Gunslinger 2.0

by FalconForgeFantasy

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Using This Book

This book introduces the Gunslinger class and features a two-page, one-world setting. This unique format condenses essential details about the world, encompassing its themes, races, locations, and some facts onto a single page or two. Embracing a 'less is more' philosophy, the book efficiently captures the essence of the setting, even though it can't delve into every aspect. But we can establish a high standard.

Gritty Western

This gritty, sunbaked setting, features a frontier that stretches as far as the eye can see. Dusty deserts, rough canyons, and forsaken plains dominate the landscape. It's a world where ancient, enchanted relics are as coveted as a well-aimed six-shooter and revenge is best served with hot grits before a bullet bath. Here, the people strive to maintain order, but there are no kings or queens, no massive government figures. Instead, small-time mayors and sheriffs enforce the laws of the land, where justice often rides with the swaying tumbleweeds and gunfire echoes across the unforgiving wilderness where Monsters are often the man we see in the mirror.

Main Locations

While the world extends far beyond the Forward Frontier, the allure of adventure beckons here and now.

Blackstone

Blackstone, a realm inhabited by dwarves and rare warforged, holds the distinction of being the birthplace of black powder and the proud home of the legendary rifle "Anvil's Aim." This dwarven settlement serves as a sprawling mine, churning out the majority of the world's firearms, and stands as a cornerstone of craftsmanship and innovation.

Blasted Badlands

The Badlands serve as a breeding ground for a diverse range of fearsome monsters, including drakes, gorgons, cannibals, and fiends. Encounters with these creatures in civilized lands are infrequent and trigger great alarm. In stark contrast to other D&D settings where monsters are common, the Frontier views them as a rarity, effectively designating the Badlands as a perilous no man's land.

Boarderland Bastion

The Bastion stands as the final border and sanctuary before the treacherous Forsaken Rifts and Badlands. Within its welcoming embrace, humans and halflings flourish, fostering a culture of moonshine and music, and a tight-knit community that steadfastly supports one another. Every resident is armed with brass, ready to confront any creatures that may stray from the northern horrors, ensuring the safety of this haven.

Elderoot

Elderoot is under the careful stewardship of the elves, who nurture the land's abundant supply of grassland goods, including root vegetables and fine wine. Many among them still hold the bow dear, a timeless weapon echoing the ancient eras long past.


Long Drink

The long river that runs all the way through the land, its everyones resting stop at one point or another.

Mountains

The Mustang and Shadowpeak mountain ranges adorn the Frontier, largely uninhabited and teeming with abundant wildlife and soaring aerial creatures.

Sundown Rifts

The Rifts serve as a discount version of the Badlands, a place where many stray creatures from the Badlands end up lost. The Frontier features a few scattered outposts, but it's generally a region people avoid. Hunters are the primary defense against bandits and the unsettling rumors that permeate this forsaken territory.

Woods

Wagon & Wheel, deep within the woods, provide sustenance for the locals and hide a fair share of unsavory characters. It's advisable to stick to the main roads if possible, but there are some charming spots along the border that are worth the risk.

Frontier Facts

When in doubt, envision a classic western film, then infuse it with a touch of dark fantasy. Keep it simple and savor this laid-back setting where the Wild West meets the eerie unknown.

  1. Dungeons & Dollars. Every gold coin is now a dollar and four coins equals a dollar. Copper and silver aren't a normal currency anymore. Most basic life things cost a quarter. So if you start with 10gp, you have 10 dollars instead. Anything in the PHB that's less than a gp is a quarter now. Keep it simple, don't think hard on it.

  2. Gods & Children. We are believed to be the children of the two gods. The good god and the bad god, and people talk about them just like that. "Stay in the good gods light" Everything else is considered a Celestial or a Fiend, which folks may choose to serve or be atheist all together.

  3. Magic & Rarity. All the magic in 5th Edition has a place in this setting, but some of it is exceedingly rare or maybe even impossible for mortals to obtain. So players can encounter a necromancer or witch, but don't often have the means to become one.

  4. Monsters & Mysteries. Monsters are often the person we see in the mirror, but real monsters still roam the plains. Goblins and orcs may be nothing new for you, but for your character they are scary creatures that shouldn't exist. So discovering classic threats such as dragons, trolls, or owlbears should be met with surprise and wonder.

  5. Laws & The Lawless. Most settlements have their own laws, but typical things like murder for no good reason is still outlawed. However, someone picks your pocket, you have the right to put some brass in their a**, no questions asked. Crime is expensive, so criminals are often sent packing to the Bad God after a proper trial.

Gunslinger & Setting Guide

Alternative Rules

These alternative rules achieve the vibe of a western game.

  1. Arcana. Anyone with Arcana can use spell scrolls.

  2. Backgrounds. Our backgrounds are more potent, they help develop a character concept by providing custom features, expertise, and/or feats. Use the ones found here!

  3. Bonus Ki-Points. Monks gain bonus Ki Points equal to their Wisdom modifier. These bonus Ki-Points cannot be used for the 5th Level Stunning Strike feature.

  4. Casters Gone. The playable classes are Barbarian, Fighter, Gunslinger, Monk, Paladin, Pugilist (Benjamin Huffman), Ranger, and Rogue.

  5. Exhaustion. When you are reduced to 0 hit points you gain a point of exhaustion. We use an alternative below.

  6. Gritty Realism. A short rest takes 8 hours and a long rest takes 7 days of rest.

  7. Hit Points / Anti-Slog. After 7th level, you no longer increase your hp when leveling up. Frontier fights are fast and dirty, not long slogs of massive hp pools.

  8. Inventory Slots. See Equipment Section.

  9. Potions/Consumables. Potions are rare and cannot be purchased from the PHB. All Consumables are a bonus action, unless they say otherwise!

Alternative Exhaustion

Levels of Exhaustion. This Condition is cumulative. Each time you receive it, you gain 1 level of exhaustion. You die if your exhaustion level exceeds 9.

Armor Class. Your AC is reduced by an amount equal to your exhaustion level.

D20 Rolls. When you make a d20 Test, you subtract your exhaustion level from the d20 roll.

Speed Affected. Subtract 5 from your speed, for every 1 Exhaustion you have.

Spell Save DCs. Subtract your exhaustion level from the Spell save DC of any Spell you cast.

Ending the Condition. Finishing a short rest removes 1 level of exhaustion.

Improved Inspiration

You can only have a maximum of one inspiration, but it can be used to perform one of the powerful options below:

  • Regain A Resource: Barbarian (one rage), Fighter (Action Surge), Gunslinger (2 Grit Points), Monk (2 Ki-Points), Paladin (a 1st-Level Spell Slot), Pugilist (1 Moxie), Ranger (a 1st-Level Spell Slot), Rogue (Dash, Disengage, or Hide without using an action).
  • Remove Exhaustion: Remove one point of exhaustion (no action needed).
  • Reroll: Any D20 roll with Advantage (even if you originally had disadvantage).

Playable Races

These races can substitute their normal ASI's for +2 and +1, except Variant Humans.

Dwarf (PHB)

Dwarves innovation the first firearms. Fueled by a fierce desire to conquer the frontier, these craftsmen birthed weapons that echoed the booming promise of a new era.

Elf (PHB)

Elves navigates seamlessly between tradition and modernity. Armed with enchanted bows and firearms, these elves blend the ancient wisdom of the wilds with cutting-edge tactics.

Halfling (PHB)

These small tycoons control everything from lively saloons to grand theaters. With a keen business sense and a flair for hospitality, they shape the social heartbeat of the frontier.

Human / Variant Human (PHB)

Humans stories travel through canyons and are whispered on the winds as the most popular and common race the frontier has ever faced.

Warforged (ERftLW)

Veiled in mystery, these machines spark intrigue—some credit dwarven craftsmanship, while others insist they hail from the stars. Regardless of origin, their rare appearance elicits welcomed fascination and thrill.

Gunslinger

Fingers dance against the cold steel of a revolver
as a human stands ready to face down a pack of
feral gnolls; the brim of his weathered hat casts
a shadow over his steely eyes. A giggle riddles from
the pack as the hyena-like creatures charge forward. Lightning-fast reflexes cause thunder to echo with
each shot, and a symphony of precision and grit
thins the enemies' ranks until only one man remains.

Swift and silent under the moonlit forest, an elf
wielding a crossbow-like rifle fires rounds of eldritch
brass into skittering spiders. Their venomous blood
seared away her flesh, but she quickly dressed the
wounds and tactically retreated into a dark grove
before turning their home-field advantage into
a dusty smoked field grave.

After countless excavations, a seasoned dwarf
faces an unexpected threat. Towering glass golems
threaten to seize precious veins of ore. Undeterred,
the dwarf brandishes his blunderbuss, and chaos
shatters the golems into a thousand glittering shards.
This mine belonged to the dwarves that intended to
keep it.

All of these heroes are gunslingers, If you're here,
then you must want to be the toughest, roughest,
mother f*cker around. There isn't much to say about a Gunslinger besides put up or shut up. You want to use
a gun and shoot stuff then you found your class. Now lock and load slinger. Your enemies got steel and hell to pay.

Western Fantasy

This book brings together Bounty Hunters, Cowboys, and Gunslingers in a magical world filled with monsters. It's crafted for epic showdowns, where you either scorch your enemies or face a glorious end. The soft setting above offers a grittier experience, steering away from high magic environments. However, the class can seamlessly integrate with normal 5e games, requiring minimal adjustments for those who prefer a standard DnD experience.

Creating a Gunslinger

To create a gunslinger, reference the following subsections, which give you hit points, proficiencies, and starting equipment. Also, look at the Gunslinger table to see which features you get at each level. The descriptions of those features appear on the following pages of this document.

Quick Build

You can make a Gunslinger quickly by following these suggestions. First, put your highest ability score in Dexterity, followed by Constitution. Second, choose the gunsmith background (or folk hero if standard 5e). The backgrounds offered in this book are different from normal 5e games and are meant to be used with this setting.





































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 skills from Acrobatics, Animal Handling, Athletics, History, Insight, Perception, and Performance

Equipment

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

  • (a) a revolver and 20 bullets or (b) a rifle and 20 bullets
  • (a) a hunting knife (dagger) or (b) a tomahawk (handaxe)
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • leather armor and tinker's tools


















Gunslinger Table
Level Proficiency Bonus Grit Points Features
1st +2 - Fighting Style, Quick Draw
2nd +2 3 Trick Shots
3rd +2 4 Gunslinger's Creed
4th +2 5 Ability Score Improvement
5th +3 6 Extra Attack
6th +3 7 Gritical Hit, Quick Draw
7th +3 8 Creed Feature, Evasion
8th +3 9 Ability Score Improvement
9th +4 10 Fan The Hammer
10th +4 11 Deadeye (one use)
11th +4 12 Creed Feature
12th +4 13 Ability Score Improvement
13th +5 14 Gritical Hit
14th +5 15 Creed Feature
15th +5 16 Deadeye (two uses)
16th +5 17 Ability Score Improvement
17th +6 18 Fan The Hammer
18th +6 19 Gritical Hit
19th +6 20 Ability Score Improvement
20th +6 21 Deadeye (three uses)

Gunslinger & Setting Guide

Fighting Styles

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Bullseye

As a bonus action, you can give yourself advantage on your next weapon attack roll this turn. You cannot use this bonus action if you have disadvantage on your attack.

Close Quarters

Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls and your ranged attacks ignore half cover against targets within 30 feet of you.

Dual Wield

When you take the attack action and attack with a light ranged weapon that you're holding in one hand, you can use a bonus action to attack with a different light ranged weapon that your holding in the other hand. You can add your ability modifier to the damage of the second attack.

Shotgunner

When you roll a 1 or 2 on a damage die for an attack you make with a ranged weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or 2. The weapon must have the two-handed property or be a shotgun for you to gain this benefit.

Sniper

You gain a +2 bonus to attack rolls you make with ranged weapons. This doesn't stack with the Archery fighting style.

Quick Draw

Whenever you roll for initiative, add your proficiency bonus to the result. You also gain proficiency in the sleight of hand skill, and you ignore the loading/reload property of firearms.

At 6th level, your proficiency bonus is doubled for any sleight of hand checks you perform

Trick Shots

At 2nd level, you can make impossible shots using firearms. You can perform these shots using grit points. Your Gunslinger level determines the number of points you have, as shown in the grit points column of the Gunslinger table.

You can spend these points to perform trick shots. You start knowing three such features: Bullet Time, Curve Shot, and Dodge Roll. You learn more trick shots as you gain levels in this class. You regain all spent grit points whenever you complete a short or long rest.

Some of your trick shots require your target to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:

Trick Shot save DC = 8 + your Proficiency Bonus + your Dexterity modifier




















Bullet Time

When you roll for initiative, you can spend 1 grit point as a reaction to perform a ranged weapon attack against a creature who is below you in the initiative order.

Curve Shot

When you perform an attack roll with a firearm and miss, you can spend 1 grit point to reroll the attack. If you do so, you must use the new roll.

Dodge Roll

You can spend 1 grit point as a bonus action to move up to 15 feet without provoking opportunity attacks or suffering from difficult terrain. When you do, your next ranged attack this turn deals bonus damage equal to your proficiency bonus. You can't use this trick shot if your speed is 0.

Gunslinger's Creed

At 3rd level, you adopt a creed, which lends to your lifestyle, and a unique form of gunplay. Choose between Desperado, Grenadier, Gunblade, Musketeer, Pioneer, Revelator, Spellslinger, or Trailblazer. Your creed grants you features at 3rd level and again at 7th, 11th, and 14th level.

Ability Score Improvement

When you reach 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

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

Gritical Hit

Beginning At 6th level, your ranged weapon attacks score a critical hit on a roll of 19 or 20. You also regain 1 expended grit point each time you critically hit a dangerous creature.

At 13th level, your ranged weapon attacks score a critical hit on a roll of 18-20, and at 18th level, 17-20.

Gunslinger & Setting Guide

Evasion

At 7th 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.

Fan The Hammer

Starting at 9th level, When you make an attack with a firearm on your turn that doesn't already have disadvantage, you can choose to make two attacks with disadvantage instead.

At 17th level, you can choose to expend 3 grit points to gain advantage instead of disadvantage, whenever you fan the hammer.

Deadeye

Beginning at 10th level, you can add twice your proficiency bonus to one ranged weapon attack you make with a firearm. If this attack hits, it counts as a critical hit, and you can’t use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 15th level and three times between long rests starting at 20th level.

Gunslinger's Creed

Gunslinging is more than just firing a weapon. The creed you select represents a focus of your skills and sets you apart from others who use firearms.

Desperado

You've weathered your fair share of misfortune, but the winds of change are blowing in your favor. You're not waiting for luck; you're demanding what the world owes you. Now go that extra mile and claim what's rightfully yours.

Desperado Features
Gunslinger Level Feature
3rd Daring Words, Paid In Full
7th Trick Shot: High Noon
11th Standoff
14th Drop of a Coin

Daring Words

When you choose this creed at 3rd level, you gain proficiency in one of the following skills of your choice: Deception, Intimidation, or Persuasion. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.

Paid In Full

Also, at 3rd level, you collect on all those years of bad luck. Whenever you roll a natural 1 or 2 on an attack roll, ability check, or saving throw, you can reroll the attack, ability check, or saving throw (no action required). You must use the new result.

























You can use this feature a number of times
equal to your Proficiency Bonus, and you regain
all expended uses of it when you complete a short
or long rest.

Trick Shot: High Noon

At 7th level, the days of taking risks are not behind you. Whenever you are subject to a saving throw that deals damage to you that you don't have resistance or immunity to, you can use your reaction and expend a grit point to perform one ranged weapon attack against that creature. If you hit, you automatically succeed on your saving throw, but if you miss, you fail the saving throw instead. To target a creature with this feature, you must be able to see them.

Standoff

At 11th level, you realize that age doesn't always equate to wisdom and that death hides around every corner. Once a round, when you would be reduced to 0 hit points, you can spend 2 grit points to be reduced to 1 hit point instead.

Drop of a Coin

Starting at 14th level, you can draw your weapon and send rounds down range at the drop of a coin. Whenever you roll initiative and aren't surprised, you can use a reaction to perform two attacks using your Bullet Time trick shot. You do not expend a grit point for these attack. If both of the attacks hit the same creature, that creature must make a Constitution saving throw (Trick Shot DC) or become stunned until the end of its next turn.

Grenadier

Transitioning into a Grenadier signifies that you've pushed the limits of conventional firearms and are now eager to delve into the explosive potential of alternative weaponry, specifically, bombs. I'm sure you'll have a blast playing this subclass.

Gunslinger & Setting Guide
Grenadier Features
Gunslinger Level Feature
3rd Boomcraft (4d6), Explosive Expert
7th Trick Shot: Bullet Bomb
11th Boomcraft (6d6)
14th Ordnance Overture

Boomcraft

At 3rd level, you learn how to craft small explosives, which will solve every problem you'll ever have. You have a number of explosives equal to your proficiency bonus and you regain all expended explosives whenever you complete a short or long rest. As an action, you can throw one of your explosives at a point within 60 feet of you. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw (Trick Shot DC). On a failure, a creature takes 4d6 fire damage, or half as much on a success.

All weapons that have the explosive property use your Trick Shot DC ifs its higher than the weapons normal DC.

Starting at 11th level, your Boomcraft explosives deal an extra 2d6 damage (6d6).

Explosive Expert

Also at 3rd level, you gain proficiency with Alchemist's Supplies. Your proficiency bonus is doubled for any ability check you make that uses these tools. As part of a short or long rest, you can alter the damage type of your Boomcraft explosives using your Alchemist's Supplies. The damage type can be acid, cold, fire, lightning, or thunder.

Trick Shot: Bullet Bomb

Starting at 7th level, whenever you hit a creature with an attack made using a firearm, you can choose to expend 1 grit point and one use of your Boomcraft to cause the target to take the damage of your Boomcraft explosive instead. The target automatically fails its saving throw and each creature within the normal range of your Boomcraft (centered on the target) makes their save with disadvantage. You can only use Bullet Bomb once per turn.

Ordnance Overture

Finally, at 14th level, your Boomcraft deals double their normal damage to objects and structures. The range of your Boomcraft also becomes a 15-foot-radius sphere. You can expend a grit point to cause or remove difficult terrain in the area where your bombs explode. This difficult terrain remains until cleared.

Gunblade

Gunblades are warriors that engineer the perfect weapon, suitable equally for melee or ranged combat. Harnessing the recoil from your guns, you not only deliver deadly accuracy from a distance but transform your blade work into a mesmerizing spectacle of elegance and power. You can't be bested upfront or from afar.

Gunslinger & Setting Guide
Gunblade Features
Gunslinger Level Feature
3rd Blades & Bullets, Bonus Proficiencies
7th Trick Shot: Recoil Slash
11th Extra Attack
14th Unlimited Bladework

Blades & Bullets

At 3rd level, you can perfectly combine any one-handed firearm with a greatsword, longsword, rapier, scimitar, or shortsword as part of any short rest. The weapon remains combined until you take a short rest to create a different
one. This weapon has the finesse tag, and being in melee doesn't impose disadvantage on your ranged attacks.

When combining two weapons, one or both must be
non-magical, or the fusion fails. When combined, if either weapon is magical, the new weapon is considered magical (regardless of which function you are using).

You are the only one proficient with this weapon. Other creatures that attempt to use it have disadvantage on their attack rolls made with it. You do not require any tools to create this weapon, which is formed through an innate
power you possess. This weapon is called a Gunblade.

Bonus Proficiencies

When you choose this creed at 3rd level, you gain
proficiency with martial weapons, medium armor,
and shields.

Trick Shot: Recoil Slash

At 7th level, you can perform beautiful stunts using the
recoil of your gunblade. When you make a ranged
attack against a creature within 5 feet of you, you can
expend 2 grit points to perform a bonus action melee
attack against that same target. Immediately following
this attack, you can fly up to 15 feet (or 30 feet if the
ranged attack was a critical hit) without provoking opportunity attacks. You can use this Trick Shot
only if you speed is greater than 0.

Extra Attack

At 11th level, you can attack three times, instead of
twice, whenever you take the Attack action on your
turn.

Unlimited Bladework

At 14th Level, you can combine two magical weapons
using your Blades & Bullets feature. When you do,
if both weapons required an attunement slot, now they
only take up a single attunement slot. The features of the combined weapon are both usable, but only the highest bonus (if any) is granted to attack and damage rolls performed by it. Your gunblade can be summoned to
your hand as a bonus action and has the thrown tag.
When thrown, you can use your reaction to appear
within 5 feet of the weapon.

Gunslinger & Setting Guide

Musketeer

Musketeers have hawk eyes, which allows them to find and land difficult shots. You practice stealth, slow movements, and breathing techniques to balance and predict enemy positions.

Musketeer Features
Gunslinger Level Feature
3rd Concealed Position, Target Acquired
7th Trick Shot: Head Shot
11th Steady Breath
14th Hawk Eye

Concealed Position

At 3rd level, you learn how to make expert use of cover. You gain proficiency in the Stealth skill. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency. In addition, being prone doesn't cause your attacks to have disadvantage. While prone, you gain a +2 bonus to attack rolls you make with two-handed firearms (not stackable with fighting style archery or sniper).

Target Acquired

Also, at 3rd level, your prey finds it hard to avoid your detection. Whenever you hit a creature with a ranged
weapon attack, you can choose to lock on to the target, marking it. While the target is within your weapon's
normal range, you always know its exact location
unless its behind total cover. Furthermore, the first
time you hit it with a ranged weapon attack on your
turn, you deal an extra 1d6 damage to it.

The target remains marked until a minute passes
or you use this feature again to mark a different
creature. Once you've used Target Acquired three
times, you cannot use it again until you complete
a long rest. Alternatively, you can spend 2 grit points
to use it one more time.

Trick Shot: Head Shot

At 7th level, your precision as a gunslinger reaches unparalleled levels. Once per turn, when you successfully hit a creature with an attack using a two-handed firearm, you can expend 1 grit point to reduce the critical hit threshold for you by 1. This ability synergizes with your 6th-level Gritical Hit Feature, enabling critical hits on rolls of 18-20. You may further decrease the critical hit range in subsequent turns by expending additional grit points upon successfully hitting the creature. However, the threshold reverts to its normal value once you achieve a critical hit against the target.

Steady Breath

Starting at 11th level, at the start of your turn, before you move or take any actions, you can choose to reduce your movement speed to 0 for the turn. When you do, your Target Acquired damage applies to every attack against your marked target, not just the first one. If you reduce your target to 0 hit points, during this turn, you can immediately move the mark to another creature you can see without expending a use of Target Acquired feature.

Hawk Eye

At 14th level, your pupils mystically become crosshairs. Any firearm's you use, long range, counts as your normal range. Whenever you mark a creature, you can use your Trick Shot: Head Shot against that target without expending any grit points.

Pioneer

Pioneers are called many things: freebooters, pirates, or treasure hunters. They embody adventure and exploration. As masters of firearms, these pioneers roam the uncharted realms, seeking treasures and unknown territories. Whether exploring ancient ruins or facing down mythical beasts, they thrive on the thrills of the undiscovered and the promise of boundless freedom and wealth.

Pioneer Features
Gunslinger Level Feature
3rd Finders Keeper, Sea Legs
7th Trick Shot: Treasure Hunt, Sea Legs
11th Sea Legs, X Marks The Spot
14th Loot The World, Sea Legs

Finders Keepers

When you choose this creed at 3rd level, you gain proficiency in one of the following skills of your choice: Investigation, Nature, Perception, or Survival. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.

Sea Legs

Starting at 3rd level, you acquire a climb and swim speed equal to your normal speed. Additionally, you gain advantage on any ability check or saving throw made to resist being knocked prone.

Lastly, your movement speed increases by 5 feet at 3rd, 7th, 11th, and 14th level in this class.

Trick Shot: Treasure Hunt

At 7th level, you gain a special trick shot that doesn't cost any grit points. At the start of your turn you can decide to go on a Treasure Hunt. If you do, each attack that you successfully hit against a creature this turn causes you to regain 1d4 expended grit points.

Once you've used Treasure Hunt, you cannot use it again until you complete a long rest. Alternatively, you can use it once more if you discover a treasure hoard or notable magic item.

X Marks The Spot

At 11th level, you can mark a creature or object as a bonus action. The mark persists until you designate a different target or when your marked target is more than 120 feet from you. You can spend 2 grit points on your turn to teleport to an unoccupied space within 5 feet of the marked creature or object. The mark leaves a physical symbol on the target, which can be anything from an X to an illustration, but never takes up more than a foot of space.

Loot The World

Finally, at 14th level, your creed is complete. Whenever you use your Treasure Hunt feature, it remains active until you regain a number of grit points equal to your level. In addition, each target you hit during Treasure Hunt becomes marked until the end of their next turn but otherwise follows the normal rules of your X Marks The Spot feature.

Revelator

These priests walk the fine line between righteousness and retribution. Their trusty firearms become conduits for divine justice, and their prayers are spoken through the smoky haze of gunfire. Guided by a higher purpose, Revelators defend the innocent and purge the wicked, seamlessly blending a testament between the divine and the doomed.

Revelator Features
Gunslinger Level Feature
3rd Saint By Day, Sinner By Night
7th Trick Shot: Holy Grail
11th Body of God
14th Revelations

Saint By Day

When you choose this creed at 3rd level, you remember the lessons learned of the holy day. You gain proficiency in Religion, and your proficiency bonus is doubled for any ability check you make with it. In addition, you can make Holy Water, following the rules of the PHB (p.152), as if you were
a cleric or paladin.

Sinner By Night

Also, at 3rd level, you remember the powers needed to repel unholy night. You learn the Sacred Flame cantrip and can cast the spell Detect Evil and Good once per long rest, using this feature. If forced to make a concentration check to maintain your Detect Evil and Good spell,
you can choose to make a Religion
check instead of a Constitution
saving throw. Dexterity is your
spellcasting ability for these
spells.

Trick Shot: Holy Grail

At 7th level, you have the ability to expend a grit point before making an attack, imbuing your bullet with sacred flames. Upon doing so, your attack ignores cover, and deals an additional 1d8 radiant damage if it hits. If the attack misses, the sacred flame leaps from the bullet, targeting the creature as if you had cast the cantrip instead.

Body of God

At 11th level, your unwavering devotion to the divine bestows upon you a glimpse of salvation. Your creature type changes to celestial, and each time you expend a grit point for a trick shot, you gain a fly speed equal to your normal speed. This fly speed lasts until the end of your next turn.

Revelations

At 14th level, you obtain a godly sway over life and death. You can now replicate holy spells using grit points: Healing Word (3 points), Lesser Restoration (4 Points), and Holy Weapon (7 Points). You ignore the somatic components of these spells and dexterity is your spellcasting modifier for them.


Spellslinger

Bound to a pact with the devil as a gunslinger, your soul's retrieval now eludes the loaded barrels of your firearms. Embracing the mantle of a Spellslinger, eldritch arts and forbidden secrets surge through you, imbuing every piece of cold iron that gracefully dances through your fingertips with cursed energy. One day your benefactor will collect!

Spellslinger Features
Gunslinger Level Feature
3rd Focus Fire, Spellcasting
7th Trick Shot: Magic Bullet
11th The Devil's Blessing
14th Arcane Arsenal

Focus Fire

At 3rd level, you can perform a 1-hour ritual during a short rest to magically bond with up to two firearms. Once bonded, you can't be disarmed of these weapons unless incapacitated. If they're on the same plane, you can summon one as a bonus action, instantly teleporting it to your hand. If you try to bond with a third firearm, you must break the bond with one of the other two. These firearms count as a spellcasting focus for you and you ignore the somatic component of spells while wielding them.

Spellcasting

At 3rd level, you've entered into a pact with an otherworldly entity, perhaps even the devil himself, and now you've have unraveled the secrets of the arcane.

Cantrips. You know two cantrips of your choice from the warlock spell list. You learn another warlock cantrip of your choice at 7th, 11th, and 14th level.

Spell Slots. The Spellslinger table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of these spells, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 7th level, you have two 2nd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of these slots, and you cast it as a 2nd-level spell.

Spells Known of 1st Level and Higher. You know two spells of your choice from the warlock spell list.

The Spells Known column of the Spellslinger table shows when you learn more warlock spells. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace with with another level appropriate spell from the warlock spell list of an appropriate level.

Spellcasting Ability. You use your Trick Shot DC for any warlock spells you cast that requires a saving throw and can perform spell attack rolls with your focus fire bonded weapons as if they were normal ranged attacks that used Dexterity, but you still don't add your Dexterity modifier to the damage, unless the spell or another feature says so.

Spellslinger Spellcasting
Gunslinger Level Cantrips Known Spells Known Spell Slots Slot Level
3rd 2 2 1 1st
4th 2 2 1 1st
5th 2 2 2 1st
6th 2 3 2 1st
7th 3 3 2 2nd
8th 3 3 2 2nd
9th 3 4 2 2nd
10th 3 4 2 2nd
11th 4 4 2 3rd
12th 4 5 2 3rd
13th 4 5 2 3rd
14th 5 5 3 3rd
15th 5 6 3 4th
16th 5 6 3 4th
17th 5 6 3 4th
18th 5 7 3 4th
19th 5 7 3 5th
20th 5 7 3 5th

Trick Shot: Magic Bullet

At 7th level, you replicate the 1st-level spell magic missile by spending 2 grit points. This version of the spell is treated as an attack, which allows you to use your 5th Level Extra Attack feature on the same turn. You can only use Magic Bullet once per turn.

The Devil's Blessing

Your 11th level creed grants you the ability to learn two eldritch invocation of your choice from the warlock class. For every two levels you have in this class, you count as having one warlock level for the purpose of meeting an eldritch invocation's prerequisites. Dexterity is your spellcasting ability for these invocations.

When you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you meet the prerequisites for.

Arcane Arsenal

At 14th level, your eldritch might manifests as a formidable force. You gain the Mage Hand cantrip if you don't already know it, and it doesn't count against your known cantrips.

As an action on your turn, you can summon five mage hands, each holding a replica of one of your focus fire firearms. During this turn, you can see through each hand as if they had 60 feet of darkvision, and you can move each hand up to 30 feet without requiring an action. The mage hands are capable of performing one attack each, replicating the weapon they hold, as if you initiated the attack yourself. All of these mage hands vanish at the end of your turn.

After using this feature, you must complete a long rest before you can use it again.

Trailblazer

Trailblazers are blessed with supernatural steeds, their majestic beauty and strength gracing the plains. Alongside your extraordinary partner, the two of you become the talk of every town, enchanting spectators with captivating performances and boundless tales from your epic strides.

Trailblazer Features
Gunslinger Level Feature
3rd Partner Proficiency, Spirit Steed
7th Trick Shot: Lariat Launch
11th Supernatural Stride
14th Trample & Dust

Partner Proficiency

When you choose this creed at 3rd level, you gain proficiency in Animal Handling and Performance. While mounted, you can add twice your proficiency bonus to any Animal Handling or Performance check you make.

Spirit Steed

At 3rd level, you have a supernatural spirit steed that is bonded to you through ancient rites. As an action, you can summon your steed by whistling. It appears in an unoccupied space within 30 feet of you. The horse is friendly to you and your companions and obeys any commands you give it. You can find its statistics at the end of the trailblazer's subclass description, which has Proficiency Bonus as (PB) written throughout it.

In combat, the steed acts during your turn. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the steed can take any action of its choice, not just dodge.

The steed remains until it's reduced to 0 hit points, you use this feature again, or you die. Anything it is carrying or wearing is left behind when it disappears. Once you summon your steed, you can't do so again until you finish a long rest, or you spend 2 grit points to perform a 10 minute ritual to summon it again with all its hit points restored.

Gunslinger & Setting Guide



































Trick Shot: Lariat Launch

At 7th level, When you hit a creature with an attack made with a firearm, you can spend 2 grit points to force that creature to make a Dexterity saving throw. On a failure, the bullet explodes into a wild lasso that grapples and restrains the creature until the start of your next turn. On a success, the magical lasso instead falls into an unoccupied space within 5 feet of the creature until the end of your turn. You can pick up this lasso before your turn ends by moving within 5 feet of it. When you do, you regain the grit points you lost when you launched it.

Supernatural Stride

At 11th level, your bond with your steed improves. While mounted on your spirit steed, you can use your reaction whenever your spirit steed takes damage to reduce the damage it takes by 2d6. Your spirit steed can do the same to protect you, as long as you are currently riding it.

Trample & Dust

Finally at 14th level, your spirit steed can attack each creature within 5 feet of it whenever it takes the attack action with its hooves. It targets each creature with a different attack roll. If any of these attacks are a critical hit, the spirit steed recharges its "Ride Like The Wind" trait and can perform a dash this turn as a free action.



























Spirit Steed

Large Beast


  • Armor Class 14 + PB (magical barding)
  • Hit Points 5 + five times your gunslinger level (the steed has a number of Hit Dice [d10s] equal to your Gunslinger level)
  • Speed 60ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 15 (+2) 9 (-1) 14 (+2) 12 (+1)

  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands the languages you speak
  • Challenge - Proficiency Bonus (PB) equals your bonus

At the Ropes. While mounted, the steed's rider can make an Animal Handling check in place of any saving throws the steed must make.

Empowered Attacks. The steeds attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical attacks.

Ride Like The Wind. Once per long rest, when the horse takes the dash action, it can also benefit from the disengage action.

Actions

Hooves. Melee Weapon Attack: 3 + PB to hit, reach 5ft., one target. Hit: 2d4 + 3 + PB bludgeoning damage.

Gunslinger & Setting Guide

Frontier Backgrounds

Explore the rich character backgrounds of the Frontier, which blends the setting's glamour and grit while offering features that enhance the gameplay experience. Choose the one that resonates with your character, or collaborate with your DM to craft a custom background.

Banker

You're a seasoned banker, trusted with the financial well-being of countless customers, handling their diamonds, minty bills, and shiny coins with ease. But you've seen where real riches come from, and now those riches call you to adventure. They call you the front.

Skill Proficiencies: History, Persuasion

Tool Expertise: Jeweler's Tools

Language: Any one language of choice

Equipment: A set of fine clothes, jeweler's tool, one dozen business cards, a tax form, pocket watch, and 50 dollars.

Feat: You gain the Skilled feat.

Barber

Appearance is everything. Your sharp blades are always prepared to offer top-notch haircuts, shaves, and grooming, ensuring everyone, without exception, looks and feels their best, which equates to them being their best.

Skill Proficiencies: Perception, Sleight of Hand

Tool Expertise: Barber’s Kit

Language: One standard language of choice

Equipment: A set of fine clothes, barber's kit, cologne (or perfume), steel mirror, and 20 hard earned dollars.

Feat: You gain the Piercer or Slasher feat.

Bartender

Day after day, pouring drink after drink, you've dedicated your time to fostering smiles and quelling conflicts, expertly tending to patrons while keeping a vigilant eye on unfamiliar faces.

Skill Proficiencies: Athletics, Insight

Tool Expertise: Brewer's Supplies

Language: One standard or rare language of choice

Equipment: A set of fine clothes, brewer's supplies, a flask, and 20 dollars worth of tips.

Feat: You gain the Tavern Brawler feat.

Bounty Hunter

A life of shadows and pursuit, the bounty hunter navigates the wilds, seeking elusive targets for coin, justice, or personal reasons. And you always catch your prey.

Skill Proficiencies: Athletics, Acrobatics

Tool Expertise: Thieves' Tools

Language: One standard or rare language of choice

Equipment: A set of rough clothes, thieves tools, two hunting traps, a wanted poster, and 30 dollars you just earned after a tough catch.

Feat: You gain the Skulker feat.

Frontier Language Options

These are the languages we use in our western fantasy setting. The Warforged have their own tongue of forged, which they gain instead of choosing a language of choice.

Standard Rare Exotic
Common Aquan Abyssal
Dwarvish Auran Celestial
Elvish Giant Draconic
Forged Goblin Deep Speech
Gibberish Ignan Infernal
Halfling Orc Sylvan
Sign Language Terran Undercommon

Conductor

With a watchful eye and a steadfast grip, conductors command the mighty locomotive that binds the West, all while handling schedules, safety, and industrial progress.

Skill Proficiencies: Insight, Investigation

Tool Expertise: Land Vehicles & Tinker's Tools

Language: One standard language of choice

Equipment: A set of official clothes, tinker's tools, a left behind trinket, pocket watch, train schedule, and 30 dollars.

Feat: You gain the Artificer Initiate feat.

Consort

Mastering the art of allure and indulgence, the consort navigates the intricacies of pleasure, wielding charm and finesse to navigate social circles, extracting secrets, and forging alliances in the enticing dance of pleasure and diplomacy.

Skill Proficiencies: Performance, Persuasion

Tool Expertise: One Musical Instrument of choice

Language: One standard language of choice

Equipment: A set of provocative clothes, your expertise instrument, a bar of soap, hourglass, and 20 dollars is 20 dollars.

Feat: You gain the Actor or Athlete feat.

Cook

Cooks are the backbone of any triumphant group, transforming ordinary ingredients into morale boosting feasts, for, as they say, an army marches on its belly.

Skill Proficiencies: Nature, Survival

Tool Expertise: Cook's Utensils

Language: One standard language of choice

Equipment: A set of common clothes, cook's utensils, iron pot, dinner bell, mess kit, 10 rations, and 15 dollars.

Feat: You gain the Chef feat.

Deputy

A steadfast deputy, sworn to uphold the law, patrolling the frontier with unwavering dedication, ensuring justice is served and maintaining order in the ever-changing landscape of life.

Skill Proficiencies: Acrobatics or Athletics, and Investigation

Tool Expertise: One Gaming Set of choice

Language: One standard or rare language of choice

Equipment: A set of official clothes, your expertise gaming set, a badge, manacles, revolver, and 10 dollars.

Feat: You gain the Alert feat.

Doctor

A dedicated frontier doctor, armed with medical knowledge and compassion, tends to the wounded and ailing, navigating the challenges of the wild with a commitment to healing and well-being.

Skill Proficiencies: History, Medicine

Tool Expertise: Alchemist's Supplies

Language: One language of your choice

Equipment: A set of professional clothes, alchemist's supplies, a healer's kit, bedroll, book, and 25 dollars.

Feat: You gain the Healer feat.

Drunk

Swaying on unsteady legs, this drunk, navigates life's challenges through the bottom of a bottle.

Skill Proficiencies: Deception, Persuasion

Tool Expertise: One Artisan's Tool of choice.

Language: Gibberish

Equipment: A set of unkempt clothes, your expertise artisan's tools, a trinket that is a memento, several empty bottles, and 5 dollars.

Feat: You gain the Resilience (CON) feat.

Dying

Afflicted by an incurable ailment that eludes the healing touch of magic and divine intervention, this dying character faces mortality with courage, seeking purpose and closure in the dwindling moments that remain.

Skill Proficiencies: Any two skills of your choice

Tool Expertise: One Gaming Set of choice

Language: Any standard or rare language of choice.

Equipment: A set of common clothes, your gaming set, bottle of prescription medicine, and 10 dollars.

Feat: You gain the Shadow Touched feat.

Special: After any rest, roll a d100, on a 1, you succumb to your affliction and die after the next day ends. (no rerolls)

Exile

Marked by an air of mystery and the weight of distant lands, exiles have navigated to the frontier as banished individuals carrying tales and customs from a faraway home. In truth, only those lucky escaped with their lives.

Skill Proficiencies: Animal Handling, Intimidation

Tool Expertise: Forgery Kit

Language: One exotic language of choice.

Equipment: A set of strange clothes, forgery kit, non-combat related common magic item from XGtE, and 10 dollars.

Feat: You gain the Lucky feat.

Explorer

The explorer charts lands few dare to think of, let alone traverse. Their hearts hold a fierce fire and thirst for discovery. Nothing except death will end their search.

Skill Proficiencies: Investigation, Perception

Tool Expertise: Cartographer's Tools or Navigator's Tools

Language: One language of choice.

Equipment: A set of traveler's clothes, compass, old maps, cheap spyglass, rope (50 feet), and 15 dollars.

Feat: You gain the Dungeon Delver feat and +1 to an ability score of choice.

Gambler

Adept at games of chance, the gambler is only as good as his last hand, but fortune favors him, or perhaps its just cheating.

Skill Proficiencies: Deception, Sleight of Hand

Tool Expertise: One Gaming Set of choice

Language: One standard language of choice.

Equipment: A set of ravishing clothes, your expertise gaming set, a trinket you won, note regarding a debt you owe, and 20 dollars.

Feat: You gain the Observant feat.

Gunslinger & Setting Guide
Gunsmith

Not all gunsmiths are gunslingers, but all gunslingers are gunsmiths. You understand the weapon and it understands you. Its really that simple.

Skill Proficiencies: Investigation, Sleight of Hand

Tool Expertise: Tinker's Tools

Language: One standard language of choice.

Equipment: A set of fine clothes, tinker's tools, a gun of choice, some smokes, and 15 dollars.

Feat: You gain the Gunner feat.

Half-Breed

Born of two worlds but shunned by both, this half-breed must survive a society that fears and judges the unfamiliar with harsh conclusions.

Skill Proficiencies: Intimidation, Survival

Tool Expertise: Disguise Kit

Language: Nothing

Equipment: A set of concealing clothes, disguise kit, a gothic trinket, food scraps, and 5 dollars.

Feat: You gain the Savage Attacker feat.

Special: Your race can be Goblin (Volo) or Half-Orc (Phb)

Mage or Mage Hunter

In a world where magic is neither a crime nor fully comprehended, individuals are divided into those who embrace its mysteries and those who perceive it as a threat, leaving you to decide where you stand on the spectrum of acceptance or opposition.

Skill Proficiencies: Arcana, Stealth

Tool Expertise: One Artisan's Tool of choice

Language: One exotic language of choice.

Equipment: A set of commoner clothes, your expertise artisan tool, one detect magic spell scroll, and 20 dollars.

Feat: You gain the Mage Slayer or Magic Initiate feat.

Messenger

A master of swift and secure deliveries, fluent in languages forgotten by time, and an invaluable companion on any adventure, a messenger embodies the essence of reliable communication and trustworthy aid.

Skill Proficiencies: History, Insight

Tool Expertise: Calligrapher's Supplies

Language: One standard or rare language of choice.

Equipment: A set of fine clothes, calligrapher's supplies, a letter never delivered, several pieces of paper, 30 dollars.

Feat: You gain the Linguist feat.

Miner

Toiled in dusty shafts and sunlit streams, wielding pickaxes and pans, seeking fortunes in the earth. Their days echoed with the clang of tools, the glint of precious minerals, and the camaraderie forged in the pursuit of prosperity.

Skill Proficiencies: Athletics, Survival

Tool Expertise: Mason's Tools

Language: Dwarvish, Forged, Terran, or Undercommon

Equipment: A set of rough clothes, mason's tools, a climber's kit, miner's pick, shovel, and 80 quarters.

Feat: You gain the Durable or Tough feat.

Musician

Musicians weave enchanting melodies that transcend mere entertainment, serving as a source of inspiration, magic, and emotional resonance capable of shaping the course of epic adventures.

Skill Proficiencies: Performance, Sleight of Hand

Tool Expertise: Two Instruments of your choice

Language: One standard or rare language of choice.

Equipment: A set of traveler's clothes, both your expertise instruments, three gifted trinkets, 15 dollars and 20 quarters.

Feat: You gain the Actor or Defensive Duelist feat. In either case, your Charisma score increases by 1.

Photographer (or Reporter)

Behind the lens of a weighty camera, capturing the essence of the west with every loud click and flash, the photographer offers a form of immortality.

Skill Proficiencies: Investigation, Sleight of Hand

Tool Expertise: Photographer's Supplies

Language: One standard or rare language of choice.

Equipment: A set of fine clothes, photographer's supplies, extra film plates, portfolio, and 30 dollars.

Feat: You gain the Observant feat.

Preacher

Clad in the vestments of both faith and authority, guides the faithful and the wayward alike through the rugged terrain, blending spiritual guidance with pragmatic leadership in the untamed frontier.

Skill Proficiencies: Insight, Religion

Tool Expertise: Calligrapher’s Supplies

Language: One language of choice.

Equipment: A set of fine clothes, calligrapher's supplies, holy book, holy symbol, robe, and 50 dollars donated to your cause.

Feat: You gain the Inspiring Leader feat.

Rancher

A hardy and affectionate rancher chases off predators, wrestles cattle, and weathers unforgiving environments as they shape the fields and tend to nature's best.

Skill Proficiencies: Animal Handling, Nature

Tool Expertise: Carpenter’s Tools

Language: One standard language of choice.

Equipment: A set of common clothes, carpenter's tools, large empty sack, shovel, sickle, and 15 dollars.

Feat: You gain the Charger, Crusher, or Grappler feat.

Soldier or Veteran

War's cost is etched on the soldier; whether a seasoned veteran grappling with consequences or a novice trooper learning the harsh realities of a cold world, the soldier will always have a place when desires control all domains.

Skill Proficiencies: Athletics, Intimidation

Tool Expertise: One Gaming Set of choice

Language: One standard or rare language of choice.

Equipment: A military uniform, a set of traveler’s clothes, your expertise gaming set, a weapon of choice, and 10 dollars.

Feat: You gain the Fighting Initiate or Martial Adept feat.

Townie

Born a common townie, you've discovered a greater purpose beyond the everyday trade, transitioning from a regular profession to an adventurous life that now spans the entirety of the world.

Skill Proficiencies: Any two skills of your choice

Tool Expertise: Any tool of your choice

Language: One standard language of choice.

Equipment: A set of commoner clothes, your tool of choice, and 10 dollars worth of opportunities.

Feat: You gain the Skill Expert feat.

Undertaker

Undertakers dance between life and death, crafting a macabre artistry as they provide solace to grieving families and ensure a peaceful passage for the departed souls of the unforgiving frontier.

Skill Proficiencies: Athletics, Medicine

Tool Expertise: Carpenter’s Tools & Disguise Kit

Language: One standard language of choice.

Equipment: A set of hefty clothes, both of your tools, a large sack, shovel, and 15 dollars.

Feat: You gain the Grappler feat.

Urchin

An urchin, yearning to alter their fate, navigates the hard streets in search of a new destiny, leveraging their resourcefulness to break free from the chains of poverty.

Skill Proficiencies: Sleight of Hand, Stealth

Tool Expertise: Thieves’ Tools

Language: One standard language of choice.

Equipment: A set of rough clothes, thieves tools, bedroll, tinderbox, half a ration left, and 3 quarters.

Feat: You gain the Mobile feat.

Equipment

Currency & Shops

The Forward Frontier's landscape is dressed with saloons and other shops, below are some such examples. Remember, dollars ($) and gold (gp) exchange at a simple 1-for-1 rate and every four quarters equals one dollar. If a PHB item is less than a gp, its now only a quarter.

Inventory Slots

Adventurers can only carry a number of items equal to their Strength Score (Inventory Slots). Each item, including what's worn or carried, takes one slot, while heavy armor/weapons use two. Tiny objects like ink or paper are ignored. Every 500 dollars or 100 quarters take a slot.

Properties & Proficiency

Firearms aren't used much in 5e. So classes don't have proficiency, however on the frontier, dwarves, fighters, rangers, and rogues are also proficient with firearms.

Strength Requirement (STR) . If a character lacks the required strength for a firearm, all attacks made with it have disadvantage. However, the character can utilize strength for ranged attacks, when using the weapons normal range (left number) for weapons that have the Strength Property.

Explosive. As an action, you can throw these explosives up to 60 feet away. Creatures within 5 feet of the point must make a DC13 Dexterity saving throw or take its damage.

Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 bonus action to reload. You must have a free hand to reload. This counts as both the ammunition and loading property.

























Firearms Cost Damage Weight Properties
   Double-Barreled Shotgun $275 3d4 piercing 11 lb. Range (30/90), Reload (2), Heavy, Two-Handed, STR13
   Dwarven Blunderbuss $250 1d12 piercing 7 lb. Range (45/120), Reload (1), Two-Handed, STR 11
   Elven Bow-Rifle $275 1d10 piercing 6 lb. Range (150/600), Reload (1), Two-Handed
   Halfling Derringer $40 1d6 piercing 1 lb. Range (30/60), Reload (1), Light, Everyone has Derringer Proficient
   Lever-Action Rifle $150 2d6 piercing 6 lb. Range (120/400), Reload (6), Two-Handed
   Revolver $80 1d8 piercing 2 lb. Range (60/90), Reload (6), Light
   Sawed-Off Shotgun $225 2d4 piercing 5 lb. Range (15/45), Reload (1)
   Shotgun $200 3d4 piercing 10 lb. Range (30/60), Reload (1), Heavy, Two-Handed, STR 11
Ammo Cost Damage Weight Properties
   Bullets (10) $5 - 2 lb. Firearms Require Bullets, Bow-Rifle can also use arrows/bolts
   Shells (10) $10 - 2 lb. Shotguns Require Shells
Explosives Cost Damage Weight Properties
   Dynamite $25 3d6 fire 2 lb. Explosive
   Dynamite, Bundle $75 8d6 fire 10 lb. Explosive, Heavy, 10 Feet Instead of 5 (AoE)
   Warforged Flare $50 6d6 radiant 1 lb. Explosive, Leaves behind The Light Cantrip for 10 mins

Gunslinger & Setting Guide
Common Drinks Cost Effect
Bourbon 50 cents N/A
Brandy 50 cents N/A
Cocktail 50 cents N/A
Gin 50 cents N/A
Milk Glass 25 cents N/A
Old Fashioned 50 cents N/A
Sazerac 50 cents N/A
Water 25 cents N/A
Whiskey 50 cents N/A
Bottle (10 Drinks) $5 N/A
Serve The House (Cheap Drinks) $25 N/A
Serve The House (Best Drinks) $100 N/A



Magic
Drinks
Cost Effect
Arcane
Absinthe
$200 Causes you to benefit from the Detect Magic spell or Restores a 1st-level spell slot (5 Uses).
Mystic Moonshine $225 You reduce exhaustion by 1, you can only benefit from this once per long rest (5 Uses).
Time Traveling Tequila $375 Causes you to benefit from the Haste spell (No Conc.) or ends the slow spell on a creature (5 Uses).
Western Whiskey $250 Your pain begins to fade as you regain 4d4+4 hit points (5 Uses).
Zen
Wine
$50 This stuff just taste magical, but makes for a great gift (5 Uses).




Service Cost Details
Barber Shop $2-5 Offering haircuts, shaves, and grooming services.
Bank 1-9% Fee Providing financial services such as currency exchange, loans, and safe deposit boxes.
Blacksmith $5+ Offering services for horse shoeing, metalwork, and repairs.
Church Donation A place for religious worship, ceremonies, and community gatherings.
Doctor $25+ A place for medical consultations, treatments, and basic healthcare.
Common Food Cost Effect
Beans and Bacon 50 cents N/A
Beef Jerky 50 cents N/A
Biscuits and Gravy 50 cents N/A
Buffalo Wings 50 cents N/A
Cheddar Cheese 25 cents N/A
Corn on the Cob 25 cents N/A
Cornbread 25 cents N/A
Deviled Eggs 25 cents N/A
Hardtack 50 cents N/A
Pickled Eggs 25 cents N/A
Roasted Peanuts 25 cents N/A
Salted Pork Rinds 50 cents N/A



Magic Food Cost Effect
Dragon Bacon $100 You benefit from the Dragon's Breath spell, DC15, randomly determine its damage type (5 Uses).
Ghost-Town Grits $225 You benefit from Pass without a Track (5 Uses).
Jerky Bind $150 Your pain begins to fade as you regain 2d4+2 hit points (5 Uses).
Soul Steak $150 The magically marinated meat of a creature with darkvision, you now have 60 feet of it for 1 hour (5 Uses).
Yam Spam $50 A delicious treat rumored to be magical (5 Uses).




Service Cost Details
General Store Varies A place to purchase everyday goods, groceries, and household items (PHB)
Law Office N/A Legal services, consultations, and assistance with various matters (Free, except Bail and Lawyers).
Livery Stable $5-50 Offering horse boarding, rental, and services for transportation.
Post Office $2 x Miles Handling mail services, postage, and small package deliveries.
Print Shop 25 cents Printing newspapers, advertisements, and various publications.

Gunslinger & Setting Guide
Service Cost Details
Saloon, Room $3-30 A gathering place for socializing, drinking, and often providing food, lodging, and entertainment.
Saloon, Wench $1-10 Provides heated hospitality. Charge is hourly (minimum 1).
School $5-25 Monthly Educational services for children, including basic schooling.
Tailor/Seamstress $1+ Clothing alterations, repairs, and custom made garments.
Undertaker $5-500 Providing funeral services and burial arrangements.




Item Cost Details
Adult Magazine $5 A visual and literary escapade, exploring intimate art forms.
Barber's Kit $10 Brush, Disinfectant, Clippers, Neck Duster, Powder Puff, Scissors, and Tonics.
Camera $25 A portable, but still large device that can capture up to 5 images.
Cigar (5) $2.50 A box holding frontier's finest smokes.
Chaps/Dusters $5 Rugged leather leg coverings and long flowing coats
Detonation Wire (Per Foot) $1 A wire that allows you to set up dynamite and light as an action.
Film Photo Plates $3 A plate used to capture images on a professional level.
Gun Belt $15 Allows you to not count a single one-handed weapon towards your inventory slots.
Hat (Bonnet, Fedora, etc.) $2 Looks are everything and with these you look damn good.
Iron Skillet $5 Counts as a club, but also is the main tool of field cooking.
Matches (100) $1 A box of reliable lights that last for a round and emits 5 bright/dim.
Newspaper 25 Cents A product meant to inform the public, has cartoons and crossword puzzles.
Matches (100) $1 A box of reliable lights that last for a round and emits 5 bright/dim.
Gaming Sets Cost Details/Effect
Bowling $2 Variations of bowling, both indoor and outdoor, including carrying sets.
Dart Games $1 Various dart games, including traditional ones like "Round the Clock."
Fishing Sport $5 Competitions to see who could catch the largest or most fish.
Horseshoes $2 Throw horseshoes at a stake, aiming for the closest ring or a ringer.
Poker $1 Card & chips game with high stakes, bluffing, and fortunes.
West Check $1 A popular collectible trading card game that features magic, monsters, and myths.




Item Cost Details
Photographer's Supplies $25 Large wooden box with a bellows system, coverings, and shades
Shirt/Blouse $1 Common attire appropriate to the time line.
Silk Stockings $1 More pieces appropriate to the time line.
Spectacles $20 A pair of glasses that can help with vision.
Spittoon $2 A bucket for spitting.
Tobacco, Chewing (Tin) $1 10 chewing sessions of stress relief.
Watch $5/50 A standard or deluxe time keeper.
Instruments Cost Details
Accordion $25 Accordions are a family of box-shaped musical instruments
Banjo $15 A stringed instrument with a thin membrane stretched over a frame
Cello $20 A bowed string instrument of the violin family.
Harmonica $5 A mouth organ that is a free reed wind instrument.
Ocarina $2 The ocarina is a wind musical instrument; a type of vessel flute
Piano $500 The piano is a keyboard instrument that produces sound when pressed on the keys. Not an item that can be transported easily, but is the most popular item in the era.

Gunslinger & Setting Guide
Arcane Silencer $150

Wondrous Item, Common

Firearms are loud weapons, and one of these silencers can muffle the sound to no louder than a sneeze—audible but less exposing. Silencers can be equipped or removed as an action. While they reduce firearm damage by 1 point, they offer a stealth advantage that could save your life.

Beast Buckle $300

Wondrous Item, Uncommon

Crafted in bronze, silver, or gold with an intricate beast design, these buckles bestow a unique boon. When worn while mounted, you may use Animal Handling instead of your Dexterity modifier when determining initiative.

Betsy Bullet (or Shell) $50 ($100)

Wondrous Item, Common

A set of 10 rounds that deal magical bludgeoning damage and force a creature to make a DC10 Strength saving throw or fall prone. While a creature is prone due to a betsy bullet, ranged attacks against the target aren't made at disadvantage.

Cigarillo Adiós $25

Wondrous Item, Common

When smoked, you have advantage on death saving throws for one hour. This benefit transfers to whoever smokes it last.

Cowboy Tilted Hat $125

Wondrous Item, Common

This enchanted hat is forever impeccably tilted, casting a shadow over your eyes. hanks to its magic, you are immune to sunlight sensitivity, allowing you to navigate bright conditions without hindrance.

Dwarven Spirit $25

Wondrous Item, Common

This mead is so robust that it's often mistaken for magical, though it remains mundane. Dwarves are immune to its effects, but any other willing creature must succeed on a DC10 Constitution saving throw. Failure results in being poisoned for one minute. One drink has 10 servings.

Ethereal Engine $2500

Wondrous Item (Train), Very Rare (Requires Attunement) This item first appears to be a phantasmal ticket with the words "only the departed or departing may enter". As an action, you can speak the command word "All aboard the Afterlife" and tear this ticket, destroying it. This causes the ticket to release phantasmal flames that summons the head of a ghostly train at a location you can see.

The train is 30 feet long, 10 feet tall, and 15 feet wide with dark windows. Its interior has 8 seats, a ghost that verifies all intended riders before disappearing, emergency break, and a sign that says no eating or drinking allowed.

Each creature in the area where it appears or travels, must make a DC20 Dexterity saving throw or take 10d10 force damage. The train is an object with the following statistics: AC:20, HP: 200, Speed: 60ft., Damage Immunities: necrotic, poison, psychic.



You can operate the train, which can only move forward, by making a land vehicles check as an action. If you get a 20 or higher, the train moves twice as fast and expels unwanted guests, otherwise it moves its normal speed. The train disappears after an hour passes, its destroyed, or it can't move forward without crashing.

Firearm +1 Weapon (5 x its normal cost)

Weapon (Any firearm), Uncommon

You have a +1 bonus to attack and damage rolls made with this magic weapon.

Goggles of Western Nights $550

Wondrous Item (Goggles), Uncommon (Req. Attunement)

While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet.

Poncho Perfecto $375

Wondrous Item (Cloak), Uncommon (Req. Attunement)

While you wear this cloak you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you.

Spurs of Sins $150

Wondrous Item (Spurs), Common

Spurs that magically make the sound of your footsteps dramatic and haunting. You have advantage on the first intimidation check you make against anyone that hears them.

Taxidermy Tobacco $150

Wondrous Item (Consumable), Uncommon

As an action, you can stuff this tobacco into the mouth of a dead creature to replicate the effects of the Speak with Dead spell. This tobacco has 5 uses, but each only provides one question. The creature is then stuffed with woodwool and wire. If consumed by a living creature, the spell fails, and that creature's type becomes undead for 24 hours.

Gunslinger & Setting Guide









This sourcebook is a free community resource and should not be distributed or sold elsewhere. It represents a labor of love, blending the Old West with our favorite fantasy tabletop roleplaying game, 5th Edition Dungeons & Dragons!

I've always been drawn to the concept of a gunslinger, but finding a homebrew that strikes the right balance between thematic and fair gameplay has always been a challenge. While this product may not be flawless, it caters to those, like me, who relish the idea of a Western-inspired game or movie.

Art Credits: Aleksandr Menshikov, Antti Hakosaari, Bryan Sola, David Frasheski, David Nakayama, Duncan Halleck, Grafit Studio, Ilya Vatutin, Javier Charro, Josh James, Michal Kváč, Nixell, Nelson Navarro Art, Nikita Volobuev, Natasha Nanook, Robusta Art, Sam Carrier, Sehun Jeong, Sina Hayati