Of all the existing classes, some may claim to be older than others, but the newest among them is the Gunslinger. A recent advent in Runeterra's history, at least so it is said, for before the invention of firearms, the masters of ranged combat were archers. Gunslingers are master of firearms, using them with devastating effects on the battlefield. A gunslinger uses a firm trigger and skill to provide fire and cover his friends and render enemies especially deadly. However, their "joviality" to the world should not be confused with inexperience, nor lack of skill, gunslinger have immense strengths in their skills even though they are few and far between. The arms race has been expressed since antiquity with a penchant for magic, a powerful but totally uncertain and fickle source of war that may well turn against those who believed in controlling it, a response from the non-magical arose through natural mechanics, explosive compounds and directing a single rigid projectile at a target. Some say that magic has made living creatures different creatures, with powers and possibilities and clear power relations, that may be true, but it is true that the invention of firearms made them equal again. Gunpowder and Magic Not all gunslinger use the purely scientific powers to provide their capabilities, with enchanted arrows and cannons that can explode cities, they know that magic is also a resource that can help them on their way, so they respect both resources and seek whenever possible to unite them for their strength. Some tinkers find the strength to produce even more powerful projectiles and mechanisms in objects of magical origin, while others who have a bit of magical power seek to channel it into their creations. Regardless of the weapon's origin, and its propellant, whether it be gunpowder or arcane energy, a steaming barrel and precision destruction are marks of a gunslinger. Common in Pilltover and Zaun, firearms were quickly absorbed by Noxus, and occasionally rumors of magical firearms are being used in Ionia. Bilgewater may be where they are most mundanely worn, seen at the waist of those who can pay their price. Magic firearms are among the rarest and most coveted weapons in all of Runeterra usually giving immense power to those who carry them in some places they are banned and in others they are desired, but the general rule is that everywhere they are feared. Unwanted attention Each location in Runeterra has a different relationship with firearms, while in Piltover their possession is allowed only to law enforcement, in Zaun the authorities are more concerned with profiting from their business. Many end up in Bilgewater, trading even in daylight if you know where to look. However their cost can be very high especially if you are disputing with some Noxian agent in charge of further arming themselves and the Empire. In Demacia they are already viewed with much fear, especially because petricite is no further defense against most of them, and their presence is viewed in the same way as magic. In Freljord they are extremely rare especially because they often have malfunctions in the harsh winter, or even often not enough to bring down the creatures molded by freezing punishment. With the Noxian invasion that plagued Ionia so much, some authorities began to import even clandestinely pieces from other regions, especially from Piltover, where scholars tried to reproduce their effects by supplying their lack of scientific ability with the abundance of magic.
Tinkerer Beginning at 1st level, you can use Tinker’s Tools to craft basic firearms, detailed at the end of the class description, as well as basic ammunition for those firearms. Natural Talent Beginning at 1st level, choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses your chosen proficiency. In addition, you gain a +1 bonus to attack rolls and damage rolls you make using firearms. Grit You, like every gunslinger, have something which allows you to remain coolheaded, even in the most dire situations. Starting at 2nd level, you gain a number of Grit points equal to your proficiency bonus. The number of Grit points you have can never exceed your proficiency bonus. You can spend these points to fuel various class features. You start knowing one such feature: Aimed Shot. You learn more features as you gain additional levels in this class. Any expended Grit points refill at the end of a short or long rest. In addition, you regain 1 Grit point, up to your current maximum, whenever you score a critical hit with a firearm attack, or you use a firearm to reduce a creature to 0 or hit points. If you reduce a creature to 0 hit points with a critical hit, you regain only 1 Grit point, not 2. Some of your Grit features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows: Grit save DC = 8 + your proficiency bonus + your Dexterity modifier Aimed Shot Beginning at 2nd level, when making an attack with a firearm as part of your attack action, you may choose to expend a number of Grit points up to your current maximum to gain a bonus on the attack roll equal to the number of Grit points spent. If this attack hits, you add the number of Grit points spent to its damage roll as well. Gunslinger Trail At 3rd level, you choose the trail which reflects your own personal style and credo. Following one of these trails separates a mere marketing adventurer from a legendary marksman. Choose the Trail of the Desperado, the Trail of the Gunsmith, or the Trail of the Sniper, all detailed at the end of the class description. Your choice grants you a unique feature when you choose it at 3rd level. It also grants you additional benefits at 6th, 10th, 14th, and 17th levels. 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. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Trick Shot Starting at 7th Level, you can target a specific location on a foe’s body, so long as the foe’s body has the limb you want to target. When making an attack with a firearm, you may spend a Grit point to add an additional effect based on the targeted location. Armshot. On a hit, the target must make a Constitution saving throw or drop the item held by that arm. Headshot. On a hit, the target must make a Constitution saving throw or have disadvantage on attacks made until the start of your next turn. Legshot. On a hit, the target must make a Constitution saving throw or fall prone. Bodyshot. On a hit, the target must make a Constitution saving throw or have disadvantage on Strength and Dexterity ability checks and saving throws until the start of your next turn. Wingshot. On a hit, the target must make a Constitution saving throw or start falling 60 feet per turn and loose its flying speed, repeating the save at the end of each of their subsequent turns. Creatures of Huge size or larger automatically succeed on saving throws made against this shot. Evasion Beginning at 9th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. 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. Violent Shot Starting at 11th Level, you’ve learned that you can’t always play safe if you want to win. As part of a ranged attack action using a firearm, you can spend a Grit point to perform a Violent Shot. If your attack hits, it is treated as a critical hit which does not restore Grit and your weapon is broken (see the Firearm Properties detailed at the end of the class description). Personal Effects Beginning at 13th level, you may choose one of the following items as your Personal Effects. Your chosen item grants you a unique bonus, specified below. If your Personal Effects are lost or destroyed, they are mysteriously found immediately following your next long rest. Acrobatics Harness (Desperado Only). The strains of rolling, ducking, and dodging can take their toll on the body. With this harness, you can perform stunts to dodge out of harm’s way with little strain on yourself. While wearing your Acrobatics Harness, you may also add your Proficiency modifier to the damage reduction component of Dodge Roll. The Rambolier (Gunsmith Only). You never leave home without an ammo stockpile about the size of a munition depot. This high-capacity, smooth leather bandolier carries it all for you. While wearing The Rambolier, you may craft and store up to 2 extra rounds of Specialty Ammo during each long rest, which are added to your current maximum. Comfortable Duster. This old, trail-worn duster has been your constant companion. Full of holes, torn in places, and never quite clean, it’s like you in more ways than one. While wearing your Comfortable Duster, you never make an physical (Strenght, constitution or dexterity) ability check or saving throw with disadvantage. Lucky Hat. This hat has been with you since the beginning, and no matter how many times you lose it, it always seems to find its way back. When you are hit with an attack while wearing your Lucky Hat, you may turn that attack into a miss, even if that attack is a Critical Hit. You may use this feature once between each long rest. Quality Cigar. No matter where you drag on it, this cigar always gives you a quiet moment to reflect. As an action, you make drag on your Quality Cigar to regain 1 Grit point. You may drag on the Quality Cigar up to 2 times between each long rest. Tinker’s Goggles. Tinkering has always kept you up at night, and these goggles have been a tinker’s best friend. While wearing your Tinker’s Goggles, you can see normally in darkness, both magical and nonmagical, up to a distance of 120 feet, and you are immune to the blind condition. In addition, you have advantage on Tinker’s Tools ability checks to repair a broken gun. Sniper Cloak. While wearing this cape, you have Stealth proficiency, if you already have proficiency, you gain Expertise. Ace Up Your Sleeve When you reach 15th level, you never go anywhere without a gun on your person, come hell or high water. Whenever you make a Sleight of Hand check to draw or hide a light weapon on your person, you can treat a d20 roll of 19 or lower as a 20. Marksmans Luck Starting at 18th level, some swear you’ve been kissed by Lady Luck herself. Before you roll a saving throw, you can choose to automatically succeed. Once you use this feature, you must take a long rest before using it again. True Grit At 20th level, whenever you would regain 1 Grit Point, you instead regain 2, up to your current maximum. Firearm Properties Ammunition. You can make a ranged attack with a firearm only if you have ammunition to fire with. Each time you attack with the firearm, you expend one piece of ammunition. Drawing the ammunition from a belt, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). You cannot recover spent ammunition. Once fired, it is gone. Broken. A broken firearm cannot be fired until it is repaired. To repair a broken firearm, you may use an action to attempt a Tinker’s Tools ability check with a DC equal to 10 plus the weapon’s base misfire score. On a success, the weapon is no longer considered broken. Capacity. A firearm’s capacity is the number of shots it can hold at one time. When a firearm has been fired a number of times equal to its capacity, it must be reloaded before firing again. Misfire. If your natural roll for a gun attack falls at or below the misfire score of the gun you are using, you suffer a misfire. Your attack misses, any ammo you used in the attack is expended, and your gun becomes broken. You must repair a broken gun before using it. Range. Most firearms have two range increments, short and long. Firing at short range has no negative effect. Firing at long range imposes disadvantage on the attack. Guns cannot be fired outside of their long range increment. Some guns have only a single range increment. In that case, the gun cannot be fired out outside of its single range increment. Reload. Reloading a gun replaces your next attack you would make with the firearm, refilling the ammunition in the gun to its capacity. If you prefer, you may instead use an action to reload your firearm. Scatter. Firearms with this property shoot pellets in a cone out to their long range increment. All creatures within the cone must make a Dexterity saving throw (DC equal to the 8 + the shooter’s Dexterity modifier + the shooter’s Proficiency modifier), taking full damage on a failed save, or half damage on a successful one. Creatures outside of the firearm’s short range have advantage on this saving throw. If the shooter is not proficient with firearms, all creatures attempt the saving throw roll with advantage. Silenced. When fired, a silenced weapon makes no more noise than a bowshot. Special - Derringer. A small pistol created for surprise attacks at close range, the derringer is an assassin’s best friend. Derringers grant their wielder advantage on Sleight of Hand checks to draw, and can attack from within 5 feet without disadvantage. Other Rules Ammunition and Water. If your ammunition becomes wet, there is a 50% chance it becomes a blank. You roll d4 to determine if a wet piece of ammo is a blank when it is fired. On a odd roll it’s a blank and doesn’t fire. Firearms and Water. If your firearm becomes wet, you must use your Tinker’s Tools to disassemble the gun and clean it before it is operational again. Disassembling your gun does not require an ability check, but it does require a set of Tinker’s Tools. You cannot load or fire a firearm underwater without magical aid, unless otherwise stated. Noise. When fired, a firearm makes a loud sound, much like two stones crashing together at high speed. This sound is easily heard by any creature within 1⁄4 mile of the gunshot. (1300 ft.)
You start with the following equipment, in addition to the equipment granted by your background: • (a) a pistol (b) a musket or (c) a scattergun • (a) an explorer’s pack or (b) a dungeoneer’s pack • Leather armor, a set of tinker’s tools, and 30 pieces of ammunition
Trail Gunslingers are often solitary, rarely joining in pairs the more in larger groups. As a result, they end up with Trails, intuitively designed paths that relate to the way they view the world and the skills needed for their survival.
Level | Features | Max Grit | ||
---|---|---|---|---|
1 | Tinkerer, Natural Talent | 2 | ||
2 | Grit, Aimed Shot | 2 | ||
3 | Gunslinger’s Trail | 2 | ||
4 | Ability Score Improvement | 2 | ||
5 | Extra Attack | 3 | ||
6 | Trail Feature | 3 | ||
7 | Trick Shot | 3 | ||
8 | Ability Score Improvement | 3 | ||
9 | Evasion | 4 | ||
10 | Train Feature | 4 | ||
11 | Violent Shot | 4 | ||
12 | Ability Score Improvement | 4 | ||
13 | Personal Effects | 5 | ||
14 | Trail Feature | 5 | ||
15 | Ace Up Your Sleeve | 5 | ||
16 | Ability Score Improvement | 5 | ||
17 | Trail Feature | 6 | ||
18 | Marksmans Luck | 6 | ||
19 | Ability Score Improvement | 6 | ||
20 | True Grit | 6 | ||
Level | Modification | Effect | Category | |
3rd | Long Barrel | The firearm can make attacks up to its long range without disadvantage. | Barrel | |
3rd | Snubnose Barrel | This weapon can only make attacks up to its short range. However, on a hit, the target is knocked back 5 feet. | Barrel | |
3rd | Elemental Barrel | Damage dealt with the firearm is considered Acid, Cold, Fire, or Lightning for the purpose of overcoming resistance and immunity. You choose the damage type when you make this modification. | Barrel | |
3rd | Rune of Hardening | The gun no longer needs to be maintained in order to function properly. | Personal Touches | |
3rd | Bind | When an enemy is hit by this ammo, he is incapacitated, medium and smaller creatures are incapacitated for 2 rounds, large creatures are incapacitated for 1, huge and gigantic unaffected. | Ammunition | |
6th | Bayonet Blade | Modifies a ranged weapon. When you have this weapon equipped and an enemy is within 5 ft. of you, you can attack it as a bonus action for 1d4 + 1 piercing damage when a blade is attached to the weapon. | Extra | |
6th | Dampening Alloy | This firearm is treated as silenced, as detailed in the Firearm Properties section | Alloy | |
6th | Light Alloy | The firearm becomes light, as detailed in the PHB. This does not affect firearms with the twohanded property. | Alloy | |
6th | Nonporous Alloy | The firearm and loaded ammunition are no longer affected by being wet or submerged.You can use the firearm to make attacks normally while submerged, up to the firearm’s short range. | Alloy | |
6th | Old Faithful | The misfire rating of the gun is reduced by 2. | Personal Touches | |
10th | Auto-Loader | If you do not use the firearm to make an attack during your turn, the firearm is reloaded to full capacity without requiring an action. | Reloading | |
10th | Vampiric Weapon | You no longer have to reload your weapon, but every attack you make with the firearm deals 1 HP necrotic damage to you. | Reloading | |
10th | Mechanical Reloader | The gun automatically reloads itself when your ammunition count drops to 0. After it reloads itself in this manner, the Mechanical Reloader must be reset before it is usable again. Resetting the Mechanical Reloader requires an action. You may still manually reload the gun. | Reloading | |
10th | Explosive Dart | When this ammo hits a target, it explodes, causing all creatures within range to take 4d6 fire damage and have to succeed in a save 15 DC saving throw or fall prone. Large or larger creatures automatically succeed the saving throw. | Ammunition | |
10th | Tactical Sniper Spyglass | As an action you can aim with the scope and attack with advantage. | Personal Touches | |
14th | Healing Load | When a creature is hit by one of these ammunition, it receives no damage, but is healed for 1d10 + 20 hp. It is recommended that you shoot allies with these, not enemies. | Ammunition | |
14th | Piercing Ammo | Attacks made using this firearm ignore resistance to piercing damage | Ammunition | |
14th | Ricochet Ammo | Attacks made using this firearm may ricochet. If an attack hits its intended target, you may choose a single additional target within 10 ft., and make an attack roll with disadvantage against the second target. This ricochet deals 1d6+DEX mod piercing damage. This second attack roll cannot cause your weapon to misfire. | Ammunition | |
14th | Corrosive Ammo | Successful attacks made using this firearm inflict an additional 1d4 acid damage. | Ammunition | |
14th | Modular design | You may modify this firearm during a short rest. | Personal | |
Name | Cost | Damage | Weight | Properties |
Derringer | 1000 gp | 1d6 piercing | 2 lb. | Ammunition (range 15/60), capacity 1, light, misfire 0, reload, special - derringer |
Musket | 250 gp | 1d12 piercing | 9 lb. | Ammunition (range 150/600), capacity 4, misfire 3, reload, two-handed |
Pistol | 125 gp | 1d10 piercing | 4 lb. | Ammunition (range 60/240), capacity 4, misfire 3, reload |
Reolver | 85 gp | 1d8 piercing | 3 lb. | Ammunition (range 18/75) capacity 5, light, misfire 3, reload |
Sawed-off Scattergun | 500 gp | 1d6 piercing | 8 lb. | Ammunition (range 10/20), capacity 2, light, misfire 3, reload, scatter |
Scattergun | 250 gp | 1d8 piercing | 8 lb. | Ammunition (range 15/30), capacity 2, misfire 3, reload, two-handed, scatter |