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:
- revolver and 20 pistol ammo
- (a) a simple weapon or (b) shortsword
- (a) derringer and 20 pistol ammo or (b) lever rifle and 20
- (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.
Level | Proficiency Bonus | Features |
---|
1st | +2 | Fighting Style, Second Wind |
2nd | +2 | Action Surge |
3rd | +2 | Gunslinger Archetype |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Longshot |
7th | +3 | Gunslinger Archetype feature |
8th | +3 | Ability Score Improvement |
9th | +4 | Hit The Floor |
10th | +4 | Gunslinger Archetype feature |
11th | +4 | Extra Attack (2) |
12th | +4 | Ability Score Improvement |
13th | +5 | Hit The Floor Improvement |
14th | +5 | Longshot (2) |
15th | +5 | Gunslinger Archetype feature |
16th | +5 | Ability Score Improvement |
17th | +6 | Action Surge (2), Bullseye |
18th | +6 | Gunslinger Archetype feature |
19th | +6 | Ability Score Improvement |
20th | +6 | Quickdraw |