The Gunslinger
A Class for 5th Edition Dungeons & Dragons
Table of Contents
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Foreword (pg 3)
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Class Features (pg 4 - 7)
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Specializations (pg 8 - 10)
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Callings (pg 11 - 31)
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Arcane Gunner (pg 11 - 12)
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Charlatan (pg 13)
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Demolitionist (pg 14 - 15)
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Desperado (pg 16)
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Dustpunk (pg 17)
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Gambler (pg 18 - 19)
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Mage Hunter (pg 20)
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Majorette (pg 21)
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Maledictor (pg 29)
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Marshal (pg 22)
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Outlaw (pg 23)
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Powder Mage (pg 24 - 25)
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Preacher (pg 26 - 27)
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Thief Taker (pg num)
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Trick Shooter (pg 30 - 31)
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Appendix A: Firearms (pg 32 - 36)
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A.1: Firearm Properties (pg 32)
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A.2: Custom Weapon Tables (pg 33 - 37)
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A.2.1: Custom Pistols (pg 33)
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A.2.2: Custom Rifles (pg 34)
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A.2.3: Custom Shotguns (pg 35)
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A.2.4: Custom Crossbows (pg 36)
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A.2.5: Custom Thrown Weapons (pg 37)
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Appendix B: Specializations Index (pg 38)
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Appendix C: Change Log (pg 39 - 40)
Foreword
Design Philosophy, And Why This Gunslinger Is Different
Welcome to the Gunslinger class! We really appreciate you taking the time to read what we've created here. The following 20+ page document represents months of effort and revision at the time of original posting, and will continue to be updated as we receive feedback and continue to playtest the class and its many subclasses ourselves. All such revisions will be documented in Appendix C. If you have feedback of any kind regarding the Gunslinger class, one of its subclasses, any of the 60+ specializations, or our rules for firearms, please drop me a message via reddit (u/Zone_A3).
This class was designed to exemplify the qualities and traits found in the many different representations of gun-fighters in popular culture. We designed the Gunslinger to be a martial class with a focus on ranged weapon fighting; specifically pre-modern firearms.
We originally debated making the Gunslinger a Fighter subclass, but very quickly outgrew the restrictions that placed upon us. We decided to sacrifice the consistent damage and defense of the Rogue and Fighter for more combat options. This doesn't mean that our Gunslinger is a slouch when it comes to damage, far from it, but it follows consistently behind the heaviest hitters at all levels.
We incentivize ranged combat by giving the Gunslinger the standard d8 hit-die and only light armor proficiency. Like the Rogue or Monk, they have class features that give them ways to avoid or mitigate damage, but they are not as hearty as the Fighter, Paladin, or Ranger.
When researching for this class, we looked at the Pathfinder class, as well as several very popular 5e homebrews like Mercer's Gunslinger Fighter. We really liked the idea of a grit point system, but it was too limiting for the full extent of what we wanted to do with it. Our Gunslinger's grit points are modeled after the Monk's ki point system. You may notice that the early level grit options are heavily inspired by the Monk's early level ki options.
We knew that we wanted a martial class that actually had a reason to invest in two stats similar to the Monk or Barbarian, so we decided our Gunslinger would be a Dexterity and Intelligence based class. This was both thematically fitting, helped further differentiate it from existing classes, and filled a void in the Ability Score economy in 5e overall.
While designing class features, we found that we had far too many ideas to fit into a single class, many of which wouldn't be desired by all types of players or Gunslingers. This led to the development of the Specialization system. Like the Warlock's Invocations, Specializations are a list of special Gunslinger-only feats they can pick and choose from as they advance in levels.
We took special care to ensure the class is balanced at all tiers of play, and the class features at 5th, 11th, and 17th levels reflect this. At 5th level, Gunslingers get Extra Attack just like most martial classes. At 11th level, Gunslingers get a feature called Lightning Reload that mitigates the drawbacks of using firearms, which normally require a full Action to reload. At 17th level, the Gunslinger gains the ability to deal massive damage on natural 20 attack rolls (inspired by the wording and effects of the Vorpal Sword, this only applies to d20 rolls of 20, not to all critical hits).
One of the biggest issues in creating the Gunslinger is that guns, according to the PHB and DMG, have incredibly high damage and little to no negatives. We believed that a "jamming" mechanic would be an annoying feature to constantly deal with, as it unpredictably guarantees that the class would have wasted turns, and make the Gunslinger very swingy. So we created firearm statblocks that are balanced around typical 5e play. It was very important to us that traditional D&D weaponry not be made obsolete by the introduction of this class. A firearm from the PHB or DMG would also have the unfortunate side effect of making any Fighter a better "gun shooter" than the Gunslinger, since they can make so many more attacks. On the flip side, it felt weird and arbitrary to say that nobody but the Gunslinger can use firearms. Anybody can shoot a gun, the Gunslinger is just better at it. We designed three types of firearm for this class, each with their pros and cons: the Pistol has medium/short range, low damage, medium bullet count, and with the help of Gunslinger grit, allows for 2 extra attacks like a ranged Flurry of Blows; the Shotgun has short range, high damage, low bullet count, and a small bonus to hit; the Rifle has long/very long range, medium damage, medium/high bullet count, and can shoot through some types of cover. You can read more about our rules for balanced firearms in Appendix A.
Our Gunslinger subclasses, or Callings, offer many powerful options to the character but largely don't affect their damage scaling. Most subclasses offer new options for the Gunslinger to spend their grit on, and every subclass has at least 3 Specialization options available only to them.
Although we were initially worried about Multiclassing shenanigans , we now believe the class features to be appropriately distributed throughout class's level progression. It's not front loaded; Specializations don't come into play until level 4, and even then only slowly; Lightning Reload doesn't come into play until level 11, so you can't "dip" into Gunslinger to get bonus action reloads; and finally, the Tier 4 class and subclass features don't suck. It's worth it to not take a 2 level dip of some other class, because the final few features are extremely powerful and thematic, and not just "if you start combat with no grit, you get some grit."
If you are still reading at this point, thank you again for your interest in our class! We hope it serves you well.
Design Philosophy, And Why This Gunslinger Is Different
Welcome to the Gunslinger class! We really appreciate you taking the time to read what we've created here. The following 20+ page document represents months of effort and revision at the time of original posting, and will continue to be updated as we receive feedback and continue to playtest the class and its many subclasses ourselves. All such revisions will be documented in Appendix C. If you have feedback of any kind regarding the Gunslinger class, one of its subclasses, any of the 60+ specializations, or our rules for firearms, please drop me a message via reddit (u/Zone_A3).
This class was designed to exemplify the qualities and traits found in the many different representations of gun-fighters in popular culture. We designed the Gunslinger to be a martial class with a focus on ranged weapon fighting; specifically pre-modern firearms.
We originally debated making the Gunslinger a Fighter subclass, but very quickly outgrew the restrictions that placed upon us. We decided to sacrifice the consistent damage and defense of the Rogue and Fighter for more combat options. This doesn't mean that our Gunslinger is a slouch when it comes to damage, far from it, but it follows consistently behind the heaviest hitters at all levels.
We incentivize ranged combat by giving the Gunslinger the standard d8 hit-die and only light armor proficiency. Like the Rogue or Monk, they have class features that give them ways to avoid or mitigate damage, but they are not as hearty as the Fighter, Paladin, or Ranger.
When researching for this class, we looked at the Pathfinder class, as well as several very popular 5e homebrews like Mercer's Gunslinger Fighter. We really liked the idea of a grit point system, but it was too limiting for the full extent of what we wanted to do with it. Our Gunslinger's grit points are modeled after the Monk's ki point system. You may notice that the early level grit options are heavily inspired by the Monk's early level ki options.
We knew that we wanted a martial class that actually had a reason to invest in two stats similar to the Monk or Barbarian, so we decided our Gunslinger would be a Dexterity and Intelligence based class. This was both thematically fitting, helped further differentiate it from existing classes, and filled a void in the Ability Score economy in 5e overall.
While designing class features, we found that we had far too many ideas to fit into a single class, many of which wouldn't be desired by all types of players or Gunslingers. This led to the development of the Specialization system. Like the Warlock's Invocations, Specializations are a list of special Gunslinger-only feats they can pick and choose from as they advance in levels.
We took special care to ensure the class is balanced at all tiers of play, and the class features at 5th, 11th, and 17th levels reflect this. At 5th level, Gunslingers get Extra Attack just like most martial classes. At 11th level, Gunslingers get a feature called Lightning Reload that mitigates the drawbacks of using firearms, which normally require a full Action to reload. At 17th level, the Gunslinger gains the ability to deal massive damage on natural 20 attack rolls (inspired by the wording and effects of the Vorpal Sword, this only applies to d20 rolls of 20, not to all critical hits).
One of the biggest issues in creating the Gunslinger is that guns, according to the PHB and DMG, have incredibly high damage and little to no negatives. We believed that a "jamming" mechanic would be an annoying feature to constantly deal with, as it unpredictably guarantees that the class would have wasted turns, and make the Gunslinger very swingy. So we created firearm statblocks that are balanced around typical 5e play. It was very important to us that traditional D&D weaponry not be made obsolete by the introduction of this class. A firearm from the PHB or DMG would also have the unfortunate side effect of making any Fighter a better "gun shooter" than the Gunslinger, since they can make so many more attacks. On the flip side, it felt weird and arbitrary to say that nobody but the Gunslinger can use firearms. Anybody can shoot a gun, the Gunslinger is just better at it. We designed three types of firearm for this class, each with their pros and cons: the Pistol has medium/short range, low damage, medium bullet count, and with the help of Gunslinger grit, allows for 2 extra attacks like a ranged Flurry of Blows; the Shotgun has short range, high damage, low bullet count, and a small bonus to hit; the Rifle has long/very long range, medium damage, medium/high bullet count, and can shoot through some types of cover. You can read more about our rules for balanced firearms in Appendix A.
Our Gunslinger subclasses, or Callings, offer many powerful options to the character but largely don't affect their damage scaling. Most subclasses offer new options for the Gunslinger to spend their grit on, and every subclass has at least 3 Specialization options available only to them.
Although we were initially worried about Multiclassing shenanigans , we now believe the class features to be appropriately distributed throughout class's level progression. It's not front loaded; Specializations don't come into play until level 4, and even then only slowly; Lightning Reload doesn't come into play until level 11, so you can't "dip" into Gunslinger to get bonus action reloads; and finally, the Tier 4 class and subclass features don't suck. It's worth it to not take a 2 level dip of some other class, because the final few features are extremely powerful and thematic, and not just "if you start combat with no grit, you get some grit."
If you are still reading at this point, thank you again for your interest in our class! We hope it serves you well.
Gunslinger
Level | Proficiency Bonus |
Features | Grit Points |
Specializations Known |
---|---|---|---|---|
1st | +2 | Close Shave, Fighting Style, Firearm Proficiency | — | — |
2nd | +2 | Grit, Ground Fighting | 2 | — |
3rd | +2 | Gunslinger's Calling | 3 | — |
4th | +2 | Ability Score Increase, Specialized Training | 4 | 1 |
5th | +3 | Extra Attack | 5 | 1 |
6th | +3 | Calling Feature | 6 | 1 |
7th | +3 | Uncanny Dodge | 7 | 2 |
8th | +3 | Ability Score Increase | 8 | 2 |
9th | +4 | Predictive Shooting | 9 | 3 |
10th | +4 | Calling Feature | 10 | 3 |
11th | +4 | Lightning Reload | 11 | 4 |
12th | +4 | Ability Score Increase | 12 | 4 |
13th | +5 | Unending Resolve | 13 | 5 |
14th | +5 | Uncowed | 14 | 5 |
15th | +5 | Calling Feature | 15 | 5 |
16th | +5 | Ability Score Increase | 16 | 6 |
17th | +6 | Devastating Shots | 17 | 6 |
18th | +6 | Calling Feature | 18 | 6 |
19th | +6 | Ability Score Increase | 19 | 6 |
20th | +6 | True Grit | 20 | 6 |
Class Features
As a Gunslinger, you have the following class features
Hit Points
- Hit Dice: 1d8 per Gunslinger level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Gunslinger level after 1st
Proficiencies
- Armor: light
- Weapons: simple weapons, crossbows
- Tools: Tinker's tools + one other tool of your choice
- Saving Throws: Dexterity, Intelligence
- Skills: Choose two from Acrobatics, Athletics, Sleight of Hand, History, Investigation, Perception, Intimidation, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a Crossbow or (b) one firearm (see appendix A), and 20 pieces of ammunition
- One simple melee weapon
- Leather armor
- (a) a dungeoneer's pack or (b) an explorer's pack
Alternatively, you may start with 5d4 x 10 gold to buy starting equipment.
Multiclassing
To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one.
Ability Score Minimum: Dexterity 13 or Intelligence 13
When you gain a level in a class other than your first, you only gain some of that class's starting proficiencies.
Armor: light
Tools: tinker's tools
Weapons: crossbows
Quick Build
You can make a Gunslinger quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Then pick the outlander background.
Some kinds of firearms are Heavy, so be mindful of your choice of weaponry if you are playing a Small race.
Close Shave
You have an uncanny knack for getting out of the way of ranged attacks. When you are hit by a ranged attack, you can use your reaction to move 5 feet in any direction and gain a bonus to your AC equal to your proficiency modifier against the triggering attack. Instead of moving 5 feet, you can also choose to drop prone.
Firearm Proficiency
You are proficient in the construction, maintenance, and operation of firearms.
(Our suggested weapon stat blocks for firearms are listed at the end of the class features. For detailed firearm information, see Appendix A: Firearms.)
Firearms & Fantasy
Not every campaign setting has firearms as readily available and purchasable items. Consult with your DM about how firearms fit in their world.
Fighting Style
At 1st level, you adopt a certain style of fighting. 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.
Ambidextrous
When you take the attack action with a light ranged weapon that you are holding in one hand, you can use your bonus action to attack with a different light ranged weapon you are holding in your other hand.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Close Quarters Shooter
Being within 5 feet of a hostile creature does not impose disadvantage on your ranged attack rolls. Your ranged attacks ignore half and three-quarters cover against targets that are within 30 feet of you. You have a +1 bonus to attack rolls with ranged attacks.
Exceptional Skill
You learn one trick shot from the Trick Shooter's list of trick shots. Once per rest, you can use this trick shot without spending it's grit cost. Once you have used this trick shot, you can't use it again in this way until you finish a short or long rest.
Nimble Shooter
While you are wearing no armor and not wielding a shield, your AC equals 13 + your Dexterity modifier.
Rifleman
At the start of your turn, you can reduce your movement speed to 0 to gain a +2 to damage rolls with rifles.
Shotgunner
When you roll a 1 or 2 on a damage die for a ranged attack you make with a shotgun, you can reroll the die and must use the new roll, even if the new roll is a 1 or 2.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of taking the attack you make with the weapon.
In addition, when you hit with a thrown weapon, you gain a +1 bonus to the damage roll.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.
When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can deal this damage to the creature whenever you hit it with a melee attack.
Weaver Stance
While you are wielding a pistol, you can choose to wield it with both hands to steady your aim. While you do so, you gain a +1 bonus to ranged attack and damage rolls made with this weapon.
Grit
Starting at 2nd level, you have a well of unwavering resolve called Grit. In times of extreme stress you have found that you can push yourself beyond your normal limitations, performing acts of incredible skill and perseverance. Your gunslinger level determines the number of grit points you have, as shown in the Grit Points column of the Gunslinger table.
You can spend these points to fuel various class and subclass features. When you spend a grit point, it is unavailable until you finish a short or long rest, at the end of which you regain all expended grit.
Some of your grit features require your target to make a saving throw against the feature's effects. The saving throw DC is calculated as follows:
Grit save DC
Hearty
You can spend 1 grit point to give yourself advantage on a Constitution saving throw.
Hit the Vitals
As a bonus action, you can spend 1 grit point to take a moment and steady your aim, ensuring your shots do more damage. Until the end of the current turn, whenever you hit a creature with a ranged weapon attack with a rifle or a crossbow, you deal additional damage equal to your Intelligence modifier (minimum of 1).
Fan the Hammer
After you take the Attack action on your turn, you can spend 1 grit point to make up to two ranged weapon attacks with a pistol as a bonus action.
Fling
As an action, you can spend 1 grit point to throw up to three ranged weapons in an instant. Make a ranged weapon attack at disadvantage for each.
Run and Gun
You can spend 1 grit point to take the Dash or Disengage action as a bonus action on your turn.
Quick Load
As a bonus action, you can spend 1 grit point to reload a single shell into a shotgun you are holding and immediately make a ranged weapon attack with it.
Steady Hand
You can spend 1 grit point to prevent attacking at long range from imposing disadvantage on your attack rolls until the end of the current turn.
Ground Fighting
Beginning at 2nd level, being prone no longer imposes disadvantage on your ranged weapon attacks.
Gunslinger's Calling
At 3rd level, you are led either by your own choices or by the harsh world around you to follow a Calling which shapes how you approach your craft. Your calling grants you features at 3rd level and again at 6th, 10th, 15th, and 18th levels.
Your calling options are shown here.
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.
If your DM allows the use of feats, you may instead take a feat.
Specialist Training
At 4th level, you gain a specialization of your choice. Your specialization options are detailed at the end of the class description, and are indexed in Appendix B. When you gain certain gunslinger levels, you gain additional specializations of your choice, as shown in the Specializations Known column of the Gunslinger table.
Additionally, when you gain a level in this class, you can choose one of the specializations you know and replace it with another specialization that you could learn at that level.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, when you take the Attack action on your turn.
Uncanny Dodge
Starting at 7th level, when an attacker that you can see hits you with an attack, you can use your reaction to half the attack's damage against you.
Predictive Shooting
Your ability to anticipate your opponent's next move borders on clairvoyance. Beginning at 9th level, you gain a bonus to all ranged weapon attack rolls equal to your Intelligence modifier (minimum of 1).
Lightning Reload
Beginning at 11th level, as long as you have at least 1 unspent grit point, you can reload a firearm as a bonus action instead of an action.
Additionally, the ranged attack rolls made with the 'fling' Grit option are no longer made at disadvantage.
Unending Resolve
Starting at 13th level, when you have unspent grit points equal to or less than your Intelligence modifier and you score a critical hit against a creature, you regain 1 expended grit point.
Uncowed
At 14th level, when you roll a saving throw, as long as you have at least 1 unspent grit point and are not currently unconscious, you can treat a d20 roll of 9 or lower as a 10.
Devastating Shots
At 17th level, once per turn when you make a ranged weapon attack, you can spend up to 5 grit points to attempt to deal a devastating blow. If the attack hits, it deals additional weapon damage equal to 2d6 for each grit point spent in this way.
True Grit
At 20th level, you can push past all your limits and unleash your true potential for all to see. As a bonus action, you become an unstoppable whirlwind of bullets and blood.
For 1 minute, you gain the following benefits:
- You immediately regain up to 4 spent grit points
- You reduce all damage taken by an amount equal to your proficiency modifier
- The grit cost of all abilities is reduced by 1.
Once you use this feature, you can't use it again until you finish a long rest.
To DM's: Custom Firearms
The Gunslinger is balanced around the 3 firearms suggested below. We don't believe that including modern ballistic weaponry would allow for a balanced gameplay experience without significant DM adjustments, so we limited the design of this class around "Wild West" era firearms. We believe our suggested pistol, rifle, and shotgun statblocks are appropriately balanced and ready to be dropped into your existing fantasy game. They are powerful tools, but have what we believe to be appropriate distinctions and limitations that prevent them from making conventional D&D 5e weapons redundant or obsolete.
If you or your players want to design your own custom Gunslinger weapons, we suggest starting with the Weapon Variations tables in Appendix A: Firearms.
Suggested Firearm Stat-blocks
Name | Damage | Weight | Properties |
---|---|---|---|
Pistol | 1d6 piercing | 2 lb. | Ammunition (range 30/120), light, reload(6) |
Rifle | 1d8 piercing | 10 lb. | Ammunition (range 200/600), heavy, penetrating, reload(10), two-handed |
Shotgun | 1d10 piercing | 10 lb. | Ammunition (range 80/200), heavy, reload(2), spread, two-handed |
To DM's: Concerning Bullets
Depending on the kind of game you run, tracking ammunition is an aspect of D&D that can fall below the level of abstraction of the game system. To DM's considering allowing the use of this class, we suggest hand-waving the issue of where the Gunslinger player is acquiring their bullets in most cases; allowing a Gunslinger player to craft the bullets they need as part of taking a long rest. If you want a Gunslinger player to fight tooth and nail for every single bullet they use, that's your prerogative, but we believe that managing Grit points and the Reload(X) property of firearms provides a kind of resource management that is balanced, tactical, and engaging.
Specializations
Specializations can be restricted by level and by weapon type. If a specialization is restricted by level, you must be a gunslinger of that level or higher to take that specialization. If a specialization is restricted to certain type of weapon, you must be using a weapon of that type to gain it's benefit.
In addition to the options listed here, every gunslinger can choose from Specialization options available only to their Calling. These Calling specific Specialization options are listed at the end of each Calling description.
No Level Restriction
Animal Whisperer
You can communicate with beasts through simple sounds and gestures, and they understand your meaning.
Bulletproof Vest
When you are wearing light armor, bludgeoning, piercing, and slashing damage that you take from nonmagical ranged weapons is reduced by 2.
Dazing Flurry
Restriction: Pistol
When determining the save DC for concentration checks, increase the DC by half of your proficiency modifier (rounded down) for each time the creature has been hit by a ranged weapon attack this turn.
Additionally, if you hit a creature with 3 ranged attack rolls in a single turn, they become dazed if they are not concentrating on a spell.
Deadeye
Restriction: Rifle
When making a ranged weapon attack while prone or behind half or three-quarters cover, your weapon's short and maximum range are doubled.
Exposing Shot
Restriction: Rifle
When you target a creature with a ranged weapon attack, you can spend 1 grit point to cause the creature to stumble. On a hit, the next attack roll against the creature before the start of your next turn has advantage.
Field Dressing
You can attempt to stabilize a creature as a bonus action using a Medicine (Intelligence) check. On a roll of 20, they immediately regain 1 hit point.
Grapeshot
Restriction: Shotgun
Once per turn, when you make a ranged weapon attack against a creature within short range, you can spend 2 grit to have each creature within 5 feet of the target make a Dexterity saving throw. On a failed save, a creature takes the attack's damage, or half as much on a successful save.
Hand-to-Hand Training
You are proficient in using your ranged weapons in close quarters. When you use a ranged weapon as an improvised melee weapon, it is considered a finesse weapon that you are proficient with which deals 1d4 bludgeoning damage.
If you have a bayonet attached to a ranged weapon, the weapon gains the brutal property when used as an improvised melee weapon.
Heavy Load
Restriction: Shotgun
When you hit a Medium or smaller creature with a ranged weapon attack within it's short range, the creature is pushed up to 10 feet away from you in a straight line.
Impeding Toss
Restriction: Thrown Weapon
When you make a ranged attack roll within your weapon's short range, you can expend 2 grit points to make a special pinning throw. On a hit, the attack does no damage, but instead pins the creature in place. Their movement ends immediately, and their movement speed becomes 0 until the start of your next turn.
Low Profile
You can treat half cover as three-quarter cover.
Marksman's Stance
As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
Overwatch
As an action, you designate a cone that is as long as your weapon's short range, and begin concentrating as if on a spell. Whenever a creature moves or takes an action within this area, you can make a ranged weapon attack against them using your reaction.
While concentrating on this, up to twice per round, you can spend 1 grit point to make a ranged weapon attack within the cone when a creature moves or takes an action without using your reaction.
Specializations Cont.
Pin Cushion
Restriction: Thrown Weapon
If you successfully hit a creature with 3 ranged weapon attacks in the same turn, they must succeed on a Constitution saving throw or begin bleeding.
Rugged Charm
You gain proficiency in the Animal Handling and Persuasion skills.
Sixth Sense
You gain a bonus to your Initiative rolls equal to your Intelligence modifier.
Slugs
Attacks made at long range with a weapon with the 'spread' property no longer deal reduced damage.
Strapped
You can stow your weapons at no action cost.
In addition, when you use your item interaction to equip a light ranged weapon, you can equip a second light ranged weapon at no action cost.
Tinker's Goggles
Tinkering has always kept you up at night. When wearing these goggles, you gain darkvision to a distance of 60 feet. You can't discern color, only shades of 1 color of your choosing. You are immune to the blinded condition.
Tough as Nails
When you have 0 unspent grit points, you can use your bonus action to gain temporary hit points equal to your gunslinger level. Once you have used this feature 3 times, you must finish a long rest before you can use it again.
Unassuming
You look like you belong. As long as there are creatures of similar build to you in the area, you have advantage on Stealth (Dexterity) checks; and Insight (Wisdom) checks against you have disadvantage.
Well Traveled
You have traveled long and far, learning other cultures as you do. You learn two of the following languages: dwarvish, elvish, giant, gnomish, goblin, gnoll, halfling, orcish, or undercommon.
6th Level Restriction
Adamantine Bullets
Your ranged weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Butcher
Restriction: Shotgun
As an action, you can spend a number of grit points up to your proficiency modifier and make a ranged weapon attack against a creature within 10 ft. If the attack hits, you deal an additional die of weapon damage for each grit point expended.
Clean Shot
Restriction: Rifle
As an action, you can spend a number of grit points up to your proficiency modifier and make a ranged weapon attack against an exposed target. The target must be at least 25 ft away and not behind cover, and you must not have disadvantage on the attack. If you hit, you deal an additional die of weapon damage for each grit point expended.
Covering Fire
As an action, make a ranged weapon attack against a creature within range. On a hit, one ally within 5 feet of the creature can use their reaction to move up to their movement speed without provoking an opportunity attack.
Evasive Shot
When you succeed on a Dexterity saving throw, you can use your reaction to make a single ranged weapon attack against a creature within range.
Fearless
You are immune to the frightened condition.
Filled with Lead
Restriction: Pistol
As an action, you can spend a number of grit points up to your proficiency modifier and shoot that many bullets at a target within your weapon's short range. The target must make a dexterity saving throw or take 2d6 piercing damage for each grit point expended, or half as much damage on a success.
Long Gait
Your walking speed is increased by 10 feet.
Near Miss
If you hit a creature with a ranged weapon attack, you can choose to miss instead and expend 2 grit points to have the creature make a Wisdom saving throw or become frightened for 1 minute. The creature can repeat the saving throw at the end of each of their turns, ending the condition on a success.
Specializations Cont.
6th Level Restriction
Quick Draw
Restriction: Pistol
After initiative is rolled, the first time you use your item interaction to draw a stowed weapon, you can make a single attack with it.
If you also have the 'strapped' specialization, you can use this feature with any kind of firearm.
Uncanny Tracker
If a creature you can see becomes hidden to you, you can track their location until the end of your next turn. While tracking a creature in this way, your attacks against them do not suffer disadvantage due to them being hidden, and total cover does not prevent you from targeting them. You can track a number of creatures equal to half of your Intelligence modifier (minimum of 1).
Gunslinger Callings
Gunslingers come from all walks of life. Some are young inventors, stepping out into the unknown; some are valiant warriors of justice trying to right the world's wrongs; others answer the siren's call to adventure seeking riches and glory. Whatever skills they may share, it is in their callings that gunslingers find their purpose.
Arcane Gunner
"It doesn't matter what the enemy's pieces are if you own the board."
— Eliza Weaver, half-elf arcane gunner and chess player.
Spellcasting
When you reach 3rd level, you augment your gunslinging prowess with the ability to cast spells. See chapter 10 of the PHB for the general rules of spellcasting and chapter 11 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 Arcane Gunner Spellcasting table shows how many spell slots you have to cast your wizard 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 transmutation and conjuration spells on the wizard spell list. The Spells Known column of the Arcane Gunner Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a transmutation or conjuration 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 or 2nd level.
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 it must be a conjuration or transmutation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when making an attack roll with a wizard spell. Any spell that refers to your Spell save DC uses your Grit save DC.
Spell Save DC ( your Grit Save DC )
Spell attack modifier
Arcane Gunner Spellcasting
Gunslinger Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|---|---|
1 | — | — | — | — | — | — |
2 | — | — | — | — | — | — |
3 | 2 | 3 | 2 | — | — | — |
4 | 2 | 4 | 3 | — | — | — |
5 | 2 | 4 | 3 | — | — | — |
6 | 2 | 4 | 3 | — | — | — |
7 | 2 | 5 | 4 | 2 | — | — |
8 | 2 | 6 | 4 | 2 | — | — |
9 | 2 | 6 | 4 | 2 | — | — |
10 | 3 | 7 | 4 | 3 | — | — |
11 | 3 | 8 | 4 | 3 | — | — |
12 | 3 | 8 | 4 | 3 | — | — |
13 | 3 | 9 | 4 | 3 | 2 | — |
14 | 3 | 10 | 4 | 3 | 2 | — |
15 | 3 | 10 | 4 | 3 | 2 | — |
16 | 3 | 11 | 4 | 3 | 3 | — |
17 | 3 | 11 | 4 | 3 | 3 | — |
18 | 3 | 11 | 4 | 3 | 3 | — |
19 | 3 | 12 | 4 | 3 | 3 | 1 |
20 | 3 | 13 | 4 | 3 | 3 | 1 |
Arcane Gunner Cont.
Armed
You are never truly deprived of your weapon. When you adopt this Calling at 3rd level, you learn how to magically conjure ranged weapons and ammunition. As an action, you can summon a single ranged weapon into your hands. If it uses ammunition, it is loaded.
You can conjure up to two weapons in this way. If you attempt to conjure a third, the first weapon disappears.
Endless Reload
Starting at 6th level, when you cast a spell that has a casting time of one action, your gun regains bullets equal to the level of the spell you cast, up to its maximum reload value. Alternatively, you can conjure up to two thrown weapons into your hands, or up to 4 arrows or bolts into your quiver. All items conjured in this way disappear after 1 minute.
Conjured Cover
At 10th level, you gain the ability to conjure wooden barriers on the battlefield. As a bonus action, you can expend 1 grit point to conjure a piece of wooden cover in an unoccupied space adjacent to you. The barrier grants half cover against ranged attacks to those standing behind it, and three-quarters cover against ranged attacks to those lying prone behind it.
The barrier occupies the square it is conjured in, and can be attacked and destroyed. It has an AC of 15 and 25 hit points. The cover lasts for one minute, or until you dismiss it as an action.
Bullet Time
At 15th level, you learn how to accelerate your perception of the world around you in response to sudden threats. As a reaction when you are targeted by an attack roll, you can spend 1 grit point to give all attack rolls against you Disadvantage until the end of the current turn.
Artillery
Starting at 18th level, as an action you can expend 4 grit points to conjure a stationary gun turret in an unoccupied space adjacent to you. Alternatively, you can conjure this turret in the same space as a piece of cover you have conjured. You can only have one turret conjured at a time. A turret lasts for one minute, until you dismiss it as an action, or until you spend grit to conjure a new turret.
You can concentrate on the turret as on a spell. While you do so, ammunition is continuously conjured into the waiting chamber. If concentration is lost, the turret cannot be fired again until you use an Action to regain concentration.
The turret cannot be fired while prone.
The turret has the following statblock:
Damage | Properties |
---|---|
2d12 piercing | Ammunition (range 200), loading, penetrating, siege weapon, two-handed |
Specialization Options
Unseen Squire
Restriction: unseen servant
When you cast the spell unseen servant, you can designate the unseen servant as your unseen squire. You can only have 1 unseen squire at a time, regardless of the number of unseen servants you have.
The unseen squire is identical to the unseen servant, with one notable exception: they are capable of performing more complicated tasks at your command; such as reloaded a firearm, or using a magic item. Like the unseen servant, the unsee squire cannot make attack rolls, and they cannot directly cause another creature to make a saving throw against a damaging effect.
Improved Conjuration
Restriction: Level 6
When you conjure a weapon using your 'Armed' feature, the weapon has a bonus to hit and damage rolls equal to half your proficiency modifier (rounded down, max of +3).
Bunker
Restriction: Level 16
As a bonus action, you can spend 4 grit points to conjure a protective wooden barrier in a 5 foot ring around your space. If there is an object or creature within 5 feet of you, the barrier cannot be conjured. This barrier grants half cover against ranged attacks while standing within it, or three-quarters cover against ranged attacks while prone. There is an unlocked hatch on top of the bunker that can be used to enter or exit the bunker. The bunker has an AC of 15 and 100 hit points.
Charlatan
"Fortune and glory, kid.""
— Ham Duo, human charlatan
Slippery
Beginning at 3rd level, when you use your action to take the Dodge or Disengage actions, you can make a single ranged weapon attack as a bonus action.
Additionally, when initiative is rolled and you aren't surprised, you can use your reaction to move 10 feet as part of the initiative check. Alternatively, you can spend 1 grit point and move up to your walking speed instead.
Suave
When you adopt this calling at 3rd level, you become proficient in Deception and Slight of Hand. If you are already proficient in these skills, you can gain expertise in one of them.
Goad
At 6th level, you learn how to get under your opponent's skin. As an action, you can target a number of creatures up to your Intelligence modifier (minimum of 1) within 60 feet of you, spending 1 grit point per creature. Each creature must make a Wisdom saving throw or be taunted by you for 1 minute. For the duration, a taunted creature has disadvantage on attack rolls against creatures other than you.
This effect ends early if you attack a creature not currently taunted by you, if a creature friendly to you damages the target, or casts a harmful spell on it, or if you end your turn more than 60 feet away from a target. An affected creature can repeat the saving throw at the end of each of their turns, ending the condition on a success.
Elusive
Starting at 10th level, when an attack misses you, you can move 5 feet without provoking opportunity attacks. This movement is subtracted from your available movement on your next turn.
Chicanery
Beginning at 15th level, you gain the ability to inspire confidence in your allies. As a bonus action, you and a number of creatures equal to your Intelligence modifier (minimum of 1) become immune to the frightened condition for one minute and gain temporary hit points equal to half your gunslinger level (rounded down). A creature must be able to see or hear you to gain this benefit. Once you use this feature, you must finish a long rest in order to use it again.
Play Dead
At 18th level, you learn how to fool your enemies into believing you have meet an untimely end. When you are below half of your maximum hit points and you take damage, you can use your reaction to gain resistance to the damage of the attack and pretend the blow killed you. You fall prone and make a Deception (Charisma) check with advantage contested against your opponent's Passive Insight (10 + their Wisdom modifier). On a success, they believe you were killed and will behave accordingly. If you attack a deceived creature, you have advantage on the attack roll, and all creatures who can see you are no longer deceived.
This charade does not hold up under inspection. If a creature uses their action to Investigate your body, they will discover you are still alive. Creatures that discover your deception, or witness you attack while deceived are unlikely to fall for it a second time.
Once you use this feature, you must finish a long rest before you can use it again.
Roll 3d6
Although there is no mechanical benefit to tricking your fellow players along with the enemy, it sure would be funny if you started rolling up a new character after 'dying,' wouldn't it? Just maybe don't let the cleric get themselves killed trying to save you.
Specialization Options
Tall Tales
Telling stories of your travels helps you and your companions bond. During a long rest, make a Deception (Charisma) check contested by each party member's Insight (Wisdom). On a failed Insight (Wisdom) check, they gain temporary hit points equal to your Deception modifier as their confidence grows with the reputation of their party member. On a success, they have advantage on Insight (Wisdom) checks until their next long rest.
Shoot First
Restriction: Level 6
If you are in conversation with another creature for at least 1 minute, you can make a Deception (Charisma) check against their Passive Insight (10 + their Wisdom modifier) to impose the surprised condition on them as you initiate combat.
Duck
Restriction: Level 16
You can hide as a bonus action.
Demolitionist
"My dear ol' Momma wanted me to be an artificer. Alchemy class was interesting enough, but they lacked a certain.... ambition.""
— Thel Frostbuckle, dwarven demolitionist.
Chemist
When you adopt this calling at 3rd level, you become proficient with alchemist's supplies. If you are already proficient with alchemist's supplies, you gain proficiency with one other type of artisan's tools of your choice.
Grenadier
Beginning at 3rd level, whenever you finish a long rest, you can create two bombs of your choice from the bomb table on the next page. As an action, you can throw a bomb up to 60 feet away. The bomb explodes on impact, producing the corresponding effect from the table. Bombs that require creatures to make saving throws do so against your grit save DC.
Creating a bomb requires you to have alchemist's supplies and tinker's tools on your person, and any bomb you create with this feature lasts until it is used or until the end of your next long rest.
When you reach certain levels in this class, you can make additional bombs at the end of a long rest: four at level 6, six at level 10, and eight at level 15.
Hot Potato
At 6th level, when you throw a bomb using your action, you can make one ranged weapon attack as a bonus action.
Custom Fuse
Starting at 10th level, you can specify a bomb's trigger when you use it, choosing from the following options:
Fuse | Trigger |
---|---|
Impact | Standard trigger, bomb detonates when it strikes a creature or surface. |
Proximity | The bomb detonates when any creature enters its radius or spends any amount of their movement within its radius. |
Remote | You can detonate a single bomb using your reaction if you are within 200 feet of it. |
Timer | The bomb detonates at the start of your turn after a number of rounds of your choosing, up to a maximum of 3. |
Explosive Rounds
Starting at 10th level, as an action, you can spend 2 grit points when you make a ranged weapon attack. On a hit, the target takes damage as normal and all creatures within 5 feet must make a Dexterity saving throw. On a failed save a creature takes 2d10 fire damage, or half as much on a success.
Better Reagents
Beginning at 15th level, your bomb's effective radii are doubled, and the duration of your bomb's effects are doubled.
Cocktail
At 18th level, when you create bombs during a long rest, you can choose to combine the effects of two different bomb types available to you. If you do so, that bomb counts as 2 bombs for the purposes of crafting restrictions. If both bomb effects require a saving throw of the same type, a creature only makes a single save against the effects.
Specialization Options
Grenade Launcher
You have fashioned a device capable of launching your homemade explosives to greater distances. Your bombs maximum range increases to 150 feet instead of 60. The launcher has the two-handed property.
Thundering Shot
Restriction: Level 6
As an action, you can spend 2 grit points and make a ranged weapon attack against a target within 60 feet. All creatures in a 15 foot wide line between you and the target must make a Constitution saving throw. A creature takes 2d8 thunder damage on a failed save, or half as much damage on a successful one.
After a failed save, a creature is deafened for 1 minute. They can repeat the saving throw at the end of each of their turns, ending the condition on a success.
Explosive Intimidation
Restriction: Level 11
As an action, you can spend 3 grit points and shoot an explosive round into the air. All creatures of your choice within 20 feet of you must succeed on a Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of their turns, ending the condition on a success.
Vapors
Restriction: Poisoners Kit Proficiency, Level 11
You learn how to craft bombs that create choking clouds. You gain the following bomb type:
Poison | Creates a cloud of noxious purple fumes in a 20-foot radius sphere for one minute, spreading around corners. Any creature that ends it's turn within the area must succeed on a Constitution saving throw or become poisoned for 1 minute. A moderate wind disperses the gas in 4 rounds; a strong wind disperses it in 1 round. |
Demolitionist Cont.
Bomb Crafting Table
Bomb | Level Restriction |
Effect | ||
---|---|---|---|---|
Smoke | N/A | Creates a cloud of smoke that heavily obscures the area in a 20-foot radius sphere for one minute, spreading around corners. A moderate wind disperses the smoke in 4 rounds; a strong wind disperses it in 1 round. | ||
Pepper | N/A | Creates an irritating cloud that lightly obscures the area in a 20-foot radius sphere for one minute, spreading around corners. Creatures who enter the area for the first time on a turn or start their turn there must succeed on a Constitution saving throw or be blinded for 1 round. A moderate wind disperses the cloud in 4 rounds; a strong wind disperses it in 1 round. | ||
Stink | N/A | Creates a cloud of yellow nauseating gas in a 20-foot radius sphere for one minute, spreading around corners. Creatures who enter the area for the first time on a turn or start their turn there must succeed on a Constitution saving throw or spend their action coughing on their next turn. A moderate wind disperses the cloud after 4 rounds; a strong wind disperses it in 1 round. | ||
Flash | N/A | Creates a blinding flash of light in a 30-foot radius sphere. All creatures within range must succeed on a Constitution saving throw or be blinded until the end of your next turn. | ||
Fire | Level 10 |
Creates a fiery explosion in a 20-foot radius sphere, spreading around corners. All creatures within range must succeed on a Dexterity saving throw, taking 6d6 fire damage on a failed save or half as much on a success. On a failed save, a creature continues to burn for 1 minute. At the end of each of their turns, the creature repeats the saving throw. It takes 2d6 fire damage on a failed save, and ends the effect on a success. | ||
Shrapnel | Level 10 |
Creates an explosion of flying metal in a 20-foot radius sphere. All creatures within range must make a Dexterity saving throw, taking 8d6 piercing damage on a failed save or half as much damage on a success. | ||
Freeze | N/A | Creates an explosion of freezing air and liquid in a 10-foot radius sphere, spreading around corners. All creatures within range must make a Constitution saving throw, taking 1d8 cold damage on a failed save or half as much damage on a success. On a failed save, a creature's movement speed is halved for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. |
Desperado
You are a master of gunfighting. An unbridled adaptive genius wrapped in a poncho of mystery and intrigue. There is no enemy you cannot subdue, no obstacle you cannot overcome, no outcome you cannot achieve.
Improved Critical
At 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
Adaptive
Beginning at level 6, you can choose a specialization option you do not currently have and gain its benefits as part of a long rest, provided you meet its requirements. You can only learn one additional specialization option in this way, and any specialized training is lost when you use this feature to learn another specialization option.
Specialized
At 6th level, you learn an additional specialization. When you gain a level in this class, you can switch the specialization gained from this feature with another specialization, provided you meet its requirements.
Additional Fighting Style
At 10th level you can choose a second option from the Fighting Style class feature.
Interdisciplinary Specialization
Beginning at 15th level, you can chose calling restricted specializations as if you were that calling so long as it doesn't modify or mention a feature you don't possess.
Additionally, you can pick another specialization option. When you gain a level in this class, you can switch the specialization gained from this feature with another specialization, provided you meet its requirements.
Shield of Confidence
Beginning at 18th level, as long as you have more than half of your maximum hit points, you gain temporary hit points equal to 5 + your Intelligence modifier (minimum of 1) at the start of each of your turns.
Dustpunk
The Four Rules of a Gunfight
You stop moving, you die
You stop shooting, you die
You lose control, you die
Bring a snack
~ Myla Bluebottle, halfling dustpunk
Acrobat
At 3rd level, you gain proficiency with the Acrobatics skill. If you are already proficient in this skill, you gain expertise in it instead.
First Rule
When you adopt this Calling at 3rd level, you learn to keep moving in order to make yourself harder to hit. During your turn, if you move your full movement speed or are required to make an acrobatics check as part of your movement, you gain a bonus to your AC equal to half of your proficiency modifier (rounded down). This bonus is lost if you are grappled, paralyzed, restrained, stunned, unconscious, or if you fail to move your maximum speed.
Velocity
At 6th level, your ranged weapon attacks deal additional damage equal to the AC bonus granted by your First Rule feature. This bonus is lost if the AC bonus is lost.
Second Rule
Beginning at 10th level, if you reload a completely empty firearm, you can spend 1 grit point to take the Dodge action.
Don't Forget the First Rule
At 10th level, you gain the ability to move along vertical surfaces without falling during the move. If you do so, you gain the effects of your First Rule feature.
Third Rule
Starting at 15th level, if you are hit by an attack roll, you can spend 1 grit point as a reaction to make an Acrobatics(Dexterity) check to avoid the attack. The DC of the ability check is equal to the attack roll. On a success, the attack misses, and you gain the effects of your First Rule subclass feature.
Zenpunk
Your understanding of the dynamics and flow of a fight are unparalleled, even preternatural. Beginning at 18th level, you can spend 4 grit points to enter a zen-like state of heightened awareness for up to 1 minute.
For the duration, you gain blindsight out to 20 feet; all attack rolls against you made by creatures within that radius are made at disadvantage; and all of your attack rolls against creatures within that radius are made at advantage.
Maintaining this state is only possible as long as you control the fight. It ends early if you are knocked unconscious, or if your turn ends and you haven't made as many ranged weapon attacks as you possibly can, or if you haven't been missed by an attack roll since the end of your last turn.
Specialization Options
Air Control
If you fall during your turn, instead of falling instantaneously, you can choose to fall at the end of your turn and immediately gain the effects of your First Rule feature. Any remaining movement you have at the time of the fall can be spent as desired, but only to move in the direction of the fall.
Additionally, you can use your reaction to reduce any falling damage you take by twice your proficiency modifier.
Guns Akimbo
Requirement: Level 11
When you reload a one-handed weapon, you can reload a second one-handed weapon you currently have equipped as part of the same action.
Additionally, when you make a ranged weapon attack with a one-handed weapon against a creature, you have advantage on the next ranged weapon attack using a different one-handed weapon if it is against a different creature.
Fourth Rule
Requirement: Level 16
Reprieve! When you are under the effects of your First Rule feature, if you move to break line of sight on your adversaries, you can scarf down a mouthful of rations as an action to gain temporary hit points equal to your gunslinger level. Once you use this feature, you cannot do so again until you complete a short or long rest.
Gambler
"The spin of the chamber. The roll of the dice. Risk and chance are in my bones, whether it's at the tavern or on the battlefield. I live for the thrill of the unknown... to surrender myself to the whims of Fate... until it suits me to take the reigns myself."
— Tareon Brighten, dragonborn gambler.
Arcane Gambit
Starting at 3rd level, you can infuse non-magical thrown weapons and ammunition with special magical effects.
When you complete a long rest, you can infuse up to 5 thrown weapons or pieces of ammunition with gambler magic. These infused items constitute your Hand. To infuse an item, roll a d20 for each item and consult the Arcane Gambit table on the next page to see the item's effect. These items remain infused until you complete a long rest, or the item is used.
Gambling Proficiency
At 3rd level you gain proficiency with all gaming sets.
Draw
At 6th level, you learn how to infuse a second Hand.
When you have no infused items in your Hand, you can infuse a new Hand of up to 5 items as an action. After you use this feature, you must finish a long rest before you can use it again.
When you reach certain levels in this class, you gain additional uses of this feature. You can infuse up to two additional Hands at 10th level, and up to three additional Hands at 15th level.
Stacking the Deck
Beginning at 10th level, when you roll on the Arcane Gambit table, you can roll an additional d20 and pick either effect to infuse the item with.
Ace Up Your Sleeve
Beginning at 15th level, when you finish a long rest you can infuse an item with the Joker arcane gambit. This infusion is not considered part of your Hand.
All In
You know that the biggest rewards always come with the biggest risks. Starting at 18th level, when you use a Joker arcane gambit, in addition to choosing the effect from the Arcane Gambit table, you can also choose to roll on the High Stakes table.
High Stakes
d20 | Name | Effect | ||
---|---|---|---|---|
1 | Bust | You are immediately reduced to 0 grit points | ||
2-3 | Peril | All attack rolls against you have advantage until the end of your next turn | ||
4-6 | Trouble | You have disadvantage on all attack rolls until the end of your next turn | ||
7-10 | Fair | Until the end of your next turn, you have advantage on all attack rolls and all attack rolls against you have advantage | ||
11-14 | Favor | All attack rolls against you have disadvantage until the end of your next turn | ||
15-17 | Double | You have advantage on all attack rolls until the end of your next turn | ||
18-19 | Heal | You gain temporary hit points equal to your Intelligence modifier (minimum of 1) every time you use an arcane gambit for 1 minute | ||
20 | Hit | You can choose a 2nd effect from the Arcane Gambit table, and can choose to roll on the High Stakes table again. If two arcane gambit effects would cause a target to make multiple saving throws of the same type, a creature only makes a single saving throw against the effects |
Specialization Options
Dwarven Roulette
When you are hit by an attack, you can use your reaction and spend 1 grit point to attempt to affect the attack with gambler magic. Roll 1d6. On a roll of 6, the attack misses. On a roll of 3, 4, or 5, the attack hits as normal. On a roll of 1 or 2, the attack hits, and is considered a critical hit.
Risky Shot
Restriction: Level 11
As an action, you can expend 1 grit point to attempt a difficult shot, exposing yourself to danger to do so. Roll 1d2. On a roll of 2, you critically hit. On a roll of 1, you critically miss. Regardless, the next attack roll against you before the start of your next turn has advantage.
Spin the Chamber
Restriction: Level 16
When you make a ranged weapon attack, you can attempt to infuse it with gambler magic. If the attack hits, roll 1d6. On a roll of 6, the attack is imbued with gambler magic; roll 1d20 and consult the arcane gambit table to determine it's effect. On a roll of 1, the attack critically misses.
Gambler Cont.
Arcane Gambit
d20 | Name | Effect | ||
---|---|---|---|---|
1 | Ace | When you hit a target with this gambit, the attack becomes a critical hit | ||
2-3 | Dud | When this gambit hits a point, it produces a harmless sensory effect | ||
4-5 | Jinx | When you hit a creature with this gambit, it deals an additional 1d6 necrotic damage, and the creature must make a Charisma saving throw. On a failed save, the creature has disadvantage on their next attack roll or saving throw until the start of your next turn | ||
6-7 | Chills | When you hit a target with this gambit, it deals an additional 1d6 cold damage, and the target must make a Constitution saving throw. On a failed save, the target's movement speed is halved until the start of your next turn | ||
8-9 | Zap | When you hit a target with this gambit, it deals an additional 1d6 lightning damage. The lightning arcs from the target to an adjacent target you can see within 15 feet, dealing lightning damage equal to your Intelligence modifier (minimum of 1) | ||
10-11 | Clap | When you hit a target with this gambit, it deals an additional 1d6 thunder damage, and the target must make a Strength saving throw. On a failed save, the target is pushed up to 10 feet away from you in a straight line | ||
12 | Chain | When you hit a creature with this gambit the creature must make a Strength saving throw. On a failed save, the creature is restrained by spectral chains until the start of your next turn | ||
13 | Burn | When you hit a target with this gambit, it deals an additional 1d6 fire damage. In addition, all creatures within 5 feet of the target take fire damage equal to your Intelligence modifier (minimum of 1), igniting flammable objects in the area that are not being worn or carried | ||
14 | Spook | When you hit a creature with this gambit, it deals an additional 1d6 psychic damage, and the creature must make a Wisdom saving throw. On a failed save, the creature is frightened until the start of your next turn | ||
15 | Flash | When you hit a target with this gambit, it deals an additional 1d6 radiant damage, and the target must make a Constitution saving throw. On a failed save, the target is blinded until the start of your next turn | ||
16 | Spot | When you hit a point within range with this gambit, each object in a 20 foot radius is outlined in colored sparkles. Any creature in the area must succeed on a Dexterity saving throw or be likewise affected. Affected objects and creatures shed bright light in a 10 foot radius until the start of your next turn. Attack rolls against outlined targets have advantage, and outlined targets cannot benefit from being invisible | ||
17 | Life | When you hit a point within range with this gambit, you immediately learn the number and creature type of all creatures within 30 feet of it. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt | ||
18 | Dupe | When you hit a point within range with this gambit, you create the illusion of an object, a creature, or some other visible phenomenon no larger than a 5 foot cube that lasts until the start of your next turn. It seems completely real, including sounds, smells, and temperature appropriate for the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses it's action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check. If a creature discerns the illusion for what it is, they can see through it, and its other sensory qualities become faint to them | ||
19 | Swap | When you hit a point within range with this gambit, you immediately teleport to that location. If you target a creature or an object, the target must make a Wisdom saving throw. On a failed save, the target teleports to your previous location as you teleport to its location. On a successful save, you teleport to an unoccupied space within 5 feet of it | ||
20 | Joker | When you use this gambit, you can choose its effect from the Arcane Gambit table |
Mage Hunter
There are a lot of problems you call on a wizard to solve. But when your problem is a wizard, you need a mage hunter. Intelligent and relentless, these gunslingers can make life a living hell for spellcasters that stand in their way.
Bounty
Beginning at 3rd level, as a bonus action you can spend 1 grit point to designate a creature you can see within 90 feet as your bounty. You have advantage on saving throws against spells and other magical effects from your bounty. The bounty lasts for up to one hour, or until you spend grit to designate a different bounty.
When a creature within 15 feet of you makes a saving throw against a spell or other magical effect from your bounty, you can use your reaction to give them advantage on the roll. You make this choice after you see the roll, but before the DM declares the outcome.
Magically Inclined
When you adopt this calling at 3rd level, you gain proficiency in one of the following skills: Arcana, Investigation, or Survival. If you are already proficient in these skills, you instead gain expertise in one of them.
Spell Interruption
Starting at 6th level, if you see your bounty attempting to cast a spell, you can spend 2 grit points to make a ranged weapon attack against them as a reaction. If the attack hits, the creature must succeed on a concentration check or the spell fails and is wasted.
Coven Hunter
Starting at 10th level, when you designate a new bounty you can choose a number of additional creatures up to your Intelligence modifier that are within 90 feet that you can see to be included in your bounty.
Divert
Starting at 15th level, when a creature within 15 feet of you succeeds on a saving throw against a spell or other magical effect caused by your current bounty, you redirect a portion of the wasted energy into your weapons. Your ranged weapons deal additional force damage equal to your Intelligence modifier until the end of your next turn.
Disruption
At 18th level, you learn how to craft special ammunition that can briefly inhibit a spellcaster's connection to the Weave. As an action, you can spend 4 grit points and make a single ranged weapon attack. On a hit, the creature is poisoned for 1 minute, and cannot cast spells while poisoned in this way. The creature makes a Constitution saving throw at the end of each of its turns, ending the effect early on a success.
Specialization Options
Sniffer
You always know the direction of your current bounty and how far away they are from you to the nearest mile if they are on the same plane of existence as you.
Wanted
Restriction: Level 11
You can spend 2 grit points to cast the locate creature spell. Once you have used this feature, you must finish a long rest before you can use it again.
Resolute
Restriction: Level 16
When you use your reaction to give an ally within 15 feet advantage on a saving throw using your Bounty feature, you can grant additional creatures within 15 feet of you advantage as well, spending 1 grit point for each additional creature.
Majorette
"Let's just say I'm good with my fingers. Ignore the couple that're missing"
— Klik Bangbang, kobold majorette
Trick Weapon Creator
You are practiced in the art of the trick weapon; combining melee weapons with firearms. As part of a long rest, you can combine a weapon with the reload(x) property with a melee weapon to create a trick weapon. A two-handed melee weapon can only be combined with a two-handed firearm; a one-handed melee weapon can only be combined with a one-handed firearm; and a heavy melee weapon can only be combined with a heavy firearm.
A trick weapon has two modes: melee and ranged. You can swap between these modes as a bonus action. While in ranged mode, the weapon has the properties of its ranged component except that it's long range is halved. While in melee mode, the weapon has the properties of its melee component.
You can create as many trick weapons as you wish, but if anyone besides you tries to use a trick weapon, they are unable to use it effectively. Any other creature attempting to swap a trick weapon's mode can only do so after 1 minute of effort.
Confusing Twirl
You are proficient in the use of trick weapons in combat. When you change your trick weapon's mode, you have advantage on the next attack roll you make with it until the end of your current turn.
Pop and Lock
Beginning at 6th level, when you change the mode of your trick weapon from melee to ranged, you can also make a single ranged weapon attack as part of the same action.
Point Blank
At 10th level, when you hit a creature with a trick weapon in melee mode, you can use your reaction to shoot the firearm at the moment of impact. When rolling damage, calculate the damage of your melee weapon as normal and add the weapon dice of your firearm to the total result.
Slice and Dice
At 15th level, when you change the mode of your trick weapon from ranged to melee, you can also make a single melee weapon attack as part of the same action.
Whirlwind Twirl
At 18th level, you gain the ability to change a trick weapon's mode with an item interaction.
Specialization Options
Confounding Blur
When you change a trick weapon's mode, the next attack of opportunity made against you has disadvantage until the end of the current turn.
Additionally, when you take the Disengage action, you can change a trick weapon's mode as part of the same action.
Panache
Restriction: Level 6
You learn one Fighting Style from the following list (if you already have a style, your choice must be different): Dueling, Great Weapon Fighting, Superior Technique, or Two-Weapon Fighting.
If you pick this specialization, it cannot be replaced by another specialization option.
Explosive Recoil
Restriction: Level 11
When you use your Point Blank subclass feature to fire a trick weapon while in melee mode, you can use the recoil of the weapon to move 5 feet away from the target.
Marshal
"Your tactics confuse and frighten me, sir"
— Jaun "Singe" Bett, concerned fire genasi demolitionist and subordinate
Born Leader
When you adopt this calling at 3rd level, your ability to navigate the chaos of battle heightens, allowing you to more effectively take charge. As a bonus action, you can issue an Order to one or more of your allies within 50 feet of you who can see or hear you.
You learn the following Orders:
Orders
Direct Order : You command a single ally to take one of the following actions:
- Target. You instruct an ally to attack a specific creature. If they attack the creature on their next turn, they have advantage on their first attack roll against the creature.
- Help. You instruct an ally to aid another creature within range. If they take any action to provide assistance to the indicated creature on their next turn, they have advantage on any necessary ability check.
- Move. You instruct an ally to move to a specific point or in a general direction. If they move as you directed on their next turn, attacks of opportunity against them are made with disadvantage.
Charge : You can expend 1 grit point and choose a point you can see. All non-hostile creatures within range can use their reaction to move up to half of their movement speed towards the point.
Take Cover : You can expend 1 grit point to instruct your allies to take shelter. All non-hostile creatures within range can use their reaction to move up to half of their movement speed towards a piece of cover they can see. A creature can choose to drop prone instead.
Hold : You can expend 2 grit points to help bolster your allies. For the next minute, any ally within range can choose to reduce their movement speed to 0 until the end of their turn to gain temporary hit points equal to your Intelligence modifier. This effect ends early if you move from your position.
Close Ranks : You can expend 2 grit points to instruct your allies to fight together. For the next minute, any ally within range that is adjacent to any other allied creature is treated as though they have no more than one enemy adjacent to them for the purpose of determining effects such as flanking, pack tactics, or martial superiority.
Focus Fire : You can spend 1 grit point to instruct your allies within range to prioritize a specific target. All allies who attack the designated target before the start of your next turn deal additional damage equal to your Intelligence modifier.
Leader's Resolve
Starting at 6th level, as long as you have at least one allied creature within 50 feet of you that is not incapacitated, you have advantage on saving throws against being charmed or frightened.
Efficient Communication
Starting at 10th level, when you use your bonus action to issue an Order that uses grit, you can also issue a Direct Order as part of the same bonus action.
Invigorated Leader
Beginning at 15th level, you gain temporary hit points equal to your proficiency modifier at the start of your turn if any ally followed your Orders during the previous turn.
Commander
Starting at 18th level, once per turn you can issue an Order without using your bonus action.
Specialization Options
Deputize
During a long rest, you can deputize a number of allies up to your Intelligence modifier. Whenever initiative is rolled, your deputies can choose to take your initiative value instead of their own.
In addition, you and any deputized allies can use a bonus action to swap places with any other deputized ally within 5 feet without provoking attacks of opportunity.
Hand Signals
The range at which you can effectively issue orders increases from 50 feet to sight, and can be issued without breaking stealth.
Multitasking
Restriction: 11th level
When you use a bonus action to issue an order, you can also reload an equipped weapon as part of the same bonus action.
Outlaw
You don't play by the rules; folks in your line of work that do have a nasty tendency of winding up dead. Whether your dirty deads are behind you, before you, or all around you, you're willing to do whatever it takes to make sure the one walking out of a fight dead ain't you.
Fighting Dirty
Starting at 3rd level, you are proficient with improvised weapons, and their damage die increases to 1d6. You can make an improvised weapon or unarmed attack as a bonus action.
Your unarmed attacks deal 1d4 bludgeoning, and you can use your Intelligence modifier instead of your Strength or Dexterity when making an unarmed or improvised weapon attack.
Meat Shield
Beginning at 6th level, as a reaction you can grab a creature's body when they die within 5 feet of you if the creature is Medium or Small and you have an open hand. When someone makes a ranged attack against you, it targets the body instead unless it is a critical hit.
The body has an AC of 10 and hitpoints equal to half of its original hit point maximum. When the body is reduced to 0 hit points, it has suffered too much damage to be usable and no longer protects you. While holding the body, your movement speed is reduced to 0 and you cannot benefit from any bonus to your speed.
Cheap Shot
At 10th level, when you hit a creature with an improvised weapon or unarmed attack, that creature cannot take reactions until the start of their next turn.
Meat Shield Improvement
At 15th level, you no longer suffer a penalty to your movement speed as a result of using Meat Shield.
Dust Spray
At 15th level, you can use a bonus action to expend 1 grit point to throw dust into the eyes of a Large or smaller creature who is within 5 feet of you. They must make a Dexterity saving throw or be blinded for one minute. The creature can spend an action to remove the dust and end the condition.
Throat Punch
Beginning at 18th level, you can spend 3 grit points to make an improvised weapon or unarmed attack as an action against a creature. On a hit, the creature must succeed on a Constitution saving throw or begin suffocating. During this time, the creature cannot breathe or speak, and their movement speed is halved. They remain conscious for a number of rounds equal to 1 plus their Constitution modifier (minimum 1) and can repeat the saving throw at the end of each of their turns, ending the condition on a success.
If the creature is unable to end the condition before the determined number of rounds, they immediately become unconscious, but do not drop to 0 hit points. Lesser Restoration or similar magic immediately ends the suffocation.
Specialization Options
Hogtie
As a bonus action, you can attempt to tie up a prone target using rope or chain. You must make an Athletics (Strength) check contested by the creature's Athletics (Strength) or Acrobatics (Dexterity). If you succeed, the target is restrained (escape DC equal to your grit save DC).
Savage Defense
Restriction: Level 11
If you are grappling a creature, as a reaction you can gain the effects of Meat Shield until the start of your next turn.
Groin Shot
Restriction: Level 16
When you attack a creature with an improvised weapon or unarmed attack on your turn, you can expend 2 grit points to have the creature make a Constitution saving throw or be restrained until the start of their next turn. The creature has disadvantage on the saving throw if they are a humanoid.
Powder Mage
There's a certain peace you feel in that moment between the click of the hammer and the roar of the powder. Every single grain releasing it's strength in one mighty effort, then consumed in a violent flame.
You harness the elemental forces to enhance your abilities in battle, spitting fire, frost, or whatever you need from the muzzle of your weapon.
Spellcasting
When you reach 3rd level, you augment your gunslinging prowess with the ability to cast spells. See chapter 10 of the PHB for the general rules of spellcasting and chapter 11 for the sorcerer spell list.
Cantrips. You learn three cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.
Spell Slots. The Powder Mage Spellcasting table shows how many spell slots you have to cast your sorcerer 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 sorcerer spells of your choice, two of which you must choose from the evocation and transmutation spells on the sorcerer spell list. The Spells Known column of the Powder Mage Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be an evocation or transmutation 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 or 2nd level.
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 sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be am evocation or transmutation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability. Intelligence is your spellcasting ability for your sorcerer spells, since you are using your grit to utilize your innate magic. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when making an attack roll with a wizard spell. Any spell that refers to your Spell save DC uses your Grit save DC.
Spell Save DC ( your Grit Save DC )
Spell attack modifier
Powder Mage Spellcasting
Gunslinger Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|---|---|
1 | — | — | — | — | — | — |
2 | — | — | — | — | — | — |
3 | 3 | 3 | 2 | — | — | — |
4 | 3 | 4 | 3 | — | — | — |
5 | 3 | 4 | 3 | — | — | — |
6 | 3 | 4 | 3 | — | — | — |
7 | 3 | 5 | 4 | 2 | — | — |
8 | 3 | 6 | 4 | 2 | — | — |
9 | 3 | 6 | 4 | 2 | — | — |
10 | 4 | 7 | 4 | 3 | — | — |
11 | 4 | 8 | 4 | 3 | — | — |
12 | 4 | 8 | 4 | 3 | — | — |
13 | 4 | 9 | 4 | 3 | 2 | — |
14 | 4 | 10 | 4 | 3 | 2 | — |
15 | 4 | 10 | 4 | 3 | 2 | — |
16 | 4 | 11 | 4 | 3 | 3 | — |
17 | 4 | 11 | 4 | 3 | 3 | — |
18 | 4 | 11 | 4 | 3 | 3 | — |
19 | 4 | 12 | 4 | 3 | 3 | 1 |
20 | 4 | 13 | 4 | 3 | 3 | 1 |
One in the Chamber
Starting at 3rd level, as a bonus action, you can expend 1 spell slot without casting a spell to strengthen your next attack. The next time you cast a leveled spell during the next hour, the spell is upcast by a number of spell levels equal to the level of the expended spell slot.
Firepower
Beginning at 6th level, you gain the ability to change the damage type of your ranged weapon attacks. When making a ranged weapon attack, you can choose to change the damage type to acid, cold, fire, lightning, or thunder damage.
Suppressive Fire
Starting at 10th level, your ranged weapon attacks hinder a creature's ability to withstand your spells. When you hit a creature with a ranged weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast until the end of your next turn.
Powder Mage Cont.
Potent Evocation
Starting at 15th level, when you make a ranged weapon attack that deals acid, cold, fire, lightning, or thunder damage as part of the Attack action, you add your Intelligence modifier to the damage dealt.
You also add your Intelligence modifier to the acid, cold, fire, lightning, or thunder damage dealt by any cantrip.
Blaster Caster
At 18th level, you learn how to effortlessly weave magic between shots. When you take the Attack action, you can spend 2 grit points to cast a single cantrip as a bonus action.
Specialization Options
Tracers
You gain the ability to infuse your ammunition with brilliant light. When making a ranged weapon attack, you can choose to cause the piece of ammunition to glow with bright white light. The affected ammunition has the properties of the light spell, except the duration is until the end of the current turn.
This feature cannot affect ammunition affected by your Firepower subclass feature.
Powderkeg
Restriction: Level 11
Once per turn, when you reduce a creature to 0 hit points with acid, cold, fire, lightning, or thunder damage, you can expend 2 grit points to create an explosion of the same damage type centered on that creature. All creatures within 10 feet must make a Dexterity saving throw, taking 2d8 damage of the same type on a failed save, or half as much on a successful one.
Phosphorous Rounds
Restriction: Level 16
You can cast the spell elemental weapon using a Powder Mage slot. Once you do so, you can't do so again until you finish a long rest.
Preacher
"The gods reward devotion. They do not discriminate against upbringing, nor do they disparage the simple-minded. Nay, it is often among those most lowly of folk where you find the sincerest faith.
But make no mistake, these people are my flock and I will strike the head from any foul creature which seeks to defile this congregation."
— Dram Krautur, half-orc Preacher
Spellcasting
When you reach 3rd level, you augment your gunslinging prowess with the ability to cast spells. See chapter 10 of the PHB for the general rules of spellcasting and chapter 11 for the cleric spell list.
Cantrips. You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.
Preparing and Casting Spells The Preacher Spellcasting table shows how many spell slots you have to cast your cleric 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.
You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to the half your proficiency modifier, rounded down, plus your intelligence modifier. The spells must be of a level for which you have spell slots.
For example, if you are a 7rd-level Preacher, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16 and a proficiency modifier of 3, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer, study, and meditation on spiritual scriptures: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability. Intelligence is your spellcasting ability for your cleric spells, since you are learning your spells through diligent study of your faith. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when making an attack roll with a wizard spell. Any spell that refers to your Spell save DC uses your Grit save DC.
Spell Save DC ( your Grit Save DC )
Spell attack modifier
Preacher Spellcasting
Gunslinger Level | Cantrips Known | 1st | 2nd | 3rd | 4th | Divine Die |
---|---|---|---|---|---|---|
1 | — | — | — | — | — | — |
2 | — | — | — | — | — | — |
3 | 2 | 2 | — | — | — | d4 |
4 | 2 | 3 | — | — | — | d4 |
5 | 2 | 3 | — | — | — | d4 |
6 | 2 | 3 | — | — | — | d4 |
7 | 2 | 4 | 2 | — | — | d4 |
8 | 2 | 4 | 2 | — | — | d4 |
9 | 2 | 4 | 2 | — | — | d4 |
10 | 3 | 4 | 3 | — | — | d6 |
11 | 3 | 4 | 3 | — | — | d6 |
12 | 3 | 4 | 3 | — | — | d6 |
13 | 3 | 4 | 3 | 2 | — | d6 |
14 | 3 | 4 | 3 | 2 | — | d6 |
15 | 3 | 4 | 3 | 2 | — | d8 |
16 | 3 | 4 | 3 | 3 | — | d8 |
17 | 3 | 4 | 3 | 3 | — | d8 |
18 | 3 | 4 | 3 | 3 | — | d8 |
19 | 3 | 4 | 3 | 3 | 1 | d8 |
20 | 3 | 4 | 3 | 3 | 1 | d8 |
Blessing
At 3rd level, you learn how to perform religious rites to bestow the blessing of your god. As part of a long rest, you can conduct a 10 minute ritual on a willing creature.
Choose a blessing from the list below. A blessing lasts until you take another long rest. Blessings are powered by the preacher's divine die, a d4. This die changes as shown in the Divine Die column of the Preacher Spellcasting table.
Divine Wrath
When a creature with this blessing makes an attack roll you can see, you can use your reaction and expend 1 grit point to roll your divine die and add it to the attack roll.
Divine Protection
When a creature with this blessing is targeted by an attack roll that you can see, you can use your reaction and expend 1 grit point to roll your divine die and add it to the target’s AC.
Divine Health
When a creature with this blessing would regain hit points, you can expend 1 grit point and roll your divine die and add it to the amount of hit points the target regains.
Preacher Cont.
Of the Cloth
When you adopt this Calling at 3rd level, you gain proficiency in the Religion skill. If you are already proficient, you gain expertise.
Divine Ammunition
Beginning at 6th level, once per turn when you deal damage with a ranged weapon, you can deal additional radiant damage equal to your proficiency modifier.
Blessing Improvement (1)
At 10th level, your divine die increases to a d6, and your Blessings impart greater benefits.
Improved Divine Wrath
When a creature you can see with this blessing makes an attack roll, you can use your reaction and expend 1 grit point to roll your divine die and add it to the attack roll. Alternatively, when a creature with this blessing you can see deals damage with a spell, you can roll your divine die to cause the spell to deal additional radiant damage equal to the roll.
Improved Divine Protection
When a creature with this blessing is targeted by an attack roll that you can see, you can use your reaction and expend 1 grit point to roll your divine die and add it to the target's AC. Alternatively, when a creature you can see with this blessing would make a saving throw, you can use your reaction and expend 1 grit point to roll your divine die and add it to the target's saving throw.
Improved Divine Health
When a creature with this blessing would regain hit points, you can use your reaction and expend 1 grit point to roll your divine die and add it to the amount of hit points the target regains. Alternatively, as a bonus action, you can expend 1 grit point and have the target regain hit points equal to the roll of your divine die.
Blessing Improvement (2)
At 15th level, your divine die increases to a d8.
When you would use your reaction and spend 1 grit point to use your Blessing feature, you can instead spend 2 grit points and not expend your reaction.
Conviction
As an action, you can expend 2 grit points and recite a prayer of blessing for up to one minute. While praying, all creatures within 20 feet of you are considered blessed with every divine blessing. When a creature leaves the aura, all blessings conferred upon it by this feature end. You are concentrating on this ability as though it was a spell.
Specialization Options
Master of Theology
When you make a Religion (Intelligence) check, you can spend 1 grit point to make the check with advantage. Additionally, if you take 10 minutes to pray over a religious text, you can read it even if you don't know the language it is written in.
Rite of Blessing
Restriction: Level 11
As part of a long rest, you can perform a holy ritual to bless your ammunition with holy water. 1 small bottle of holy water can impart this blessing on up to 6 pieces of ammunition. Ammunition blessed in this way deals an additional 1d6 radiant damage to undead creatures and fiends. This blessing lasts until your next long rest.
Maledictor
Lots of folk claim that fighting's in their blood. In your case, it's more literal than most.
Blood Rite
Starting at 3rd level, you can ritualistically expend your vigor to curse weapons and ammunition.
When you make an attack roll, you can attempt to inflict the target with a terrible curse. You can do this for a number of attacks equal to your Intelligence modifier (minimum of 1), after which you must reduce your current and maximum hit points by 5 for each attack you wish to curse. If the attack hits, the target suffers the effects according to the table below.
A remove curse spell ends these effects early.
Curses
Name | Effect | |
---|---|---|
Vile Atrophy | When you imbue an item with this curse, name a creature type. When this item hits a creature of that type, they must make a Wisdom saving throw or take an additional 1d8 necrotic damage from your attacks for 1 minute. A creature cannot be affected by this curse more than once | |
Belly Rot | When this item hits a creature, they must make a Constitution saving throw or be poisoned for 1 minute. A creature can repeat this saving throw at the end of each of their turns, ending the curse on a success | |
Mind Fog | When this item deals damage to a creature, they must make a Wisdom saving throw or be befuddled for 1 minute. For the duration, they must succeed on a Wisdom saving throw at the start of each of their turns or do nothing with their Action | |
Ill Fortune | When this item hits a creature, they must make a Wisdom saving throw. On a failed save, all of your attack rolls against this creature are made with advantage for 1 minute. The cursed creature can repeat the saving throw at the end of each of their turns, ending the curse on a success | |
Third Eye | When this item hits a creature, they must make a Wisdom saving throw. On a failed save, you gain the ability to know the direction of the cursed creature for 24 hours |
Life Drain
Starting at 6th level, when a hostile creature is reduced to 0 hit points within 10 feet of you, you regain a number of hit points up to your Intelligence modifier (minimum of 1).
Bloody Defense
Beginning at 10th level when you use your Uncanny Dodge class feature, you can spend 1 grit point to create a thin protective membrane of blood that lasts for 1 minute. You gain temporary hit points equal to half of the damage you took (rounding down).
Vexing
Starting at 15th level, when you attempt to inflict a curse on a creature you can spend 1 grit point to give them disadvantage on the saving throw against the effect.
Gore
Beginning at 18th level, as an action you can take up to 20 irreducible damage as rivulets of blood stream out from you like lances. Every creature within 20 feet of you must succeed on a Dexterity saving throw, or take 1d4 necrotic damage for each point of damage you sustained, or half as much damage on a success.
Specialization Options
Virulent
Whenever a creature is damaged by your blood magic, they must make saving throws against every disease or poison currently afflicting you.
Grievous Curses
Restriction: Level 11
Your curse effects last 60 times as long. Curses which previously lasted for 1 minute now persist for 1 hour, and so forth.
Transfusion
Restriction: Level 11
You can grant your bloody defense to a willing creature within 15 feet of you instead of yourself.
Thief Taker
"I'm bringing you in for questioning, son. Whether we need a priest for that conversation to happen is up to you."
— Paman "Widebrim" Nulakatake, goliath thief taker.
Catcher
When you adopt this calling at 3rd level, you acquire the specialized tools and skills to apprehend troublesome characters non-lethally.
When you make a ranged weapon attack, you can launch a grasping projectile at the target if it is within your weapon’s short range. On a hit, instead of dealing damage, the target’s speed is reduced to 0 until the end of its next turn if it is a Medium or smaller creature. On a critical hit, the target also falls prone.
If the target is a Large creature, its movement speed is reduced to half instead of 0, and the creature is not knocked prone on a critical hit.
If the target is Huge or larger, its movement speed is unaffected, and the creature is not knocked prone on a critical hit.
Enlarge/Reduce
Changes to your own size category affect this feature. If you become Small, then all size based effects shift down by one size category. Likewise, if you become Large, all size based effects shift up by one size category.
Private Investigator
At 3rd level, you gain proficiency in the Insight and Survival skills. If you are already proficient with these skills, you instead gain expertise in one of them.
Bring 'em In
Beginning at 6th level, one of your grasping projectiles is attached to you by a steel wire. As a bonus action, you can spend 1 grit point to reel in a target that is being held by your tethered projectile, pulling it a number of feet toward you up to 5 times your proficiency modifier if it is the same size category as you or smaller. If the target is a size category larger than you, or is physically unable to be moved from its place, you are instead pulled the distance toward the target.
The steel wire can be destroyed by attacking it (AC 19, damage threshold 20, 35 hit points), or by making a DC 30 Strength check. If the tether is destroyed, it snaps, returning to you and dealing damage to the creatures at either end of the wire equal to 1 point of slashing per 5 feet of wire.
Your tethered projectile automatically returns to you after it becomes detached from its target.
You can detach yourself from your tether as an item interaction, and can attach a new projectile to your tether as an action.
Shackled
Beginning at 10th level, your grasping projectiles are harder to escape from. Instead of automatically ending after one round, your grasping projectiles now restrain their targets, with an escape DC equal to your Grit Save DC. You can release a creature so restrained with an item interaction.
Jolt
At 10th level, you learn how to send a sudden shock to a creature currently restrained by your tethered projectile. As a bonus action, you can spend 4 grit points to cause the creature to make a Constitution saving throw. On a failed save, the creature takes 4d6 lightning damage and is stunned until the start of your next turn. On a successful save, the creature takes half as much lightning damage and is not stunned.
The Long Arm
Starting at 15th level, you no longer have to be within your weapon's short range to make use of your grasping projectiles.
No More Velvet Glove
By 18th Level, the threats you are dealing with often warrant harsher measures. Your grasping projectiles can now deal weapon damage as normal if you so choose.
Specialization Options
Less Lethal
You need them alive. Your ranged weapons can accept modified ammunition that deals bludgeoning damage instead of piercing. Ranged attacks made using this ammunition can be declared to be non-lethal.
If your weapon has the penetrating property, its effects are ignored when making attacks using this ammunition
Big Game Hunter
Restriction: Level 6
Your grasping projectiles function as though you were one size category larger than you are.
Anchor
Restriction: Level 11
When you are currently tethered to a creature restrained by your grasping projectile, choose any surface that you can see within a radius around the restrained creature equal to their current distance from you. As an action, you can detach yourself from the tether and fire an anchoring shot into the surface you chose. The creature is pulled up to 15 feet in a straight line towards that surface, and cannot increase its distance from it without first ending the restrained condition, destroying the steel wire, or destroying the surface.
Trick Shooter
Others that walk this life need to rely on subterfuge, magic, and gadgets to survive. But you? You don't need anything in the world 'cept your gun at your side.
Theatrics
You gain proficiency in the Performance skill. If you are already proficient in this skill, you gain expertise in it instead.
Ballistic Superiority
When you adopt this calling at 3rd level, you learn how to perform extraordinary feats of marksmanship. You learn the Aimed, Crippling, Dazing, Disarming, and Pushing Shots, as well as 1 other trick shot of your choice.
Once per turn, you can attempt a trick shot in place of a regular ranged weapon attack. Trick shots that require creatures to make saving throws do so against your grit save DC.
You learn 2 additional trick shots at 6th, 10th, and 15th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one you can learn.
Trick Shots
Aimed Shot : When you make a ranged weapon attack, you can expend 1 grit point to make the attack with advantage.
Crippling Shot : When you make a ranged weapon attack against a creature, you can take a -5 penalty on the attack roll or spend 1 grit point to attempt to cripple your target. On a hit, the creature must make a Constitution saving throw or have their movement speed reduced by half.
This effect does not stack, and lasts until the creature receives magical healing or finishes a long rest.
Dazing Shot : When you make a ranged weapon attack against a creature, you can take a -5 penalty on the attack roll or spend 1 grit point to attempt to disorient the target. On a hit, the creature must succeed on a Constitution saving throw or have disadvantage on attack rolls until the start of your next turn.
Disarming Shot : When you make a ranged weapon attack against a creature, you can take a -5 penalty on the attack roll or spend 1 grit point to attempt to disarm the target. On a hit, the creature must succeed on a Dexterity saving throw or drop 1 item of your choice they were carrying. The object lands at their feet.
Pushing Shot : When you make a ranged weapon attack against a Medium or smaller creature, you can take a -5 penalty on the attack roll or spend 1 grit point to attempt to push the target. On a hit, the creature must succeed on a Strength saving throw or be pushed up to 10 feet away from you in a straight line.
Execution Shot : As a bonus action, you can spend 1 grit point to have your ranged weapon attacks made against prone targets within 5 feet be at advantage instead of disadvantage until the end of your turn. During this turn, if such an attack hits, you can spend 1 additional grit point to turn the attack into a critical hit.
Fast Shot : As a bonus action, you can take a -5 penalty on the attack roll or spend 1 grit point to make a single ranged weapon attack.
Gut Shot : When you make a ranged weapon attack, you can expend 2 grit points to create a lingering injury. On a hit, the creature begins bleeding
Intercepting Shot : When a ranged weapon attack roll is made within range that you can see, you can spend 1 grit to attempt to shoot it out of the air with your own weapon attack.
Make a ranged weapon attack as a reaction, and compare the result with the triggering attack roll. If your roll is equal to or greater than the triggering attack, your shot strikes the other piece of ammunition mid-flight, causing it to miss.
Piercing Shot : When you make a ranged weapon attack, you can take a -5 penalty on the attack roll or spend 1 grit point to fire through multiple opponents. The creature suffers normal damage and you can make an attack roll with disadvantage against an additional target in a 15 foot long, 5 foot wide line directly behind the target.
Responding Shot : When another creature misses a ranged attack roll against you, you can use your reaction to spend 1 grit point and make one ranged weapon attack against that creature.
Ricochet Shot : When you make a ranged weapon attack against a target within short range, you may take a -5 penalty on the attack roll or spend 1 grit point to attempt to angle the shot off of a hard surface (such as stone, metal, brick, etc) to hit an additional target within short range which you may or may not have line of sight on. The first target is the origin of the secondary attack; if you cannot see the second target, the attack is made with disadvantage.
Split Shot : When you make a ranged weapon attack, you can take a -5 penalty on the attack roll or spend 1 grit point to make the attack against an additional target. Both targets must be in the same cardinal direction from you.
Tripping Shot : When you make a ranged weapon attack against a creature, you can take a -5 penalty on the attack roll or spend 1 grit point to attempt to knock the target down. On a hit, the creature must succeed on a Strength saving throw or be knocked prone.
Trick Shooter Cont.
Additional Trick Shots
At 6th level, you learn 2 additional trick shots of your choice.
Lead Puppeteer
Starting at 6th level, you gain the ability to skillfully manipulate small objects at range. If you target an unattended item weighing 6 lbs or less, make a ranged weapon attack against an AC of 15. If the object in question is not destroyed, you can move it up to 15 feet in a straight line.
Mastery
Beginning at 6th level, you can attempt to make 2 trick shots on a turn instead of 1. If you do so, you must spend grit on the second trick shot.
Two trick shot effects cannot be applied to the same ranged weapon attack.
Additional Trick Shots
At 10th level, you learn 2 additional trick shots of your choice.
Deadly Tricks
Starting at 10th level, you've learned to maximize the damage of your most impressive shots. You add your Intelligence modifier to the damage dealt by any trick shot you make.
Additional Trick Shots
At 15th level, you learn 2 additional trick shots of your choice.
Unerring
Starting at 15th level, you know how to adapt to make the best of a bad situation. When you miss an attempted trick shot, you can spend 1 grit point to pick a different trick shot that you know and reroll the attack against a different target. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1), and you regain all uses after a long rest.
Virtuoso
At 18th level, you can perform any number of trick shots on a given turn. If you do so, you must use grit points to attempt any trick shot after the first.
In addition, when you perform a trick shot which results in a critical hit, you regain 1 grit point if you used grit to attempt that shot.
Specialization Options
Fancy Shooting
You have advantage on Performance (Charisma) checks that incorporate firearms. When you or an ally near you makes an Intimidation (Charisma) check, you can make an impressive trick shot to give yourself or your ally advantage on the check.
Expanded Tricks
Restriction: Level 11
You learn 2 additional trick shots of your choice.
Signature Shot
Restriction: Level 16
Pick two trick shots that you know. You can attempt those trick shots by taking a -1 penalty on the attack roll instead of a -5 penalty.
Appendices
Appendix A: Firearms
A.1: Firearm Properties
Blackpowder: A weapon with this property is a relic of a more primative time. If this weapon becomes wet, it is unusable until you complete a short rest to completely dry it out. Furthermore, blackpowder rifles and shotguns cannot have a Reload(X) property higher than 2, and blackpowder pistols cannot have a Reload(X) property higher than 4.
Brutal: A weapon with this property inflicts the bleeding condition on an attack roll of 18, 19, or 20.
Burst(X): When you fire this weapon, you can expend up to (X) pieces of loaded ammunition as a single ranged attack roll, dealing an additional weapon die of damage for each piece expended.
Heat Intolerance: A weapon with this property doesn't perform well with repeated use. If you make a ranged weapon attack with this weapon, you have disadvantage on all ranged attack rolls with it until the end of your next turn.
Hidden: A weapon with this property is especially diminutive or otherwise easy to hide on your person. You have advantage on all checks made to conceal this weapon.
Jamming Prone 1: Your weapon jams on a critical miss, requiring you to reload to fix it.
Jamming Prone 2: Your weapon jams on a ranged attack roll of 1-5, requiring you to reload to fix it.
Maiming: A weapon with this property is designed to cause grievous wounds, if not outright death. When you roll a critical hit on an attack roll with this weapon, the target must roll with advantage on the Permanent Injury Table.
Penetrating: Ranged weapon attacks made with a weapon with this property can penetrate up to 3 feet of wood or dirt, 1 foot of stone, or an inch of metal.
Recoil: A weapon with this property is exceptionally powerful or poorly balanced. Until the end of your turn, you have disadvantage on all ranged attack rolls with this weapon after the first one.
Reload(X): A weapon with this property can be used to make a number of ranged weapon attacks equal to a value, 'X'. After making this many attack rolls, the user must spend an Action to load 'X' pieces of ammunition into the weapon in order to continue using it. You can reload a gun even if it has some or all of it's attacks remaining. You must have a free hand to reload a weapon.
Slow Firing(X): This weapon is only able to make up to (X) ranged weapon attacks per turn.
Slow Loading 1: When you take the Reload action, you can only reload up to half of the weapon's Reload(X) value (rounded down).
Slow Loading 2: When you take the Reload action, you can only reload a single piece of ammunition.
Spread: A weapon with this property sacrifices effective range for ease of use. When you make a ranged weapon attack with this weapon, regardless of weapon proficiencies, you gain a bonus to the attack roll equal to half of your proficiency modifier (rounded down, minimum of 1). When making a ranged weapon attack against a target at this weapon's long range, the target has resistance to the attack's damage.
Unsteady 1: A weapon with this property doesn't perform well while moving. You have disadvantage on ranged attack rolls with this weapon and cannot fire outside of its short range unless you reduce your movement speed by half at the start of your turn.
Unsteady 2: A weapon with this property doesn't perform well while moving. You have disadvantage on ranged attack rolls with this weapon and cannot fire outside of its short range unless you reduce your movement speed to 0 at the start of your turn.
Unsteady 3: A weapon with this property cannot be safely used without support. To properly use this weapon, you must use an action to deploy a tripod for support. While mounted in this way, moving the weapon requires a successful DC 20 Strength check. If you attempt to make a ranged attack roll without support, you must pass a Strength check to do so. The DC of the check is equal to half of the weapon's average damage. On a failed check, you take bludgeoning damage equal to the Strength check DC, and are knocked prone.
New Conditions
Some features or weapon properties reference or impose conditions which are not mentioned in the PHB. Here are their descriptions.
- Bleeding : A bleeding creature suffers damage at the start of its turn equal to its proficiency modifier.
A.2: Custom Weapon Tables
A.2.1: Custom Pistols
To create a custom pistol, begin with the base pistol stat block. Then, pick two modifiers if you are creating a simple ranged weapon, or three if you are creating a martial ranged weapon.
Base Pistol:
1d4 piercing
4 lb.
Ammunition (range 15/45), reload(3)
Tier
1
2
3
4
5
6
7
8
9
Pistol Damage:
1d4
1d6
1d8
2d4
1d10
—
—
—
—
Pistol Reload:
1
Loading
2
3
4
5
6
7
8
Pistol Range:
5/20
10/30
15/45
20/60
25/70
30/80
40/100
50/120
60/140
Modifier
Effect
Ammo
Increase the reload tier by 2 steps. You can take this modifier more than once.
Low-Ammo
Decrease the reload tier by 2 steps. You can take 2 additional modifiers.
Damage
Increase the damage tier by 1 step. You can take this modifier more than once.
Low-Damage
Decrease the damage tier by 1 step and take 2 additional modifiers. You cannot take this modifier if you have taken the 'high caliber' or 'double barrel' modifiers.
Range
Increase the range tier by 2 steps. You can take this modifier more than once.
Short-Range
Decrease the range tier by 2 steps. You can take 2 additional modifiers.
Balanced
Increase the range tier by 1 step and the reload tier by 1 step. You can take this modifier more than once.
Specialized
Decrease the range tier by 1 step and the reload tier by 1 step. You can take 2 additional modifiers.
Double-Barreled
Requires Tier 4 reload or higher. Decrease the reload tier by 2, and the range tier by 1. Gain the burst(2) property. You cannot take this modifier if you have taken the 'low-damage' modifier.
High-Caliber
TBD
Light
Gain the light property and reduce the weapon's weight by 2 lbs. You cannot take this modifier if you have taken the 'high-caliber' modifier.
Discrete
Requires the light property. Gain the hidden property, and reduce the weapon's weight by 1 lb.
Maiming
Requires Tier 3 damage or higher. Gain the maiming property.
Hollow Points
Requires Tier 3 damage or higher. Gain the brutal property.
Flintlock
Decrease the reload tier by 1 step and gain the blackpowder property. You can take an additional modifier.
Slow-Loading 1
Requires Tier 3 reload or higher. Gain the slow loading 1 property. You can take 2 additional modifiers.
Slow-Loading 2
Requires Tier 5 reload or higher and slow-loading 1. Remove the slow loading 1 property and gain the slow loading 2 property. You can take 2 additional modifiers.
Jamming Prone 1
Gain the jamming prone 1 property. You can take 2 additional modifiers.
Jamming Prone 2
Requires jamming prone 1. Remove the jamming prone 1 property and gain the jamming prone 2 property. You can take 2 additional modifiers.
Unsteady 1
Gain the unsteady 1 property and increase the reload tier by 1 step. You can take 1 additional modifier.
Unsteady 2
Requires unsteady 1. Remove the unsteady 1 property and gain the unsteady 2 property. Increase the range tier by 1 step. You can take 1 additional modifier.
Unsteady 3
Requires unsteady 2. Gain the unsteady 3 property. You can take 2 additional modifiers.
Recoil
Gain the recoil property and increase the damage tier by 1 step. You can take 1 additional modifier.
Heat-Intolerance
Gain the heat intolerance property. You can take 2 additional modifiers.
A.2.1: Custom Pistols
To create a custom pistol, begin with the base pistol stat block. Then, pick two modifiers if you are creating a simple ranged weapon, or three if you are creating a martial ranged weapon.
Base Pistol: | 1d4 piercing | 4 lb. | Ammunition (range 15/45), reload(3) |
Tier | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
---|---|---|---|---|---|---|---|---|---|
Pistol Damage: | 1d4 | 1d6 | 1d8 | 2d4 | 1d10 | — | — | — | — |
Pistol Reload: | 1 | Loading | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
Pistol Range: | 5/20 | 10/30 | 15/45 | 20/60 | 25/70 | 30/80 | 40/100 | 50/120 | 60/140 |
Modifier | Effect | |
---|---|---|
Ammo | Increase the reload tier by 2 steps. You can take this modifier more than once. | |
Low-Ammo | Decrease the reload tier by 2 steps. You can take 2 additional modifiers. | |
Damage | Increase the damage tier by 1 step. You can take this modifier more than once. | |
Low-Damage | Decrease the damage tier by 1 step and take 2 additional modifiers. You cannot take this modifier if you have taken the 'high caliber' or 'double barrel' modifiers. | |
Range | Increase the range tier by 2 steps. You can take this modifier more than once. | |
Short-Range | Decrease the range tier by 2 steps. You can take 2 additional modifiers. | |
Balanced | Increase the range tier by 1 step and the reload tier by 1 step. You can take this modifier more than once. | |
Specialized | Decrease the range tier by 1 step and the reload tier by 1 step. You can take 2 additional modifiers. | |
Double-Barreled | Requires Tier 4 reload or higher. Decrease the reload tier by 2, and the range tier by 1. Gain the burst(2) property. You cannot take this modifier if you have taken the 'low-damage' modifier. | |
High-Caliber | TBD | |
Light | Gain the light property and reduce the weapon's weight by 2 lbs. You cannot take this modifier if you have taken the 'high-caliber' modifier. | |
Discrete | Requires the light property. Gain the hidden property, and reduce the weapon's weight by 1 lb. | |
Maiming | Requires Tier 3 damage or higher. Gain the maiming property. | |
Hollow Points | Requires Tier 3 damage or higher. Gain the brutal property. | |
Flintlock | Decrease the reload tier by 1 step and gain the blackpowder property. You can take an additional modifier. | |
Slow-Loading 1 | Requires Tier 3 reload or higher. Gain the slow loading 1 property. You can take 2 additional modifiers. | |
Slow-Loading 2 | Requires Tier 5 reload or higher and slow-loading 1. Remove the slow loading 1 property and gain the slow loading 2 property. You can take 2 additional modifiers. | |
Jamming Prone 1 | Gain the jamming prone 1 property. You can take 2 additional modifiers. | |
Jamming Prone 2 | Requires jamming prone 1. Remove the jamming prone 1 property and gain the jamming prone 2 property. You can take 2 additional modifiers. | |
Unsteady 1 | Gain the unsteady 1 property and increase the reload tier by 1 step. You can take 1 additional modifier. | |
Unsteady 2 | Requires unsteady 1. Remove the unsteady 1 property and gain the unsteady 2 property. Increase the range tier by 1 step. You can take 1 additional modifier. | |
Unsteady 3 | Requires unsteady 2. Gain the unsteady 3 property. You can take 2 additional modifiers. | |
Recoil | Gain the recoil property and increase the damage tier by 1 step. You can take 1 additional modifier. | |
Heat-Intolerance | Gain the heat intolerance property. You can take 2 additional modifiers. |
A.2.2: Custom Rifles
To create a custom rifle, begin with the base rifle stat block. Then, pick two modifiers if you are creating a simple ranged weapon, or three if you are creating a martial ranged weapon.
Base Rifle
1d6 piercing
10 lb.
Ammunition (range 60/180), penetration, reload(6), two-handed
Tier
1
2
3
4
5
6
7
8
9
10
11
Rifle Damage:
1d4
1d6
1d8
2d4
1d10
1d12
2d6
—
—
—
—
Rifle Reload:
1
Loading
2
4
5
6
8
10
12
14
16
Rifle Range:
40/140
60/180
80/300
100/400
150/500
200/600
250/800
300/1000
—
—
—
Modifier
Effect
Damage
Increase the damage tier by 1 step. You can take this modifier more than once.
Low-Damage
Decrease the damage tier by 1 step. You can take 2 additional modifiers. You can take this modifier more than once.
Ammo
Increase the reload tier by 2 steps. You can take this modifier more than once.
Low-Ammo
Decrease the reload tier by 2 steps. You can take 2 additional modifiers. You can take this modifier more than once. You cannot take this modifier if you have taken the flintlock modifier.
Range
Increase the range tier by 2 steps. You can take this modifier more than once.
Low-Range
Decrease the range tier by 2 steps. You can take 2 additional modifiers. You can take this modifier more than once.
Balanced
Increase the range tier and reload tier by 1 step each. You can take this modifier more than once.
Specialized
Decrease the range tier and reload tier by 1 step each. You can take 2 additional modifiers. You can take this modifier more than once.
High-Caliber
Increase the damage tier by 1 step, decrease the reload tier by 1 step, and gain the heavy property. Increase the weapon's weight by 6 lbs. You can take 1 additional modifier.
Maiming
Requires Tier 3 damage or higher. Gain the maiming property.
Hollow Points
Requires Tier 3 damage or higher. Gain the brutal property.
Flintlock
Decrease the reload tier by 1 step and gain the blackpowder property. You can take 1 additional modifier.
Slow-Loading 1
Requires Tier 3 reload or higher. Gain the slow loading 1 property. You can take 2 additional modifiers.
Slow-Loading 2
Requires Tier 5 reload or higher and slow-loading 1. Remove the slow loading 1 property and gain the slow loading 2 property. You can take 2 additional modifiers.
Jamming Prone 1
Gain the jamming prone 1 property. You can take 2 additional modifiers.
Jamming Prone 2
Requires jamming prone 1. Remove the jamming prone 1 property and gain the jamming prone 2 property. You can take 2 additional modifiers.
Unsteady 1
Gain the unsteady 1 property and increase the reload tier by 1 step. You can take 1 additional modifier.
Unsteady 2
Requires unsteady 1. Remove the unsteady 1 property and gain the unsteady 2 property. Increase the range tier by 1 step. You can take 1 additional modifier.
Unsteady 3
Requires unsteady 2. Gain the unsteady 3 property. You can take 2 additional modifiers.
Recoil
Gain the recoil property and increase the damage tier by 1 step. You can take 1 additional modifier.
Heat-Intolerance
Gain the heat intolerance property. You can take 2 additional modifiers.
A.2.2: Custom Rifles
To create a custom rifle, begin with the base rifle stat block. Then, pick two modifiers if you are creating a simple ranged weapon, or three if you are creating a martial ranged weapon.
Base Rifle | 1d6 piercing | 10 lb. | Ammunition (range 60/180), penetration, reload(6), two-handed |
Tier | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 |
---|---|---|---|---|---|---|---|---|---|---|---|
Rifle Damage: | 1d4 | 1d6 | 1d8 | 2d4 | 1d10 | 1d12 | 2d6 | — | — | — | — |
Rifle Reload: | 1 | Loading | 2 | 4 | 5 | 6 | 8 | 10 | 12 | 14 | 16 |
Rifle Range: | 40/140 | 60/180 | 80/300 | 100/400 | 150/500 | 200/600 | 250/800 | 300/1000 | — | — | — |
Modifier | Effect | |
---|---|---|
Damage | Increase the damage tier by 1 step. You can take this modifier more than once. | |
Low-Damage | Decrease the damage tier by 1 step. You can take 2 additional modifiers. You can take this modifier more than once. | |
Ammo | Increase the reload tier by 2 steps. You can take this modifier more than once. | |
Low-Ammo | Decrease the reload tier by 2 steps. You can take 2 additional modifiers. You can take this modifier more than once. You cannot take this modifier if you have taken the flintlock modifier. | |
Range | Increase the range tier by 2 steps. You can take this modifier more than once. | |
Low-Range | Decrease the range tier by 2 steps. You can take 2 additional modifiers. You can take this modifier more than once. | |
Balanced | Increase the range tier and reload tier by 1 step each. You can take this modifier more than once. | |
Specialized | Decrease the range tier and reload tier by 1 step each. You can take 2 additional modifiers. You can take this modifier more than once. | |
High-Caliber | Increase the damage tier by 1 step, decrease the reload tier by 1 step, and gain the heavy property. Increase the weapon's weight by 6 lbs. You can take 1 additional modifier. | |
Maiming | Requires Tier 3 damage or higher. Gain the maiming property. | |
Hollow Points | Requires Tier 3 damage or higher. Gain the brutal property. | |
Flintlock | Decrease the reload tier by 1 step and gain the blackpowder property. You can take 1 additional modifier. | |
Slow-Loading 1 | Requires Tier 3 reload or higher. Gain the slow loading 1 property. You can take 2 additional modifiers. | |
Slow-Loading 2 | Requires Tier 5 reload or higher and slow-loading 1. Remove the slow loading 1 property and gain the slow loading 2 property. You can take 2 additional modifiers. | |
Jamming Prone 1 | Gain the jamming prone 1 property. You can take 2 additional modifiers. | |
Jamming Prone 2 | Requires jamming prone 1. Remove the jamming prone 1 property and gain the jamming prone 2 property. You can take 2 additional modifiers. | |
Unsteady 1 | Gain the unsteady 1 property and increase the reload tier by 1 step. You can take 1 additional modifier. | |
Unsteady 2 | Requires unsteady 1. Remove the unsteady 1 property and gain the unsteady 2 property. Increase the range tier by 1 step. You can take 1 additional modifier. | |
Unsteady 3 | Requires unsteady 2. Gain the unsteady 3 property. You can take 2 additional modifiers. | |
Recoil | Gain the recoil property and increase the damage tier by 1 step. You can take 1 additional modifier. | |
Heat-Intolerance | Gain the heat intolerance property. You can take 2 additional modifiers. |
A.2.3: Custom Shotguns
To create a custom shotgun, begin with the base shotgun stat block. Then, pick two modifiers if you are creating a simple ranged weapon, or three if you are creating a martial ranged weapon.
Base Shotgun
1d8 piercing
10 lb.
Ammunition (40/120), loading, spread, two-handed
Tier
1
2
3
4
5
6
7
8
9
10
Shotgun Damage:
1d4
1d6
1d8
2d4
1d10
1d12
2d6
—
—
—
Shotgun Reload:
1
Loading
2
3
4
5
6
Shotgun Range:
5/40
10/50
20/80
30/100
40/120
60/150
80/200
100/250
120/300
160/400
Modifier
Effect
Ammo
Increase the reload tier by 2 steps. You can take this modifier more than once.
Low-Ammo
Decrease the reload tier by 2 steps. You can take 2 additional modifiers.
Damage
Increase the damage tier by 1 step. You can take this modifier more than once.
Low-Damage
Decrease the damage tier by 1 step and take 2 additional modifiers. You cannot take this modifier if you have taken the 'high caliber' or 'double barrel' modifiers.
Range
Increase the range tier by 2 steps. You can take this modifier more than once.
Short-Range
Decrease the range tier by 2 steps. You can take 2 additional modifiers.
Balanced
Increase the range tier by 1 step and the reload tier by 1 step. You can take this modifier more than once.
Specialized
Decrease the range tier by 1 step and the reload tier by 1 step. You can take 2 additional modifiers.
Double-Barreled
Requires Tier 4 reload or higher. Decrease the reload tier by 2, and the range tier by 1. Gain the burst(2) property. You cannot take this modifier if you have taken the 'low-damage' modifier.
High-Gauge
Increase the damage tier by 1 step, decrease the reload tier by 1 step, and gain the heavy property. Increase the weapon's weight by 4 lbs. You can take 1 additional modifier.
One-Handed
Decrease the damage tier by 1 step and remove the two-handed property. Reduce the weapon's weight by 5 lbs.
Light
Requires the one-handed modifier. Gain the light property and reduce the weapon's weight by 2 lbs. You cannot take this modifier if you have taken the high-gauge modifier.
Maiming
Requires Tier 3 damage or higher. Gain the maiming property.
Bird Shot
Requires Tier 3 damage or higher. Gain the brutal property.
Flintlock
Decrease the reload tier by 1 step and gain the blackpowder property. You can take an additional modifier.
Slow-Loading 1
Requires Tier 3 reload or higher. Gain the slow loading 1 property. You can take 2 additional modifiers.
Slow-Loading 2
Requires Tier 5 reload or higher and slow-loading 1. Remove the slow loading 1 property and gain the slow loading 2 property. You can take 2 additional modifiers.
Jamming Prone 1
Gain the jamming prone 1 property. You can take 2 additional modifiers.
Jamming Prone 2
Requires jamming prone 1. Remove the jamming prone 1 property and gain the jamming prone 2 property. You can take 2 additional modifiers.
Unsteady 1
Gain the unsteady 1 property and increase the reload tier by 1 step. You can take 1 additional modifier.
Unsteady 2
Requires unsteady 1. Remove the unsteady 1 property and gain the unsteady 2 property. Increase the range tier by 1 step. You can take 1 additional modifier.
Unsteady 3
Requires unsteady 2. Gain the unsteady 3 property. You can take 2 additional modifiers.
Recoil
Gain the recoil property and increase the damage tier by 1 step. You can take 1 additional modifier.
Heat-Intolerance
Gain the heat intolerance property. You can take 2 additional modifiers.
A.2.3: Custom Shotguns
To create a custom shotgun, begin with the base shotgun stat block. Then, pick two modifiers if you are creating a simple ranged weapon, or three if you are creating a martial ranged weapon.
Base Shotgun | 1d8 piercing | 10 lb. | Ammunition (40/120), loading, spread, two-handed |
Tier | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
Shotgun Damage: | 1d4 | 1d6 | 1d8 | 2d4 | 1d10 | 1d12 | 2d6 | — | — | — |
Shotgun Reload: | 1 | Loading | 2 | 3 | 4 | 5 | 6 | |||
Shotgun Range: | 5/40 | 10/50 | 20/80 | 30/100 | 40/120 | 60/150 | 80/200 | 100/250 | 120/300 | 160/400 |
Modifier | Effect | |
---|---|---|
Ammo | Increase the reload tier by 2 steps. You can take this modifier more than once. | |
Low-Ammo | Decrease the reload tier by 2 steps. You can take 2 additional modifiers. | |
Damage | Increase the damage tier by 1 step. You can take this modifier more than once. | |
Low-Damage | Decrease the damage tier by 1 step and take 2 additional modifiers. You cannot take this modifier if you have taken the 'high caliber' or 'double barrel' modifiers. | |
Range | Increase the range tier by 2 steps. You can take this modifier more than once. | |
Short-Range | Decrease the range tier by 2 steps. You can take 2 additional modifiers. | |
Balanced | Increase the range tier by 1 step and the reload tier by 1 step. You can take this modifier more than once. | |
Specialized | Decrease the range tier by 1 step and the reload tier by 1 step. You can take 2 additional modifiers. | |
Double-Barreled | Requires Tier 4 reload or higher. Decrease the reload tier by 2, and the range tier by 1. Gain the burst(2) property. You cannot take this modifier if you have taken the 'low-damage' modifier. | |
High-Gauge | Increase the damage tier by 1 step, decrease the reload tier by 1 step, and gain the heavy property. Increase the weapon's weight by 4 lbs. You can take 1 additional modifier. | |
One-Handed | Decrease the damage tier by 1 step and remove the two-handed property. Reduce the weapon's weight by 5 lbs. | |
Light | Requires the one-handed modifier. Gain the light property and reduce the weapon's weight by 2 lbs. You cannot take this modifier if you have taken the high-gauge modifier. | |
Maiming | Requires Tier 3 damage or higher. Gain the maiming property. | |
Bird Shot | Requires Tier 3 damage or higher. Gain the brutal property. | |
Flintlock | Decrease the reload tier by 1 step and gain the blackpowder property. You can take an additional modifier. | |
Slow-Loading 1 | Requires Tier 3 reload or higher. Gain the slow loading 1 property. You can take 2 additional modifiers. | |
Slow-Loading 2 | Requires Tier 5 reload or higher and slow-loading 1. Remove the slow loading 1 property and gain the slow loading 2 property. You can take 2 additional modifiers. | |
Jamming Prone 1 | Gain the jamming prone 1 property. You can take 2 additional modifiers. | |
Jamming Prone 2 | Requires jamming prone 1. Remove the jamming prone 1 property and gain the jamming prone 2 property. You can take 2 additional modifiers. | |
Unsteady 1 | Gain the unsteady 1 property and increase the reload tier by 1 step. You can take 1 additional modifier. | |
Unsteady 2 | Requires unsteady 1. Remove the unsteady 1 property and gain the unsteady 2 property. Increase the range tier by 1 step. You can take 1 additional modifier. | |
Unsteady 3 | Requires unsteady 2. Gain the unsteady 3 property. You can take 2 additional modifiers. | |
Recoil | Gain the recoil property and increase the damage tier by 1 step. You can take 1 additional modifier. | |
Heat-Intolerance | Gain the heat intolerance property. You can take 2 additional modifiers. |
A.2.4: Custom Crossbows
To create a custom crossbow, begin with the base crossbow stat block. Then, pick two modifiers if you are creating a simple ranged weapon, or three if you are creating a martial ranged weapon.
Base Crossbow
1d8 piercing
5 lb.
Ammunition (40/180), loading, two-handed
Tier
1
2
3
4
5
6
7
8
9
10
Crossbow Damage:
1d4
1d6
1d8
2d4
1d10
1d12
2d6
2d8
2d10
—
Crossbow Reload:
1
Loading
2
3
4
5
6
8
10
12
Crossbow Range:
30/120
40/180
60/260
80/320
100/400
120/500
—
—
—
—
Modifier
Effect
Ammo
Increase the reload tier by 2 steps. You can take this modifier more than once.
Low-Ammo
Decrease the reload tier by 2 steps. You can take 2 additional modifiers.
Damage
Increase the damage tier by 1 step. You can take this modifier more than once.
Low-Damage
Decrease the damage tier by 1 step and take 2 additional modifiers. You can take this modifier more than once.
Range
Increase the range tier by 2 steps. You can take this modifier more than once.
Short-Range
Decrease the range tier by 2 steps. You can take 2 additional modifiers.
Balanced
Increase the range tier by 1 step and the reload tier by 1 step. You can take this modifier more than once.
Specialized
Decrease the range tier by 1 step and the reload tier by 1 step. You can take 2 additional modifiers.
One-Handed
Decrease the damage tier by 1 step and remove the two-handed property. Reduce the weapon's weight by 5 lbs.
Lighten
Remove the heavy property and decrease the damage tier by 1 step. You can take 1 additional modifier.
Small
Requires the one-handed modifier. Gain the light property. You cannot take this modifier if your weapon has the heavy property.
Maiming
Requires Tier 3 damage or higher. Gain the maiming property.
Brutal
Requires Tier 3 damage or higher. Gain the brutal property.
Slow-Loading 1
Requires Tier 3 reload or higher. Gain the slow loading 1 property. You can take 2 additional modifiers.
Slow-Loading 2
Requires Tier 5 reload or higher and slow-loading 1. Remove the slow loading 1 property and gain the slow loading 2 property. You can take 2 additional modifiers.
Jamming Prone 1
Gain the jamming prone 1 property. You can take 2 additional modifiers.
Jamming Prone 2
Requires jamming prone 1. Remove the jamming prone 1 property and gain the jamming prone 2 property. You can take 2 additional modifiers.
Unsteady 1
Gain the unsteady 1 property and increase the reload tier by 1 step. You can take 1 additional modifier.
Unsteady 2
Requires unsteady 1. Remove the unsteady 1 property and gain the unsteady 2 property. Increase the range tier by 1 step. You can take 1 additional modifier.
Unsteady 3
Requires unsteady 2. Gain the unsteady 3 property. You can take 2 additional modifiers.
Recoil
Gain the recoil property and increase the damage tier by 1 step. You can take 1 additional modifier.
A.2.4: Custom Crossbows
To create a custom crossbow, begin with the base crossbow stat block. Then, pick two modifiers if you are creating a simple ranged weapon, or three if you are creating a martial ranged weapon.
Base Crossbow | 1d8 piercing | 5 lb. | Ammunition (40/180), loading, two-handed |
Tier | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
Crossbow Damage: | 1d4 | 1d6 | 1d8 | 2d4 | 1d10 | 1d12 | 2d6 | 2d8 | 2d10 | — |
Crossbow Reload: | 1 | Loading | 2 | 3 | 4 | 5 | 6 | 8 | 10 | 12 |
Crossbow Range: | 30/120 | 40/180 | 60/260 | 80/320 | 100/400 | 120/500 | — | — | — | — |
Modifier | Effect | |
---|---|---|
Ammo | Increase the reload tier by 2 steps. You can take this modifier more than once. | |
Low-Ammo | Decrease the reload tier by 2 steps. You can take 2 additional modifiers. | |
Damage | Increase the damage tier by 1 step. You can take this modifier more than once. | |
Low-Damage | Decrease the damage tier by 1 step and take 2 additional modifiers. You can take this modifier more than once. | |
Range | Increase the range tier by 2 steps. You can take this modifier more than once. | |
Short-Range | Decrease the range tier by 2 steps. You can take 2 additional modifiers. | |
Balanced | Increase the range tier by 1 step and the reload tier by 1 step. You can take this modifier more than once. | |
Specialized | Decrease the range tier by 1 step and the reload tier by 1 step. You can take 2 additional modifiers. | |
One-Handed | Decrease the damage tier by 1 step and remove the two-handed property. Reduce the weapon's weight by 5 lbs. | |
Lighten | Remove the heavy property and decrease the damage tier by 1 step. You can take 1 additional modifier. | |
Small | Requires the one-handed modifier. Gain the light property. You cannot take this modifier if your weapon has the heavy property. | |
Maiming | Requires Tier 3 damage or higher. Gain the maiming property. | |
Brutal | Requires Tier 3 damage or higher. Gain the brutal property. | |
Slow-Loading 1 | Requires Tier 3 reload or higher. Gain the slow loading 1 property. You can take 2 additional modifiers. | |
Slow-Loading 2 | Requires Tier 5 reload or higher and slow-loading 1. Remove the slow loading 1 property and gain the slow loading 2 property. You can take 2 additional modifiers. | |
Jamming Prone 1 | Gain the jamming prone 1 property. You can take 2 additional modifiers. | |
Jamming Prone 2 | Requires jamming prone 1. Remove the jamming prone 1 property and gain the jamming prone 2 property. You can take 2 additional modifiers. | |
Unsteady 1 | Gain the unsteady 1 property and increase the reload tier by 1 step. You can take 1 additional modifier. | |
Unsteady 2 | Requires unsteady 1. Remove the unsteady 1 property and gain the unsteady 2 property. Increase the range tier by 1 step. You can take 1 additional modifier. | |
Unsteady 3 | Requires unsteady 2. Gain the unsteady 3 property. You can take 2 additional modifiers. | |
Recoil | Gain the recoil property and increase the damage tier by 1 step. You can take 1 additional modifier. |
A.2.5: Custom Thrown Weapons
To create a custom thrown weapon, begin with the base thrown weapon stat block. Then, pick one modifier if you are creating a simple ranged weapon, or two if you are creating a martial ranged weapon.
Base Thrown Weapon
1d4 bludgeoning/piercing/slashing
Light, thrown (20/60)
Tier
1
2
3
4
5
6
Thrown Damage:
1d4
1d6
1d8
2d4
Thrown Range:
30/120
40/180
60/260
80/320
100/400
120/500
Modifier
Effect
Heavy
If your weapon has the light property, remove it and increase the damage tier 1 step, then pick 1 additional modifier.
Damage
Increase the damage tier by 1 step. You can take this modifier more than once.
Maiming
Requires Tier 3 damage or higher. Gain the maiming property.
Brutal
Adds the brutal property.
Finesse
Adds the finesse property.
Hooked
Requires a martial thrown weapon. When this weapon hits a creature, you can make a tripping attack instead of dealing damage. The target must succeed on a Strength saving throw or be knocked prone; DC equal to 8 + your Dexterity modifier + your proficiency modifier.
Returning
Requires a martial thrown weapon. Your weapon is attached to a string or chain that you can pull back to your hand after attacking. When you use this weapon inside of its short range, you can choose to have it return to you at the end of the attack.
A.2.5: Custom Thrown Weapons
To create a custom thrown weapon, begin with the base thrown weapon stat block. Then, pick one modifier if you are creating a simple ranged weapon, or two if you are creating a martial ranged weapon.
Base Thrown Weapon | 1d4 bludgeoning/piercing/slashing | Light, thrown (20/60) |
Tier | 1 | 2 | 3 | 4 | 5 | 6 |
---|---|---|---|---|---|---|
Thrown Damage: | 1d4 | 1d6 | 1d8 | 2d4 | ||
Thrown Range: | 30/120 | 40/180 | 60/260 | 80/320 | 100/400 | 120/500 |
Modifier | Effect | |
---|---|---|
Heavy | If your weapon has the light property, remove it and increase the damage tier 1 step, then pick 1 additional modifier. | |
Damage | Increase the damage tier by 1 step. You can take this modifier more than once. | |
Maiming | Requires Tier 3 damage or higher. Gain the maiming property. | |
Brutal | Adds the brutal property. | |
Finesse | Adds the finesse property. | |
Hooked | Requires a martial thrown weapon. When this weapon hits a creature, you can make a tripping attack instead of dealing damage. The target must succeed on a Strength saving throw or be knocked prone; DC equal to 8 + your Dexterity modifier + your proficiency modifier. | |
Returning | Requires a martial thrown weapon. Your weapon is attached to a string or chain that you can pull back to your hand after attacking. When you use this weapon inside of its short range, you can choose to have it return to you at the end of the attack. |
Appendix B: Specializations Index
Adamantine Bullets pg 9
Air Control pg 17
Animal Whisperer pg 8
Bulletproof Vest pg 8
Bunker pg 12
Butcher pg 9
Chains of Avernus pg 20
Clean Shot pg 9
Confounding Blur pg 22
Covering Fire pg 9
Dazing Flurry pg 8
Deadeye pg 8
Death Sentence pg 20
Deputize pg 28
Duck pg 13
Dwarven Roulette pg 18
Evasive Shot pg 9
Expanded Tricks pg 31
Expert Binding pg 20
Explosive Intimidation pg 14
Explosive Recoil pg 22
Exposing Shot pg 8
Fancy Shooting pg 31
Fearless pg 9
Field Dressing pg 8
Filled with Lead pg 9
Fourth Rule pg 17
Grapeshot pg 8
Grenade Launcher pg 14
Groin Shot pg 23
Guns Akimbo pg 17
Hand-to-Hand Training pg 8
Hand Signals pg 28
Heavy Load pg 8
Hogtie pg 23
Impeding Toss pg 8
Improved Conjuration pg 12
Long Gait pg 9
Low Profile pg 8
Marksman's Stance pg 8
Master of Theology pg 27
Multitasking pg 28
Near Miss pg 9
Overwatch pg 8
Panache pg 22
Phosphorous Rounds pg 25
Pin Cushion pg 9
Powderkeg pg 25
Quick Draw pg 9
Resolute pg 21
Rite of Blessing pg 27
Risky Shot pg 18
Rugged Charm pg 9
Savage Defense pg 23
Shoot First pg 13
Signature Shot pg 31
Sixth Sense pg 9
Slugs pg 9
Sniffer pg 21
Spin the Chamber pg 18
Strapped pg 9
Tall Tales pg 13
Thundering Shot pg 14
Tinker's Goggles pg 9
Tough as Nails pg 9
Tracers pg 25
Transfusion pg 29
Unassuming pg 9
Uncanny Tracker pg 10
Unseen Squire pg 12
Vapors pg 14
Vexing pg 29
Virulent pg 29
Wanted pg 21
Well Traveled pg 9
Specializations By Weapon
Pistol Only
Rifle Only
Shotgun Only
Thrown Weapons Only
Impeding Toss pg 8
Pin Cushion pg 9
Appendix C: Change Log
Current Version: 2.0.0
v2.0.0 — 03/01/2023
Version Notes
The development process for the Gunslinger Version 2 has been longer and less regulated than our previous updates, and as such, we don't have the level of change detail seen in our previous, smaller, updates. It has involved many hours of playtesting, brainstorming, and the creation of an entire new class, called the Exoturge, which is featured elsewhere in this Gunpowder Compendium. We've learned a lot, we still have new and fresh ideas, and we hope you enjoy using them as much as we enjoyed making them.
We are proud to introduce several new Gunslinger subclasses! Deputize and optimize your party with the Marshal; take down your enemies from up close or afar with the Majorette; reenact your favorite John Wu or Wachowski shootout with the Dustpunk; bring 'em in alive with the Thief Taker; or follow your own unique vision of what a Gunslinger should be with unlimited customization of the Desperado.
After playtesting and feedback, we have completely overhauled the Trick Shooter Calling to give the player access to more trick shots earlier, as well as give them powerful new late-game features to enhance their already inimitable marksmanship.
We've completely overhauled the custom gun-making tables, which now allow for a much wider variety of interesting firearms while remaining balanced to the current 5e standard. We've also added tables for creating custom crossbows and custom thrown weapons (that's right, support for crossbows is back!). Who says a Gunslinger has to use a gun? Go ahead, build a Powder Mage who infuses weighted playing cards with lightning and try to convince your DM to let you play Gambit. We certainly won't stop you.
Added the following Gunslinger class features: Devastating Shots
Modified the following Gunslinger class features: Lightning Reload, Uncowed
Removed the following Gunslinger class features: Adamantine Bullets, Devastating Criticals, Evasive Shot
Added the following Gunslinger Fighting Styles: Weaver Stance
Removed the following Gunslinger Fighting Styles: Firearm Dedication
Added the following Grit class feature options: Fling
Modified the following Grit class feature options: Hit the Vitals
Added the following general specialization options: Adamantine Bullets, Animal Whisperer, Dazing Flurry, Evasive Shot, Hand-to-Hand Training, Impeding Toss, Pin Cushion, Point Shooting
Modified the following general specialization options: Butcher, Heavy Load, Strapped, Quick Draw
Removed the following general specialization options: Pistol Whip
Added the following subclasses: Desperado, Dustpunk, Majorette, Marshal, Thief Taker
Modified the following Arcane Gunner subclass features: Armed
Renamed the Arcane Gunner's 10th level subclass feature to 'Conjured Cover'
Modified the following Gambler specialization options: Spin the Chamber
Modified the following Outlaw subclass features: Dust Spray
Added the following Powder Mage specialization options: Tracers
Removed unneeded text from the Preacher's spellcasting subclass feature description.
Added the following Trick Shooter features: Mastery, Deadly Tricks, Unerring, Virtuoso
Modified the following Trick Shooter features: Theatrics, Ballistic Superiority
Removed the following Trick Shooter features: Trick Shot Master
Added the following Trick Shots: Pushing Shot, Gut Shot, Intercepting Shot
Modified the following Trick Shooter trick shots: Crippling Shot, Dazing Shot, Distracting Shot, Execution Shot, Fast Shot, Piercing Shot, Ricochet Shot, Split Shot, Tripping Shot
Added the following Trick Shooter specialization options: Expanded Tricks, Signature Shot
Removed the following Trick Shooter specialization options: Distracting Shot, Practiced Shot
Added list of firearm properties to Appendix A: Firearms
Modified the Weapon Variations tables in Appendix A.\
Appendix C: Change Log
Added the following Gunslinger class features: Devastating Shots
Modified the following Gunslinger class features: Lightning Reload, Uncowed
Removed the following Gunslinger class features: Devastating Criticals
Added the following Gunslinger Fighting Styles: Weaver Stance
Removed the following Gunslinger Fighting Styles: Firearm Dedication
Added the following Grit class feature options: Fling
Modified the following Grit class feature options: Hit the Vitals
Added the following general specialization options: Animal Whisperer, Dazing Flurry, Hand-to-Hand Training, Impeding Toss, Pin Cushion, Point Shooting
Modified the following general specialization options: Butcher, Heavy Load, Strapped, Quick Draw
Removed the following general specialization options: Pistol Whip
Added the following subclasses: Desperado, Dustpunk, Majorette, Ring Leader
Modified the following Arcane Gunner subclass features: Armed
Renamed the Arcane Gunner's 10th level subclass feature to 'Conjured Cover'
Modified the following Gambler specialization options: Spin the Chamber
Modified the following Lawman specialization options: Death Sentence
Modified the following Outlaw subclass features: Dust Spray
Added the following Powder Mage specialization options: Tracers
Removed unneeded text from the Preacher's spellcasting subclass feature description.
Added the following Trick Shooter features: Mastery, Deadly Tricks, Unerring, Virtuoso
Modified the following Trick Shooter features: Theatrics, Ballistic Superiority
Removed the following Trick Shooter features: Trick Shot Master
Added the following Trick Shots: Pushing Shot, Gut Shot, Intercepting Shot
Modified the following Trick Shooter trick shots: Crippling Shot, Dazing Shot, Distracting Shot, Execution Shot, Fast Shot, Piercing Shot, Ricochet Shot, Split Shot, Tripping Shot
Added the following Trick Shooter specialization options: Expanded Tricks, Signature Shot
Removed the following Trick Shooter specialization options: Distracting Shot, Practiced Shot
Added list of firearm properties to Appendix A: Firearms
Modified the Weapon Variations tables in Appendix A.\
v1.1.2 — 06/26/2021
Reorganized the Specialization pages so that Calling specific options are listed with their relevant Calling rather than in the main body alphabetically. Improves readability.
Adjusted spacing throughout the document.
Moved Demolitionist's bomb making table to its own page.
Modified the Charlatan's 15th level ability to include a limit on the frightened immunity.
v1.1.1 — 08/19/2020
Fixed broken internal links throughout the document.
v1.1.0 — 08/06/2020
Added the following Gunslinger Fighting Styles: Exceptional Skill, Firearm Dedication, Rifleman, Shotgunner
Removed the following Gunslinger Fighting Styles: Superior Technique
Added the following Grit class feature options: Hit the Vitals, Quick Load
Added the following class features: Unending Resolve (13th level)
Removed the following class features: Brutal Criticals (9th level)
Moved the 13th level class feature 'Predictive Shooting' to 9th level, replacing Brutal Criticals
Added the following specialization options: Filled with Lead
Modified the following specialization options: Butcher, Clean Shot
Removed the following specialization options: Barbed Bolts, Follow Through, Payload, Pinning Shot
Version Notes
Due to some great feedback and playtesting, we have implemented several significant changes in version 1.1.0.
First of all, we removed the 9th level class feature Brutal Criticals. We originally didn't think the class feature would be problematic, but it ended up causing an unintended balancing issue between the different firearm types. More on that later. We still wanted critical hits to be significant for the class, so we designed a new 13th level class feature, Unending Resolve, which allows the gunslinger to regain 1 spent grit point whenever they are low on grit and score a critical hit. The level of Predictive Shooting was already flexible to us, so it was a simple fix to switch it to level 9 and replace Brutal Criticals.
Our next big change was regarding balancing the different types firearms. A pistol-wielding gunslinger was staggeringly more powerful than a gunslinger using a rifle or a shotgun due to the Fan the Hammer ability and the specialization option 'Follow Through.' All 3 of the "auto-crit" specialization options were problematic, actually. You were pretty much forced to take at least one of the three if you wanted to have high damage output, and an option you have to take isn't much of an option. To correct this, we totally reworked all 3 specializations to grant powerful new Attack actions instead of granting conditional auto-crits. In addition to this, we added new base class features to allow a gunslinger to boost their rifle or shotgun usage via grit expenditure similar to how Fan the Hammer boosts pistols.
These changes caused us to revisit the gunslinger's available Fighting Styles. A dual-pistol-wielding gunslinger was hands down the most powerful build possible, so we added new fighting styles to encourage a wide variaty of different gunslinger builds. We also replaced the Superior Technique fighting style with the more class-appropriate Exceptional Skill fighting style.
Finally, after much deliberation, we decided to temporarily remove all class support for building a crossbow-wielding gunslinger. As of this revision, we are simply not satisfied with our attempts to balance crossbows in the context of the gunslinger class.
v1.0.1 — 07/11/2020
Corrected typo in Archery fighting style
v1.0.0 — 07/10/2020
Published