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The Gunslinger
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Gunslinger | Contents
## [Table Of Contents](https://homebrewery.naturalcrit.com/share/BkQ02erpl) - **[1 Cover Page](#p1)** - [1.1 Gunslinger](#p3) - [1.1.1 Warriors of a New Age](#p3) - [1.1.2 Echoing Chaos](#p3) - [1.1.3 Creating a Gunslinger](#p3) - [1.2 Class Features](#p3) - [1.2.1 Grit](#p4) - [1.2.2 Pistol Whip](#p4) - [1.2.3 Speed Draw](#p4) - [1.2.4 Gunslinger Trail](#p4) - [1.2.5 Ability Score Improvement](#p4) - [1.2.6 Extra Attack](#p4) - [1.2.7 Dead Shot](#p5) - [1.2.8 Evasive](#p5) - [1.2.9 Startling Shot](#p5) - [1.2.10 Debilitating Shot](#p5) - [1.2.11 Menacing Shot](#p5) - [1.2.12 Bullseye](#p5) - [1.2.13 Stun Shot](#p5) - [1.2.14 Cheat Death](#p5) - [1.2.15 True Grit](#p5) - [1.3 Gunslinger Trails](#p5) - [1.3.1 Trail of the Musketeer](#p5) - [1.3.2 Trail of the Pistolero](#p6) - [1.3.3 Trail of the Spellslinger](#p6) - [1.3.4 Trail of the Virtuoso](#p7) - [1.4 Multiclassing](#p8)
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Gunslinger | Introduction & Class Features
## Gunslinger The human man hid behind the rock, looking down upon his friends fighting the goblin hoard bellow, he took out his hand cannon and aimed at the centre of the bridge the goblins were coming from, focused his magic into his gun, and fired. A small fiery red bead flew down and landed on the rickety wooden bridge, suddenly exploding, destroying the bridge completing, and sending any goblins that weren’t incinerated, screaming into the abyss bellow. The tiefling woman kicked open the doors to the saloon as she let out a maniacal laughter alongside an onslaught of lead from her twin pistols. Within 10 seconds all the denizens of the watering hole were bleeding out on the ground; except for her human contact who sat at the bar with an impressed smirk on his face. The gnome braces himself for the kickback of his shoulder cannon as he pulls the trigger. A cacophonous blast echoes across the deck of the ship as he is thrown off his feet, smacking his head against the main mask. ### Warriors of a New Age Most warriors and combat specialists spend their years perfecting the classic arts of swordplay, archery, or polearm tactics. Whether duellist or infantry, martial weapons were seemingly perfected long ago, and the true challenge is to master them. However, some minds couldn’t stop with the innovation of the crossbow. Experimentation with alchemical components and rare metals have unlocked the secrets of controlled explosive force. The few who survive these trials of ingenuity may become the first to wield, and in some cases create, the first firearms. \columnbreak ### Echoing Chaos Wherever a gunslinger wanders, chaos is sure to follow with a hail of lead and spatters of blood. In the right hands a firearm is a machine of limitless death, and gunslingers certainly have the right hands. Many would say that firearms will lead only to new wars within the world, but many others say that they will protect them from incursions. But in reality, whoever has the most boom sticks and people to shoot them wins. ### Creating a Gunslinger When creating a gunslinger, keep the following things in mind: Where did you learn to use the tools of your ‘trade’? Where you in an army, gifted with superior technology? Were you taught by an old slinger the ways of the gun? Where did you get your guns? Did you steal them? Did your lieutenant let you keep yours, did you pry it from the corpse of another man, perhaps that same lieutenant? Perhaps you even built them yourself, using the supplies of a university, or maybe even scrap parts. What brings a gunslinger to an adventuring party? Are you a mercenary looking for more chance at coin and death? Are you a young man out for revenge on those who killed his family? #### Quick Build You can make a gunslinger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Constitution. You could instead choose Intelligence as your second highest if you wish to take the spellslinger gunslinger archetype. Second, choose the criminal or sailor backgrounds. ## Class Features As an gunslinger, you gain the following class features. #### Hit Points ___ - **Hit Dice:** 1d10 per gunslinger level - **Hit Points at 1st Level:** 10 + your Constitution modifier - **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per gunslinger level after 1st #### Proficiencies ___ - **Armour:** Light armour - **Weapons:** Firearms - **Tools:** Gunsmith’s Kit - **Saving Throws:** Dexterity, Charisma - **Skills:** Choose two from Acrobatics, Athletics, Deception, Medicine, Perception or Sleight of Hand #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a pistol, or *(b)* a rifle and a bipod - a pistol and two holsters - an explorer’s pack - an ammo bandolier, 20 bullets and a gunsmith’s kit Alternatively, you can purchase your starting equipment with a starting wealth of 5d4 x 10gp. \pagebreakNum
Gunslinger | Class Features
##### The Gunslinger | Level | Proficiency Bonus | Grit Points | Features | |:---:|:---:|:---:|:---| | 1st | +2 | 1 | Grit | | 2nd | +2 | 2 | Pistol Whip, Speed Draw | | 3rd | +2 | 3 | Gunslinger Trail | | 4th | +2 | 4 | Ability Score Improvement | | 5th | +3 | 5 | Extra Attack | | 6th | +3 | 6 | Gunslinger Trail Feature | | 7th | +3 | 7 | Dead Shot | | 8th | +3 | 8 | Ability Score Improvement | | 9th | +4 | 9 | Evasive, Startling Shot | | 10th | +4 | 10 | Gunslinger Trail Feature | | 11th | +4 | 11 | Extra Attack (2) | | 12th | +4 | 12 | Ability Score Improvement | | 13th | +5 | 13 | Bleeding Shot, Menacing Shot | | 14th | +5 | 14 | Gunslinger Trail Feature | | 15th | +5 | 15 | Bullseye | | 16th | +5 | 16 | Ability Score Improvement | | 17th | +6 | 17 | Death Shot, Stun Shot | | 18th | +6 | 18 | Cheat Death | | 19th | +6 | 19 | Ability Score Improvement| | 20th | +6 | 20 | True Grit |
### Grit As a gunslinger, you make your mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have Grit Points. Your gunslinger level determines the number of points you have, as shown on the Grit Points column of the Gunslinger table. You can spend these points to fuel various grit features. You start knowing three such features: Deadeye, Gunslinger Dodge, and Quick Clear. You learn more grit features as you gain levels in this class. When you spend a grit point, it is unavailable until you finish a short rest or long rest, at the end of which you draw all of your expended grit back into yourself. You regain 1 grit point if either of the following effects occurs: - You score a critical hit on an attack roll - You reduce a creature to 0 hit points and kill it You can never have more grit points than your levels in the gunslinger class. Some of your grit features require your target to make a saving throw to resist the manoeuvre’s effects. The saving throw DC is calculated as follows: **Grit feature save DC =** 8 + your proficiency bonus + your Dexterity modifier #### Deadeye You can spend 1 grit point to gain advantage on the next attack roll you make with a firearm this round. #### Gambling Dodge When you are hit by an attack, you can use your reaction to spend 1 grit point and force the attacker to reroll its attack roll, the target must take the new roll. #### Quick Clear Once per turn, you can spend 1 grit point to unjam a firearm as a bonus action. ### Pistol Whip Beginning at 2nd level, you can make an attack with the butt or handle of your firearm as an Attack action. The damage of your attack is based on the size of your firearm; a one-handed weapon deals 1d6 bludgeoning damage and a two-handed weapon deals 1d8 bludgeoning damage. For the purpose of this attack, treat the firearm as if it was a simple weapon with the finesse property. ### Speed Draw Also at 2nd level, when you roll initiative, you can spend 1 grit point to gain advantage on the roll. ### Gunslinger Trail At 3rd level, you choose an archetype that specializes and focuses your skill with guns. Choose the Trail of the Musketeer, the Trail of the Pistolero, or the Trail of the Spellslinger, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 6th, 10th, and 14th 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. \pagebreakNum
Gunslinger | Class Features & Gunslinger Trails
### Dead Shot Starting at 7th level, when you take an Attack action, you can spend grit points to combine all your attack potential into a single, deadly shot. When you do this, you make all of your possible attack rolls (including those from your Extra Attack and your Archetype abilities, but not those that you may gain from two-weapon fighting) against a single target, and then combine the damage rolls for each of those shots that hit into one, single damage roll that uses only one unit of ammunition. If one or more of those rolls is a critical hit, treat the combined damage roll as if it was a single damage roll, and roll all the dice twice and add them all together. Further, unless you roll a misfire on all of the attacks, your firearm does not misfire. For example, if you have are able to attack three times when you take the Attack action with your pistol, (which does 1d8 piercing damage) and your Gunslinger Archetype ability grants you a further two attacks as a bonus action, you can use an Attack action and spend 1 grit point to roll three separate attacks (or five if you spend your bonus action too). If three of those attacks hit, you roll 3d8 + three times your Dexterity modifier for damage. Further, if one of those three hits was a critical hit, you get to roll 6d8 + three times your Dexterity modifier for damage. The number of grit points you spend to use this feature is equal to the number of attacks you are combining using this feature. ### Evasive Starting at 9th level, you can nimbly dodge out of the way of certain area effects, such as a 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 take half damage if you fail. ### Startling Shot At 9th level, you can spend 1 grit point to purposely miss a creature you could normally hit with one of your attacks. The target must make a Wisdom saving throw, granting you advantage on all attack rolls on the target until the start of your next turn on a failure. You may only use this feature once per round. ### Debilitating Shot At 13th level, you gain the ability to inflict a lingering wound on your targets. When you hit a target with an attack with a firearm you can spend 2 grit points to cause the target to take 1d6 additional damage at the start of each of its turns. The target can make a Constitution saving throw at the end of its turn to end this effect. ### Menacing Shot Beginning at 13th level, as an action, you can spend 3 grit points to shoot a firearm in the air. All enemies within 30 feet of you must make a Wisdom saving throw or be frightened as if affected by the fear spell. If an affected creature ends it turn in a location where it doesn’t have line of sight to you, it can make a Wisdom saving throw to end the effect. ### Bullseye Beginning at 15th level, you have the ability to target a specific part of a target’s body by spending 2 grit points. The effect on the target on a failed saving throw depends on the part of the body targeted, as set out below. | Body Part | Save | Effect on Hit | |:----|:----|:----| | Arm | Strength | The target takes half damage, but drops whatever it is holding in that hand | | Leg / Wing | Dexterity | Target is knocked prone | | Torso | Constitution | The target bleeds, taking an additional die of damage at the start of their next turn | | Head | Constitution | The target is blinded until the end of your next turn | ### Stun Shot Beginning at 17th level, when you hit a target with an attack roll with a firearm, you can spend 2 grit points to force the target to make a Constitution saving throw. If it fails the saving throw, it is stunned until the start of your next turn. ### Cheat Death Starting at 18th level you gain the ability to evade certain death through sheer force of will. When you are reduced to 0 hit points, you can spend 4 grit points to drop to 1 hit point instead. ### True Grit At 20th level, your aim in unparalleled. When you score a critical hit on a creature, you can spend 9 grit points to place it under the effects of a nonmagical version of the spell *power word kill* as you blow out its most vital organs. Additionally, just before you roll initiative and have less than 4 grit points, you regain grit points until you have 4. ## Gunslinger Trails Different gunslingers specialise in different trails of gunslinging, these range from the sharpshooting musketeer, the quick acting pistolero, or the arcane spellslinger. ### Trail of the Musketeer Musketeers are known for their unparalleled aim and accuracy, able to hit enemies from hundreds of feet away with ease, suffering little from the normal drawbacks of firearms. #### Careful Marksman Beginning when you choose this gunslinger archetype at 3rd level, you gain the ability to make unerringly deadly shots. Once per turn, when you take the Attack action and attack with a firearm, you can spend 1 grit point to deal an extra 1d6 damage to one creature hit by your attack. This damage increases to 2d6 at 6th level, 4d6 at 10th level, and 6d6 at 14th level. \pagebreakNum
Gunslinger | Gunslinger Trails
#### Improved Deadeye Starting at 6th level, when you use the Deadeye grit feature, you also ignore the effects of kickback and your misfire threshold is reduced by one. #### Fast Reload Starting at 10th level, you can spend 1 grit point to instantly reload your firearm, this can only be done once per round. #### Thread the Needle At 14th level, you gain the ability to line up your shots with an uncanny level of precision. Once per turn, when you take the Attack action and attack with a firearm, you can spend 3 grit points to attack all enemies in a line out to the maximum range of the firearm using one attack roll. You do not suffer disadvantage on attack rolls on any targets outside the firearm’s normal range when you use this feature. If you miss a creature using this feature, you miss all subsequent creatures in the line as the bullet deflects off of the first creature's defences. ### Trail of the Pistolero Pistoleros are known for their quick reflexes and even quicker trigger finger, able to shoot enemies on opposite sides of them simultaneously with ease. #### Fists Full of Fire Beginning when you choose this gunslinger archetype at 3rd level, when you engage in two-weapon fighting with firearms, you can add your Dexterity modifier to the damage of the second attack. Also, when you take the Attack action, you can combine your two-weapon fighting into that attack roll, as long as you are targeting a different creature. You attack both enemies using only one attack roll.
\columnbreak #### Fan the Hammers At 6th level, you gain the ability to, once per turn spend 1 grit point to make an extra attack with a one-handed firearm when you take the attack action. #### Blossom of Bullets Beginning at 10th level, when you take the attack action you can spend 4 grit points to gain advantage on all attacks you make until the end of your turn. However, each of the attacks that you make must target a different creature. If a creature has multiple appendages, such as a hydra’s heads, or a roper’s tentacles, those count and therefore can be attacked using this feature. #### Bullet Storm At 14th level, when you use your blossom of bullets feature, you gain the benefits of the fan the hammers feature, without expending a grit point. You can then expend an additional grit point to use fan the hammers again. ### Trail of the Spellslinger Combining the versatility of magic with the raw power of firearms, Spellslingers make themselves a force to beckoned with as they blow away the competition with their magical firearms. #### Spellcasting When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list. When you select this gunslinger archetype at 3rd level, you gain the ability to cast spells. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and chapter 11 of the Player’s Handbook for the wizard spell list. ***Cantrips.*** You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level. ***Spell Slots.*** 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. For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot. ***Spells Known of 1st level and Higher.*** You know three 1st-level wizard spells of your choice, two of which you must choose from the evocation and illusion spells on the wizard spell list. The Spells Known column of the Spellslinger Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an evocation or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st level or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. \pagebreakNum
Gunslinger | Gunslinger Trails
##### Spellslinger Spellcasting | Level | Cantrips Known | Spells Known | Spells Known | 1st | 2nd | 3rd | 4th |:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 3rd | +2 | 2 | 3 | 2 | — | — | — | | 4th | +2 | 2 | 4 | 3 | — | — | — | | 5th | +3 | 2 | 4 | 3 | — | — | — | | 6th | +3 | 2 | 4 | 3 | — | — | — | | 7th | +3 | 2 | 5 | 4 | 2 | — | — | | 8th | +3 | 2 | 6 | 4 | 2 | — | — | | 9th | +4 | 2 | 6 | 4 | 2 | — | — | | 10th | +4 | 3 | 7 | 4 | 3 | — | — | | 11th | +4 | 3 | 8 | 4 | 3 | — | — | | 12th | +4 | 3 | 8 | 4 | 3 | — | — | | 13th | +5 | 3 | 9 | 4 | 3 | 2 | — | | 14th | +5 | 3 | 10 | 4 | 3 | 2 | — | | 15th | +5 | 3 | 10 | 4 | 3 | 2 | — | | 16th | +5 | 3 | 11 | 4 | 3 | 2 | — | | 17th | +6 | 3 | 11 | 4 | 3 | 3 | — | | 18th | +6 | 3 | 11 | 4 | 3 | 3 | — | | 19th | +6 | 3 | 12 | 4 | 3 | 3 | 1 | | 20th | +6 | 3 | 13 | 4 | 3 | 3 | 1 |
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 it must be an evocation or illusion spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level. ***Spellcasting Ability.*** Intelligence is your spellcasting ability for your spellslinger spells, since you learn your spells through force of personality. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spellslinger spell you cast and 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 #### Gun Bond At 3rd level, you learn a ritual that creates a magical bond between yourself and one firearm. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the firearm and forge the bond. Once you have bonded a weapon to yourself, you can’t be disarmed of that firearm unless you are incapacitated. If it is on the same plane of existence, you can summon that firearm as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded firearms, but can summon only one at a time with your bonus action. If you attempt to bond with a third firearm, you must break the bond with one of the other two. #### Arcane Shot Starting at 6th level, you gain the ability to infuse your firearms attacks with magical power. Once per turn, you can spend 2 grit points to make an arcane shot attack when you make an attack roll with a firearm. If you hit with the attack, the target is also affected as if hit by one of the cantrips you know. If this attack is a critical hit, roll all the dice twice and add them all together. For example, a 5th level spellslinger that knows the ray of frost cantrip could use this ability to cause a target hit by an attack with a firearm to also take 2d8 cold damage and have its speed reduced by 10 feet until the start of the spellslinger’s next turn. At 10th level, you can use this ability with your spells as well as your cantrips. If the spell has an area effect, such as a cone or sphere, the spell effect originates at the target. For instance, if a spellslinger uses this ability to cast the burning hands spell, the spell affects a 15 foot cone that spreads out from, and includes, the target. #### Magic Bullets At 10th level, you can magically infuse your ammunition within magical power. Your ranged weapon attacks with firearms are considered magical for the purpose of overcoming resistance to non-magical damage. Additionally, on your turn you can spend 1 grit point to empower your next shot, causing it to deal an additional 1d8 force damage. This damage increases to 2d8 at 14th level. #### Reactive Translocation At 14th level, you gain the ability to spend 3 grit points as a reaction when you are hit by an attack to teleport up to 30 feet to an unoccupied space you can see and you do not suffer damage or other effects from the triggering attack. ### Trail of the Virtuoso With shooting and showmanship, the virtuoso inspires his allies with flashy sharpshooting, dramatic flourishes, and aim truer than any other. #### Trick Shooting Starting when you begin this trail at 3rd level, your unparallelled aim incites greater damage in your enemies. When you hit with a weapon attacks using a firearm, you spend 1 grit point to start trick shooting. The target takes additional damage equal to half your proficiency bonus, increasing by that amount again for each successive hit after the second, to a maximum bonus damage equal to twice your proficiency bonus. \pagebreakNum
Gunslinger | Multiclassing
If you score a critical hit whilst trick shooting, you gain two stacks instead of one, increasing the damage by an amount equal to your proficiency bonus, instead of half. Your trick shooting ends after one minute, you miss a weapon attack, or you make an attack roll using a weapon that is not a firearm. #### Inspiring Flourish At 6th level, your precision, accuracy and showmanship in battle excites new resolve in your allies. When you hit a creature with an attack roll using a firearm that has had grit points expended to augment it, choose one creature other than yourself within 15 feet. That creature gains temporary hit points equal to your Charisma modifier + the number of grit points expended. The range increases to 30 feet when you reach 10th level. #### Dashing Dodge Beginning at 10th level, your charisma shines through to distract your enemies when they try to strike you. When you use your gambling dodge grit feature, the target instead has disadvantage on their attack roll. If the attack still hits you, you reduce the damage taken by an amount equal to your Charisma modifier. Alternatively, if the attack misses you, you can move up to half your speed without provoking attacks of opportunity. #### Curtain Call Starting at 14th level, your marksmanship allows you to find weakpoints in your foes. When you score a critical hit against a creature, you can spend 2 grit points to attempt break its defences. The target must succeed on a Constitution saving throw or take a penalty to its armour class equal to half your Charisma modifier until the end of your next turn. Should you use this feature whilst you have at least two stacks of trick shooting, the target has disadvantage on the saving throw. ## Multiclassing ***Ability Score Minimum.*** Dexterity 13 ***Proficiencies Gained.*** Leather armour, firearms, gunsmith's kit \pagebreakNum
Jack Weighill's Homebrew Compendium
Hello players and GM Binder devs! You've found the back page of a class from my class compendium. Not all of this work is mine, in fact, most of it isn't! It is simply here for ease of access for the players, and isn't shared elsewhere.
To my memory, the gunslinger was the first class I added to my class list outside of the base 5e classes, and has been a favourite since day one! (fucking wizard prick) Over time the gunslinger has gone through a variety of changes to its abilities, but has remained largely the same mechanically, with the firearms themselves being far more of a pain in the ass than the class itself ever was.
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