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 gunslinger level after 1st
Proficiences
Armor: Light armour, medium armour
Weapons: Simple weapons, firearms, hand crossbows, scimitars
Tools: Your choice of smith's tools or tinker's tools
Saving Throws: Dexterity, Charisma
Skills: Choose three from Acrobatics, Animal Handling, Athletics, Intimidation, Perception, Sleight of Hand, Stealth and Survival
Overview & Creation
Level |
Proficiency Bonus |
Features |
Marksman's Gambits |
1st |
+2 |
Fighting Style, Quick Draw |
— |
2nd |
+2 |
Combat Tactics |
2 |
3rd |
+2 |
Military Archetype |
3 |
4th |
+2 |
Ability Score Improvement |
3 |
5th |
+3 |
Eagle-Eyed, Gunslinger's Dodge |
3 |
6th |
+3 |
Parkour Expert |
4 |
7th |
+3 |
Evasion, Military Archetype feature |
4 |
8th |
+3 |
Ability Score Improvement |
4 |
9th |
+4 |
— |
5 |
10th |
+4 |
Night Vision |
5 |
11th |
+4 |
Military Archetype feature |
5 |
12th |
+4 |
Ability Score Improvement |
5 |
13th |
+5 |
Intuition |
5 |
14th |
+5 |
— |
6 |
15th |
+5 |
Military Archetype feature |
6 |
16th |
+5 |
Ability Score Improvement |
6 |
17th |
+6 |
— |
6 |
18th |
+6 |
Bulletproof |
6 |
19th |
+6 |
Ability Score Improvement |
6 |
20th |
+6 |
Bullet Time |
7 |
Class Features
As a gunslinger, you gain the following class features.
Fighting Style
You adopt a specific style of fighting as your speciality. 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. Furthermore, the attack bonuses granted by the Archery, Close-Quarters Shooting and Distance Shooting fighting styles aren't cumulative with each other.
Close-Quarters Shooting
Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged weapon attack rolls, provided your target is within 5 feet of you. In addition, you gain a +2 bonus to attack rolls made with ranged weapons against targets within 30 feet of you.
Defence
While you are wearing armour, you gain a +1 bonus to AC.
Distance Shooting
Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. In addition, you gain a +2 bonus to attack rolls made with ranged weapons against targets who are at least 30 feet from you.
Quick Draw
You are always ready for battle. You can draw a weapon, no action required, immediately before making a weapon attack as part of an action, bonus action, or reaction.
Combat Tactics
As a gunslinger, you possess a repertoire of tactical manoeuvres and trick shooting techniques to aid you in combat. You gain access to these techniques starting at 2nd level.
Marksman's Gambit. You learn two marksman's gambits of your choice, detailed at the end of this class description. You learn an additional gambit when you reach certain levels, as shown in the Marksman's Gambits column of the Gunslinger class table.
Saving Throws. Some marksman's gambits require your target to make a saving throw to resist their effects. The saving throw DC is calculated as follows:
Gambit save DC = 8 + your proficiency bonus + your Dexterity modifier
Military Archetype
At 3rd level, you choose an archetype that you strive to emulate through your tactics and discipline. You may choose Sniper, Musketeer, or Powdermage, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 11th, and 15th 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.
Eagle-Eyed
At 5th level, you can attack with calculated precision even during the chaos of combat. The first time you hit a target with a weapon attack on your turn, you gain a bonus to the damage roll equal to your Intelligence modifier (minimum +0).
Gunslinger's Dodge
Starting at 5th level, you gain the preternatural ability to escape from danger. As a reaction when a creature that you can see hits you with an attack, you can use your reaction to roll a d8. Add your Dexterity modifier to the roll, and then subtract the total from the damage taken.
You can use this feature a number of times equal to 1 + your Intelligence modifier, and you regain all expended uses of it when you finish a long rest.
Parkour Expert
At 6th level, your battlefield mobility becomes honed to perfection. While you aren't wearing heavy armour, your walking speed increases by 10 feet and you have a climbing speed of 30 feet.
Evasion
At 7th level, your incredible reflexes let you dodge out of the way of certain area effects, such as a
flame strike spell or the explosive blast of a grenade. 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.
Night Vision
Beginning at 10th level, your vision becomes sharp enough to pierce the darkness. You gain darkvision to a range of 60 feet. If a racial trait already grants you darkvision to a range of 30 feet or more, the range of your darkvision increases by 30 feet instead.
Intuition
At 13th level, your quick wits propel you into battle. You gain a bonus to initiative rolls equal to your Intelligence modifier (minimum of +0).
Bulletproof
At 18th level, you are durable enough to resist even the most punishing of enemy ballistics. You have resistance to piercing damage.
Bullet Time
By 20th level, your reactions are so fast that time seems to slow down during moments of crisis. Your Dexterity and Intelligence scores each increase by 2, and your maximum for each score increases to 22. In addition, when you use your Gunslinger's Dodge and you roll a 5 or higher on the d8, the triggering attack misses.
Military Archetypes
The one thing all gunslingers have in common is their aptitude for marksmanship, but individual members of this class vary greatly in their approach thereof.
Sniper
The Sniper is a master of precision shooting. Snipers excel at eliminating threats from a distance, and as such are typically employed as soldiers, assassins, and special operatives.
Sniper Features
Gunslinger Level |
Feature |
Headshot Dice |
3rd |
Bonus Fighting Style, Headshot |
1d8 |
7th |
Sniper's Nest |
2d8 |
11th |
Lethal Intent |
3d8 |
15th |
Deadeye |
4d8 |
Bonus Fighting Style
When you choose this archetype at 3rd level, you can choose a second option from the gunslinger's Fighting Style class feature.
Headshot
Beginning at 3rd level, you can occasionally strike with deadly precision. When you score a critical hit with a ranged weapon, roll 1d8 and add the result to the extra damage of the critical hit. The weapon must have the two-handed property for you to gain this benefit.
This extra damage increases to 2d8 at 7th level, 3d8 at 11th level, and 4d8 at 15th level.
Sniper's Nest
Starting at 7th level, you become more deadly when you can fire from a fixed position. At the start of your turn, you can opt not to move until the end of your current turn. If you do so, you gain a +2 bonus to your ranged weapon attack rolls for the rest of the turn.
Lethal Intent
At 11th level, your shots only grow more deadly the more accurate they are. When you hit a creature with a ranged weapon attack using a two-handed firearm, you gain a bonus to the attack's damage roll equal to the amount by which your attack roll's total exceeded the target's armour class (minimum +0). If the attack was a critical hit, calculate the attack roll's total as normal for the purpose of this feature.
Deadeye
At 15th level, your aim is unparalleled. You gain the following benefits:
- Your weapon attacks score a critical hit on a roll of 19 or 20.
- If you miss with a weapon attack made with disadvantage and the highest roll would have been a critical hit, your attack hits instead.
- If you score a critical hit with a weapon attack made with advantage and both rolls would have resulted in a critical hit, double the damage of your attack.
Musketeer
Courageous daredevils and versatile soldiers, Musketeers are a force to be reckoned with. Although they are named for their proficiency with the musket, these adventurers are adept at using a variety of different weapons.
Musketeer Features
Gunslinger Level |
Feature |
Moxy Dice |
3rd |
Bonus Proficiencies, Moxy |
2d6 |
7th |
All for One |
3d6 |
11th |
One for All |
4d6 |
15th |
Sheer Grit |
5d6 |
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with martial weapons, shields, and land vehicles.
Moxy
At 3rd level, you have a pool of two d6s which you can use to augment your natural charisma. You regain all expended d6s when you finish a short or long rest.
When you make a Charisma (Persuasion or Intimidation) check, you can expend a d6, roll it and add it to the check's total, before discovering the outcome.
Alternatively, you can expend one of these d6s as a bonus action to encourage an ally of your choice that can see or hear you within 60 feet of you. Roll the d6 and add your Intelligence modifier; the creature gains that many temporary hit points.
The number of d6s in your pool increases to 3 at 7th level, 4 at 11th level and 5 at 15th level.
All for One
Starting at 7th level, you are imbued with courage while your allies are near. When you are within 30 feet of at least one ally that isn't incapacitated, you gain a +2 bonus to AC and saving throws, and you can't be frightened.
One for All
Starting at 11th level, you can issue a special warning when a creature within 60 feet of you makes a saving throw. This warning does not use your reaction, although you can only use it once per round, starting on your turn. The creature gains a bonus to its roll equal to your Intelligence modifier. You can use this feature after the creature makes its roll but before discovering whether it succeeds or fails.
Sheer Grit
Starting at 15th level, your gung-ho attitude is practically unassailable. You gain the following benefits:
- When you roll for initiative and have no uses of Moxy remaining, you regain one use.
- When you roll a moxy die to grant temporary hit points to a creature, you can cause it to regain that many hit points instead.
Powdermage
Combining marksmanship prowess with an aptitude for spellcasting, the mysterious Powdermage weaves magic into their shots to devastate opponents.
Powdermage Features
15th
—Military Archetype Features— |
—Spells Known— |
—Spell Slots per Spell Level— |
Gunslinger Level |
Feature |
3rd |
Bonus Proficiencies, Spellcasting |
7th |
Shock and Awe |
11th |
Alchemical Fusillade |
15th |
Eldritch Evasion |
|
Gunslinger Level |
Cantrips Known |
Spells Known |
3rd |
3 |
3 |
4th |
3 |
4 |
5th |
3 |
4 |
6th |
3 |
4 |
7th |
3 |
5 |
8th |
3 |
6 |
9th |
3 |
6 |
10th |
4 |
7 |
11th |
4 |
8 |
12th |
4 |
8 |
13th |
4 |
9 |
14th |
4 |
10 |
15th |
4 |
10 |
16th |
4 |
11 |
17th |
4 |
11 |
18th |
4 |
11 |
19th |
4 |
12 |
20th |
4 |
13 |
|
Gunslinger Level |
1st |
2nd |
3rd |
4th |
3rd |
2 |
— |
— |
— |
4th |
3 |
— |
— |
— |
5th |
3 |
— |
— |
— |
6th |
3 |
— |
— |
— |
7th |
4 |
2 |
— |
— |
8th |
4 |
2 |
— |
— |
9th |
4 |
2 |
— |
— |
10th |
4 |
3 |
— |
— |
11th |
4 |
3 |
— |
— |
12th |
4 |
3 |
— |
— |
13th |
4 |
3 |
2 |
— |
14th |
4 |
3 |
2 |
— |
15th |
4 |
3 |
2 |
— |
16th |
4 |
3 |
3 |
— |
17th |
4 |
3 |
3 |
— |
18th |
4 |
3 |
3 |
— |
19th |
4 |
3 |
3 |
1 |
20th |
4 |
3 |
3 |
1 |
|
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency in the Arcana skill and with alchemist's supplies.
Spellcasting
At 3rd level, you learn the arcane secrets necessary to cast spells.
Cantrips. You learn three cantrips:
prestidigitation and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.
Spell Slots. The Powdermage 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.
Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which must be from the schools of conjuration and transmutation.
The Spells Known column of the Powdermage Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a conjuration or transmutation spell of your choice, and must be of a level for which you have spell slots.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and must be a conjuration or transmutation spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level.
Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you rely on your understanding of the arcane to produce magical effects. You use Intelligence whenever a wizard spell you learn refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast or when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Spellcasting Focus. You can use alchemist's supplies as a spellcasting focus for wizard spells you learn through this feature.
Shock and Awe
Starting at 7th level, you can expend a spell slot to create a burst of magical energy when you hit a target with a ranged weapon attack using a firearm. Choose an element: cold, fire, or thunder. The target (if it is a creature) and each creature within 5 feet of it takes damage equal to 1d8 times the level of the spell slot you expended. The damage type corresponds to the element you chose. In addition, each affected creature must succeed on a Constitution saving throw against your spell save DC or suffer one of the following effects based on the element you chose:
Element |
Additional Effect |
Cold |
The creature's speed is reduced to 5 feet until the start of your next turn, as its body is gripped by frost. |
Fire |
The creature is dazed by a flash of light, causing it to suffer disadvantage on attack rolls and Wisdom (Perception) checks which rely on sight until the start of your next turn. |
Thunder |
The creature is deafened by a loud clap of thunder until the start of your next turn, and falls prone. |
Alchemical Fusillade
Starting at 11th level, when you cast a spell or use a Marksman's Gambit that deals area effect damage, you can add your Intelligence modifier to one damage roll of that spell or gambit.
Eldritch Evasion
At 15th level, your knowledge of spells helps you to avoid them with ease. While you aren't incapacitated, you have advantage on saving throws against spells, and spell attack rolls made against you have disadvantage.
Marksman's Gambits
When you learn a marksman's gambit or replace one you know with a different one, choose from the list below.
Prerequisites. If a marksman's gambit has prerequisites, you must meet them to learn it. You can learn the gambit at the same level that you meet its prerequisites.
Some gambits have a level requirement or become more powerful as your level increases. Marksman's gambits always refer to your gunslinger level, rather than your character level.
Components. Some marksman's gambits require one or more components. An ammunition component, unless otherwise specified, refers to the normal amount of ammunition used to make an attack with the component weapon (if a component is prefixed with a multiplier, multiply the amount by the number specified). An ammunition component is always consumed as part of using the gambit.
Target. A marksman's gambit always has one or more targets. Some gambits can only target creatures. Otherwise, a gambit can target a creature, object, or structure.
Daring Escape
Use Time: 1 bonus action
Components: none
Target: self
You attempt to free yourself from a grapple or restraint. If you must make an ability check or saving throw to do so, you gain a bonus to this roll equal to your Intelligence modifier (minimum +0).
Disarming Shot
Prerequisite: 6th level
Use Time: 1 action
Components: any firearm, ammunition
Target: one creature
You aim your weapon at a creature's appendage in an attempt to disarm it. Make a ranged weapon attack against the creature with the component weapon. On a hit, the target suffers the attack's normal effects and is forced to make a Strength saving throw. On a failed save, it drops an object of your choice that it is holding.
You can choose to launch the item out of the target's hand. If so, the dropped item is launched 5 feet directly away from you on a failed save. This distance increases to 10 feet at 11th level and 15 feet at 17th level.
Duellist's Strike
Prerequisite: Musketeer archetype
Use Time: 1 action
Components: a melee weapon that lacks the two-handed property
Target: one target
Make a melee attack with the component weapon. If the target is a creature, it provokes an attack of opportunity from you if it moves 5 feet or more within your reach, before the start of your next turn, regardless of whether your initial attack hits or misses.
This attack becomes more powerful as your gunslinger level increases. You roll your weapon's damage dice twice to determine the initial attack's damage at 5th level, 3 times at 11th level, and 4 times at 17th level.
Gale Bluster
Prerequisite: Powdermage archetype
Use Time: 1 action
Components: any firearm
Target: multiple targets
You fire a magical blast of air from your weapon in a line 5 feet wide and 45 feet long. Each creature in the line must succeed on a Strength saving throw or take 1d6 bludgeoning damage and be pushed 5 feet away from you. Unsecured objects in the area weighing less than 300 pounds are pushed 5 feet away from you. Gases and vapours in the line are dispersed, and open flames are extinguished.
The distance by which a creature or object is repelled increases to 10 feet at 5th level, 15 feet at 11th level, and 20 feet at 17th level.
Hail Barrage
Prerequisite: Powdermage archetype
Use Time: 1 action
Components: any firearm
Target: multiple creatures
A magical onslaught of freezing wind and hail erupts from the barrel of your weapon. Each creature in a 20-foot cone originating from you must make a Dexterity saving throw. A creature takes 1d8 cold damage on a failed save, or half as much damage on a successful one. Open flames in the cone are extinguished.
The cold damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.
Haemorrhaging Shot
Prerequisite: Sniper archetype
Use Time: 1 action
Components: a two-handed firearm, ammunition
Target: one creature
You aim your weapon at a vital point on your target's body. Make a ranged weapon attack with the component weapon. On a hit, the target suffers the attack's normal effects, and can't regain hit points until the beginning of your next turn.
When you reach 5th level, your attack becomes more powerful. On a hit, the targets suffers an additional 2d6 necrotic damage at the start of your next turn. This damage increases to 3d6 at 8th level, 4d6 at 11th level, 5d6 at 14th level, 6d6 at 17th level and 7d6 at 20th level.
Lightning Dash
Use Time: 1 bonus action
Components: none
Target: self
You move up to your speed. Alternatively, by propelling yourself off of a solid surface, you can leap up to half your walking speed in any direction (regardless of your normal jump height or distance).
Muzzle Flare
Use Time: 1 action
Components: any firearm
Target: multiple creatures
The muzzle of your weapon flashes with a blast of flame. Each creature in a 15-foot cone originating from you must succeed on a Dexterity saving throw or take 1d10 fire damage.
The blast's damage increases to 2d10 at 5th level, 3d10 at 11th level, and 4d10 at 17th level.
Piercing Shot
Prerequisite: 9th level
Use Time: 1 action
Components: any firearm, ammunition
Target: multiple creatures
You fire a piercing shot in a line, 5 feet wide and of a length equal to your weapon's long range, originating from you. Make a ranged weapon attack against each creature in that line using the component weapon.
When you reach 17th level, the damage against the first two targets in the line increases by 1d6.
Precision Shot
Use Time: 1 action
Components: any firearm, ammunition
Target: one target
Make a ranged weapon attack using the component weapon. This attack ignores half and three-quarters cover.
This attack becomes more powerful as your gunslinger level increases. You roll your weapon's damage dice twice to determine the attack's damage at 5th level, 3 times at 11th level, and 4 times at 17th level.
Recoil
Prerequisite: Musketeer archetype
Use Time: 1 reaction
Components: a two-handed firearm
Target: self
When you make a ranged weapon attack using a two-handed firearm, you can use the weapon's recoil to your advantage. Move up to 10 feet in a straight line, in the opposite direction to your shot's trajectory; this movement does not provoke attacks of opportunity.
Ricochet
Prerequisite: Musketeer archetype
Use Time: 1 action
Components: any firearm, ammunition
Target: multiple targets
You fire a shot which can bounce off of surfaces at improbable angles. Make a ranged weapon attack using the component weapon. This attack can ignore all cover so long as you can describe a path by which the projectile can reflect off of a solid surface up to twice before hitting the target.
When you reach 5th level, this attack becomes more powerful. If the attack hits, the projectile can bounce off of the target to hit a new target within 20 feet of the first. Make another attack roll against the new target, which also suffers the normal effects of the attack on a hit. The projectile can bounce in this way up to once at 5th level, twice at 11th level, and three times at 17th level. Each consecutive attack roll must hit in order for the projectile to bounce again, and the projectile can only hit a given target once each time you use this gambit.
Sniper's Sight
Prerequisite: Sniper archetype
Use Time: 1 bonus action
Components: none
Target: one creature
Choose a creature, that isn't behind cover, of which you know the location. That creature is marked by you for one minute, or until you can no longer see. You can only mark one creature in this way at a time.
You can always tell the location of the marked creature, provided that it is not behind total cover, even if it is heavily obscured, hidden, or invisible. Furthermore, the marked creature does not benefit from being lightly obscured when you make an attack against it.
Sonic Boom
Prerequisite: Powdermage archetype
Use Time: 1 action
Components: any firearm
Target: multiple targets
Your weapon roars with a magical clap of thunder audible to a distance of 1 mile. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 1d8 thunder damage and is deafened until the start of your next turn. Thin, brittle objects in the area (such as windows) shatter from the burst of sound.
The thunder damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.
Staggering Shot
Use Time: 1 action
Components: any firearm, ammunition
Target: one creature
Make a ranged weapon attack using the component weapon. If the attack hits, the target suffers the normal effects of the attack and must make a Constitution saving throw. On a failed save, the target is staggered until the start of your next turn (a creature which is immune to the prone condition cannot be staggered). The staggered target's speed is halved.
When you reach 5th level, the target takes an additional 1d12 damage of the weapon's type on a failed save, or half as much damage on a successful one. This damage increases to 2d12 at 11th level and 3d12 at 17th level.
Take Cover
Use Time: 1 bonus action
Components: none
Target: self
You strategically duck behind cover. Until you move at least 5 feet, you gain a bonus to AC equal to your Intelligence modifier (minimum +1). This bonus only applies when you benefit from cover against an attack.
Starting Equipment
- (a) an arquebus, (b) a musket or (c) a pistol
- (a) a scimitar or (b) any simple weapon
- (a) leather armour or (b) a chain shirt
- (a) smith's tools or (b) tinker's tools
- (a) a dungeoneer's pack or (b) an explorer's pack
- a pouch of 20 round shot and a dagger