinger, you gain the following class features.

Hit Points
Hit Dice: 1d8 per gunslinger level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per gunslinger level after 1st

Proficiencies
Armor: Light armor
Weapons: Simple weapons, firearms
Tools: Tinker’s Tools
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Acrobatics, Insight, Investigation, History, Perception, Sleight of Hand, Stealth, and Survival.

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

• (a) a pistol (b) a musket or (c) a scattergun

• (a) an explorer’s pack or (b) a dungeoneer’s pack

• Leather armor, a set of tinker’s tools, and 30 pieces of ammunition

Tinkerer

Beginning at 1st level, you can use Tinker’s Tools to craft basic firearms, detailed at the end of the class description, as well as basic ammunition for those firearms.

Natural Talent

Beginning at 1st level, choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses your chosen proficiency. In addition, you gain a +1 bonus to attack rolls and damage rolls you make using firearms.

Grit

You, like every gunslinger, have something which allows you to remain cool and collected, even in the most dire situations. Starting at 2nd level, you gain a number of Grit points equal to your proficiency bonus. The number of Grit points you have can never exceed your proficiency bonus. You can spend these points to fuel various Grit features. You start knowing one such feature: aimed shot. You learn more Grit features as you gain levels in this class. Some of your Grit features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Grit save DC = 8 + your proficiency bonus + your Dexterity modifier

Aimed Shot
When making an attack with a firearm as part of your attack action, you may choose to expend a number of Grit points up to your current maximum to gain a bonus 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. Restoring Grit. Any expended Grit points refill at the end of a short or long rest. In addition, you regain 1 Grit point, up to your current maximum, whenever you score a critical hit with a firearm attack, or you use a firearm to reduce a creature to 0 or fewer hit points. If you reduce a creature to 0 or fewer hit points with a critical hit, you regain only 1 Grit point, not 2.

 

Gunslinger’s Trail

At 3rd level, you choose the trail which reflects your own personal style and credo. Following one of these trails separates a mere gun-toting adventurer from a legendary gunslinger. Choose the Trail of the Desperado or the Trail of the Gunsmith, both detailed at the end of the class description. Your choice grants you a unique feature when you choose it at 3rd level. It also grants you additional benefits at 6th, 10th, 14th, and 17th levels.
Trail of the Desperado  Trail of the Gunsmith  Trail of the Trickshot 


Give ‘em a Scare

When you reach 4th level, you can use your action to fire a blank charge into the air. Hostile creatures within 30 feet of you must make a Wisdom saving throw (DC equal to your Grit save DC). On a failed save, the creatures are frightened of you until the start of your next turn. After the effects resolve, any creature which rolled a saving throw against this feature is immune for 24 hours.

Extra Attack

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

 

Trick Shot

Starting at 7th Level, you can target a specific location on a foe’s body, so long as the foe’s body has the location you want to target. When making an attack with a firearm, you may spend a Grit point to add an additional effect based on the targeted location.

Armshot. On a hit, the target must make a Constitution saving throw or drop a single held item of your choice.
Headshot. On a hit, the target must make a Constitution saving throw or have disadvantage on attacks made until the start of your next turn.
Legshot. On a hit, the target must make a Constitution saving throw or fall prone.
Bodyshot. On a hit, the target must make a Constitution saving throw or have disadvantage on Dexterity ability checks and saving throws, and become unable to speak aloud until the start of your next turn.
Wingshot. On a hit, the target must make a Constitution saving throw or have its flying speed reduced to 0 until the start of your next turn.

Evasion

Beginning at 9th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Violent Shot

Starting at 11th Level, you’ve learned that you can’t always play safe if you want to win. As part of a ranged attack action using a firearm, you can spend a Grit point to perform a Violent Shot. If your attack hits, you roll all damage dice as if the attack were a critical hit. Regardless of the attack’s result, unless you roll a critical hit on the attack, your firearm becomes broken. Rolling a critical hit on the attack does not further increase the damage dealt.

 

Trick Up Your Sleeve

When you reach 13th level, you’ve found the wisest course of action is to remain unpredictable, ready for anything. You may choose up to 2 non-weapon usable items, weighing up to 2lbs., to hide somewhere on your body. These items must be small enough to be 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 non-weapon usable items hidden on your body, you may hide one additional item using a bonus action.

Slinger’s Luck

Starting at 15th level, some swear you’ve been kissed by Lady Luck herself. Before you roll a saving throw, you can choose to automatically succeed. Once you use this feature, you must take a long rest before using it again.

Personal Effects

Beginning at 18th level, you may choose one of the following items as your Personal Effects. Your chosen item grants you a unique bonus, specified below. If your Personal Effects are lost or destroyed, they are mysteriously found immediately following your next long rest.

Acrobatics Harness (Desperado Only). The strains of rolling, ducking, and dodging can take their toll on the body. With this harness, you can perform stunts to dodge out of harm’s way with little strain on yourself. While wearing your Acrobatics Harness, you may also add your Proficiency modifier to the damage reduction component of Dodge Roll.

Comfortable Duster. This old, trail-worn duster has been your constant companion. Full of holes, torn in places, and never quite clean, it’s like you in more ways than one. While wearing your Comfortable Duster, you can store up to 4 non-weapon usable items, instead of 2, with the Trick Up Your Sleeve feature, and you may use up to 2 of these items with a single bonus action or reaction.

Lucky Hat. This hat has been with you since the beginning, and no matter how many times you lose it, it always seems to find its way back. While wearing your Lucky Hat, you may use your Slinger’s Luck feature up to 2 times between each long rest.

Quality Cigar. No matter where you draw on it, this cigar always gives you a quiet moment to reflect. As an action, you make take a draw on your Quality Cigar to 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 at night, and these goggles have been a tinker’s best friend. While wearing your Tinker’s Goggles, you can see normally in darkness, both magical and nonmagical, up to a distance of 120 feet, and you are immune to the blind condition. In addition, you have advantage on Tinker’s Tools ability to checks to repair a broken gun.

The Rambolier (Gunsmith Only). You never leave home without an ammo stockpile about the size of a munition depot. This high-capacity, smooth leather 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 added to your current maximum.

True Grit

At 20th level, whenever you would regain 1 Grit Point, you instead regain 2, up to your current maximum.

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