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Gunslinger


Hit Points

Hit Dice: d10 per Gunslinger level
Hit Points at first Level: 10 + your constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your constitution modifier per brawler level after 1st

Proficiences

Armor: Light Armor
Weapons: Simple Melee Weapons, Firearms, shortsword, cutlass, whip
Tools: None
Saving Throws: Strength & Dexterity
Skills: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Mechanics and Survival

Overview & Creation

A master of ranged combat, able to use firearms with deadly efficiency   Since their invention, firearms have been favored by the common folk over the bow and sword due to their relative ease of use. For most, firearms have become a tool in the kit of their everyday lives. But Gunslingers refine the use of firearms to a near art form. Gunslingers are at the top of their class in terms of speed, accuracy and grit. Through practice and talent, they can draw, unload, and reload their guns in the time it would take a normal individual to manage their first straight shot. Gunslingers are the masters of all types of firearms, from pistols, rifles and shotguns to larger weaponry like gatling guns. If it slings lead, Gunslingers do it best. A Gunslinger's style of firearms combat falls into three categories: the Sharpshooter, the Crackshot, and the Holy Gunslinger.   The Sharpshooter places all of their bets on accuracy, they believe that you can’t kill what you can’t hit. Sharpshooters put years of practice into getting their lead down-range and on-target. Their focus on accuracy has not only allowed them to consistently strike their target, but to do so in such a way that it damages them gravely. The Sharpshooter’s strenuous practice has also gifted them with the ability to reload their firearms much faster than other Gunslingers. A Sharpshooter’s intended target and point of impact rarely differentiate.   The Crackshot is a believer that gunslinging is more complex than the general population is lead to think. Where some are satisfied with simply “pointing and shooting,” Crackshots see potential in their weaponry. They use their firearms as tools rather than weapons, putting intent into their shots. Crackshots can use their firearms to distract, disarm, push or otherwise impair their targets. They also wield a combative know-how, which allows them to manipulate themselves, their allies, and their opponents to their tactical advantage.   The Holy Gunslinger merges gunslinging with zealotism. Their devotion to their deity has granted them access to a range of divine spells in addition to their gunslinging prowess. The Holy Gunslinger’s faith also grants them the ability to manipulate their gunslinging to fall further in line with their Zealot siblings. They are able to inscribe their rounds with divine properties and sing holy hymns in order to channel their deity’s influence on the battlefield.


Class Features

Fighting Style

Starting at 1st level, 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.  

Akimbo

When you engage in two weapon fighting, you may use your bonus action to make a ranged weapon attack. You can add your ability modifier to the damage of the second attack.  

Dual-Weapon Fighting

When you are wielding a melee weapon in one hand and a ranged weapon in the other, you can add your ability modifier to the damage of the second attack and you gain a +2 bonus to damage rolls with the weapon in your main hand.  

Marksman

You gain a +2 bonus to attack rolls you make with ranged weapons.  

Rifleman

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 a 2. The ranged weapon must have the two-handed property for you to gain this benefit.  

Second Wind

At 1st level, you have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your Gunslinger level. Once you use this feature, you must finish a short or long rest before you can use it again.  

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment on your turn. You can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.  

Gunslinger Archetype

At 3rd level, you choose an archetype that you strive to emulate in your gunslinging style and techniques. Choose Holy Gunslinger, Sharpshooter or Crackshot, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th 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

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

Longshot

At 6th level, you’ve learned how to make a shot past the perceived limit of your firearms. At the start of your turn you can use longshot to effectively double the ranges, both the normal and the maximum range, of all firearm attacks you make until the start of your next turn. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 14th level, you can use it twice before a rest.  

Bullseye

Beginning at 9th level, when you make a successful weapon attack with a firearm you can use this feature to make another attack roll against the target and if you successfully make the attack roll you can double the damage dice for the attack, if you use this feature when you score a critical hit the damage dice are tripled altogether. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.  

Quickdraw

By 20th level, Gunslingers know how to strike fast and true. When you roll initiative, you gain a special turn that takes place before other creatures can act. On this turn, you can use your action to take the Attack action. If more than one creature in an encounter has this feature, they all act first in order of initiative, then the regular initiative order begins. If you would normally be surprised at the start of an encounter, you are not surprised but you do not gain this extra turn. In addition you can draw and holster your weapons freely on your turn.


Starting Equipment

equipment granted by your background:

  • a duster
  • revolver and 20 pistol ammo
  • (a) a simple weapon or (b) shortsword
  • (a) derringer and 20 pistol ammo or (b) lever rifle and 20
  • rifle ammo
  • (a) a dungeoneer's pack or (b) an explorer's pack


Subclass Options

While the methodology between the archetypes may seem to be very different, with many differences in the guns used and how to use them, all Gunslingers have one thought in mind: “how do I inflict the most damage I can with the firearms at my disposal?”.    

Crackshot

Shoots with intent  

Deliberate Aim

  When you choose this archetype at 3rd level, you learn trick shots that are fueled by special dice called trick dice.   Trick Shots. You choose three trick shots, which are detailed under “Trick Shots” below. Trick Shots are used to incorporate additional effects to your shots. You can use only one Trick Shot per attack. You choose two additional Trick Shots of your choice at 7th, 10th, and 15th level. Whenever you choose new maneuvers, you can replace one maneuver you’ve already chosen with a different one. 19   Trick Dice. You have four trick dice, which are d8s. a trick die is expended when you use it. you regain all of your expended trick dice when you finish a short or long rest. you gain another trick die at 7th level and one more at 15th level.   Saving Throws. some of your trick shots require your target to make a saving throw to resist the shot's effects. the saving throw DC is calculated as follows:   Trick Shot Save DC = 8 + your proficiency bonus + your dexterity modifier  

Points of Vulnerability

At 3rd level, you have learned how to identify gaps in defenses and chinks in the armor of enemies that you face. You can choose a creature that you can see and until you finish a long rest, that creature’s ac is unaffected by any armor its wearing (including natural armor) when determining if attack rolls you make against hit. This feature does not affect the creature adding it’s dexterity modifier to its AC. Once you use this feature you can not use it again until you finish a long rest.  

Correcting Shot

Starting at 7th level, if you’ve learned how to show off your shooting skills even in battle allowing you to make confusing shots some would call impossible. When you make an attack roll and the DM declares that it misses, as a reaction you can expend a trick die, choosing a Trick Shot to go with it, and make a new attack roll either against the original target or a new one of your choice. The trick die is expended whether you hit the target with your new attack roll or not.  

Heightened Deliberate Aim

At 10th level, your trick dice turn into d10s. at 15th level, they turn into d12s.  

Relentless

Starting at 18th level, your gunslinging ability is unmatched, when you roll initiative and have no trick dice remaining, you regain 1 trick die. Also, when you take the attack action you may make another attack in addition to the ones granted by your class.    

Trick Shots

The Trick Shots are presented below:  
  • Focused Shot When you make a firearm attack roll against a creature, you can expend one trick die to add it to the attack roll. You can use this Trick Shot before or after the attack roll is made, but before any results of the attack happen.
 
  • Gunslinger’s Cry On your turn, you can use a bonus action and expend one trick die to shout your gunslinger’s cry and bostler one of your companions. Target a friendly creature who can see or hear you. That creature gains temporary hit points equal to your trick die + your Charisma modifier.
 
  • Gunslinger’s Grit When another creature damages you with an attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
 
  • Hand Shot When you hit a creature with a firearm weapon attack, you can expend one trick die to attempt to make the creature to drop one item that it’s holding (of your choice). You add the trick die to the damage of the attack. The target must make a Strength saving throw, on a failed save, the creature drops the item.
 
  • Intimidating Shot When you hit a creature with a ranged weapon attack, you can expend one trick die to attempt to intimidate the target. You add the trick die to the damage of the attack. The target must make a Wisdom saving throw. On a failed save, the creature is frightened of you until the end of your next turn.
 
  • Leg Shot When you hit a creature with a firearm weapon attack, you can expend one trick die to attempt to knock the target down. You add the trick die to the attack's damage roll. If the target is a size of Large or smaller, it must make a Strength saving throw. On a failed saving throw, the target becomes prone.
 
  • Long Shot When you make a firearm weapon attack on your turn, you can expend one trick die to make it so you can shoot up to the maximum range of the weapon without taking disadvantage due to the target’s distance from you. If the attack hits, you add the superiority die to the attack's damage roll.
 
  • Opportuning Shot When you hit a creature with a firearm weapon attack, you can expend one trick die to attempt to make the creature vulnerable to subsequent attacks. You add the trick die to the damage to the attack. The next attack roll against the target by a creature other than you has advantage. This effect becomes inactive at the start of your next turn.
 
  • Provoking Shot When you hit a creature with a firearm weapon attack, you can expend one trick die to attempt to provoke a creature into attacking you. You add the trick die to the damage of the attack. The target must make a Wisdom saving throw. On a failed save, the target had disadvantage on all attack rolls against creatures other than you. This effect becomes inactive at the start of your next turn.
 
  • Ramming Shot When you hit a creature with a firearm weapon attack, you can expend one trick die to attempt to shove a target backwards. You add the trick die to the damage of the attack roll. If the target is a size of Large or smaller, it must make a Strength saving throw. On a failed save, the creature is shoved up to 15 feet in a direction away from you.
 
  • Returning Shot When a creature misses you with an attack, you can use your reaction and expend one trick die to make a firearm weapon attack against that creature. If your attack hits, you add the trick die to the damage of the attack.
 
  • Ricochet Shot When you hit a creature with a firearm weapon attack, you can expend one trick die to attempt to damage another creature with the same attack. Target another creature within 5 feet of the original target and within your weapon’s range. If the original attack roll would hit the second creature, they take damage equal to the number you roll on your trick die. The damage is of the same damage type dealt by the original attack.
 
  • Rigged Shot You can expend one trick die and use a bonus action to prepare your next shot. Target one creature within range of your drawn firearm. You have advantage on your next attack roll against that creature. If the attack hits, add the trick die to the damage of the attack.
 
  • Gunslinger's Reflexes On your turn, you can use a bonus action and expend one trick die in order to take the “Dodge” action until the start of your next turn.
 
  • Tactical Shot When you hit a creature with a firearm weapon attack, you can expend one trick die to inform one of your allies of a more tactical position. You add the tick die to the damage of the attack. Target a friendly creature who can see or hear you. That creature can use its reaction to move up to half of its movement speed, the creature doesn’t provoke opportunity attacks during this movement.
       

Sharpshooter

Always on target  

Improved Critical

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.  

Sleight of Hand

Starting at 7th level, you can ignore the reloading qualities of all firearms which you are proficient in.  

Deadly Focus

Starting at 10th level, when you make a ranged weapon attack you may choose to reroll that attack, but before the DM declares whether the attack hit or missed. You may use this feature a number of times equal to your Wisdom modifier and you gain all uses of this feature on a long rest. Superior Critical Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.  

Eagle Eye

By 18th level, your ability to pick out targets from a range is almost inhuman to the point where attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls, your ranged weapon attacks ignore half cover and three-quarters cover.   Additionally, you can roll with advantage on any Wisdom (Perception) and Intelligence (Investigation) checks relying on sight.
 


LevelProficiency BonusFeatures
1st+2Fighting Style, Second Wind
2nd+2Action Surge
3rd+2Gunslinger Archetype
4th+2Ability Score Improvement
5th+3Extra Attack
6th+3Longshot
7th+3Gunslinger Archetype feature
8th+3Ability Score Improvement
9th+4Hit The Floor
10th+4Gunslinger Archetype feature
11th+4Extra Attack (2)
12th+4Ability Score Improvement
13th+5Hit The Floor Improvement
14th+5Longshot (2)
15th+5Gunslinger Archetype feature
16th+5Ability Score Improvement
17th+6Action Surge (2), Bullseye
18th+6Gunslinger Archetype feature
19th+6Ability Score Improvement
20th+6Quickdraw

Created by

Mancon815.

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