Blood drips from the wound in your shoulder, but that is a minor nuisance for the world burns around you. Your back to the low wall, the trusty sandalwood grips of your revolvers press into your hands as you count the clicks of claws on stone. You gently thumb the hammers back, inhale slowly, and visualize the battlefield on the other side of the wall. There are three beasts, the two you saw before plus one lurking in the shadows back and to the left. You have three shots in one pistol and four in the other. Every one of them will need to meet their mark.
"... I aim with my eye...", you whisper, mentally starting the ritual taught to you so long ago. Your heart is ready, and with a battle cry, you vault the wall and begin squeezing the triggers... for you have not forgotten the face of your father.
Gunsmith Starting at 1st level, you can craft bullets and mix gunpowder for all types of firearms. The tinkers’ tools are required to craft such items. Quick Draw Starting at 2nd level, you may draw and holster a firearm as a free action. Additionally, add your Intelligence Modifier as a bonus to your Initiative roll and to all damage rolls with firearms. Ability Score Increase 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, when you take the Attack action on your turn. Special Ammunition Starting at 5th level, you can craft 10 bullets of special ammunition costing 20 gp in materials, dealing 1d4 of the desired damage type (Fire, Lightning, or Cold). You can craft ammunition in increments of 10 gp per day instead of 5 gp per day. At 9th level this is upgraded to 20 gp per day at 40 gp cost, dealing 1d6. At 17th level this is upgraded to 30 gp per day at 60 gp cost, dealing 1d8. Evasion Starting at 7th level, 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. Mortal Shot Starting at 8th level, add one when determining the column when resolving a critical hit. At 14th level, add one more. Field Medicine Starting at 10th level, using a healer’s kit as an action will restore 1d4 + 2 hit points to any willing creature or will stabilize any creature with 0 hit points and restore 1 hit point in 1d6 minutes. Last Stand Starting at 13th level, if a creature drops you to 0 hit points, you may attack that creature with advantage as a reaction. Ricochet Starting at 14th level, if you miss with a firearm, make an attack to hit again against the same target’s AC. Ability modifiers, proficiency bonuses, and critical hits do not apply. Lightning Reflexes Starting at 17th level, you may add your proficiency bonus to your Initiative rolls and to all damage rolls with firearms. Bullet Time Starting at 20th level, you may move and take an action on another creature’s turn, once per round, up to three times. During this, your movement speed is decreased by half. You must take a long rest to replenish your uses.
You start with the following equipment, in addition to the equipment granted by your background: leather armor (a) a light revolver or (b) a rifle (a) a long sword or (b) two simple melee weapons (a) a dungeoneer's pack or (b) an explorer's pack A light revolver, a bag of 30 bullets, a full powder horn, and tinkers’ tools If you are using starting wealth, you have 5d4 x 10 gp in funds.
A gunslinger can specialize as a Commander, Pistolero, Sniper, or Spellslinger. Commander The Commander archetype means taking on the role of leadership. By being a Commander, you learn techniques that allow you to work more effectively with a team while in combat. Bonus Proficiency When you choose this archetype, you gain proficiency with sabres, scimitars, rapiers, and longswords. Commander's Expertise Starting at 3rd level, While wielding both a firearm and a melee weapon, you can add your ability modifier to the damage of the second attack. Additionally, you gain proficiency in 1 skill of your choice. Morale Starting at 6th level, as an action, you can boost your allies Morale. You choose a number of allies that you can see, and can see or hear you, up to your Charisma modifier (minimum 1). Those allies gain a +1 bonus to their attack rolls, damage rolls, and saving throws. This lasts for 1 minute or until you use this feature again. You can use this feature twice, regaining any expended uses when you finish a long rest. This increases to a +2 bonus at 7th level, and to a +3 bonus at 13th level. Cunning Action Starting at 11th level, you can take a bonus action on each of your turns. This bonus action can only be used to make the Dash, Disengage, or Hide actions. Demoralize Starting at 15th level, as an action, you choose a number of hostile creatures that you can see, and can see or hear you, up to your Charisma modifier (minimum 1). Those creatures make a Charisma saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, the creatures have disadvantage on attack rolls, damage rolls, and saving throws for 1 minute or until you use this feature again. A creature automatically succeeds on the saving throw if it's immune to being frightened. On a successful save, a creature becomes immune to the effects of Demoralize. You can use this feature twice, regaining any expended uses when you finish a long rest. Regroup Starting at 18th level, as an action, you can summon up to eight willing creatures immediately to your side that you can see. These creatures regain 1d6 + (your Charisma modifier) in hit points. Pistolero The Pistolero archetype is a master duelist. By being a Pistolero, you learn techniques that allow you to attack much faster and dish out heavy damage. Pistolero's Expertise Starting at 3rd level, when wielding two firearms, you can add your ability modifier to the damage of the second attack. You may also reload while dual-wielding light firearms. Additionally, you do not have disadvantage when attacking a target within 5 feet of you Quick Escape Starting at 6th level, when you hit a creature with an attack, all opportunity attacks made against you have disadvantage for the rest of your turn. Additionally your speed increases by 10 feet when you take the Disengage action. Heavy Barrage Starting at 11th level, you can take this action to fire all your loaded ammunition in a 20-foot cone. Creatures within the cone take (ammunition fired)d4 piercing damage and must make a Constitution saving throw (DC = 8 + ammunition fired). On a failed save, creatures affected get pushed back 5 feet. Action Surge Starting at 15th level, on your turn, you can take one additional action on top of your regular action. Once you use this feature you must finish a short or long rest before you van use it again. Bullet Hell Starting at 18th level, you can make attacks equal to your Dexterity modifier (minimum of 1) + your acrobactics prof when you take the attack action on your turn. Sniper The Sniper archetype is a patient and efficient assassin. By being a Sniper, you learn techniques that allow you to take out foes at extreme distances. Sniper's Expertise Starting at 3rd level, two-handed firearms can fire up to their maximum range with no disadvantage. This does not apply to weapons with the spread property. Sniper's Mark Starting at 6th level, as a bonus action, you mark a creature that you can see. You have advantage on all attack rolls with firearms against that creature. This lasts for 1 minute or until the creature has 0 hit points. You can use this feature a number of times equal to your wisdom modifier (minimum 1). You regain any expended uses when you finish a long rest. Phantom Starting at 11th level, you gain +5 to any dexterity (Stealth) checks as long as you remain still without taking any actions, or +2 while moving at half speed. A shot fired from stealth has advantage and a hit is an automatic critical hit. Firing a shot immediately takes you out of stealth. Master's Aim Starting at 15th level, rolling an 18 or 19 will also count as a critical hit. Add one additional damage die to any critical hit. Targets outside a firearm’s range but in sight can be hit at disadvantage. Tactical Ammunition Starting at 18th level, you can use tinkers’ tools to craft explosive, sleep, weaken, and armor piercing ammunition. Crafting this ammunition uses the same rules as the Special Ammunition feature. Explosive: Creatures or objects hit with this ammunition take an additional 1d4 fire damage, along with any creatures in a 5-foot radius. Sleep: Creatures hit with this ammunition must make a Constitution saving throw against a DC of 13. On a failed save, the creature falls asleep for 1d4 minutes or until they take damage. Weaken: Creatures hit with this ammunition take a -1 penalty to any attack, damage, and saving throw for 1 minute. Armor Piercing: Creatures hit with this ammunition take a -1 penalty to their AC to a minimum of 10 + their Dexterity modifier total AC. Spellslinger The Spellslinger archetype makes use of the arcane in order to fuse magic and science together for an even deadlier combo. Being a Spellslinger, you learn techniques that allow you to utilize magic with your firearm for extra utility and damage. Spellslinger's Expertise Starting at 3rd level, you learn two wizard cantrips and two wizard spells that you can cast. Every 3 levels you learn another wizard spell that you can cast and every 6 levels you learn another wizard cantrip. The Spellslinger Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. Your spellcasting ability is Intelligence Magical Ammunition Starting at 6th level, you can use condensed magic in the place of physical bullets. You can use any number of spell slots as a bonus action to gain magical ammunition equal to (spell slot level x 10). Magical ammunition can deal fire, lightning, cold, necrotic, light, or force damage. Magic-Infused Gun Starting at 11th level, you can enhance one of your guns with magic. Your attack and damage rolls with this weapon gain your Intelligence modifier. Grenades Starting at 15th level, you can use magic to create magical explosive, concussive, smoke, and heal grenades. You have an amount of grenades equal to 5 + your Intelligence modifier. You regain your spent grenades after a long rest. A grenade is thrown at a targeted area rather than a creature. You must make a Dexterity check against a DC of 5 + (distance in feet / 5). On a failed check, the DM decides where the grenade lands. Explosive: The grenade explodes after 6 seconds and deals 1d12 fire damage to any creature in a 10-foot radius that has lower than 18 AC. Concussive: The grenade explodes after 6 seconds and deals 1d4 force damage to any creature in a 10-foot radius that has lower than 16 AC. Any affected creature that is tiny, small, or medium must make a Constitution saving throw. On a failed save, the creature gets pushed back 10 feet and is prone. Smoke: The grenade explodes after 6 seconds and heavily obscures the area within a 15-foot radius. Heal: The grenade explodes on contact and heals any creature within a 10-foot radius for 1d10 + 2 hit points. Magic Weaponsmith Starting at 18th level, the next firearm you make or your Magic-Infused Gun is now a legendary magic weapon, speak to your DM about creating this weapons properties and creating this weapon.
Level | Prof. Bonus | Features | 1st Level | 2nd Level | 3rd Level | 4th Level |
---|---|---|---|---|---|---|
1st | +2 | Gunsmith | - | - | - | - |
2nd | +2 | Quick Draw | - | - | - | - |
3rd | +2 | Gunslinger Archetype | 2 | - | - | - |
4th | +2 | Ability Score Improvement | 3 | - | - | - |
5th | +3 | Extra Attack, Special Ammunition | 3 | - | - | - |
6th | +3 | Archetype Feature | 3 | - | - | - |
7th | +3 | Evasion | 4 | 2 | - | - |
8th | +3 | Ability Score Improvement, Mortal Shot | 4 | 2 | - | - |
9th | +4 | Special Ammunition Improvement | 4 | 2 | - | - |
10th | +4 | Field Medicine | 4 | 3 | - | - |
11th | +4 | Archetype Feature | 4 | 3 | - | - |
12th | +4 | Ability Score Improvement | 4 | 3 | - | - |
13th | +5 | Last Stand | 4 | 3 | 2 | - |
14th | +5 | Ricochet, Mortal Shot Improvement | 4 | 3 | 2 | - |
15th | +5 | Archetype Feature | 4 | 3 | 2 | - |
16th | +5 | Ability Score Improvement | 4 | 3 | 3 | - |
17th | +6 | Special Ammunition Improvement, Lightning Reflexes | 4 | 3 | 3 | - |
18th | +6 | Archetype Feature | 4 | 3 | 3 | - |
19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 1 |
20th | +6 | Bullet Time | 4 | 3 | 3 | 1 |