The Gunslinger

by CompulsiveLemon

Search GM Binder Visit User Profile
The Gunslinger


  • Art by: Clonerh

Gunslinger

An elf lays the barrel of her rifle atop a rock, peering through the bushes and waiting for the perfect opportunity to strike a distant target. When her mark is clearly in sight, she pulls the trigger, taking his head with a single shot and making her escape.

A dwarf clad in dark leathers pulls a revolver from his hip, unloading a shot into the bandit approaching him. Three others begin to charge at the dwarf, and with lightning reflexes, he fells them all before they have the opportunity to close the distance.

A scarred goliath points his shotgun towards a group of merchants, demanding the surrender of their goods. When one of the merchants charges the goliath, he pulls a dagger from his belt, gutting the hero before unloading his weapon into another.

Gunslingers make use of quick reflexes and overwhelming firepower to get the upper hand in combat situations. Out of combat gunslingers make excellent scouts and lookouts.

Cutting Edge Weaponry

Gunslingers are skilled at using new and unique technology. They have an intimate understanding of their weaponry and are quick to adapt in changing situations. Their dexterous nature and long ranged firepower allow them to stay on the outskirts of battle while still dishing out devastating damage. Even when in unfavorable situations, a gunslinger always has an extra trick up their sleeve.

Varied Beginnings

Gunslingers come from a variety of backgrounds and employ themselves in numerous professions. A gunslinger can be anything from a common bandit to a soldier, or even an intellectual tinkerer. Depending on the technology of the world, gunslingers may be as common as fighters or as rare as dragons themselves. Whatever their background, one thing all gunslingers have in common is their grit in battle and unparalleled finesse with firearms.

Creating a Gunslinger

When creating a gunslinger, be sure to consider the setting of your campaign. Are firearms common or rare? Is your character perhaps the first to wield firearms in your setting? Does your character have enemies or rivals who covet their (potentially) rare and powerful technology? Are you from a far off land where firearms are much more common, or perhaps from a different plane entirely? Who taught your character to use firearms? And what is your character's relationship with that person like? Consider how these factors may influence the way in which your character interacts with the other player characters, npcs, and the world around them.

Quick Build

You can make a gunslinger quickly by following these suggestions, First, Dexterity should be your highest ability score, followed by Intelligence. Second, choose the faction agent background.


  • Art by: Applibot Inc
The Gunslinger
Level Proficiency Bonus Features Grit Points Grit Die
1st +2 Shooting Style, Expertise
2nd +2 Grit, Trickshots 2 1d4
3rd +2 Specialization, Deft Hands 2 1d4
4th +2 Ability Score Improvement 3 1d4
5th +3 Extra Attack, Additional Trickshot 3 1d4
6th +3 Specialization Feature 4 1d6
7th +3 Deadeye 4 1d6
8th +3 Ability Score Improvement 5 1d6
9th +4 Additional Trickshot 5 1d6
10th +4 Action Surge 6 1d6
11th +4 Specialization Feature, Extra Attack (2) 6 1d8
12th +4 Ability Score Improvement 7 1d8
13th +5 Eagle Eyes, Additional Trickshot 7 1d8
14th +5 Perfect Accuracy 8 1d8
15th +5 Deadly Trickshots 8 1d8
16th +5 Ability Score Improvement 9 1d10
17th +6 Specialization Feature, Additional Trickshot 9 1d10
18th +6 Reaper's Sprint 10 1d10
19th +6 Ability Score Improvement 10 1d10
20th +6 Extra Attack (3) 10 1d10

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, Deception, Intimidation, Investigation, Persuasion, Perception, Sleight of Hands, Stealth, and Survival

Equipment

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

  • (a) A musket and 20 rifle bullets, or (b) Two flintlock pistols and 20 pistol bullets
  • (a) Dungeoneer's pack, or (b) Explorer's pack
  • Leather armor, a dagger, and Tinker's Tools

Shooting Style

All gunslingers have a unique and particular style of shooting. When you take your 1st level in gunslinger, choose one of the following options as a shooting style.

You only gain benefits from a Shooting Style when using firearms and you cannot benefit from Fighting Styles when using firearms.

Akimbo

You may engage in two weapon fighting while using light firearms. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Big Game Hunter

On each of your turns, the first attack roll you make is rolled with advantage.

Cheap Shot

When making a ranged weapon attack against a creature that is within 5 feet of at least one friendly creature (including yourself), gain a +2 bonus to damage rolls.

Duelist

When you are wielding a firearm in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Evasive

The bonus you receive from half and three-quarters cover is doubled.

Marksman

You gain a +2 bonus to ranged weapon attack rolls.

Nimble

While you are wearing armor, gain a +1 bonus to AC.

Rapid Reloader

You ignore the Reload property of firearms.

Skeet Shooter

As a reaction, when a creature within your weapon's range makes a ranged weapon attack, you may attempt to shoot the projectile from the air. You subtract one roll of your Grit Die from the attack roll of the projectile. You must use this reaction before you know the outcome of the roll.

Steady Aim

When you roll a 1 on a damage die for an attack, you can reroll the die and must use the new roll, even if the new roll is a 1.

Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with tinker's tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Grit

By 2nd level, through your quick reflexes and and skill with firearms, you are able to take a variety of beneficial maneuvers. Your skill is represented by Grit Points. Your gunslinger level determines the number of Grit Points you have, as shown in the Grit Points column of the Gunslinger table. Grit Points are used to perform various class features.

Some Grit features use a Grit Die, which is determined by your gunslinger level as shown in the Grit Die column of the Gunslinger Table.

You regain 1 expended Grit Point each time you roll a critical strike or reduce the health of a creature of significant threat to 0 (DM's discretion). You regain all expended Grit Points after a short or long rest.

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 Intelligence modifier

Trickshots

At 2nd level, you learn to perform powerful shots against your opponents. You learn three Trickshots of your choice, as detailed in the following list. You may only use one trickshot per attack and must declare that you are using a Trickshot before the attack roll is made, if an attack role is required.

You learn one additional trick shot at 5th, 9th, 13th, and 17th level. When you learn a new Trickshot, you may also choose a Trickshot you already know and replace it with another Trickshot.

Aimed Shot. When you make a ranged weapon attack, you may expend 1 Grit Point to add 1 roll of your Grit die to the attack or damage roll of the attack.

Bore Shot. When you make a ranged weapon attack, you may expend 1 Grit Point to target a creature behind cover, ignoring any disadvantages that would normally be imposed upon the attack. You may target a creature's last known or assumed location if the creature is behind total cover. If the creature has moved from its assumed location, the attack misses regardless of the roll.

Disarming Shot. When you make a ranged weapon attack against a creature, you may expend 1 Grit Point and attempt to shoot an object from their hands. On a hit, the target must make a Strength saving throw. On a failed save, it drops 1 object its holding of your choice and the object is pushed 10 feet away.

Distracting Shot. When you make a ranged weapon attack against a creature, you may expend 1 Grit Point in an attempt to impede the creature's ability to make attacks. On a hit, the creature must make a Constitution saving throw. On a failed save, the creature has disadvantage on its next attack.

Forceful Shot. When you make a ranged weapon attack against a creature, you may expend 1 Grit Point attempt to force them back. On a hit, the target must succeed on a Strength saving throw or be pushed 10 feet away from you.

Hemorrhaging Shot. When you make a ranged weapon attack against a creature, you may expend 1 Grit Point in an attempt to cause bleeding. The creature must make a Constitution saving throw. On a failed save, the creature takes damage equal to 1 roll of your Grit Die. The creature repeats it's saving throw at the end of each of it's turns, taking piercing damage equal to 1 roll of your grit die on a fail, or ending the condition on a success.

Overwatch. As a reaction, you may expend 1 Grit Point to make a ranged weapon attack against a moving creature within your firearm's normal range.

Piercing Shot. When making a ranged weapon attack against a creature, you may expend 1 grit point to attempt to fire through multiple opponents. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment.

Pinning Shot. When making a ranged weapon attack against a creature, you may expend 1 Grit Point to attempt to pin the creature in place. On a hit, the creature must make a Dexterity saving throw. On a failed save, the creature is unable to move until the end of its next turn.

Winging Shot: When making a ranged weapon attack against a creature, you may expend 1 Grit Point to attempt to topple them. On a hit, the target must succeed on a Strength saving throw or be knocked prone.

Optional Rule: Preparing Trickshots

As an optional rule, instead of simply knowing Trickshots, a gunslinger may prepare a number of Trickshots equal to the number of Trickshots that the gunslinger would normally know, allowing them to swap Trickshots each time they take a long rest.

Specializations

At 3rd level, you choose a specialization that you emulate in the exercise of your gunslinging abilities, all of which are detailed at the end of the class description, your specialization grants you features at the 3rd level and then again at the 6th, 11th, and 17th level.

Deft Hands

By 3rd level, you know your weapons inside and out and are able to maneuver them with unparalleled finesse. You may expend 1 Grit Point to reload a firearm or change weapons without using an action or bonus action during your turn.

Ability Score Improvement

When you reach the 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.

As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.


  • Art by: Berylcirclet

Deadeye

Starting at 7th level, you learn to carefully line up exceptionally lethal shots. When you make a ranged weapon attack using the attack action on your turn, you may choose to forgo one or more of the extra attacks granted by your Extra Attack class feature. For each attack you choose to forgo, you gain a +1 to the attack roll. You also increase the damage of the attack by 1 roll of your Grit Die for each attack forgone. Additionally, if a creature struck by deadeye has to make a Grit saving throw, such as when struck by the Pinning Shot Trickshot, it does so with disadvantage.

Action Surge

Starting at 10th level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

Once you use this feature, you must finish a short or long rest before you can use it again.

Eagle Eyes

By 13th level, you have grown proficient in scanning the environment for threats, and have become stalwart is preventing others from obscuring your senses. You have advantage on Wisdom (Perception) checks that rely on sight or sound, as well as advantage on saving throws against effects that would make you blinded or deafened.

Perfect Accuracy

By 14th level, your have become an expert at identifying flaws in your opponents' defenses. You bypass resistance to piercing damage from non-magical attacks and treat immunity to piercing damage from nonmagical attacks as resistance. In addition, your weapon attacks score a critical hit on a roll of 19 or 20.

Deadly Trickshots

By 15th level, you have learned to combine multiple trickshots into a single deadly attack. You may apply two trickshots to the same attack, without expending any additional Grit Points beyond the first.

Reaper's Sprint

When you reach 18th level, whenever you reduce a creature to 0 hit points, you regain 1 Grit Point.

Specializations

As a your prowess with firearms grows, whether due to talent or practice, your begin to develop patterns and manifest new abilities with firearms. At 3rd level, the ways in which you approach gunslinging become more defined as you select a specialization. When you select a specialization, you begin on the path to mastery as you unearth new ways of gunslinging and learn unique and powerful methods of approaching and controlling the battlefield with firearms.

Specialization: Battlefield Medic

Battlefield medics are experts in providing support to their allies. Their primary focus is on healing and utility rather than raw damage. Due to their sharp intellect, Battlefield Medics also gain access to a larger pool of Grit and Trickshots than other gunslingers.

Grit Reservoir

When you choose this specialization at the 3rd level, you gain a number of Grit Points equal to your Intelligence modifier (minimum of one) in addition to the Grit Points granted by your gunslinger level. These Grit points function the same as those granted by your gunslinger level.

Combat Medicine

When you choose this specialization at the 3rd level, you learn to quickly tend to wounds incurred on the battlefield. As an action, you may expend up to 3 Grit Points to heal a creature you touch for an amount of Grit Dice equal to the number of Grit Points expended + your Intelligence modifier.


  • Art by: Tales of Tad

Violent Remedy

By 6th level, you have learned to combine medicine and gunslinging in a unique way. When you critically strike a creature or when a creature dies within 60 feet of you, you can use your reaction to shoot an empowering tonic at a creature you see, granting one of the following benefits:

  • Heal for a number of hit points equal to 1 roll of your Grit Die.
  • Gain advantage on their next attack.
  • Gain resistance to bludgeoning, piercing, or slashing damage from nonmagical attacks until the end of their next turn.

Lifeline

By the 11th level, you have become efficient at finding the safest and quickest path towards your allies when they are in danger. Your walking speed is increased by 10 feet and you gain a bonus to your AC equal to half your your Intelligence modifier, rounded down (minimum of one).

Furthermore, you learn to pull your allies from danger. As a bonus action, you may expend 1 Grit Point to move a willing creature that you touch up to 5 feet. This movement does not incur attacks of opportunity.

Do No Harm

By 17th level, when using the Violent Remedy feature, the target creature gains all listed benefits instead of a single benefit of your choice. In addition, when granting a creature other than yourself the benefits of Violent Remedy, you also gain the benefits.

Specialization: Highwayman

Gunslingers who choose the Highwayman specialization emphasize skullduggery and intimidation. They shine in close quarters combat and focus on combining a flourish of melee and ranged attacks. They excel at debilitating their foes and striking when they're too weak to retaliate. Highwaymen will do whatever it takes to gain the upper hand, both in and out of in combat.

Close-Quarters Combatant

You have learned to excel in the brutality of close quarters combat. When you choose this specialization at the 3rd level, you gain proficiency with schimitars and shortswords. You also no longer have disadvantage on ranged attack rolls made when within 5 feet a of hostile creature. Furthermore, you gain the Akimbo Shooting Style. If you already have the Akimbo Shooting Style, you may choose a different Shooting Style.

In addition, when you hit a creature with a melee weapon attack while engaged in two-weapon fighting, you may reload the firearm in your off-hand without using an action or bonus action.

Menacing Presence

You exude an aura of violence and ferocity. When you choose this specialization at the 3rd level, you have advantage on Charisma (Intimidation) checks and gain expertise in Intimidation. If you already have expertise in Intimidation or are not proficient in Intimidation, you may choose another skill to gain expertise.

Additionally, as an action, you may expend 2 Grit Points to threateningly discharge your firearm into the air. All creatures that can see you within 30 feet must succeed on a Wisdom saving throw against your Grit Save DC or become frightened of you for the next minute. If a creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw against your Grit Save DC. On a successful save, the effect ends for that creature.


  • Art by: GroPhosforid

Arrogant Mettle

Starting at the 6th level, when a creature makes a melee weapon attack against you, you may use your reaction to taunt the creature, imposing disadvantage on melee weapon attacks it makes against you until the end of its turn.

This feature can be used a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a short or long rest.

Gritty Skirmisher

When you reach the 11th level, your blade and firearm have begun to feel like an extension of one another. You may choose to replace the damage die of any light melee weapon with your Grit Die.

Vicious Rampage

By the 17th level, your mastery of firearms and light melee weapons allows you to maneuver yourself out of situations in which you find yourself surrounded by enemies on all sides. As an action, you may expend 3 Grit Points to may make a melee weapon attack against any number of creatures within 5 feet of you, making a separate attack roll for each target. You then make a ranged weapon attack against any number of creatures within 10 feet of you. You must have ammunition loaded into your firearm for each target, as normal, and you make a separate attack roll for each target. No creature can be targeted by both a melee and ranged attack at the same time when using this feature.

Specialization: Infiltrator

While gunslinger who choose this specialization are skilled combatants in their own right, they prefer to employ charm and guile to reach their goals. These gunslingers thrive in social situations and prefer to avoid direct confrontation. They also excel at stealth and subterfuge. As such, Infiltrators make excellent thieves, assassins, and diplomats.

Silent Shooting

Firearms are well known to lack subtly. However, when you choose this Specialization at the 3rd level, whether through mechanical or magical means, you have engineered your firearms to be as silent as a bow and arrow. In addition, when you hit a surprised creature with a ranged weapon attack, the attack gains 2 rolls of your Grit Die as bonus damage.

Cunning Mannerisms

Starting at 3rd level, you gain proficiency with forgery kits and thieves tools. In addition, whenever you make a Charisma (Deception or Persuasion) check, you may add 1 roll of your Grit Die to the total.

Untraceable

When you reach 6th level, you (and objects you carry) can no longer be detected by divination magic. Additionally, you are able to discern when any creature or object within 100 feet of you is being tracked by divination magic.

Subterfuge Expert

While your charming nature helps you bypass most obstacles, some problems require a more direct approach to infiltration. When you reach 11th level, you have learned to imbue your bullets with conjuration and illusion magic. When you hit a non-creature target with a ranged weapon attack from a firearm, you can choose to teleport to the location of the impact up to a maximum of 60 feet away. In addition, you immediately become invisible upon teleportation. The invisibility lasts up to 1 minute and ends early if you attack, cast a spell, or move more than 5 feet. When you make an attack with a firearm while invisible, you increase the damage of the attack by two rolls of your Grit Die.

This feature can be used a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest. You may also expend 1 Grit Point to use this feature if you have no uses remaining.

Blinding Bullet

By 17th level you have learned to imbue bullets with necromantic magic. As an action, you may expend 3 Grit Points to to fire a blinding bullet at a target within your firearm's range. All hostile creatures within a 15 foot radius of the impact must succeed on a Constitution saving throw against your Grit Save DC or take force damage equal to 3 rolls of your Grit Die and be blinded until the start of your next turn.


  • Art by: Bran Boco Sels

Specialization: Mystic Gunner

Mystic Gunners are by far the most magically inclined Gunslinger Specialization. In combat, they combine a devastating array of spells with fierce gunslinging prowess. As such, they are one of the most versatile gunslinger specializations, and have a solution prepared for almost any obstacle.


Mystic Gunner Spellcasting || Spell Slots
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 3 11 4 3 3 -
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Spellcasting

When you choose this specialization at the 3rd level, you learn to cast spells as an augment to your gunslinging prowess. As a quick-witted and industrious individual, you can cast wizard spells.

Cantrips. You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at the 10th level.

Spell Slots. The Mystic Gunner 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 wizard spells of your choice.

The Spells Known column of the Mystic Gunner Spellcasting table shows when you learn more wizard spells of 1st-level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, 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 wizard spells you know with another spell of your choice from the wizard 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 wizard spells, since you learn your spells through study and memorization. you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you can use your Intelligence modifier when setting the savint throw DC for a wizard spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell Attack Modifier = 8 + your proficiency bonus +

your Intelligence modifier


  • Art by: Graey Erb

Mystic Firearm

When you choose this specialization at 3rd level, your understanding of magic and mysticism allow you to imbue a particular firearm with magic properties. Whenever you finish a long rest, you can touch one firearm. Attacks made with your this firearm are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, the firearm you chose can be used as a spellcasting focus when casting wizard spells. These benefits last until you finish a long rest.

When you cast a spell of 1st level or higher using your firearm as a focus, you may expend one Grit Point to summon a spectral firearm. Using the spectral firearm, you make a ranged spell attack against a creature within your firearm's normal range. The spectral firearm vanishes after making an attack. The damage of the attack is equal to 2 rolls of your Grit Die + your Intelligence modifier.

Spectral Reload

Starting at 6th level, you learn to summon a spectral hand to aid you. You learn the Mage Hand cantrip. If you already know the Mage Hand cantrip, you may choose another cantrip to learn from the wizard spell list. Whenever you cast a spell or cantrip, you may briefly summon a spectral hand to reload one of your weapons, allowing you to take the Reload action action without using an action or bonus action.

Iron Wizardry

Starting at 11th level, when you use your action to cast a spell or cantrip, you can make one weapon attack as a bonus action.

Arcane Barrage

Starting at 17th level, when using your Mystic Firearm feature to summon a spectral firearm after casting a spell of 1st level or higher, you instead summon 2 spectral firearms.

Specialization: Operator

Gunslingers who choose this specialization combine lightning reflexes and careful aiming to act as masters of ranged combat. They rely on their rate of fire and accuracy - their most important attributes - to perform amazing feats with firearms. They excel at dealing with large groups of enemies and single combatants alike. As such, operators shine as relentless killers on the battlefield.

Firearm Savant

When you choose this specialization at the 3rd level, you dedicate yourself to the art of simple gunslinging, without employing any additional tricks or gimmicks. Choose an additional Shooting Style to learn.

Quickdraw

When you choose this specialization at the 3rd level, you become a master of striking your enemies before they can strike you. Immediately after initiative is rolled (and when not surprised), you can use your reaction to make a ranged weapon attack against a creature within your firearm's range.

Fanfire

Starting at 6th level, you learn how to efficiently distribute shots amongst your enemies. Whenever you make an attack roll against two or more different creatures during your turn, you may add 1 roll of your Grit Die to the damage of each attack after the first. When you make two or more attack rolls against the same creature on your turn, you may add 1 roll of your Grit Die to the attack roll of each attack after the first.

Trigger Discipline

Starting at 11th level, as an action you may expend 3 Grit Points to enter a trance of unadulterated focus for the next minute. While in this state, you function as if under the effects of the Haste spell, and must maintain concentration as such.

Double Tap

By 17th level, you have become a master of following up lethal attacks with even more firepower. When you score a critical strike against a creature, you may perform an additional ranged weapon attack using a Trickshot against a creature within your firearm's range, without expending a Grit Point.

Furthermore, you may take the Reload action without using an action or bonus action whenever you score a critical strike.


  • Art by: Noblified

Specialization: Shotgunner

Gunslingers who choose the Shotgunner specialization emphasize close combat and spreading damage among multiple targets. They excel at maintaining just enough range to stay safe, while still remaining near the front lines of battle.

Scattershot

When you choose this specialization at 3rd level, you learn to control the spread of shotguns in such a way that you can damage multiple creatures with a single attack. When making a ranged weapon attack against a creature while using a firearm with shotgun ammunition, you may expend 1 Grit Point to damage all creatures in a 10-foot cone behind the initial target. The initial target takes the standard damage of your weapon attack, while all additional targets in the 10-foot cone take damage equal to 1 roll of your Grit Die.

Implacable

When you choose this specialization at 3rd level, you learn to better shoot your way through inanimate objects. Attacks you make with firearms deal twice as much damage when attacking objects such as doors, locks, crates, or walls.

Mindful Spacing

By 6th level, firearm weapon attacks you make against creatures within 10 feet of you deal additional damage equal to 1 roll of your Grit Die. In addition, you may use your reaction to subtract 1 roll of your Grit Die from the attack roll of an opportunity attack made against you.

Improved Scattershot

Starting at 11th level, once per turn, you may use the Scattershot feature without expending a Grit Point. Additionally, the damage of your scattershot increases to 2 rolls of your Grit Die and the area of creatures affected increases to a 15-foot cone.

Shotgun Surgeon

Starting at 17th level, once per turn you may use the Scattershot feature without expending a Grit Point.

Specialization: Sniper

Gunslingers who choose the Sniper specialization excel at at exceptionally long-range combat. They emphasize singular, devastating shots over multiple attacks and provide some of the largest single-target damage of any gunslinger specialization.

Long-Range Expert

When you choose this specialization at the 3rd level, you become an expert at devastating foes from long range. You suffer no penalty for making ranged weapon attacks at long range when using firearms. In addition, you excel at securing vantage points. As such, you have advantage on Strength (Athletics) checks made when climbing or jumping.

Bullseye

When you choose this specialization at the 3rd level, you learn to analyze and exploit weak points in your targets. As a bonus action, you may expend 1 Grit Point to mark a creature you see for the next minute. The next attack you hit against a marked creature within the next hour deals additional damage equal to 2 rolls of your Grit Die, consuming the mark.

Perspicacious

By 6th level, you are able to detect even the subtlest movements. You have blindsight up to a range of 5 feet, and may take the Search action as a bonus action.

Careful Shooter

You are a master of patiently lining up the perfect shot. At 11th level, when using the Deadeye class feature, you may add 1 additional Grit Die to the attack's damage per attack forgone.

Headshot

Starting at 17th level, you become a master of killing opponents with a single strike. When you hit a ranged weapon attack against a creature while using the Deadeye class feature, you can guarantee the attack critically strikes.

Once you use this feature, you cannot do so again until you complete a short or long rest.


  • Art by: Kenneth Solis

Specialization: Tactician

Gunslingers who choose the Tactician Specialization are experts at supporting their allies from a distance. They favor bolstering the abilities of others over improving their own firepower. They make excellent leaders and often come from military backgrounds.

War Stories

When you choose this specialization at 3rd level, you learn to inspire your allies through tales of past glory. After completing a short or long rest, you may share an inspiring tale of an event from your past. After listening to your story, you and up to 6 other creatures gain one of the following benefits of your choice for the next 8 hours:

  • A number of temporary hit points equal to 1 roll of your Grit Die + your Intelligence modifier.
  • A bonus to initiative rolls equal to your Intelligence modifier.
  • Immunity to the negative effects of the first 3 levels of exhaustion.

If you use this feature a second time within the duration, you lose the previously chosen benefit and select a new one.

Co-ordinated Firepower

When you choose this specialization at 3rd level, you learn to better use the tools at the disposal of your allies in combat. When you hit a creature with a weapon attack on your turn, you may use your bonus action to command a friendly creature to make a weapon attack or cast a cantrip against a creature that you can both see within range. The commanded creature chooses which weapon they use in the attack or which cantrip they cast, if they choose to attack or cast at all.

Planned Defense

By 6th level, you learn to manipulate the battlefield in your favor. You may spend 10 minutes to do one of the following:

  • Set up a a 10 foot long, 5 foot wide, and 5 foot tall barricade using nearby materials. Creatures behind the barricade are considered to have 1/2 cover.
  • Create a 15 foot radius of difficult terrain.
  • Set up a 10 foot long tripwire. Creatures who hit the tripwire must make a Dexterity saving throw against your Grit Save DC or are knocked prone.

Organized Assault

By 11th level, you are an expert at correctly directing the firepower of your allies. When you hit a creature with a weapon attack, you mark that creature until the start of your next turn. The next attack made or cantrip cast against the marked target by a creature other than yourself adds 1 roll of your Grit Die to the attack roll. This effect does not stack on the same target but may be active on multiple targets at the same time. The mark is consumed the first time a creature makes an attack or casts a cantrip against the marked target, whether the attack hits or misses.








































Tactical Genius

Starting at 17th level, when an ally makes an attack or casts a cantrip using your co-ordinated firepower feature, if the allied creature must make an attack roll, they do so with advantage. If the enemy creature your ally targets must make a saving throw, they do so with disadvantage.

Multiclassing

Ability Score Minimum. As a multiclass character, you must have a minimum Dexterity score of 13 in order to take your first level in gunslinger, or to take a level in another class if you are already a gunslinger.

Proficiencies Gained. If gunslinger isn't your initial class, you gain proficiency with the following: light armor, simple weapons, firearms, one skill of your choice from the gunslinger skill list, and tinker's tools.


  • Art by: Jack Kaiser
Firearms
Name Cost Ammo Damage Range Properties
Blunderbuss 75g Shotgun 3d4 piercing 15/60 Two-handed, Reload (1)
Bolt-Action Rifle 150g Rifle 1d10 piercing 150/600 Two-Handed, Reload (5)
Bomb Shooter 350g Cannon 1d4 fire 30/120 Explosive, Reload (3)
Double-Barrel Shotgun 125g Shotgun 2d6 piercing 15/60 Two-Handed, Reload (2)
Flintlock Pistol 50g Pistol 1d8 piercing 60/240 Light, Reload (1)
Hand Cannon 500g Cannon 2d6 fire 30/120 Two-handed, Heavy, Explosive, Reload (1)
Heavy Revolver 250g Pistol 2d4 piercing 80/320 Heavy, Reload (6)
Hunting Shotgun 300g Shotgun 3d4 piercing 15/60 Two-handed, Heavy, Reload (5)
Lever-Action Rifle 250g Rifle 1d8 piercing 100/400 Two-handed, Reload (8)
Longrifle 300g Rifle 2d6 piercing 200/800 Two-Handed, Heavy, Loading, Reload (1)
Lupara 175g Shotgun 2d4 piercing 15/60 Light, Reload (2)
Musket 100g Rifle 1d12 piercing 100/400 Two-Handed, Reload (1)
Revolver 200g Pistol 1d6 piercing 80/320 Light, Reload (6)
Standard Ammunition
Type Price (Amount)
Cannon 25g (5)
Pistol 2g (20)
Rifle 4g (20)
Shotgun 5g (20)

Firearm Properties

There are two unique properties to firearms as seen in the table above.

Reload. A weapon can be fired a number of times equal to its Reload score before you must spend 1 action or 1 bonus action to reload the weapon.

Explosive. Upon a hit, everything within 5 ft of the target must succeed on a Dexterity saving throw against your Grit Save DC or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.


  • Art by: Eytan Zana


  • Art by: Nosgoth Art

Gunslinger 4.0

by Jake Hawke

Inspiration:

Gunslinger Fighter Subclass by Matthew Mercer

Gunslinger Class by Coso (u/Mood-Powerful)

Page Stains by u/flamableconcrete

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.