Gunslinger Class 5e

by mikitz

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The Gunslinger

Gunslinger

Gunslingers, being technologically advanced, are hyper-intelligent crafters. Some join parties not to be leaders but to have incredible influence over the battlefield, shaping entire wars with their bravado. Some are unparalleled terrors at close range, decimating foes with their unflinching resolve. While others are the model of efficiency, lying in wait and killing their targets before they knew there was any danger. Regardless of the Gunslinger's preferred method of attack. All are formidable in their own right. Don't cross one, they aren't to be taken lightly.

A Gunslinger's weapons are a reflection of them, and are their most prized possessions. Putting a combination of smithing talent with accuracy, no two are similar, as each one is engraved and crafted to the Gunslinger's advantage. As the Gunslinger grows with their party, so does the Gunslinger's knowledge of their weapons.

Creating a Gunslinger

Quick Build

You can make a gunslinger quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Second, choose the Bounty Hunter background. Third, choose for starting equipment a dagger, a handaxe, leather armor, an explorer's pack, a sandalwood, a winchester, 36 bullets, and tinker's tools.

Class Features

As a Gunslinger you gain the following class features.

Hit Points

Hit Dice: 1d8 per Gunslinger level

Hit Points at 1st Level: 8 + Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Gunslinger level after 1st

Proficiencies

Armour: light armor

Weapons: Simple weapons, martial weapons, firearms

Tools: Tinker's tools

Saving Throws: Dexterity, Intelligence

Skills: Choose two from Acrobatics, Athletics, History, Insight, Perception, Sleight of Hand, Stealth, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) 2 simple melee weapons
  • (a) leather armor or (b) hide armor
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • A sandalwood, a winchester, 36 bullets, and tinker's tools
Gunslinger Table
Level Proficiency Bonus Features
1st +2 Weapon Forging, True Gunslinger, Super Sensory Capabilities Feature
2nd +2 Trick Shots
3rd +2 Gunslinger Specialty
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Specialty Feature
7th +3 Super Sensory Capabilities Feature
8th +3 Ability Score Improvement
9th +4 Super Sensory Capabilities Feature
10th +4 Specialty Feature
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Super Sensory Capabilities Feature
14th +5 Specialty Feature
15th +5 Super Sensory Capabilities Feature
16th +5 Ability Score Improvement
17th +6 Super Sensory Capabilities Feature
18th +6 Specialty Feature
19th +6 Ability Score Improvement
20th +6 Super Sensory Capabilities Feature

Weapon Forging

Starting at 1st level, you can forge modern style firearms. See Page 3 for details.

True Gunslinger

Starting at 1st level, whenever you take the attack action with firearms, you may fire all firearms that you are currently holding as part of a single attack. This means if you are weilding 2 sandalwoods and you have Extra Attack, then you may fire 4 times. You do not require a bonus action to fire your off-hand firearm.

Super Sensory Capabilities

Through the time you've spent as a gunslinger, you've honed your senses to being capable of acts beyond that of an average creature.

1st level. You can add your proficiency bonus to your initiative.

7th level. As long as you are not Surprised, you may fire your primary-hand firearm once on Initiative count 30 in the first round of combat.

9th level. You cannot be Surprised.

13th level. You may fire both your off-hand and primary-hand firearms once on Initiative count 30 in the first round of combat.

15th level. If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

17th level. You may take an entire turn, as long as you fire all the firearms you’re currently holding, on Initiative count 30 in the first round of combat.

20th level. Once on each of your turns, you can add your Intelligence modifier to the attack roll or the damage roll of an attack you make with a firearm. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Trick Shots

Starting at 2nd level, you learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can only use one trick shot per Attack Action.

You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.

Ka. You gain a number of ka points equal to your Intelligence modifier (minimum of 1). You regain 1 expended ka point each time you roll a critical on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (GM’s discretion). You regain all expended ka points after a short or long rest.

Saving Throws. Some of your trick shots require your target to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:

Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier

These trick shots are presented in alphabetical order.

Bullying Shot. You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one grit point while making a Charisma (Intimidation) check to grant allies within 15 feet of you advantage on their next attack if the attack is made before the start of your next turn.

Dazing Shot. When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.

Deadeye Shot. When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.

Disarming Shot. When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.

Distracting Shot. When you hit a creature with a firearm attack, you can distract the creature, giving your allies an opening. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Piercing Shot. When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment.

Violent Shot. When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.

Winging Shot. When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.

Gunslinger Specialty

At 3rd level, you choose a specialty that you focus on while exercising gunslinger abilities: Desperado, Chronorado, or Psirado, all of which are detailed at the end of the class description. Your focus choice grants you features at 3rd level and then again at 6th, 10th, 14th, and 18th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. You may also take a Feat in lieu of improving 1 or 2 Ability Scores.

Extra Attack

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You gain an additional extra attack at 11th level.

Gunslinger Speciality

Desperado

As a desperado-focused gunslinger, your focus is on doing as much damage as you can. Those who adhere to this focus are diverse - hired killers, bounty hunters, and even especially-anointed priests trained to exterminate the enemies of their deities.

Deadeye

When you choose this focus at 3rd level, you gain the ability to land critical hits increases.

3rd level. You land a critical hit on a 19 or 20.

10th level. You ignore half cover and three-quarter's cover when taking the attack action with a firearm.

18th level. You land a critical hit on an 18, 19, or 20.

Empty the "Clip"

Starting at 3rd level, you can use your action, bonus action, all of your movement to empty all bullets remaining in the guns that you're currently holding. You can't use this feature again until you finish a short or long rest.

3rd level. You can fire up to half of the Reload score of a firearm at a single target.

6th level. You can fire as many bullets as the firearm has Reload score at up to two targets.

14th level. You can fire as many bullets as the firearm has Reload score at up to three targets.

Breakneck

As a time-manipulation-focused gunslinger, your focus is on moving about the battlefield without hindrance. As such, many spies, courtesans, and schemers focus on time manipulation.

CQC

When you choose this focus at 3rd level, you become more comfortable shooting at close-by targets.

3rd level. Performing a firearm attack on a target at 5 feet does not impose disadvantage.

10th level. Anytime an enemy moves within 10 feet of you, you can use your reaction to make a single firearm attack.

18th level. Performing a firearm attack on a target at 5 feet grants advantage.

Master of Time

3rd level. You can Disengage or Dash as a bonus action. In addition, when behind cover, 1/2 cover counts as 3/4 cover and 3/4 cover counts as full cover.

6th level. When calculating your AC, your Dexterity modifier is multiplied by 1.5 while rounding down. For example, at Dexterity modifier of +5 now becomes +7, a +4 becomes a +6.

14th level. Whenever you miss a shot with a firearm, you can elect to take one more shot with a firearm while still expending a bullet.

Mercurial

You are more psychically inclined than the rest of your Gungslinger brethren. As such, you gain access to certain psionic abilities. When choosing talents and disciplines, you may only choose from the Gunsglinger Psionics table on page 5. You may change these at 6th, 9th, 13th, and 17th level.

See the below table for how many talents, disciplines, and ka points you have.

Psirado Table
Level Talents Known Disciplines Known Ka Points
3rd 1 2 14
6th 1 3 22
9th 2 4 32
13th 3 5 44
17th 4 6 64

Firearms & Attachments

Firearms
Name Cost Damage Range Reload Weight Properties
Sandalwood Crafted 1d8 + Dex. mod. (30/90 ft.) 4 5 lbs Light
Winchester Crafted 2d6 + Dex. mod. (100/500 ft.) 8 10 lbs Two-handed
Scattergun* Crafted 2d6 + Dex. mod. (30/90 ft.) 2 12 lbs Two-handed
Whitworth Crafted 4d12 + Dex. mod. (200/1000 ft.) 1 25 lbs Two-handed, Heavy
Fowling** Crafted 2d8 + Dex. mod. (10/30 ft.) 2 6 lbs Light

*The Scattergun's bullets are a 15-foot cone at 30 feet. They are a 30-foot cone at 90 feet.

*The Fowling's bullets are a 10-foot cone at 10 feet. They are a 15-foot cone at 30 feet.

Attachments
Name Cost Weapon Reload Properties
Moonclip Crafted Sandalwood 4 See Reloading as a Bonus Action below
Scope Crafted Whitworth N/A Doubles normal range
Bullet Loops Crafted Winchester 8 See Reloading as a Bonus Action below
Bullet Loops Crafted Scattergun, Fowling 6 See Reloading as a Bonus Action below
Choke Crafted Scattergun N/A Doubles normal range

Crafting

Crafting
Name Crafting Time Tools DC Materials Mat. Cost
Sandalwood See below Campfire, Tinker's Tools DC 15 Mx20, Wx5 20gp, 5sp
Winchester See below Campfire, Tinker's Tools DC 16 Mx40, Wx40 40gp, 4gp
Whitworth See below Campfire, Tinker's Tools DC 20 Mx100, Wx100 100gp, 10gp
Scattergun See below Campfire, Tinker's Tools DC 18 Mx48, Wx50 48gp, 5gp
Fowling 30 minutes Tinker's Tools DC 8 Scattergun n/a
Bullets x10 30 minutes Campfire, Tinker's Tools DC 10 Mx1, GPx5 1gp, n/a
Moonclip 1 hour Campfire, Tinker's Tools DC 12 Mx5 5gp
Scope See below Campfire, Tinker's Tools DC 20 Mx25, Gx50 25gp, 250gp
Bullet Loops 2 hours Campfire, Tinker's Tools DC 10 Lx1, Mx2 5sp, 2gp
Choke 1 hour Campfire, Tinker's Tools DC 12 Mx5 5gp
Gunpowder x5 15 minutes Campfire, Tinker's Tools DC 12 Cx1, Nx1, Sx1, Wx1 3.1sp

Reloading as a Bonus Action

You must have one free hand to reload as a bonus action. This means that if you're dual wielding Sandalwoods, then you cannot reload them both as a bonus action. You must first drop one as a free item interaction, then reload the other as a bonus action. It takes a bonus action to reload one firearm assuming you have one of the below items.

Moonclip. Moonclips must be loaded prior to going into battle, therefore you may only reload your sandalwoods as a Bonus Action as many times as Moonclips you have prepared. It takes an entire Action to reload a firearm or a Moonclip.

Bullet Loops. You may only reload as a Bonus Action until bullets from the Bullet Loops have been depleted. It takes an entire Action to reload a firearm or Bullet Loops.

Crafting Difficulty Class

As an alternative to the DC, your GM may elect not to have you perform a check. Instead, they may allow you to craft whatever you want, as long as you put in the time and/or money, so ask your Game Master, please.

Materials

Material Abbreviations and Costs
Abbr. Name Cost x1
M Metal 1gp
GP Gunpowder N/A
W Water 1cp
G Glass 5gp
N Nitrates 1sp
S Sulphur 1sp
C Charcoal 1sp
L Leather 5sp

Crafting Time

Crafting time is a function of how much the final item costs, how much work you do in a day, your Intelligence modifier, and your proficiency bonus (if applicable). According to the DMG, a character can produce 5gp worth of progress per day on an item they are crafting. According to my houserule, the amount of gp one can produce in a work day is equal to Intelligence modifier plus Proficiency bonus times 5. Note that you must add the Int. mod. and Prof. bonus before multiplying by 5.

For example, if you have a Int. mod. of +3 and a Proficiency bonus of +2, then add those two together for a sum of 5. Then take that sum (which is 5) and multiply it by 5 (this figure is taken from the DMG), equalling 25. So, in 8 hours of work, you can produce 25g worth of progress on an item. This comes out to 3.125gp per hour.

So, to determine the crafting time of any of the above items that require this calculation do the following:

(1) Add your Intelligence modifier and Proficiency bonus together. [2 + 3 = 5]

(2) Multiply the sum of (1) by 5. [5 * 5 = 25]

(3) Multiply the materials' cost by 10. Crafting a Sandalwood [20gp 5sp * 10 = 205gp]

(4) Then, divide the product of (3) by the product of (2). [205 / 25 = 8.2 days]

(5) After that, take the result of (5) and multiply it by 8. [8.2 * 8 = 65.6]

(6) Finally, round the result of (5) up to the nearest whole number. [65.6 rounds to 66 hours]

The result of (6) is how many hours it will take you to craft that specific item.

Specialty Ammunition Crafting
Name Crafting Time Tools DC Materials Mat. Cost
Silvered x5 1 hour Campfire, Tinker's Tools DC 12 Mx2, GPx10, SIx5 2gp, n/a
Piercer x5 1 hour Campfire, Tinker's Tools DC 12 Mx5, GPx10 2gp, n/a
Deafening x5 1 hour Campfire, Tinker's Tools DC 15 Mx2, GPx20 2gp, n/a
Blinding x5 1 hour Campfire, Tinker's Tools DC 15 Mx2, GPx20 2gp, n/a
Fire x5 1 hour Campfire, Tinker's Tools DC 12 Mx2, GPx10, Fire 2gp, n/a, n/a
Cold x5 1 hour Campfire, Tinker's Tools DC 12 Mx2, GPx10, Cold 2gp, n/a, n/a
Acid x5 1 hour Campfire, Tinker's Tools DC 12 Mx2, GPx10, Acid 2gp, n/a, n/a
Poison x5 1 hour Campfire, Tinker's Tools DC 16 Mx10, GPx10 10gp, n/a
Thunderclap x5 1 hour Campfire, Tinker's Tools DC 12 Mx2, GPx10, Thunder 2gp, n/a, n/a
Lightning x5 1 hour Campfire, Tinker's Tools DC 12 Mx2, GPx10, Lightning 2gp, n/a, n/a
Holy x5 1 hour Campfire, Tinker's Tools DC 12 Mx2, GPx10, Radiant 2gp, n/a, n/a
Unholy x5 1 hour Campfire, Tinker's Tools DC 12 Mx2, GPx10, Necrotic 2gp, n/a, n/a
Gunpowder x5 15 minutes Campfire, Tinker's Tools DC 12 Cx1, Nx1, Sx1, Wx1 3.1sp
Specialty Ammunition Description
Name Damage Type Effect Save
Silvered x5 piercing silvered bullets n/a
Piercer x5 piercing bullet may perforate target and continue on n/a
Deafening x5 bludgeoning target may become deafened for 1 round Trick Shot save DC Con. save
Blinding x5 bludgeoning target may become blinded for 1 round Trick Shot save DC Con. save
Fire x5 piercing bullet does fire damage, not piercing n/a
Cold x5 piercing bullet does cold damage, not piercing n/a
Poison x5 piercing bullet can carry a single dose of poison See specific poison's save
Thunderclap x5 piercing bullet does thunder damage, not piercing n/a
Lightning x5 piercing bullet does lightning damage, not piercing n/a
Holy x5 piercing bullet does radiant damage, not piercing n/a
Unholy x5 piercing bullet does necrotic damage, not piercing n/a

Crafting Specialty Ammunition

To craft specialty ammunition, you simply need the materials like any other item you forge. However, if there is a damage type listed in the Materials column, then you also need a 1st-level spell or higher with that damage type to be cast while you're forging the bullets. This requires no check to be made by the spellcaster. They must merely be present and willing to cast it at the right time.

Materials

Material Abbreviations and Costs
Abbr. Name Cost x1
M Metal 1gp
GP Gunpowder N/A
W Water 1cp
N Nitrates 1sp
S Sulphur 1sp
C Charcoal 1sp
SI Silver 5sp

Gathering Materials

In general, there are two ways a player can gather materials. Purchasing them or searching for them. The following is only for searching for materials. See the above tables for purchasing materials. When searching for materials, the player may choose to use Perception or Investigation. Then, they state which material they are searching for (Investigation) or hoping to find (Perception). Perception is used when they aren't actively looking, but merely stumble upon them — to be used when they haven't the time to actively search. Investigation is to be used when the player has 1 hour available to spend to search for materials.

Wood & Metal

Perception-based Gathering
DC Material NdX
5 N/A N/A
10 N/A N/A
15 Player-specified 1d4
20 Player-specified 1d6
25 Player-specified 1d8
30 Player-specified 1d10
Investigation-based Gathering
DC Material NdX
5 Player-specified 1d4 + Int. mod.
10 Player-specified 1d6 + Int. mod.
15 Player-specified 1d8 + Int. mod.
20 Player-specified 1d10 + Int. mod.
25 Player-specified 1d12 + Int. mod.
30 Player-specified 2d10 + Int. mod.

Wood and Metal may be gathered through actively searching for 1 hour (Investigation), or through running into it randomly (Perception).

Leather

Creature Size and Leather Provided
Creature Size Amount of Leather
Fine 1d4 + Int. mod.
Diminutive 2d4 + Int. mod.
Tiny 3d4 + Int. mod.
Small 4d4 + Int. mod.
Medium 5d4 + Int. mod.
Large 6d4 + Int. mod.
Huge 7d4 + Int. mod.
Gargantuan 8d4 + Int. mod.
Colossal 10d4 + Int. mod.

Leather can only be gathered by butchering beasts.

Sulphur, Nitrates, & Charcoal

Investigation-based Gathering
DC Material NdX
15 Player Specified 1d4 + Int. mod.
20 Player Specified 1d6 + Int. mod.
25 Player Specified 1d8 + Int. mod.
30 Player Specified 1d10 + Int. mod.

Sulphur, Nitrates, & Charcoal may only be found by actively searching for 1 hour (Investigation).

Gunslinger Psionics

Gunslinger Psionics
Name Type
Blade Meld Talent
Blind Spot Talent
Delusion Talent
Light Step Talent
Mind Meld Talent
Mystic Charm Talent
Mystic Hand Talent
Mastery of Light and Darkness Discipline
Mastery of Force Discipline
Aura Sight Discipline
Intellect Fortress Discipline
Precognition Discipline
Psychic Disruption Discipline
Psychic Inquisition Discipline
Psychic Phantoms Discipline
Telepathic Contact Discipline
 

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