Gunslinger - Class

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Gunslinger
5e class

Gunslinger

Bodies drop to the floor, one after another. The man wearing the heaviest armor scrambles to figure out what is going on. Could it be a magic attack? Hundreds of meters away a man lies upon an outcropping of rocks with his rifle propped up against the earth. He peers down the scope, "Like fish in a barrel."

A shadow grows around the person, encroaching upon his figure and shadowing out their features. The band of orcs spring to attention, the approacher appears to be unarmed. As the figure raises their hand a fizz of flames and a weapon materializes into their hand as they begin to let off a barrage of bullets tearing through the camp of orcs.

A hook flies past the colossus, and from around the corner comes a tiefling woman laughing hysterically, before the massive colossus can even react, she flies past him planting the barrel of her hand cannon onto his temple and painting the wall with his brains. She zips back around the corner cutting down the rest of his men with her blade before landing and taking a moment to reload.

"We've figured out your little trick, so come out." the taunting coming from a member of an elven guard, "without being able to see us, you can't shoot." the wide cavern divides the guards from the woman with the gun. They stand in silence for a moment before they hear the distinct crack of the firearm, prompting the elf guard leader to chuckle. Behind him the bullet stalls in the air and whips around the corner bending as if willing itself to be embedded into the elves skulls.

As smart as they are deadly, gunslingers are the ultimate ranged killers. They practice the art of the firearm, while some train in the lethal practice of killing, others combine their skills with weak magical abilities, and others again learn the form and shape of the firearm.

These rare and powerful weapons can only be obtained by the wealthiest or the most talented builders. This uniqueness of these weapons makes anyone who has one significantly more deadly, and gunslingers take this to the next level. No foe is safe within the range of a gunslinger.

Gunslinger Quick Build

Make your highest stat intelligence and your second highest dexterity. Choose a gun and get started.

Multiclassing Gunslinger - when using the optional rule for multiclassing with a Gunslinger, the character must have an intelligence score of more than 13.

Hit Points

Hit Dice: 1d6 per gunslinger level

Hit Points at 1st level: 6 + your Constitution modifier

Hit points at higher levels: 1d6 (or 4) + your constitution modifier per level after 1st

Proficiencies

Gunslingers have the following proficiencies at 1st level.

Armor: Light Armor

Weapons: Simple weapons and all Firearms

Tools: None

Saving Throws: Intelligence, Dexterity

Skills: Choose two from Deception, Insight, Intimidation, Investigation, Medicine, Perception, Persuasion, Sleight of Hand, Stealth

Starting Equipment

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

Gunslinger Table

Level Profiency Bonus Features
1st +2 Gunslinger Talent
2nd +2 Rapid Fire
3rd +2 Gunslinger Talent Feature
4th +2 Ability Score Improvement
5th +3 Extra Attack (x1)
6th +3 Gunslinger Talent Feature
7th +3 Familiar Friend
8th +3 Ability Score Improvement
9th +4 Gunslinger Talent Feature
10th +4 Low Profile
11th +4 Gunslinger Talent Feature
12th +4 Ability Score Improvement
13th +5 Extra Attack (x2)
14th +5 Gunslinger Talent Feature
15th +5 Rapid Reload
16th +6 Ability Score Improvement
17th +6 Throwing Blades
18th +6 Gunslinger Talent Feature
19th +6 Ability Score Improvement
20th +6 Gunslinger Talent Feature

Class Features

As a gunslinger you gain the following class features.

Gunslinger Talent

1st level Gunslinger feature

You have become proficient in guns in one of a few ways, this talent is what defines you as a gunslinger.

Choose From: Combatant, Inventive, Telekinetic, Nimble, Primeval

Rapid Fire

2nd level Gunslinger feature

Spend an action and a bonus action to unload your entire magazine. Make attack rolls on any targets within a 15 foot cone with disadvantage for every bullet in your clip up to a maximum of (1 + Dexterity modifier) attacks. Unloading the shells takes up the bonus action.

This uses pure bonus so accurate bonuses do not apply to hit. This also uses DEX instead of INT no matter what mod the weapon normally uses.

Ability Score Increase

4th level Gunslinger feature

At level 4 (and again at levels 8, 12, 16, and 19) you can choose to increase one ability score by two, or two ability scores by one. (Up to a maximum of 20) Alternatively, feats can be chosen if allowed by your DM.

Extra Attack

5th level Gunslinger feature

The gunslinger can attack twice when using the attack action instead of once. At 13th level the number of attacks increases to three.

Familiar Friend

7th level Gunslinger feature*

You have a Familiar in the form of a Cat, Hawk, Owl, Weasel, Octopus, or Rat. If the familiar dies, you can use these abilities on a new one.

The familiar is able to scout for you, and can communicate with you. It can tell you the locations of people nearby and the terrain that surrounds you. If you have a rifle, it can extend your range from 120 ft to 360 ft.

This familiar can also fetch items for you, Hawks and Owls cannot carry much weight. Rats can burrow through concrete and Octopus can grapple enemies. Cats have the greatest stealth in populated areas as they are usually not suspicious.

Low Profile

10th level Gunslinger feature

Gunslingers can store their weapons on their persons without being detected by looks. They also have advantage on stealth, deception, and sleight of hand checks on keeping them concealed.

Rapid Reload

15th level Gunslinger feature

Gunslingers can reload action reloads with a bonus action and bonus action reloads for free each turn.

Throwing Blades

17th level Gunslinger feature

This ability can be used a number of times per long rest equal to your dexterity modifier.

If someone enters the 20 feet of the gunslinger, they can use an action to throw a number of daggers equal to their (dexterity mod - 2) to a minimum of 1.

Gunslinger Talent

Combatant

Trained in the skills of a fighter combatants are lethal in hand to hand combat as well as with firearms. Their skills with firearms only opens the doorway to their toolbox of skills.

When sneaking or killing combatants are a lethal presence, in combat they are wholly reliable.

Proficiencies

1st level combatant feature

You gain proficiency in Martial Weapons and Thieves Tools

Close Quarters Combat

1st level combatant feature

Combat Gunslingers can mount a bladed weapon on their gun as a bayonet. They can use a bonus action to attack with it even after firing their gun.

Combat Gunslingers can use firearms at close range without incurring disadvantage.

Suppressed Weapon

3rd level combatant feature

The Combat Gunslinger has a suppressor that makes their firearm completely silent.

Fighting Style

6th level combatant feature

Combat Gunslingers can pick any one fighting style.

Stealth Kill

9th level combatant feature

Combat Gunslingers gain advantage when stealthed for any kill. They must be using a bladed weapon or a gun.

If the target is unarmored and weak, the combat gunslinger can shoot them in the back of the head to ensure a stealth kill reguardless of damage.

Tactical Overload

11th level combatant feature

Combat Gunslingers can pick any two feats.

Disarm

14th level combatant feature

Combat Gunslingers can use any non-ranged weapon in order to, instead of dealing damage, diarm their attacker. They have to make an attack roll on the target in order to disarm them. If the opponent attempts to pick up their weapon straight away, the gunslinger will get an opportunity attack.

Hawk Eyes

18th level combatant feature

Your familiar can be used to track enemies by smell, sight, or sound. Any ground based familiar gains tremorsense for 120 feet and can more directly communicate with you about anything they sense.

Headshot

20th level combatant feature

Can be used a number of times equal to your proficiency modifier.

The Combat Gunslinger can deal guaranteed critical damage to the target enemy after hitting an attack with any firearm.

Inventive

Brilliant in the literal sense, the Inventive gunslingers have made their own weapons. They have mastered the craft of black powder and continue to make more impressive weapons. They have less practical skills on the field than their counterparts, but their inventory of powerful gadgets more than makes up for it.

Proficiencies

1st level inventive feature

You gain proficiency in Tinkerer's Tools.

Weapon Tinkerer

1st level inventive feature

Inventive Gunslingers have the ability to make bullets. Each one costs 2 gp and resources respectively. Magical bullets cost significantly more, up to the discression of your GM.

Inventive Gunslingers have a scope and extended barrel.

They also have the ability to craft these two attachments if theirs break.

Scope. +1 to hit on any rifle. (this is an accurate bonus and does not apply to rapid fire feat, or the rapid fire attack.)

Extended Barrel. +60 feet of range. (15 feet on a shotgun or bloom weapon.)

Strange Ammunition

3rd level inventive feature

The Inventive Gunslinger gains proficiency in Alchemist's Tools

The Inventive Gunslinger has the ability to make bullets with different effects. Each bullet costs 1 bullet, resources respective, and 30 gp.

Acid. Acid Damage. Target rolls a (8 + intelligence mod + proficiency bonus) CON DC or becomes poisoned having to repeat the roll and taking 2d4 poison damage each fail. Creates an acid pool when not fired at a creature.

Fire. Fire Damage. The target rolls a (8 + intelligence mod + proficiency bonus) DEX DC or lights on fire and has to repeat the roll to extinguish themselves, taking 2d4 fire damage on each fail. Will light things on fire when not fired at a creature.

Electrical. Lightning Damage. The target rolls a (8 + intelligence mod + proficiency bonus) DEX DC or spasms out taking 2d4 additional damage and dropping anything they may be holding.

Tactical Attachments

6th level inventive feature

Inventive Gunslingers gain the ability to craft Extended Magazines and Suppressors.

Extended Magazine. +2 mag size on any rifle.

Suppressor. Halves the sound radius of any non-shotgun firearm.

Inventive Gunslingers can as well, construct grenades. These explode after half of a round of combat causing enemies in a 20 foot sphere to make a (8 + intelligence mod + proficiency bonus) CON DC saving throw or take 6d6 damage. Each grenade costs 45 gold to craft. These grenades explode at the end of the next turn. These grenades take an attack to throw and have a 30 foot range.

Weapon Construction

9th level inventive feature

Inventive Gunslingers can, given the right resources, make magical firearms. They can also craft the following additional weapon types:

These weapons are so strangely designed that they cannot be used by any other player.

Sniper Rifle (5 mag size)
1d10 Piercing Damage
Critical (2d12)
360 feet range (600 w/ familiar)
20 lbs, heavy, 150 gp
Accurate +6
Misfire, Loud (80 feet)
Reload 1 (1)
Ranged, Rifle Rounds
This weapon has disadvantage at less than 40 feet.
Hand Cannon (1 mag size)
1d12 piercing damage
Critical (2d12)
20 feet range
8 lbs, 125 gp
Loud (120 feet)
Reload 1 (2)
Quartered, Rifle Rounds
Cannot use a suppressor.

Mystical Ammunition

11th level inventive feature

Inventive Gunslingers can make 3 new kinds of ammunition. These cost 80 gp and more resources to make.

Force. Force Damage. Target rolls a (8 + intelligence mod + proficiency bonus) DEX DC or is knocked back 15 feet violently, smaller creatures are knocked back twice as far. When not fired at a creature this can cause great force and gusts of wind. They also take 4d8 additional force damage.

Radiant. Radiant Damage. Deals double damage against undead and fiend creatures. If the creature is undead or a fiend it will take 1d4 damage on the next 3 turns it’s alive. They also take 4d8 additional radiant damage.

Necrotic. Necrotic Damage. If the target dies it rolls a (8 + intelligence mod + proficiency bonus) CON DC or turns into a low level undead that is hostile to all. They take also take an additional 4d8 necrotic damage.

Elemental Core

14th level inventive feature

Inventive Gunslingers gain the ability to upgrade their grenades into elemental grenades. This upgrade takes 10 hours and 200 gp.

Fire. Fire Damage. Targets in a 20 feet sphere must roll a (8 + intelligence mod + proficiency bonus) CON DC or be engulfed in flames. Creatures engulfed in flames must make a (8 + intelligence mod + proficiency bonus) CON DC at the start of each turn or take 2d8 damage. Succeeding on this roll ends the effect. This grenade creates a fall of fire when not thrown near any creatures and can light things on fire. They take an additional 4d6 damage.

Cold. Cold Damage. Targets in a 20 feet sphere must roll a (8 + intelligence mod + proficiency bonus) CON DC or have their legs frozen immobilizing them. If a frozen target takes more than 4 fire damage, has another creature use an action to break them free, or is hit with a knockback effect they break free. Large and larger creatures can break free for an action. They take an additional 4d6 damage.

This grenade otherwise freezes the ground, which makes the 20 foot area rough terrain until melted by force, fire, or some other means.

Force. Force Damage. If the targets in a 20 feet sphere must roll a (8 + intelligence mod + proficiency bonus) DEX DC or is knocked back 20 feet and takes impact damage on what they land on. This grenade creates a massive blast of wind when thrown and can knock objects back as well. They take an additional 8d6 damage.

Earth. Bludgeoning Damage. Targets in a 20 feet sphere must roll a (8 + intelligence mod + proficiency bonus) DEX DC or become encased in stone. Creatures encased in stone can be freed by a (8 + intelligence mod + proficiency bonus) STR DC or by an ally from outside spending an action to break them free. The grenade creates a 20 foot wall of stone, enemies that succeed the check dodge out of the way, but cannot enter the stone area. The take an additional 4d6 damage.

High Caliber Round

18th level inventive feature

Inventive Gunslingers can craft high caliber rounds. These costs 5 gp and 1 round. These high caliber rounds can be crafted out of elemental or regular rounds. High caliber rounds double the damage of your modifiers on damage.

Crafting Bonanza

20th level inventive feature

Inventive gunslingers can craft all of their creations in 1 hour. They can also craft guns for other players, as well as many other creations if your dm uses crafting rules. Inventive Gunslingers can also craft gunblades, allowing them to make any weapon into a bayonet for any gun, this weapon deals its typical damage and can be used to attack with a bonus action.

Telekinetic

Telekinetic gunslingers have weaker magical powers, but powers they can use to enhance their firearm preformances. These magical abilities allow them to curve bullets and cast spells at long ranges.

Telekinetic Spell Table

Level Cantrips 1st 2nd 3rd 4th Known
1st Teep Round + 1 - - - - -
2nd Teep Round + 1 - - - - -
3rd Teep Round + 2 2 - - - -
4th Teep Round + 2 3 - - - 2
5th Teep Round + 2 3 - - - 2
6th Teep Round + 2 3 - - - 3
7th Teep Round + 2 4 2 - - 3
8th Teep Round + 2 4 2 - - 4
9th Teep Round + 2 4 2 - - 4
10th Teep Round + 3 4 3 - - 5
11th Teep Round + 3 4 3 - - 5
12th Teep Round + 3 4 3 - - 6
13th Teep Round + 3 4 3 2 - 6
14th Teep Round + 3 4 3 2 - 6
15th Teep Round + 3 4 3 2 - 7
16th Teep Round + 3 4 3 3 - 7
17th Teep Round + 3 4 3 3 - 8
18th Teep Round + 3 4 3 3 - 10
19th Teep Round + 3 4 3 3 1 12
20th Teep Round + 3 4 3 3 1 12

Proficiencies

1st level telekinetic feature

You gain proficiency in Arcana and a Spellcasting Focus.

Teep Powers

1st level telekinetic feature

Telekinetic Gunslingers have the cantrip Teep Round, as well as one other cantrip from the cantrip spell list.

Teep Round (Cantrip) (1 bonus action)

When firing a gun the Telekinetic Gunslinger can choose to telekinetically enhance one of the rounds, using this ability on a shogun will only affect hitting one target, this increases the range of the round by 60 ft. This ability can be activated for free if you take the extra attack action, but it can only affect one of the bullets fired on your turn.

Minor Study

3rd level telekinetic feature

The Telekinetic Gunslinger picks one class to have a minor study in, Wizard, Warlock, Cleric, or Sorcerer (if your DM has other homebrew spellcasting classes, you can ask if those are available for a minor study). When selecting spells, they can only choose spells from this spell list. You cast spells with Intelligence as your spellcasting modifier.

Redirect Round

6th level telekinetic feature

When using Teep Round, Telekinetic Gunslingers can choose to curve the round, allowing for shooting at targets around corners. The player must have knowledge of this target to shoot them. If they have not marked the target, or have a familiar tracking them, they have disadvantage on this attack.

Mark Kill

9th level telekinetic feature

When using Teep round the Telekinetic Gunslinger can choose to mark the target, this allows them to see the target through walls for 10 minutes. This effect can be dispelled by dispel magic or stopped by counterspell.

Quickdraw

11th level telekinetic feature

When using Teep Round on a revolver, the player doubles their proficiency modifier bonus on the attack roll. But can only critical hit if the hit is able to crit even without the increase.

Penetrate Armor

14th level telekinetic feature

Using Teep Bullet will deal 1d4 bonus to armored targets. Resistances to piercing are also ignored.

Focus on Round

18th level telekinetic feature

Ranged spells can be cast on the impact location of the bullet instead of on a point in range. This requires you to expend one of your bonus attacks to cast on the turn that the round is fired, the following round the spell can be cast.

Improved Rapid Fire

20th level telekinetic feature

When casting rapid fire, its range extends to 120 feet, you have advantage instead of disadvantage, unloading shells does not take a bonus action, and you can choose the targets instead of a cone.

This feature can be used twice per long rest.

Nimble

Speedy and tactile, nimble gunslingers are lighting fast, learning how to whip out their guns and blades while moving through the air. Their speedy nature allows them to zip in and out of combat without consequences.

Proficiencies

1st level nimble feature

You gain proficiency in Martial Weapons.

Second Strike

1st level nimble feature

You can make a bonus action to make a melee attack after firing your gun or attacking with a melee weapon. This attack does not get modifiers.

Enemies cannot get opportunity attacks when you leave their range.

Grappling Hooks

3rd level nimble feature

You gain a grappling hook, this can be held or attached to your body.

This counts as your movement for the turn and does not take an action or bonus action to use.

When fired it has a 180 ft range, and can take you a maximum of 90 ft in a single turn.

This grappling hook can take you in any direction where there is a surface to grapple to, and can be retracted at any rate slower than 90 ft/turn allowing you to end your turn at any point on the trajectory of the hook.

You cannot carry any object weighing above 40 lbs while grappling.

Fighting Style

6th level nimble feature

Nimble Gunslingers can pick any one fighting style.

Attack While Moving

6th level nimble feature

You can use your actions while grappling, any ranged attack has disadvantage while moving.

Positional Expert

9th level nimble feature

Nimble Gunslingers have advantage on stealth when above people trying to perceive them or who they are hiding from even when moving with their grappling hook, and you gain advantage on perception checks when surveying an area from above.

You also gain advantage when making athletics and acrobatics checks to do with your grappling gear.

Fearlessness

11th level nimble feature

Nimble Gunslingers do not have disadvantage on ranged attacks while grappling anymore.

Nimble Gunslingers have +2 to hit on making any attack while grappling.

Your grappling hook has a 240 ft range and a recall rate of 100 ft/round.

Heavy Caliber

14st level nimble feature

When using a musket, hand cannon, blunderbuss, or shotgun Nimble Gunslingers can give up bonus damage and area of effect damage to attack a creature's limbs. These attacks will disable the creature, small and medium creatures may even lose the limbs.

Extremely Nimble

18th level nimble feature

You gain advantage on dexterity saving throws and checks your grappling hook cannot be severed by non-magical means.

You gain an additional bonus action.

Heavy Impact

20th level nimble feature

When making a melee grapple attack with a bonus action you do gain your bonus on the damage. You gain (the number of feet you’ve traveled this turn/5)d8 bonus damage on your attack melee attacks when grappling.

This feature can be used a number of times per day equal to your dexterity modifier.

Primeval

Making a pact with a patron, but not well respected enough to become a warlock. You have combined the best of the material plane with the magical powers granted to you by your patron.

Proficiencies

1st level primeval feature

Arcana Die: Level 1: 1d4, Level 5: 1d6, Level 8: 1d8, Level 14: 1d10, Level 18: 1d12

You gain proficiency in Arcana and Jeweler's tools

A Jeweler's tools is added to your inventory.

Patron

1st level primeval feature

You can choose any Warlock Patron, you gain this warlock patron’s first level abilities. You can choose two Warlock cantrips. You cast spells with Intelligence as your spellcasting modifier.

Magical Jeweler

1st level primeval feature

You understand and can craft magical jewels with your jeweler’s tools. When encountering magical gemstones you have advantage on arcana checks to do with them.

Unstoppable Prowess

3rd level primeval feature

Primeval Gunslingers can summon their firearms in and out of existence. Their action reloads can also be used with a bonus action, and attacks can be made on the same turn. At level 15, your weapons automatically reload.

Arcane Weapon

6th level primeval feature

Using Jeweler's Tools, Primeval Gunslinger can infuse their firearms with a magical crystal. This takes 1d20 hours to upgrade. These crystals make it deal damage of the given type. This weapon becomes magical for the purposes of overcoming resistances.

Magical Incantation

6th level primeval feature

You can use a feature a number of times per day equal to (your proficiency bonus + intelligence modifier), this ability can only be used on Arcane Weapons. Your weapon charges with arcane energy and deals one arcana die additional damage of the magical type.

Patron's Rage

9th level primeval feature

You gain 1 arcana die of temporary hit points. You can cast all first level spells from your patron’s expanded spell list at will. These spells are channeled through magical crystals made with your jeweler’s kit. You gain +2 to hit on any arcane weapon.

This effect lasts for 10 minutes.

This feature can be used a number of times equal to half your proficiency bonus rounded down per long or short rest.

Unstoppable

11th level primeval feature

You craft a patron relic with your jeweler's tools and when wearing it gain 15 feet of movement speed and cannot be affected by most status effects for the next arcana die minutes. This lasts 1 minute.

You can use this feature a number of times equal to your intelligence mod per day.

Explosive Impact

14th level primeval feature

When using Magical Incantation you can place a crystal made with your jeweler’s tools into the weapon and you cause an explosion where you shoot that makes enemies in a 10 ft sphere make an (8 + intelligence mod + proficiency bonus) DC DEX save or take one arcana die of the magical type infused into the weapon. Firing the weapon with one of these crystals in the weapon will consume it.

Fury of Patron

18th level primeval feature

You can cast 2nd and 3rd level spells at will when using Patron’s rage instead of just first level spells. These spells are still channeled through your magical jeweler’s crystals.

Apocalyptic Firearm

20th level primeval feature

You gain one arcana die/2 additional actions on your turn. You can cast 4th and 5th level patron spells at will. Your spells are cast out of your firearm. You also activate Magical Incantation on each attack. This effect lasts for 18 seconds (3 rounds of combat).

This feature can be used once per day.

 

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