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## Gunslinger A flash of smoke and an explosion of sound cracks across the corridor into the charging minotaur’s flank. The kneeling tiefling loads another bullet into her sleek metal rifle. In front of her, a human in leather armor raised a short sword, firing another two rounds into the minotaur from the revolver in his other hand. Sneaking behind the minotaur, a muscled gnome charges the minotaur, firing a blast from a gunblade after sinking the cleaver attached to the hot barrel deep into their enemy's side. The moonlight oozes through a grimy window in a dilapidated laboratory, where a dwarven inventor in smoke-blasted scale mail hunches over intricate machine parts and scribbled blueprints. A fevered sweat drifts from his brow as he delicately tests the trigger of his newly firearm. With a sigh and smile, the dwarf hefts battleaxe-rifle and shield, the next day’s battle on his mind. The chief of law, a surly half-elf, squints at the bloody floorboards in the unfortunate new widow's home. Pulling a horn from his side, he pours a scented black powder onto the blood, whispering words of power, and leaves the house. High on a nearby hill the next night, the gunslinger gently squeezes the trigger of his rifle, the bullet exploding into his Web as it shatters the window, ensnaring the murderer. Each of these heroes is a gunslinger, combining innovative mechanical and alchemical skill with ranged martial prowess. Unscrupulous bandits, avante-garde tinkers and thinkers, and calculating detectives can each harness the gunslinger's diverse knowledge and drive to push the boundaries of the possible. All gunslingers focus their mechanical aptitude to destructive effect. ### Defying The Possible Daring inventors and destructive warriors, gunslingers draw their power from applying an eclectic range of alchemical knowledge, visionary insight, and mechanical dexterity to maximize the explosive potential of black powder. Gunslingers can be found at every range in battle, unleashing a deadly storm of bullets at nearby foes alongside the fighter, working in concert with a druid or ranger, or wreaking havoc on the enemy from an unparalleled distance. Few individuals combine the requisite knowledge, combat prowess, and force of imagination to produce a firearm. Fewer still have any formalized training in the art of crafting or employing firearms. Typically, each gunslinger develops a personal combat style derived from the preference for one- or two-handed firearms. \columnbreak ### Outcasts and Iconoclasts Whether an exiled blacksmith's apprentice, a ridiculed wandering tinker, a former soldier determined to uncover new solutions to the dangers of battle, or an assassin seeking innovative professional upgrades, all gunslingers are eccentric. These unusual adventurers are usually dismissive of, or shunned by, the societies from which they come. Few folk can distinguish between magic and gunpowder, imagining the latter to be just one example of the former. This generalization frustrates most gunslingers to no end. As a result, many gunslingers are met with derision when attempting to present their inventions to major centers of knowledge. Despite this skepticism concerning the science of their craft, gunslingers are met with respect and sometimes fear for the devastation they can unleash in combat, and are a boon to any adventuring group. ### Creating A Gunslinger When creating a gunslinger, consider where your character first saw, and first believed, the effects of black powder and firearms. Who taught you how to make and repair your weapons, and how did you become so skilled at their use in combat? Did you grow from inventor into adventurer, or seek the multifaceted education required to craft firearms after another career? Were you stricken by grief when a party met their end, or did the endless strife of a city guardsman inspire you to seek better weapons, a broad education, and an uncertain craft? Were you inspired by a bard's songs of mysterious lands and weapons? Or were you with the bard when you saw these strange machines for yourself? Your personal firearms are your most prized possessions, marking your transition to a new life with your first successful invention. ### Quick Build To quickly create a new gunslinger follow this outline. First make Dexterity your highest ability score. Make Intelligence your second highest score, as all gunslingers must be adept tinkerers and inventors to develop their firearms. Finally, choose the guild craftsman (smith) background. ## 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 \pagebreak #### Proficiencies **Armor**: Light armor, medium armor **Weapons**: Simple Weapons, Short Swords, Firearms **Tools**: Alchemist's supplies, poisoner's kit and tinker's tools **Saving Throws**: Dexterity, Intelligence **Skills**: Choose two from Acrobatics, History, Insight, Investigation, Perception, and Stealth #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a short sword or *(b)* any simple weapon - *(a)* an explorer's pack or *(b)* a dungeoneer's pack - *(a)* alchemist's supplies or *(b)* a poisoner's kit - Leather armor, tinker's tools, one horn of black powder and one book of alchemical formulas and firearm schematics
#### The Gunslinger | Level | Proficiency Bonus | Features | Improvements Known | |:---:|:---:|:---:|:---:| | 1st | +2 | Personal Firearms, Gunsmithing | 2 | | 2nd | +2 | Black Powder Initiate, Fighting Style | 2 | | 3rd | +2 | Black Powder Path | 2 | | 4th | +2 | Ability Score Improvement | 2 | | 5th | +3 | Diabolic Machinist | 2 | | 6th | +3 | Improved Gunsmithing | 4 | | 7th | +3 | Black Powder Journeyman | 4 | | 8th | +3 | Ability Score Improvement | 4 | | 9th | +3 | Path feature | 4 | | 10th | +3 | Supreme Marksman | 4 | | 11th | +4 | Extra Attack, Fervored Inventor | 5 | 12th | +4 | Ability Score Improvement | 5 | | 13th | +5 | Path feature | 5 | | 14th | +5 | Skillful Grenadier | 5 | | 15th | +5 | Black Powder Sage | 6 | | 16th | +5 | Ability Score Improvement | 6 | | 17th | +6 | Master Gunsmithing, Diabolic Machinist improvement | 6 | | 18th | +6 | Path feature | 7 | | 19th | +6 | Ability Score Improvement | 7 | | 20th | +6 | Mantle of Gilead | 7 |
\columnbreak ### Personal Firearms When you gain your first gunslinger level, you have invented your own pair of functioning firearms. You have performed a scientific and technological breakthrough that most mistake for a feat of magic. These firearms are the focus of your growth as a gunslinger, and your fighting style develops in specific response to the quirks of these weapons. At 1st level you gain one personal one-handed firearm and either one personal two-handed firearm or a second personal one-handed firearm, and 40 bullets. Each personal firearm can be upgraded with improvements you learn as you gain levels in this class, as detailed in the Gunsmithing feature. Personal firearms use the rules for Ammunition (bullets) and the reload property found in the DMG. Personal firearms have the following weapon statistics.
| Firearm | Damage | Weight | Properties | |:---:|:---:|:---:|:---:| | One-handed Firearm | 1d8 bludgeoning | 3 lb. | Ammunition (range 30/90), reload (4 shots) | Two-handed firearm | 1d12 bludgeoning | 8 lb. | Ammunition (range 80/240), heavy, reload (6 shots), two-handed
### Gunsmithing As a gunslinger you specialize in modifying your personal firearms and experimenting with black powder, increasing their capabilities with a variety of deadly improvements. Your developing skills are detailed in the Gunsmithing Improvements table. At first level, you learn two improvements from the list as long as you meet the prerequisites for each improvement. You can install up to one improvement in each of your one-handed personal firearms and up to two improvements in each of your two-handed personal firearms when you gain this feature at 1st level. Whenever you gain a gunslinger level, you may replace one improvement in your book of formulas and schematics with another improvement you do not know, and can learn. If the replaced improvement was installed in a firearm, that firearm loses that improvement and gains the new improvement you selected. If the new improvement you selected cannot be installed in that firearm, instead install an eligible improvement that you know in that firearm. If either of your personal firearms is lost or destroyed, you may craft a replacement personal firearm with 24 hours of work. You may craft a different type of personal firearm than whatever you chose when you gained that feature. You may also exchange one of your personal firearms for a personal firearm of another type (one-handed or two-handed) with 24 hours work. \pagebreak Whenever you begin a long rest, you may make an Intelligence (Tinker's tools) check. On a roll with a total of 12 or greater, you craft 20 bullets in 1 hour of work. On a total of 11 or less, you craft 10 bullets. On a total of 20 or greater, you craft 40 bullets. Whenever you complete a short rest, you craft a number of bullets equal to your Intelligence modifier plus your proficiency bonus (minimum 3). ##### Gunslinger Saving Throws Intelligence determines your alchemical prowess and gunsmithing ingenuity. Any saving throws required by gunslinger features are calculated as follows.
**Save DC** = 8 + your proficiency bonus + your Intelligence modifier
### Black Powder Initiate At 2nd level you have acquired a thorough knowledge of machines and the alchemical synthesis of gunpowder. You gain the following benefits. You have advantage on any ability checks you make to identify or use fine mechanical objects or alchemical items, and your proficiency bonus is doubled for any ability check you make using alchemist's supplies, a poisoner's kit or tinker's tools. As a reaction when a creature moves within 5 feet of you, create a 5 foot cube of obscuring black powder in that creature's space. If you do, you may move up to half your speed and any creature entering or ending its turn in the cube gains weakness to fire damage until the end of your next turn. When you move using this feature opportunity attacks against you have disadvantage. You may use this reaction a number of times equal to your Intelligence modifier (minimum 1) and you regain all uses of this feature when you complete a long rest. ### Fighting Style A gunslinger's initial adventuring knowledge of firearms is perilously gained and limited in scope. The gunslinger's intense obsession with personal firearms tends to mean that knowledge of other gunslingers, their fighting styles or their weapons is uncommon. As such, a gunslinger often develops a deep bond with a unique firearm, and a combat style focused on that weapon. At 2nd level choose one specialty from the options below to reflect the fighting style you develop with your firearms. You cannot select an option twice if you get to choose again. Whenever you gain a gunslinger level you may exchange your Fighting Style for a different one. ##### Blade and Bullet When you are wielding a one-handed firearm and a one-handed melee finesse weapon with which you are proficient, treat both of these weapons as having the Light property. Ranged firearm attacks against targets within 5 feet of you do not incur disadvantage. As a bonus action you may make an attack with your off-hand weapon and add your ability modifier to the attack's damage roll. \columnbreak ##### Blind Fighting You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range unless it successfully hides from you. ##### Single Shot When you are wielding a single one-handed firearm and your other hand is empty, gain a +2 bonus to damage rolls with that weapon. ##### Sniper's Eye When you are wielding a two-handed firearm and you have not moved, as a bonus action you may give yourself advantage on the next ranged attack roll you make this turn. You lose this advantage if you move at any point during your turn before making this ranged attack. ##### Superior Technique You learn one maneuver of your choice from those available to the Battle Master archetype. If a maneuver you use requires the target to make a saving throw, the saving throw DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain one superiority die, which is a d6. This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. ##### Thrown Weapon Fighting You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll. ##### Twin Barrel Gunslinging When you are wielding a one-handed firearm in each hand, treat these weapons as having the Light property. As a bonus action you may make an attack with your off-hand weapon and add your ability modifier to the attack's damage roll. Whenever you use an action or bonus action to reload a one-handed firearm, you may reload two one-handed firearms. You may draw and stow two one-handed firearms where normally you would only be able to draw or stow one. ### Black Powder Path At 3rd level, you have chosen a specialty for your research, seeking to further your firearms' powers through tactical mobility, divine influence, martial warcraft, arcane insight, hunters' wisdom, or persuasion and alchemical healing. Choose Desperado, Dreadnought, Dullahan, Gunmage, Hawkeye, or Reverend, all detailed at the end of the class description. The Path you choose grants you features at 3rd level, and again at 9th, 13th, and 18th level. \pagebreak ### Ability Score Improvement When you reach the 4th level, and again at the 8th, 12th, 16th, and 19th level, you can increase 1 ability score of your choice by 2, or you can increase 2 ability scores of your choice by 1. As normal, you can't increase an ability score beyond 20 using this feature. ### Diabolic Machinist At 5th level, you have refined your powder-producing formulas and metalworking skills to incredible effect, upgrading the damage potential of your personal firearms. Decrease each ranged firearm damage die by one step and add one damage die. (Ex. 1d8 becomes 2d6, 1d12 becomes 2d10) At 17th level, increase each of your ranged firearm damage dice by one step (2d6 becomes 2d8, 2d10 becomes 2d12) ### Improved Gunsmithing At 6th level, you have mastered the ability to change the improvements installed in your personal firearms, replacing them with new experimental options. You learn two additional improvements. Whenever you complete a long rest, you may replace all the improvements installed in one personal firearm. You learn additional new improvements according to the gunslinger features table. ### Black Powder Journeyman At 7th level, your experiments with black powder have yielded rudimentary gunpowder bombs. During a long rest, you may spend at least two hours work to craft a number of bombs equal to your Intelligence modifier (minimum 1). You may carry up to 5 bombs at a time. No other character may use or carry your bombs. As an action, throw a bomb to any point within 60 feet. Every creature within 10 feet of the chosen point makes a Dexterity saving throw, taking 3d6 fire damage and suffering the Deafened condition until the end of your next turn on a failed save, and half damage on a successful one. During a long rest you may spend at least 1 hour preparing and administering the appropriate alchemical solutions to refill your horn of black powder. ### Supreme Marksman At 10th level, you have mastered a variety of showmanship tricks using your firearms, and your accuracy is impeccable. Your firearm attacks ignore resistance to non-magical damage. You have advantage on Sleight of Hand and Performance ability checks made to demonstrate complex or flashy maneuvers using your firearms. ### Extra Attack At 11th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ### Fervored Inventor At 11th level you have synthesized your improvements and increased their effectiveness thanks to your tireless experimentation. You can install one additional improvement in each of your personal firearms. ### Skillful Grenadier At 14th level, your bomb creation methods pack more power. Increase the damage dice of bombs you make and gunslinger features and improvements that use your bombs to d8s. ### Black Powder Sage At 15th level, your Black Powder abilities improve. - Whenever you use your Black Powder Initiate reaction, you may choose for any creatures entering or ending their turns in the cube to gain weakness to any one of the following damage types until the end of your next turn: fire, lightning, acid, or poison. - As a reaction, you can cover yourself in a clinging haze of black powder. Until the beginning of your next turn attacks targeting you made by creatures that rely on sight have disadvantage, creatures within 5 feet of you when you use this ability suffer the Poisoned condition, and you have weakness to fire damage. You can use this reaction once before taking a long rest. ### Master Gunsmithing At 17th level, you may replace all of the improvements installed in each of your personal firearms whenever you complete a long rest. You no longer need to make Tinker's tools checks to craft 20 bullets whenever you finish a long rest. You may replace one improvement you know with another improvement you can learn whenever you complete a long rest. ### Mantle of Gilead At 20th level, you have become an avatar of invention. You may transform any firearms that you did not gain through the Personal Firearms feature that possess special weapon properties into an improvement with 8 hours work. You can complete this labor during a long rest. If you do, you create an improvement conferring the text of the chosen ability to another firearm of the same type (one-handed or two-handed). This improvement has a prerequisite of Gunslinger, 20th level. You cannot convert a firearm with improvements installed into a new improvement. Creating an improvement out of a firearm destroys that firearm. \pagebreak ### Gunslinger Improvements ##### Acidic Barrel *Prerequisites: 15th level* You develop a bullet with an acid core stored in a special barrel. This bullet breaks apart on impact, spraying acid into the wound. Whenever hit your target with this firearm's ranged weapon attack, you may change the damage type to acid and roll two additional weapon damage dice. You make this choice after seeing the result of your roll, but before knowing whether your attack hits. You may use this feature once before taking a long rest. ##### Adamantite Casing *Prerequisites: 6th level* This firearm is nigh indestructable and is immune to all but the greatest acids or crushing forces. Gain a +1 bonus to attack and damage rolls with this weapon. ##### Alchemical Barrel You fit your firearm with a resistant tube that can contain one consumable alchemical item such as a potion or a powder. Instead of making one of your attack rolls with this firearm or as a bonus action, you can launch the contents to any point within the short range of this weapon, where the item will take effect. You can load a new item into the tube whenever you reload this firearm. ##### Ammunition Cartridge *Prerequisites: 17th level, one-handed firearm* You have developed a metallic container that replaces the grip of your one-handed firearms, perfect for containing a variety of ammunition. Gain the benefits of the *Explosive Ammunition*, *Piercing Ammunition*, *Revolver Chamber* and *Shrapnel Ammunition* improvements. ##### Bayonet *Prerequisites: two-handed firearm* You may make melee attacks with this firearm as a bonus action. The bayonet is a simple melee weapon that deals 1d4 piercing damage and has the finesse property. ##### Chambered Rounds Increase the reload property of this firearm by 1 for each barrel on the weapon. ##### Dagger Stock *Prerequisites: two-handed firearm* Install a slim metal pocket in the stock of a two-handed firearm that can hold a dagger or similar sized item. You may draw the dagger or item as a free action if you drop this weapon to the ground, or you may throw it as a bonus action if the stored item has the Thrown property. \columnbreak ##### Delirium Powder Barrel *Prerequisites: 15th level* As an action, you can fire a bullet containing insidious alchemical powder that you keep in a special gun barrel. Choose a target within the short range of this firearm. That creature and each creature within 5 feet of the target must make a Wisdom saving throw. Any creature failing the saving throw is Charmed for its next turn. While Charmed, a creature is incapacitated and has a speed of 0. You may use this action once before taking a long rest to prepare a new batch of powder. ##### Explosive Ammunition Whenever you roll at least one 1 on a ranged weapon attack damage roll with this firearm, gain a bonus to that damage roll equal to your Intelligence modifier (minimum 0). This bonus damage is fire damage. ##### Fire Elemental Infusion *Prerequisites: 6th level* You bind a tiny spark of elemental fire energy into your firearm. As an action, you unleash a spray of flame from the barrel of your weapon. Each creature in a 15 foot cone must make a Dexterity saving throw, suffering 2d6 fire damage on a failed save. This damage increases as you gain levels in this class: 3d6 at 11th level and 4d6 at 17th level. If this weapon also has the Greater Fire Elemental Infusion improvement, increase the base damage dice to d8s. ##### Greater Fire Elemental Infusion *Prerequisites: 17th level* You bind a minor fire elemental to your weapon, empowering it with flames. This weapon's damage type changes to fire, and you no longer require ammunition to operate it. As a reaction when an enemy moves within 10 feet of you, you can throw up a curtain of flame in the square you occupied and move 5 feet. The flames deal 6d6 fire damage to any creature entering or ending its turn there. The flames dissipate at the end of your next turn. You can use this reaction once before taking a long rest. ##### Greater Lightning Elemental Infusion *Prerequisites: 17th level* You bind a minor lightning elemental to your weapon, empowering it with sparks. This weapon's damage type changes to lightning, and you no longer require ammunition to operate it. As a bonus action, you can infuse your bullets with electical charge. The next time you deal damage to a creature with this firearm, that creature suffers an additional 2d8 lightning damage and makes a Constitution saving throw, suffering the Incapacitated condition until the end of your next turn on a failed save and suffering no condition on a successful one. You can use this ability once before taking a long rest. \pagebreak ##### Lightning Elemental Infusion *Prerequisites: 6th level* You bind a tiny spark of elemental lightning energy into your firearm. As an action, you can unleash an arcing bolt of lighting at a creature within 10 feet of you. The target of your attack makes a Dexterity saving throw, and suffers 2d4 lightning damage and the Stunned condition until the end of your next turn on a failed save, and no effects on a successful one. Then, repeat this process once, using the first target of this ability as the origin point. This damage increases as you gain levels in this class: 3d4 at 11th level and 4d4 at 17th level. If this weapon also has the Greater Lightning Elemental Infusion improvement, each creature targeted by this ability that is Large or smaller is knocked Prone, regardless of the outcome of the saving throw. ##### Lightweight Barrel Design *Prerequisites: two-handed firearm* This firearm loses the heavy property and its weight is reduced by half. ##### Mortar Round Barrel *Prerequisites: 7th level, two-handed firearm* As an action, you fire a bomb stored in a large cannister barrel to any point within the short range of this firearm, which hits each creature within 15 feet of the point of impact. Each creature hit by this attack makes a Dexterity saving throw. On a failed save, a creature takes your 4d6 fire damage and suffers the Blinded, Deafened and Stunned conditions until the end of your next turn. On a successful one, the creature takes half damage and chooses to be either Blinded or Deafened until the end of your next turn. You reload the barrel when you reload your firearm as long as you have an unused bomb. ##### Muffled Barrel *Prerequisites: 3rd level* Attacks made with this firearm produce no noise, and do not reveal your position if you are hidden. ##### Oil-spin Chamber *Prerequisites: 13th level, one-handed firearm, Revolver Chamber* You refine a revolver chamber and trigger so that you can make a lightning fast series of attacks by spinning the chamber and holding your trigger down, firing every bullet loaded into your weapon. As an action you may make a number of weapon attacks equal to the number of bullets remaining in your firearm. These attacks may target any number of creatures within the short range of your firearm. Use this ability once per short or long rest. After you use this feature, your firearm deals 1 point of fire damage to you every minute until you spend at least five minutes cooling down the metal. \columnbreak ##### Paralytic Powderkeg Barrel *Prerequisite: 15th level* As an action, you can fire an alchemical bullet. Choose a target within the short range of this firearm. That creature and each creature within 5 feet of the target must make a Constitution saving throw at disadvantage. Any creature failing the saving throw is Paralyzed until the end of its next turn. You may use this action once before taking a long rest. ##### Penetrating Shot Barrel *Prerequisites: 7th level* As an action you may fire one bullet from a special additional barrel. This bullet flies in a straight line that extends to the end of your firearm's long range. If the bullet would strike a creature, instead that creature makes a Dexterity saving throw. On a failed save, roll this firearm's weapon damage against that creature. On a successful save, the bullet stops moving and the creature takes half damage. This attack may damage multiple creatures and penetrates walls. You may take this action once before taking a long rest. ##### Piercing Ammunition Your ranged weapon attacks with this firearm score critical hits on rolls of 19-20. Gain advantage on attack rolls and a 1d6 piercing damage bonus when you make ranged weapon attacks against creatures wearing heavy armor. ##### Poison Bullet Barrel *Prerequisites: 7th level* You develop an additional barrel to contain a poisonous round. Whenever you hit a creature with this firearm's weapon attack, as a bonus action the creature becomes afflicted and suffers a poison damage roll equal to one of your weapon dice. Then, the creature makes a Constitution saving throw, suffering the Poisoned condition on a failure. At the start of each of the affected creature's turns, it may make a Constitution saving throw, ending the effect on a success or suffering another roll of your firearm's weapon die on a failed save. You may use this feature once, and you regain the use of this feature after taking a long rest. ##### Revolver Chamber *Prerequisites: one-handed firearm* Increase the reload property of this firearm by 2. \pagebreak ##### Scattershot *Prerequisites: 11th level, two-handed firearm* As an action when you have not expended any bullets in this firearm, make one attack roll and compare to the AC of every creature in a cone extending 30 feet in front of you instead of the normal range of your weapon. Roll damage separately against each creature hit. Your weapon ignores the penalty for making ranged attacks against creatures within 5 feet of you. This attack consumes all the ammunition in this firearm. ##### Shortsword Missile Trap *Prerequisites: 7th level, two-handed firearm* You create a trapped bayonet so that you can fire the blade as a powerful capturing missile. In addition to making melee attacks with this weapon, as in the *Bayonet* improvement, as an action you can fire your bayonet, and the wire net attached to it, in a powerful short range shot. This attack has a range of 15 feet and deals 2d6 piercing damage. A Medium or smaller creature hit by this attack is Restrained until the end of your next turn and knocked Prone, becoming wrapped in the metal net. You may use this ability once before re-assembling the trap during a long rest. ##### Shrapnel Ammunition *Prerequisites: 3rd level* Whenever you roll at least one 1 on a ranged weapon attack damage roll using this firearm, you may reroll one of those damage dice and you must use the new result. If you also have the *Explosive Ammunition* improvement installed in this weapon, instead, you reroll one of those damage dice once, and the target, as well as each creature within 5 feet of the target, suffers fire damage equal to that roll. ##### Sight *Prerequisites: 5th level, two-handed firearm* Increase the range of this firearm by 20/80. Attacks made in this weapon's long range cannot be made with either advantage or disadvantage. ##### Triple Barrel *Prerequisites: 17th level, two-handed firearm* You have expanded the utility of the revolver's smooth machinery by adding two functional barrels to a larger version of the chamber. Before rolling to hit a creature, you may choose to take a -5 penalty on the attack roll. If you hit, roll triple your firearm's weapon damage dice. Reduce this weapon's reload shots remaining by 3. When you install this firearm, choose three "Barrel" improvements and gain their benefits. You also gain the benefits of the *Chambered Rounds* improvement when you install this improvement. \columnbreak ## Black Powder Paths The gunslinger can turn black powder science to any number of uses, stretching across fantasy genres and sources of power. Choose from the mobile desperado, the battlefield expert dreadnought, the ghostly dullahan, the arcane gunmage, the sniping hawkeye or the supportive reverend. ### Desperado Some gunslingers have dedicated themselves to studies with rangers, druidic orders, or other naturalists to tame a mount and teach the animal to fight without fear alongside explosive weapons. Such gunslingers use their mobility to harass enemies and aid allies. #### Hoof and Powder Starting at 3rd level, your skills as a rider are apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated. Whenever you are mounted, you can take the Dash or Disengage action as a bonus action. You gain proficiency with Animal Handling. Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. #### Sundown Showdown At 3rd level you can challenge a creature to a duel, distracting your foe so an ally can strike. Whenever you hit a creature with an attack, you can mark that creature as long as no other creature is currently within 5 feet of you. Your challenged foe will remain marked as long as you concentrate to maintain your mark. You can mark one creature at a time. A marked creature suffers a penalty to attack rolls targeting creatures other than you equal to your Intelligence modifier (minimum 1) for as long as that creature is marked. You also have advantage on the first attack roll you make each turn targeting a marked creature. You can use this feature a number of times equal to your Intelligence Modifier (minimum 1). You regain all uses of this feature when you finish a long rest. #### Covering Fire At 9th level, you learn to punish attacks against your allies and your mount. If an ally you can see within the short range of your firearm is hit by an attack, you can roll one of your personal firearm's weapon damage dice as a reaction. Then, add the number rolled to your ally's AC. If the attack still hits, you make one ranged firearm attack against the attacking creature using the same firearm after damage has been rolled. \pagebreak #### Bandit's Chase At 13th level you have mastered using your speed to harass your challenged foe, mounted or not. Once on each of your turns if you move at least 10 feet in a straight line directly toward the target of your mark, you can disorient your challenger by throwing one of your bombs as a bonus action. You must throw the bomb directly towards the marked creature. #### Dueling Macabres At 18th level, if you take the Attack action on your turn and you have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make one additional attack against that target as part of the same action. You can do so no more than once per turn. ### Dreadnought A force of awe on every battlefield, whispers follow a Dreadnought wherever one treads. Superstitious glances and hushed tones pursue these gunslingers, and their monstrous weapons, who make their lives as soldiers. #### Battlegrace At 3rd level, you integrate your firearms into a melee combat style. You gain proficiency with martial weapons, shields, and the Athletics skill. If you are wielding a warsoldered weapon, you may make one additional melee attack whenever you take the Attack action on your turn. #### Warsoldering At 3rd level, a Dreadnought gains the ability to modify one personal one-handed firearm by fusing it with a one-handed melee weapon, as if installing an improvement. Combining weapons in this way consumes one personal firearm improvement slot. You may warsolder a personal firearm whenever you could install an improvement and when you gain this feature. A warsoldered personal firearm gains the following Special property. **Special**: This weapon has all the properties of a personal one-handed firearm, and also has all the properties of the chosen one-handed melee weapon. This weapon can be used to make melee attacks using the melee weapon damage dice and ranged firearm attacks using the one-handed firearm damage dice, ammunition property and reload property. This weapon gains the finesse property if it did not already have it. If the melee weapon has the versatile property, the warsoldered firearm loses that property. Whenever you make attacks using this weapon, you can make ranged firearm attacks or melee attacks. Declare before making each attack roll whether the attack is a melee attack or a ranged attack. This weapon's range becomes 10/30. You make ranged firearm attacks against creatures within 5 feet of you without disadvantage. \columnbreak #### Siegebreaker Demolitionist No fortress, castle, tower, bunker or armored structure can withstand the application of a Dreadnought's engineering knowledge. At 9th level, with at least 10 minutes of preparation, you can use your bombs to create entrances for infiltration into fortified locations. Your bombs always deal maximum damage to structures and ignore fire resistance. #### Reinforced Warsoldering At 13th level, you learn how to warsolder a two-handed melee weapon with a two-handed firearm. You can warsolder both your personal firearms whenever you complete a long rest. Warsoldering a two-handed firearm consumes one improvement slot. If you warsolder a two-handed melee weapon with a two-handed firearm, that weapon gains the finesse property if it didn't already have it. Two-handed warsoldered firearms do not lose the versatile property, and have a range of 15/45. > You can remove the heavy property from a two-handed warsoldered firearm using the *Lightweight Barrel Design* improvement. #### Bleak Walker At 18th level, once per long rest you may use your reaction to gain resistance to the damage from an attack made by a creature within 5 feet of you that you can see. ### Dullahan A dullahan embarks on a path of destructive devotion to a god of death, serving as an arm of that entity in this world. These warriors, who take their name from a headless ghostly reaper of legend, gain the power to create and manipulate fear, chain the souls of the dead, and unleash dark magic against those they would slay. #### Ghost of Bullets Past At 3rd level, you can inspire fear in the minds of nearby creatures, amplifying the terror of wounded foes to further despair, or to infect those nearby. After you deal combat damage to any creature within 15 feet of you for the first time each turn, force a creature within 30 feet of you to make a Wisdom saving throw. On a failed save, the creature becomes Frightened until the end of your next turn. A creature with immunity to the Frightened condition still makes the saving throw. Whenever you successfully Frighten a creature using any Gunslinger feature or a creature fails this saving throw, gain temporary hit points and a bonus to the next damage roll you make this turn equal to your proficiency bonus. #### Knowledge of the Damned Gain proficiency in Religion when you select this Path at 3rd level. Bullets you fire gain the Silvered property. \pagebreak #### Soulchains At 9th level you have mastered the art of capturing souls with spiritual chains. Whenever you slay a hostile creature, you can bind its soul to your service. As a bonus action, create a specter bound in ghostly chains that rises from the corpse of your slain foe, the statistics for which are in the Monster Manual. This ability fails if used on a creature without a soul. The specter appears with temporary hit points equal to your Gunslinger level. The specter only takes the Move action and it moves during your turn. Creatures within 10 feet of the specter after it moves make a Wisdom saving throw, becoming Frightened until the end of your next turn on a failed save. You can have one specter bound to you at a time. The specter dissipates, vanishing into the afterlife, whenever you take a long rest or its hit points are reduced to 0. You can choose to dismiss the specter as a bonus action. If you do, gain the effects of an *Invisibility* spell. After you bind a soul using this feature, you cannot do so again until you finish a long rest. #### Dark Communion At 13th level, you are gifted with the magical power to pursue and slay your foes. You may cast each of the following spells once every long rest as a 2nd level spell: *Find Steed*, *Misty Step* and *Shadow Blade*. Intelligence is your spellcasting ability for these spells. Any mount you summon using the *Find Steed* spell emphasizes death or another ideal of your god. #### Form of the Night Geist At 18th level, you can briefly assume a spectral form, meant to ferry your quarry to the underworld. Your appearance becomes ghostly, skeletal, or shadowy and your subtype becomes Undead. As a Dullahan, your head might disappear, detach from your body and ride under your arm, or erupt in magical flames around your skull. Once every long rest, for 1 minute: - You can magically sense the presence of living creatures within a 5 mile radius. You know the general direction from your current position, but not a specific location. - You and your mount can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. You cannot be targeted by opportunity attacks. - Whenever you take the Attack action on your turn, you may make an additional melee attack with a conjured skeletal whip. This attack has a range of 10 feet and deals 3d6 + your Intelligence modifier bludgeoning and psychic damage. You can push any creature damaged by this attack 5 feet in any direction. \columnbreak ### Gunmage Some black powder scientists, rather than scorn the arcane arts, choose to incorporate spellwork into their inventions. These fearsome warriors are known as Gunmages. #### Spellcasting At 3rd level, you augment your black powder prowess with the ability to cast spells. See Chapter 10 of the Player's Handbook for the general rules of spellcasting and Tasha's Cauldron of Everything for the artificer class and sub-class spell lists. ***Cantrips.*** You learn two cantrips of your choice from the artificer spell list. You learn one additional artificer cantrip of your choice at 10th level and one additional artificer cantrip of your choice at 18th level. ***Spell Slots.*** The Gunmage spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell *shield* and have a 1st-level and a 2nd-level spell slot available, you can cast *shield* using either slot. ***Spells Known of 1st-Level and Higher.*** You know three 1st level spells of your choice, which you must choose from any of the spell lists available to the artificer class. The spells known column of the Gunmage Spellcasting table shows when you learn more artificer spells of 1st level or higher. Each of these spells must be a spell of your choice from any artificer spell list, and must be of a level for which you have spell slots. For instance, once you reach 7th level you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the artificer spells you know with another spell from an artificer spell list. The new spell must be of a level for which you have spell slots. ***Spellcasting Ability.*** Intelligence is your spellcasting ability for your spells, since you learn your spells through experimentation and study. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.
**Spell save DC** = 8 + your proficiency bonus + your Intelligence modifier **Spell attack modifier** = your proficiency bonus + your Intelligence modifier
#### By Quill And By Trigger You gain proficiency in Arcana at 3rd level. \pagebreak
##### Gunmage Spellcasting Gunslinger Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | |:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 3rd | 2 | 3 | 2 | -- | -- | -- | | 4th | 2 | 4 | 3 | -- | -- | -- | | 5th | 2 | 4 | 3 | -- | -- | -- | | 6th | 2 | 4 | 3 | -- | -- | -- | | 7th | 2 | 5 | 4 | 2 | -- | -- | | 8th | 2 | 6 | 4 | 2 | -- | -- | | 9th | 2 | 6 | 4 | 2 | -- | -- | | 10th | 3 | 7 | 4 | 3 | -- | -- | | 11th | 3 | 8 | 4 | 3 | -- | -- | | 12th | 3 | 8 | 4 | 3 | -- | -- | | 13th | 3 | 9 | 4 | 3 | 2 | -- | | 14th | 3 | 10 | 4 | 3 | 2 | -- | | 15th | 3 | 10 | 4 | 3 | 2 | -- | | 16th | 3 | 11 | 4 | 3 | 3 | -- | | 17th | 3 | 11 | 4 | 3 | 3 | -- | | 18th | 4 | 11 | 4 | 3 | 3 | -- | | 19th | 4 | 12 | 4 | 3 | 3 | 1 | | 20th | 4 | 13 | 4 | 3 | 3 | 2 |
#### Explosives > > | Renaissance Item | Cost | Weight | > |:---:|:---:|:--:| > | Bomb | 150 gp | 1 lb. | > | Gunpowder, keg | 250 gp | 20 lb. | > | Gunpowder, horn | 35 gp | 2 lb. | > > #### Firearms > > | Renaissance Item | Cost | Damage | Weight | Properties | > |:---:|:---:|:--:|:--:|:--:| > | Pistol | 250 gp | 1d10 piercing | 3 lb. | Ammunition (range 30/90), loading | > | Musket | 500 gp | 1d12 piercing | 10 lb. | Ammunition (range 40/120), loading, two-handed | > *Ammunition* | > | Bullets (10) | 3 gp | -- | 2 lb. | -- | > > | Modern Item | Cost | Damage | Weight | Properties | > |:---:|:---:|:--:|:--:|:--:| > | Pistol, automatic | -- | 2d6 piercing | 3 lb. | Ammunition (range 50/150), reload (15 shots) | > | Revolver | -- | 2d8 piercing | 3 lb. | Ammunition (range 40/120), reload (6 shots) | > | Rifle, hunting | -- | 2d10 piercing | 8 lb. | Ammunition (range 80/240), reload (5 shots), two-handed | > | Rifle, automatic | -- | 2d8 piercing | 8 lb. | Ammunition (range 80/240), burst fire, reload (30 shots), two-handed | > | Shotgun | -- | 2d8 piercing | 7 lb. | Ammunition (range 30/90), burst fire, reload (2 shots), two-handed | > *Ammunition* | > | Bullets (10) | -- | -- | 1 lb. | -- |