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Gunslinger


Hit Points

Hit Dice: d8 per Gunslinger level
Hit Points at first Level: 8+ Con Mod
Hit Points at Higher Levels: 1d8(4)+ Con Mod

Proficiences

Armor: Light
Weapons: Exotic Weapon: Firearms, and Simple Weapons
Tools: Tinkerers Kit, and Armourer Kit
Saving Throws: Constitution and Dexterity
Skills: Choose two from the following: Acrobatics, Athletics, Sleight of Hand, Medicine, Insight, Perception

Overview & Creation

Masters of Combustion, Gunslingers are the crafters of explosive weapons of war and destruction. While often they are capable of destroying themselves they are just as capable of dealing out the same if not a greater level of devastation upon their enemies.


Class Features

Fighting Style At first, level choose from the following fighting styles to focus on as a Gunslinger:

Gun Kata: you do not gain disadvantage when firing a firearm from a range bellow your minimum distance qualifier.
Duelist: when wielding only a one-handed firearm you gain a +3 to your AC if you successfully hit an opponent with that firearm on your previous turn of combat.
  Gunsmithing Starting at 1st level you are capable of crafting firearms and ammunition with your Armourer's Kit and Tinkerer's Kit. You can craft primitive firearms as described in the DM's Guide. Over the course of your adventuring career, you will learn new designs for firearms and will likely experiment yourself. The nature of your craft should be discussed at length with your dungeon master in regards to materials required in addition to your tools, time to craft the guns themselves, and any other factors that may need expanded definitions.   Grit Starting at 1st level you gain access to Grit a nearly supernatural affinity Gunslingers have for applying their craft in combat. You can expend Grit points on your turn during combat up to your Wisdom modifier to apply any of the following effects:
  • Precision Shot:Reroll a to-hit roll, you must take the new roll
  • Devestating Shot: You may add an additional damage dice appropriate to the damage of the firearm being used
  • Salvoy of Fury:You may expend your reaction to expend up to three additional grit to make up to three additional attacks with a firearm (note that you may not reload over the course of this ability so you must already have the ammunition ready, if you do not have any ammo the extra attacks are wasted)
  • Suppresive Fire:You may expend a Grit point to reduce an enemies speed by 5ft for each successful hit from a firearm to a minimum of 5ft
  Gunslinger Archetype   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 13th level in this class.   Gunslinger Archetype Feature   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.   Gritty Critical: Beginning at 9th level when you would deal a critical hit with a firearm reroll 1's and 2's for damage dice.   Gunslinger Archetype Feature   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: 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 13th level in this class.   Gunslinger Archetype Feature   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.   Gunslinger Archetype Feature   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.   Messy Critical: When you deal a critical hit with a firearm you deal the maximum damage of your firearm and then roll an additional set of any dice that were factored into the maximum calculation.


Starting Equipment

A Tinkerers Kit An Armourers Kit A firearm( revolver or firearm) Two simple weapons One box of ammunition for your starting firearm (55 rounds per box) 5 powder horns 8 rolls of parchment 2 quills 2 ink wells An engineering pack or explorers pack.


Subclass Options

Gunslinger has the following Archetypes: Headhunter, Desperato, Metallurgist  

Head Hunter

 

At 3rd Level

Starting a 3rd level you have begun to hone your skills at taking down your prey with the utmost efficiency. When you deal damage to an enemy for the first time you may expend two points of Grit to gain the benefits of Hunter's Mark on that enemy. You may end this effect at anytime, and it functions the same as a normal Hunter's Mark.  

At 7th level

Starting at 7th level you have honed your craft as Headhunter in such a way that you have started keeping a Field Journal in relation to beasts or other enemies you have killed before. After you have felled an enemy you may make an Insight check against the creatures CR. If you succeed you gain some insight into how these creatures operate that may help you going forward. You gain the benefits as if this type of enemy was your Favored Enemy. You can only benefit from the effects of this feature for creatures equal to your Intelligence modifier. During a long rest, you may consult your Field Journal to change which of your prey you would like to have the benefit attuned for.  

At 10th level

At 10th level when an ability you control would cause an enemy to make a saving throw as a reaction you may expend three Grit, if you do so they take that saving throw at disadvantage.  

At 15th level

At 15th level as a Head Hunter you have become very skilled in negotiating contracts to hunt. As such you gain expertise in persuasion checks used for the purpose of negotiating the terms of a contract for you to hunt something. While this doesn't necessarily mean the contracts will always be in your favor it certainly means that you speak from volumes of experience that show you know what you're doing and should be paid as such.  

At 18th level

At 18th level, you have become a master tactician when tightening the noose around the neck of your prey. When within 5ft of your foe they are unable benefit from effects that would cause them to not invoke an opprotunity attack from you. Additionally, you take attacks of opportunity with advantage.  

Desperato

 

At 3rd Level

At 3rd level you may expend 2 points of Grit as part of your movement to enter a state known as Bullet Time. When in bullet time you move with paranormal speed. Every 5ft of movement you would do instead is 10ft. Additionally while in Bullet Time the cost of Grit abilities is lowered by one to a minimum of one. Bullet Time ends if at the beginning of your turn you have not dealt damage with a firearm to an enemy.

At 7th level

Starting at 7th level you may expend 3 Grit points to gain advantage on a Strength, Constitution, or Dexterity saving throw.

At 10th level

Starting at 10th level when in Bullet Time you are capable of making what would normally be impossible shots. If you can gain line of sight from any source enemies do not benefit from any form of cover against you. This is often perceived as your bullets curving around whatever cover your enemy may have been cowering behind. This nature in which this is accomplished is different from Gunslinger to Gunslinger.

At 15th level

Starting at 15th level you may use your reaction to make an attack against a foe who has missed an attack against you. If the enemy in question rolled a natural 1 you make that attack roll with advantage.

At 18th level

Starting at 18th level when in Bullet Time your strikes are capable of making crippling blows far more often. When you roll a 19 or a 20 on an attack roll with a firearm you are treated as making a critical hit.

Metallurgist

 

At 3rd Level

Starting at 3rd level you have mastered the art of weaving magical properties into your ammunition. During a long rest you can make a crafting check using your Armourers Kit to craft arcane munitions. On a roll of a 1 you have a mishap and lower your maximum HP by 1d12 until the end of your next long rest. On a 10-15 you make 1d3 bullets. On a 16-20 you make 1d6 bullets. On a 21-25 you make 1d6+3 bullets. On a 26-30 you make 2d6 bullets. On a 30+, or a critical success you make 3d6 bullets. These bullets are treated as +1 magical ammunition that deals an additional 2d4 of damage of whatever magic you want to attune it to. Choose from the following list for each bullet: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, and thunder.

At 7th level

Starting at 7th level firearms that you create are considered +1 magical weapons.

At 10th level

Starting at 10th level ammuniton you craft is considered +2 magical ammunition, and additionally firearms you craft can now have a magical affinity like your ammunition choose from the same list. This magical affinity adds 2d4 of the appropriate damage type to the firearms base damage.

At 15th level

Starting at 15th level firearms you create are considered +2 magical weapons, and additionally, the ammunition you craft can have two different magical affinities. Each damage type is a separate instance of 2d4 damage.

At 18th level

Starting at 18th level firearms and ammunition you craft are both +3 weapons and ammunition.


XPLevelClass FeaturesGrit Points
10Fighting Style, Gunsmithing, Grit1
23002
3900Gunslinger Archetype3
42700Ability Score Improvement4
56500Extra Attack5
6140007
723000Gunslinger Archetype Feature8
834000Ability Score Improvement9
948000Gritty Critical10
1064000Gunslinger Archetype11
118500013
1210000Ability Score Improvement14
1312000Extra Attack15
141400017
15165000Gunslinger Archetype Feature18
16195000Ability Score Improvement19
1722500021
18265000Gunslinger Archetype Feature22
19305000Ability Score Improvement23
20355000Messy Critical24

Created by

TheLaughingGod.

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