Contents
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3Introduction
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4Creating a Gunslinger
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4Class Features
- 4Gunslinger Table
- 4Hit Points
- 4Proficiencies
- 4Equipment
- 5Deadeye
- 5Fast Hands
- 5Gunsmithing
- 5Gunslinger Frontier
- 5Ability Score Improvement
- 5Extra Attack
- 5Quick Draw
- 5Gunslinger's Intuition
- 5Forced Critical
- 6Major Upgrades
- 6Grit
- 6Live by the Gun
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6Gunslinger Frontier: Commando
- 6Guerilla Tactics
- 6Frontier Upgrade: Smoke Screen
- 7Going Commando
- 7Predator
- 7First Blood
- 7Shock and Awe
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7Gunslinger Frontier: Peacekeeper
- 7Deputize
- 7Frontier Upgrade: Suppressing Shot
- 8Glad Hand
- 8Rallying Criticals
- 8Posse
- 8United We Stand
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8Gunslinger Frontier: Stalker
- 8Curiosities
- 9Frontier Upgrade: Overload
- 9Roadside Picnic
- 9Field Strip
- 9Black Marketeer
- 9Wishmaker
- 10Alternate Feature: Anomaly
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10Stalker Curiosities
- 10Aetheric Counter
- 10Black Eyes
- 10Blinking Compass
- 10Empty Vessel
- 11Ghost Blood
- 11Still Heart
- 11Shifting Cube
- 11Stone Sponge
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11Gunsmithing Upgrades
- 11Akimbo
- 12Barrage
- 12Bayonet
- 12Dead Chamber
- 12Double Barrel
- 12Entrenched Sights
- 12Extended Magazine
- 12Flare Gun
- 12Grapple Gun
- 12Grease Gun
- 13Heavy Caliber
- 13Integrated Vacuum
- 13Lockbreaker
- 13Net Shot
- 13Precision Shot
- 13Shielded
- 13Sidehammers
- 13Unusual Design
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14New Feat: Gunsmithing Adept
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14Firearms
- 14Proficiency
- 14Firearm Properties
- 14Optional Rule: Ammunition Die
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15Firearms Table
- 15Firearm Ammunition
- 15Optional Rule: Additional Firearm Rules
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16Art Credits
- 16Links to Art Pages and Image Links
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17Credits
- 17Additional Notes
The Gunslinger
A drow fiddles with her janky rifle, unjamming a fleshy tendril of illithid flesh that spattered her weapon. With a grimace, she begins to work, fastening the rubbery hide onto her barrel with a piece of twine. A dragonborn sheriff calls out to the paladin, as an undead abomination reaches out towards his friend with a blood curdling screech. In the blink of an eye, the sheriff forces the creature back with a shot, before giving knowing nod to the paladin. As the creature flinches, the paladin follows up with a smiting blow. A minotaur covered in mud splashes through a bog alongside her allies. As she raises her fist, they halt, as the party notices a small group of bandits with cages filled with townsfolk. With a gout of smoke and a hail of fire, the bandits scramble as the minotaur emerges, diving between trees and unloading a torrent of gunfire from her modified repeater.
Gunslingers are quick with their wits and faster with their hands. Coupled with their personalized firearms, a gunslinger is a force to be reckoned with. Whether they are an expert marksman or a dual-wielding pistolero, a gunslinger can force grazing shots to become a fatal wounds and utilize special upgrades to their firearms to quickly turn the tide of an ensuing battle. Though their way of life often gets them into trouble, a gunslinger is more than prepared to handle it alongside their fellow adventurers.
On the Frontier
To be a gunslinger is to be a pioneer; a pusher of boundaries and an overcomer of challenges. Whether they be a no good outlaw on the run for life or a stalwart bulwark against the evils beyond, each gunslinger treads a road few have gone before. They're survivors, living in or moving to the harshest frontiers on the edges of society in the hopes of becoming a legend, or in the hopes of adding a fistful of coins to their coffers. Unlike a traditional fighter or a ranger roaming the edges of civilization, a gunslinger differs most in that they are innovators. With a bit of know-how and elbow grease, gunslingers utilize upgrades to modify their deadly weapon of choice into a well-oiled machine as adaptable and as capable as they are.
Rebels and Pioneers
As firearms become more commonplace, gunslingers are beginning to become more common as adventurers. Though to a gunslinger, the simple act of picking up a gun doesn't make you a gunslinger. The firearm of many gunslingers is extension of their personality and their struggles, reflected through their unique upgrades which differ from each of the frontiers they walk. A gunslinger is often defined by their individuality, often meaning that no two gunslinger's firearms resemble one another aside from their ability to shoot. Just as they are pioneers on the frontier of weapons technology, they are pioneers on the frontiers of the lands they are typically born from or set out to.
Creating a Gunslinger
When creating a Gunslinger consider what drove your character to become one in the first place. Were you once a knight driven to gunfighting for your lord when firearms became more common? Was your firearm a family heirloom, or a device you created all on your own? Does your gunfighting have a cause or purpose or do you just do it for money or fame? Consider how your skills as a gunslinger might have affected you as you lived your life. Perhaps you are haunted by a mysterious past, filled with grief, debt, or revenge. Or perhaps, you hope to show the world the true potential of your firearm, ushering the world into the next era.
As a gunslinger, remember that you are no mere commoner wielding a gun. Treat your firearms as extensions of your gunslinger character, adding as much flair in your firearm's descriptions as you would describe the gunslinger itself.
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 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Gunslinger level after 1st
Proficiencies
- Armor: Light, medium
- Weapons: Simple weapons, martial firearms
- Tools: Tinker's tools, one type of gaming set
- Saving Throws: Dexterity, Wisdom
- Skills: Choose two from Animal Handling, Athletics, Intimidation, Perception, Persuasion, Sleight of Hand, Stealth, Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- A leather coat
- (a) scale mail or (b) leather armor
- A dagger and (a) two revolvers and 20 rounds or (b) one hand cannon and 10 cartridges
- Any non heavy two-handed firearm with (a) 20 rounds or (b) 10 shells or (c) 10 cartridges.
- Tinker's Tools
- (a) an explorer’s pack or (b) a dungeoneer's pack
Gunslingers and Technology
Playing as a gunslinger invites a ton of questions about the level of technology in the world you are playing in. While some DM's welcome this readily in their fantasy, be sure to talk to your DM about the technology in the world you are playing in to see if this class is a right fit for the group. Consider also reflavoring these firearms as advancements in crossbow design if it is more fitting for the world.
The Gunslinger
Level | Proficiency Bonus | Features | Gunsmith Upgrades |
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1st | +2 | Deadeye, Fast Hands | — |
2nd | +2 | Gunsmithing | 2 |
3rd | +2 | Gunslinger Frontier | 2 |
4th | +2 | Ability Score Improvement | 3 |
5th | +3 | Extra Attack, Quick Draw | 3 |
6th | +3 | Gunslinger's Intuition | 3 |
7th | +3 | Gunslinger Frontier Feature | 4 |
8th | +3 | Ability Score Improvement | 4 |
9th | +4 | Forced Critical (1 use) | 5 |
10th | +4 | Gunslinger Frontier Feature | 5 |
11th | +4 | Major Upgrades (2) | 5 |
12th | +4 | Ability Score Improvement | 6 |
13th | +5 | Forced Critical (2 uses) | 6 |
14th | +5 | Grit | 6 |
15th | +5 | Gunslinger Frontier Feature | 7 |
16th | +5 | Ability Score Improvement | 7 |
17th | +6 | Forced Critical (3 uses) | 7 |
18th | +6 | Gunslinger Frontier Feature | 8 |
19th | +6 | Ability Score Improvement | 8 |
20th | +6 | Live by the Gun | 8 |
Deadeye
Starting at first level, whether by luck or mounting pressure, each shot you make brings you closer to a fatal attack. Your ranged weapon attacks made with a firearm have a reduced critical threshold for each of its spent shots, reducing the roll necessary for a critical hit by 1 per shot up to a maximum of a critical hit scored on a roll of 15-20.
When a shot is reloaded or if you score a critical hit with this firearm, this threshold is reset until all of this firearm's shots are reloaded.
Fast Hands
Also at first level, when a firearm you are holding has all of its shots expended or if you scored a critical hit on an attack made with it, you can choose to immediately reload all of your firearm's shots as a bonus action.
You can use this feature an amount of times equal to your Dexterity modifier + 1. You regain all of this feature's uses when you finish a short or long rest.
Gunsmithing
By 2nd level, you learn to efficiently craft firearms and firearm ammunition, and can do so at half the cost. In addition, you gain the ability to customize your firearms through personally made upgrades.
Upgrading Firearms
Whenever you finish a long rest, you can touch a firearm with Tinker's Tools and attach, remove, or replace upgrades from this firearm as well as any of your other firearms. The Gunsmith Upgrades column of the Gunslinger table shows the total number of upgrades you can attach on your firearms at each level from the list of Gunsmith Upgrades.
A single firearm can have an amount of upgrades attached to it equal to half of the total amount of upgrades you can attach at your gunslinger level (rounded down). If any of your upgraded firearms are not in your possession when you begin a long rest, the upgrades fall apart from a lack of maintenance. These upgrades no longer count towards your upgrade limit and cease to function. If an upgrade has uses or can only be used once before requiring a short or long rest, these uses are shared between all of your firearms that have this upgrade.
Saving Throws. Some of these upgrades require your targets to make a saving throw to resist the effect. The saving throw DC is calculated as follows:
Gunslinger Upgrade save DC = 8 + your proficiency bonus + your Wisdom modifier
Upgrade Prerequisites
Some upgrades have a prerequisite, you or the firearm you are upgrading in some cases must meet that prerequisite in order to benefit from the upgrade. If an upgrade requires an action or bonus action to use, it will only take effect while you are holding the firearm and are capable of making attacks with it unless the upgrade states otherwise. If an upgrade forces you to expend additional shots, you must expend these additional shots or the upgrade's listed benefits do not take effect.
If you attempt to attach multiple upgrades of the same kind onto a firearm, only the first of these upgrades provide their listed benefits.
Multiple Firearms and Sharing Upgrades
You can upgrade multiple firearms, but must not exceed your maximum amount of upgrades across all of your upgraded firearms. For example; if you have the ability to attach two upgrades to your firearms, you can attach one of your upgrades to a firearm, and one upgrade to another firearm. Any firearms you have upgraded do not provide any of the upgrades listed benefits if a creature other than yourself uses the firearm.
Gunslinger Frontier
By the time you reach 3rd level, you have begun your journey to trailblaze a frontier, building off an old creed of gunslingers or forging an entirely new one. Each frontier adopts a different kind of gunslinger, and is an embodiment of their virtues and gunfighting ability. Choose Commando, Peacekeeper, or Stalker all detailed at the end of the class description. The frontier you choose grants you features at 3rd level and again at 7th, 10th, 15th, 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.
Extra Attack
Starting at 5th level, you can attack twice, instead of once when you take the Attack action on your turn.
Quick Draw
Also at 5th level, when you take the Attack action on your turn, you can choose to stow one of your firearms and draw another to use for each of your attacks.
Gunslinger's Intuition
At 6th level, you can add your Wisdom modifier to your initiative rolls. In addition, when you roll for initiative, you can choose to draw one of your firearms and immediately move up to half of your speed.
Forced Critical
Beginning at 9th level, you can force even glancing shots to become lethal. When you hit a creature with a firearm attack, you can force that attack to become a critical hit instead. You can use this feature once before requiring a short or long rest to do so again. In addition, when you score a critical hit with a firearm attack, you can roll one additional weapon damage die when determining the attack's extra damage.
You gain an additional use of this feature at 13th level, and a third use at 17th level. Your additional damage die increases by one for each of these levels for a total of three at 17th level.
Major Upgrades
By 11th level, your mastery over gunsmithing allows you further tune your upgrades. When you attach an upgrade to a firearm, you can choose to turn that upgrade into a major upgrade instead. Major upgrades gain additional benefits as listed in the gunsmith upgrade list. You can have two major upgrades when you gain this feature, which increases to three at 15th level, and four at 18th level.
Grit
At 14th level, you gain proficiency with Constitution saving throws.
Live by the Gun
At 20th level, when you score a critical hit with a firearm attack against a creature with 50 or fewer hit points, it dies.
Commando
Hyper lethal vectors and guerilla fighters, commandos are deadly gunslingers who have mastered the art of shock tactics. Gunslingers who trailblaze this frontier are often used by militaries as raiders and guerilla soldiers, battling in urban combat amid towns and dungeons. In order to combat threats in such confined areas, commandos specialize in hit and run combats with small units consisting of a handful of allies, not too dissimilar from the average adventuring party. While commandos often work with other commandos, most have already lost their unit by the time they decided to take up adventuring themselves.
Commandos are well known for their tactics, and each has a special upgrade they can attach to their firearms allowing them to fire gouts of smoke alongside their shots to create an advantageous position in the midst of battle. Using this upgrade, they can attack an entire squadron of foes at once before disappearing amid their own hail of smoke and gunfire. Due to their rigorous training, gunslingers who follow this frontier learn to blend into an environment quickly, allowing them to reposition themselves at a rapid rate during a deadly ambush.
Guerilla Tactics
When you choose to walk this frontier at 3rd level, you have learned to use your surroundings as a weapon against your foes. You gain proficiency in the Stealth skill if you did not already have it. In addition, you can hide as a bonus action, and while you are in a heavily obscured area, your attacks no longer have disadvantage in this area and you can perceive creatures outside of it as if they were lightly obscured instead.
Frontier Upgrade: Smoke Screen
Also at 3rd level, you can attach the Smoke Screen upgrade onto all of your upgraded firearms. This upgrade can be removed and attached later to another firearm, but it cannot be replaced with another upgrade and does not count towards the total number of upgrades you can attach onto your firearms.
Smoke Screen
As a bonus action, you can expend one of your firearm's shots to fire a cloud of smoke from your firearm to a point you can see within 60ft. of you.
This cloud expands from this point to fill a 15-foot radius sphere, spreading around corners. The smoke remains for 1 minute, during which time this area is considered to be heavily obscured, though this effect ends early if a strong wind disperses the smoke. You can use this upgrade an amount of times equal to your Wisdom modifier (min 1).
You regain all of this upgrade's expended uses when you finish a short or long rest.
Major Upgrade. Once per turn when you make an attack with your firearm, you can cause your weapon to fire a brief gout of smoke in a 5-foot area around you which lasts until the end of your next turn. This area is considered to be lightly obscured, though this effect ends early if a strong wind disperses the smoke.
Going Commando
At 7th level, when you take the Hide action, your speed is increased by 10 feet until the start of your next turn. When you reach 15th level, this bonus speed is increased to 20 feet instead.
Predator
When you reach 10th level, you are considered to be invisible to other creatures when you take the Hide action to hide in an area that is lightly or heavily obscured. This invisibility lasts until the start of your next turn. This effect ends early if you make an attack or perform an action.
First Blood
Starting at 15th level, your first strike is always your deadliest. When you hit a creature that has all of its hit points with a ranged weapon attack, you score a critical hit instead.
Shock and Awe
By 18th level, the invisibility granted by your Predator feature no longer ends early, and lasts until the end of your next turn instead.
Peacekeeper
Where some see the frontier as an opportunity to prey upon others for wealth and personal gain, you set off with one noble goal in mind; keeping the peace in a lawless land. Peacekeepers are defensive gunslingers who use their tool of choice to harry their foes and defend their allies. Peacekeepers aren't always lawmen, in fact, some peacekeepers are drifters or vagabonds seeking to hunt down vile creatures and wanted humanoids whether for coin, glory, or just to do the right thing. While many gunslingers who follow this frontier are appointed to this position by a town, lord, or sheriff, some gunslingers in more remote areas of the world have easily instilled this power to themselves.
To uphold the peace alone is a daunting task, and so peacekeepers often appoint a deputy to aid them. Some deputies are close friends or even lovers, but peacekeepers usually aren't ones to reject help from anyone when its offered considering how many enemies they'll make along this frontier. Peacekeepers use a special upgrade that allows them to harry foes before they can even make their attacks, allowing allies to then capitalize on their disoriented foe.
Deputize
When you choose to walk this frontier at 3rd level, you can extend your vow to uphold the peace to another creature, allowing you to choose a friendly creature within 30 feet of you to become your deputy as an action. A creature remains your deputy until it is killed, or until you use your action to select another deputy.
When you can see your deputy and your deputy is the target of an attack, you can use your reaction to make a single weapon attack against the attacker, provided that you can see the attacker and the attacker is within range of your weapon as normal.
When you deputize a creature, you cannot do so again until you finish a short or long rest.
Frontier Upgrade: Suppressing Shot
Also at 3rd level, you can attach the Suppressing Shot upgrade onto all of your upgraded firearms. This upgrade can be removed and attached later to another firearm, but it cannot be replaced with another upgrade and does not count towards the total number of upgrades you can attach onto your firearms.
Suppressing Shot
Prerequisite: Peacekeeper Frontier
You can harry foes with suppressing shots, allowing your shots to hinder their attacks or disarm them. Once per turn when you hit a creature with an attack made with your firearm, that creature must make a Wisdom saving throw. On a failed save, you choose whether that creature has disadvantage on its next attack roll made until the end of your next turn, or if that creature drops one object of your choice that it is holding. That object drops to its feet. If you scored a critical hit, your target automatically fails this save.
Major Upgrade. When you make a suppressing shot against a creature on your turn, choose a deputy that you can see or that can hear you. That deputy can choose to immediately make a single weapon attack as a reaction if the creature is within range of the deputy's attacks.
Glad Hand
When you reach 7th level, your always willing to lend a hand. You can take the Help action as a bonus action. If you take the Help action, you can aid a deputy in attacking a creature you can see, granting this deputy advantage on their next attack roll made against that creature before the end of their next turn.
Rallying Criticals
By the time you reach 10th level, helping others sometimes means allowing them to help themselves. When you score a critical hit on a weapon attack, you and your deputies that can see or hear you gain temporary hit points equal to your gunslinger level + your Wisdom modifier that last until the end of your next turn.
Posse
At 15th level, when you use your action to deputize a creature, you can deputize an additional friendly creature as part of the same action. In addition, you gain an additional reaction, which you can use to make a weapon attack against a deputy's attacker as per the Deputize feature.
United We Stand
By 18th level, you and your deputies have become an indivisible fighting force. While you are conscious, your deputies cannot be killed, though they can still be reduced to 0 hit points and knocked unconscious.
Stalker
Graverobbers, scavengers and wastelanders, stalkers are versatile gunslingers who are mostly known for their scavenging. The frontier of a stalker accepts both the wayward and the destitute, though any gunslinger seeking treasure in abandoned ruins and the corpses of once great magical cities could be accepted among this loose congregation of gunslingers. Stalkers learn quickly to become adaptable, carrying curiosities and baubles from their expeditions to bolster their own abilities as they navigate through these treacherous zones in search of fortune. These alien curiosities come at a cost however, maligning the stalker as much as they aid them, but allowing them to upgrade their firearm's to fire a single overloaded shot to devastating effect.
Stalkers must always come prepared, and so they've trained themselves to tear down their firearm at a moment's notice to adapt to the harsh reality of their frontier. Though every stalker hopes to find a hoard of gold and magic, they also have a keen eye to find such treasures even in simple items others would consider to be trash. They have an eye for value, knowing when the merchants they trade these items to are cheating them. But in the end, each stalker hopes to find the greatest relic among the ancient civilizations, a device that could makes one's wishes become a reality. For many stalkers, it seems such a far fetched dream is exactly that, for surely such a device would come at a great cost.
Curiosities
When you choose to walk this frontier at 3rd level, you have learned to scavenge artifacts amid trash and rubble from the remains of lost civilizations and abandoned dungeons known as curiosities. Each curiosity provides a unique positive and negative effect and can only be equipped or unequipped after finishing a long rest. You can equip a number of curiosities equal to your Wisdom modifier (min 1).
Frontier Upgrade: Overload
Also at 3rd level, you can attach the Overload upgrade onto all of your upgraded firearms. This upgrade can be removed and attached later to another firearm, but it cannot be replaced with another upgrade and does not count towards the total number of upgrades you can attach onto your firearms.
Overload
Prerequisite: Stalker Frontier
This upgrade can allow your firearm to load additional ammunition to make an overloaded attack. When you first take the Attack action on your turn, you can replace your attack with an overloaded attack. If you do so, before the attack roll is made, you can expend an additional shot from your firearm, causing the attack to deal an additional die of damage for each additional shot expended if the attack hits. You can cause the attack to gain a maximum of two additional damage die in this way. After making this attack, you cannot make any additional attacks until the start of your next turn.
Major Upgrade. The maximum amount of shots you can expend for this attack increases to four.
Roadside Picnic
At 7th level, you've gained an affinity for finding items even amid trash and rubble. As an action, you can produce a single item of adventuring gear worth at least 5 gp. If this item usually comes in a bundle, such as with ammunition, you produce that bundle instead of a single item. You can use this feature three times. After finishing a long rest, you regain any of your expended uses, and any items you have produced with this feature fall apart and cease to function.
Field Strip
When you've reached 10th level, you've become accustomed to constantly modifying your firearm and can upgrade it with whatever scraps or ruined technology you can find. As an action, you expend one of your uses of your Roadside Picnic feature to replace one of your attached upgrades from a firearm you are holding with any other upgrade from the Gunsmith Upgrade list.
Black Marketeer
By 15th level, you have an eye for value, and have seen enough junk to tell a priceless artifact from useless trash. You always know the exact value of nonmagical items. When you touch a magic item, you immediately learn its properties and how to use them, as well as the item's estimated value. In addition, you can choose to attune to a magic item as an action instead of having to finish a short rest.
Wishmaker
By 18th Level, your many expeditions into the unknown have unearthed the powerful wish making artifact of stalker legend, which grants one of the following boons from the list below.
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Immortality. You no longer age and are immune to effects that would age you magically. When you succeed on a death saving throw, your roll is treated as if you had rolled a 20 instead.
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Fabulous Wealth. You gain a hoard of wealth, worth 1,000,000 gold coins stashed in a manor that now belongs to you. You know of the existance and locations of both, and the manor is in a convenient location nearby when you select this boon. The manor is attended to by a cadre of 3d6 guards and servants, all of which use the Commoner profile.
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Worldly Adoration. You are always under the effect of the glibness spell.
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Annihilation. You annihilate something from existance. This could be a creature, a location, an object, or even an idea. The extent of this effect is determined by the DM, though you should work with your DM to determine what is possible to annihilate and how doing so could affect the world and your campaign. Usually powerful creatures such as devil lords, dieties, and creatures with the Legendary Resistance trait are immune to annihilation directly, but perhaps you could annihilate the idea of their worship or their lairs.
You can choose another boon after one year, however, all of the effects of the previous boon cease, and all of the benefits granted by the boon fade out of existance. For example, if you have taken the Immortality boon, but you have lived well beyond your natural years, you immediately die and crumble to dust. Creatures these boons have affected forget the existance of their effects, except you and any exceptionally powerful creature as determined by the DM.
Using the Wishmaker
Each boon granted by the Wishmaker feature comes at a cost, as determined by your DM, though you should work together on something thematically and narratively appropriate without invalidating the benefits granted by the boon itself or invalidating the story of your campaign. Perhaps your immortality forces you to make a DC 20 Intelligence saving throw each year or you lose an important memory forever, or that your worldly adoration affects everyone but the person or people you love, whom you have disadvantage on Charisma checks with instead. If you and your DM decide this feature might damage the narrative of your campaign, consider the following 18th level feature instead.
Anomaly
By 18th Level, your body has become accustomed to the malign effects of your curiousities. Your curiosities no longer provide a negative effect.
Curiosities
Curiosities are strange artifacts used by stalkers to aid themselves as they travel and survive, though each curiosity comes at a cost. Each curiosity provides a feature, and a negative effect associated with it as listed below each curiosity's description.
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Aetheric Counter. Infamous for its iconic clicking, this device can be handheld or even attached to your firearm to detect magical signatures. You can use your action to activate your aetheric counter. Until the end of your next turn, you detect whether any place or object within 60 feet of you has been been affected by a spell within the last 24 hours. If an object is a magic item, you detect it as well, though you do not learn the properties of the item. You also detect the school of the spell cast, but not the exact spell itself. If it is still being affected by this spell, you know that as well.
Negative. While the counter is active, you have disadvantage on Dexterity (Stealth) checks as the counter makes a loud clicking sound, audible out to 30 feet away from you.
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Black Eyes. These strange beads are cold to the touch and always seem to be staring back out at you. While in your possession, you have darkvision out to a range of 60 feet. In addition, if a creature relies on darkvision to percieve you, it has disadvantage on attack rolls made against you.
Negative. Your attacks made while in direct sunlight are made with disadvantage.
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Blinking Compass. Resembling a small compass, this strange device creates an illusory representation of the surrounding area. When traveling, you have advantage on Wisdom (Survival) checks to navigate the wilderness and you and friendly creatures within 30 feet of you cannot be surprised while you are conscious.
Negative. This illusion layers itself faintly over your own vision, causing you to have disadvantage on Wisdom checks.
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Empty Vessel. This peculiar artifact resembles two symmetrical disks that cannot be separated from one another, no matter how much force is applied. When you are dealt acid, cold, fire, lightning, or thunder damage, you can use your reaction to gain resistance to this damage type until the start of your next turn. Also, the first time you hit with an attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and this effect ends.
Negative. After this effect ends, the vessel hungers for energy, coating you in a magical field that draws in power. You become vulnerable to this damage type until the start of your next turn or until you are dealt acid, cold, fire, lightning, or thunder damage.
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Ghost Blood. This liquid rock is warm to the touch and draws on the pain of others and your own vitality to seal your wounds. When you score a critical hit on a creature, roll one of your hit die and restore hit points equal to the amount rolled + your Constitution modifier. If you do so, you cannot use Ghost Blood in this way again until you finish a short or long rest.
Negative. When you finish a short or long rest, immediately spend one of your hit die. If you have no hit die left to spend for this effect, Ghost Blood cannot be used again until you do so.
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Still Heart. It is uncertain whether or not this curiosity is the heart of some unknown creature, though a rhythmic beating can sometimes be heard from it. While this curiosity is equipped, you have advantage on saving throws made to resist effects that would cause you to gain a level of exhaustion, such as environmental effects like extreme cold or heat.
Negative. You have disadvantage on saving throws made to resist effects that cause the charmed or frightened conditions.
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Shifting Cube. This curiosity resembles a small cube lined with several rows of colors, switches, or dials. When worn or on your person, your mind shifts rapidly in thought, making you immune to effects that would read your mind or speak to you telepathically unless you choose to be affected, and you are resistant to psychic damage.
Negative. You have disadvantage on Charisma checks, as you constantly fiddle with the cube, even in conversation.
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Stone Sponge. This curiosity causes one's skin to appear calloused and rough, resembling stone. While this calloused skin deflects physical attacks, it is difficult to mend until it begins to fall apart. While you are at or below half of your maximum hit points, you are resistant to non-magical bludgeoning, piercing, and slashing damage.
Negative. Your skin becomes coarse and greyed. While you are above half of your maximum hit points, spells and effects that would heal you have their effects reduced by half.
Gunsmithing Upgrades
Below is the list of available gunsmithing upgrades you can attach to your firearms. Remember that you can only attach up to the amount listed for your level on the Gunslinger Table, located on Page 3 of this document. Also remember, that you can attach an amount of upgrades on a single firearm equal to half of this value.
Akimbo
Prerequisite: One-handed Firearm
You tool your firearm to be able to be fired alongside another. When you attach this upgrade, choose another one-handed firearm.
When you do so, the chosen firearm becomes paired, allowing you to draw your paired firearm whenever you draw your upgraded firearm and granting you the following benefits while you wield both in your hands.
- If both firearms have the light property, you can use a bonus action to attack with your paired firearm when you use the Attack action and attack with your firearm. Otherwise, you can still make this bonus action attack, however you do not add your Dexterity modifier to the attack's roll.
- When you reload a shot for your firearm, you do not require a free hand and can simultaneously reload a shot for your paired firearm. Any feature or effect that would reload or add additional shots to your firearm also benefits your paired firearm.
Major Upgrade. You can make two attacks instead of one when you use your bonus action to fire with your paired firearm.
Barrage
Prerequisite: Firearm with the Scatter Property
When you make an attack with your firearm, your attack fires in a cone in front of you that extends outward from you up to half of your weapon's normal range, or 10 feet if half of your weapon's normal range is longer than 10 feet. The area is sprayed with a hail of gunfire, causing every other creature in this area to take damage of your firearm's damage type equal to your Dexterity modifier.
Major Upgrade. When you miss an attack roll against a creature with this weapon, they take this damage instead. Additionally, your attacks made with this weapon ignore half and three-quarters cover.
Bayonet
You attach a bayonet or pair your firearm with a blade. As a bonus action, you can make a melee weapon attack against a creature within 5 feet of you with this bayonet, dealing piercing damage equal to 1d6 + your Strength modifier on a hit. When you hit a creature with a bayonet attack, they cannot make opportunity attacks against you until the start of your next turn. You are considered to be proficient with attacks made with this bayonet.
Major Upgrade If you moved at least 20 feet in a straight line toward a creature and then hit it with a bayonet attack on the same turn, this attack deals 3d6 + your Strength modifier piercing damage instead and your next ranged weapon attack made against this creature before the end of your turn is made with advantage.
Dead Chamber
Prerequisite: Firearm without Extended Magazine Upgrade
While your firearm has this upgrade, half of its shots (rounded down) are always expended. These shots cannot be reloaded by any means while it has this upgrade. Your firearm is considered to be fully reloaded in regards to your Deadeye feature when all shots except these expended shots are reloaded.
Major Upgrade. All of your firearm's shots, except one, are always expended instead. If this shot is a critical hit, your attack deals its maximum damage on this roll. After making an attack with your firearm, you cannot make any additional attacks with it until the end of your next turn.
Double Barrel
Once on each of your turns when you miss an attack with your firearm, you can spend one of its shots to reroll the attack roll. While this upgrade is attached to your firearm, you can choose to reload two of your firearm's shots instead of one when you reload a shot.
Major Upgrade. After taking the Attack action, you can make a single ranged weapon attack against the same target as a bonus action, expending a shot as normal.
Entrenched Sights
Prerequisite: 3rd level; Firearm with the Accurate property
If you have used your bonus action to aim, the first attack made with your firearm at the start of each of your turns is made with advantage instead of the usual bonus for aiming.
This bonus is lost immediately if you move or are moved.
Major Upgrade. If you are prone or behind cover at the start of your turn, you are considered to be aiming until you move or are moved. While you are prone, you do not have disadvantage on your ranged weapon attacks.
Roleplaying your Upgrades
You may notice that these upgrades do not always specify what part of your firearm is changed with the upgrade. As a gunslinger, your firearm is an extension of your personality. Consider how your upgrades might differ in appearance from another gunslingers, and how it performs its function when attached to your firearm. Perhaps your shotgun can perform a barrage from a series of fireworks primed on a special linked trigger, or that your major upgraded Dead Chamber upgrade turns your revolver into a high caliber holdout pistol. These upgrades are yours, and you have the power to change them however you'd like! Feel free to ask your DM about coming up with new upgrades not listed in this document if you feel like you have a great idea for an upgrade.
Extended Magazine
Prerequisite: Firearm without Dead Chamber Upgrade
Improvements to your firearm's ammunition supply allow your firearm to make an additional amount of shots equal to your Wisdom modifier (min 1).
Major Upgrade. Your firearm gains double this amount of additional shots instead.
Flare Gun
As an action, you can spend one of your firearm's shots to fire a flare at a point within 120 feet away from you in a space that you can see that ignites for 1 minute. While the flare is ignited, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. While a creature is within bright light made by this flare, ranged attacks made against it are made with advantage. Once you use this feature, you cannot use it again until you finish a short or long rest.
Grapple Gun
Prerequisite: 7th level
As an action, you can spend one of your firearm's shots to fire a grappling hook from your firearm towards an object or creature within 30 feet of you. You can choose to immediately pull yourself in a straight line towards your target to an unoccupied space within 5 feet of it, or you can use your reaction on another creature's turn to do so. While being pulled in this way, you provoke opportunity attacks from creatures as if you had moved yourself.
Grease Gun
As an action, you can spend one of your firearm's shots to fire a spray of alchemical grease from your firearm at a point within 30 feet of you.
Afterwards, a 10-foot square centered around this point becomes difficult terrain for 1 minute, as it becomes covered in grease. When you spray this grease, each creature standing in this area must succeed on a Dexterity saving throw or fall prone.
A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. Once you use this feature, you cannot use it again until you finish a short or long rest.
Heavy Caliber
Prerequisite: Firearm with the Heavy property
While this upgrade is attached to your firearm, your firearm's damage dice are increased by one step. When you make an attack with this firearm, you spend an additional shot for doing so.
Major Upgrade. When you roll a 1 or 2 on this weapon's damage die, you can reroll that die, but you must keep the new result.
Integrated Vacuum
Prerequisite: Firearm with the Scatter property
As a bonus action, you can spend one of your firearm's shots to force each Large or smaller creature within a 30ft. cone in front of you to make a Strength saving throw, or be pulled 10ft. towards you in a straight line. Tiny unsecure objects are also pulled, and they land at your feet.
Major Upgrade. On a failed save, a creature's speed is reduced by half until the end of its next turn.
Lockbreaker
You tool your firearm to "pick" locks and "disarm" traps. When you make an ability check to pick a lock or disarm a trap, you can add your proficiency bonus to the check. If you choose to add this bonus, expend one of your firearm's shots.
Major Upgrade. You can add double your proficiency bonus to the check instead.
Net Shot
As a bonus action, you can spend one of your firearm's shots to fire a net towards a Large or smaller creature you can see within 30ft. of you. The target must succeed on a Dexterity saving throw or its speed is reduced to 0 until the end of your next turn. A creature can attempt to remove this net as an action, ending this effect early if it succeeds on a Strength (Athletics) check against your gunsmith upgrade DC.
Major Upgrade. On a failed save, the creature is also restrained until the end of your next turn or until the net is removed.
Precision Shot
When you hit a firearm attack with this weapon and you had advantage on the attack roll, you can roll one additional weapon damage die and add it to the damage roll.
Major Upgrade. This increases to two additional die of damage instead.
Shielded
You affix a mounted shield to your firearm or perhaps your firearm is designed to be easily dodged with. This increases your defense while behind cover. If you are attacked while holding this firearm and benefit from half-cover against the attack, you are considered to be benefiting from three-quarters cover against this attack instead.
Major Upgrade. While you are holding this firearm, you gain a +2 bonus to your AC while you are not affected by cover. You can only gain the benefit of one shield at a time.
Sidehammers
Using dwarvish techniques, your shots become blunted like hammers on impact. Once on each of your turns when you hit a creature with an attack made with your firearm, you can choose to push it in a straight line up to 15 feet away from you. In addition, the creature must make a Strength saving throw, becoming knocked prone on a failed save.
Major Upgrade. If this upgrade's effect causes a creature to collide with an object or creature that is as large or larger than it, both take 1d6 bludgeoning damage, plus an additional 1d6 bludgeoning damage for every 5 feet it was pushed afterwards.
Unusual Design
You can design your firearm to have an unusual property. Choose one of the following from the adaptable, accurate, heavy or scatter properties.
Your firearm gains this property if it does not already have them. If you chose the adaptable property and the firearm is a two-handed weapon, it loses the two-handed property, decreasing the weapon's damage die by one step.
Major Upgrade. Choose two properties instead.
New Feat
If you would like to add the flavor of this class to another, consider the following feat.
Gunsmithing Adept
You've been around firearms long enough to get an idea of modifying your own.
- You can attach up to two upgrades from the gunslinger class's Gunsmithing Upgrades list, which you can use to upgrade your firearms following the same rules as the gunslinger's Gunsmith class feature during a long rest. Your Gunsmith Upgrade Save DC is equal to 8 + your proficiency bonus + your Wisdom modifier.
Whenever you finish a long rest, you can remove or replace
any of your minor upgrades with another one from the
gunslinger class.
- You gain proficiency in tinker's tools and can use them to craft firearms and firearm ammunition at half the cost.
Firearms
In many campaign settings, firearms are typically represented as being the forefront of their world's weapons technology. This document makes the assumption that firearms are somewhat uncommon in your world, but are produced by several gunsmithing guilds, companies, or legendary figures within the industry. In this instance, a local blacksmith can just as easily produce barrels for rifles just as they would the blade for a longsword, though this may not mean they are a particularly experienced gunsmith.
Be aware that adding firearms to your campaign makes a few assumptions about your world's technology. When deciding whether or not to add firearms to your campaign, consider how you might implement them into your world.
Is a firearm a technological or magical marvel? Or perhaps your firearms are both, as magical industry powers the industry of gunsmithing? Or are guns simply an anomaly? Relics of an ancient and misunderstood time in your world where the predominant civilzations were far more advanced?
Proficiency
Firearms are divided into two different classes like most other weapons, simple and martial. If you are proficient with simple weapons, you are proficient with simple firearms and so forth. If you are proficient in an individual simple or martial weapon, you can ask your DM whether you can be proficient in using an individual simple or martial firearm instead.
Properties
Firearms typically use three kinds of separate ammunition and use a variety of new weapon properties as introduced in this document.
Ammunition. Firearm ammunition is divided into three different types; cartridges, rounds, and shells as listed near their cost on the firearms table located further in this document.
Firearm ammunition is typically destroyed upon use, however half of your spent ammunition can still be acquired after combat if you spend 1 minute to scavenge from spent casings and powder.
Accurate. Sights and a balanced design allow you to fire with a steady shot. If you haven't moved this turn, you can aim a weapon with this property as a bonus action, reducing your speed to 0 and granting you advantage on the next weapon attack you make with that weapon until the end of your next turn.
While you are aiming, this weapon's range is doubled if it has any.
Adaptable. This ranged weapon can be used with one hand or two hands to improve accuracy. When it is held in both hands, the weapon's range is doubled.
Concealed. A weapon with this property can easily be hidden from plain view. If you attempt to hide this weapon, you have advantage on Dexterity (Sleight of Hand) checks to do so.
Reload (X). This weapon has an amount of shots you can make with it equal to X. As long as you have a free hand, a shot can be reloaded with a piece of ammunition by using an action. If you can make additional attacks (such as from the Extra Attack feature), you can also expend any one of your attacks to reload one piece of ammunition for this weapon.
Scatter. When you make an attack with a weapon with this property and the target of the attack is within this weapon's normal range, you can reroll one of this weapon's damage die.
Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls made with a weapon with this property.
Optional Rule: Ammunition Die
An ammo die is a narrative representation of the ammunition you are capable of carrying into battle for a particular weapon.
Rolling an ammo die determines whether or not you have enough ammunition to continue firing your weapon. Ammo die have different values depending on your weapon's ammunition type (arrows, cartridges, etc.), and are decreased by one step (d6 to d4 for example) each time you roll a 1 on an ammo die.
If you roll a 1 on an ammo die while the die is a d4, you only have one piece of ammunition remaining. (Reminder, you can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon). Magic items that increase your ability to carry more ammunition such as the Bag of Holding increase your weapon's ammo die by one step as long as you are wearing it.
Your ammo die cannot exceed a d20 in this way. Consider adjusting some of these starting die depending on how much you want your players to have to worry about ammunition or if you have ideas for other ways your players can upgrade their ammo die.
When you buy ammunition using this rule, each bundle of ammunition you purchase increases your ammo die by one step, up to your maximum ammo die (which is typically your starting die).
Simple Firearms
Name | Cost/Ammo | Damage | Weight | Properties |
---|---|---|---|---|
Shotgun | 150 gp (shells) | 1d6 piercing | 5 lb. | Adaptable, ammunition (range 20/80 ft.), reload (2), scatter |
Pocket Pistol | 100 gp (rounds) | 1d4 piercing | 2 lb. | Ammunition (range 20/80 ft.), reload (4), concealed, light |
Hunting Rifle | 175 gp (cartridges) | 1d8 piercing | 9 lb. | Accurate, ammunition (range 90/360 ft.), reload (5), two-handed |
Revolver | 125 gp (rounds) | 1d6 piercing | 3 lb. | Ammunition (range 30/120 ft.), light, reload (6) |
Martial Firearms
Name | Cost/Ammo | Damage | Weight | Properties |
---|---|---|---|---|
Hand Cannon | 200 gp (cartridges) | 1d8 piercing | 6 lb. | Adaptable, Ammunition (range 40/160 ft.), heavy, reload (6) |
Marksman Rifle | 400 gp (cartridges) | 1d10 piercing | 12 lb. | Accurate, ammunition (range 100/400 ft.), heavy, reload (5), two-handed |
Repeating Rifle | 250 gp (rounds) | 1d6 piercing | 9 lb. | Ammunition (range 80/360 ft.), reload (8), two-handed |
Repeating Shotgun | 275 gp (shells) | 1d8 piercing | 9 lb. | Ammunition (range 20/80 ft.), reload (5), scatter, two-handed |
Firearm Ammunition
Name | Cost | Weight |
---|---|---|
Cartridges (10) | 4 gp | 2 lb |
Rounds (20) | 2 gp | 2 lb |
Shells (10) | 3 gp | 2 1/2 lb |
Ammunition Die (Optional Rule)
Name | Starting Die |
---|---|
Cartridges | d6 |
Rounds | d8 |
Shells | d6 |
Additional Firearm Rules
The firearms presented in this document are designed to be mostly simple to use, but if you want to add more to your firearm rules considering the following below.
- Misfire. Rolling a 1 on an attack roll with a firearm causes your firearm to jam. While it is jammed, it cannot be used again until you repair it as an action. You must have tinker's tools and be proficient with them to perform this action.
- Stopping Power. Firearms deal more damage than other ranged weapons. All firearms deal an additional die of weapon damage.
- Earlier Firearms. Firearms cannot be fired while underwater. Firearms also have the loading property.
Art Credits
Below is the list of art used for this document along with the links to their art pages and to the images themselves. Thank you so much for the work that you do! If you are an artist mentioned in any of these links please feel free to reach out if you feel uncomfortable about any of your art being here and I'll gladly take it down.
Cover Image (Page 1)
Art by RenanCRETINO
Art Page Link: CG Society Page
Image Link: Samuel Colt by RenanCRETINO
Gunslinger (Page 3)
Art by Alexandre Robitaille
Art Page Link: Art Station Profile
Image Link: Gunslinger, Wild West Challenge Submission
Antique Gun (Page 4)
Art by Tina Lavoie
Art Page Link: Fine Art America Profile
Image Link: Antique Revolver Schematic
Commando (Page 6)
Art by Ariel Perez
Art Page Link: Art Station Profile
Image Link: Legionaire
Peacekeeper (Page 7)
Art by Jian Li
Art Page Link: Art Station Profile
Image Link: Robot Cowboy
Posse Riding Dinosaurs (Page 8)
Art by Keptune (Formerly Kepperoni)
Former Art Page Link: Deviant Art Profile
Current Art Page Link: Deviant Art Profile
Image Link: Posse
Stalker (Page 9)
Art by K. FLY
Art Page Link: Art Station Profile
Image Link: Leader of the Survivor Tribe-Rick
Curiosity (Page 10)
Art by Will Jayne
Art Page Link: Deviant Art Profile
Image Link: Full Empty
Aetheric Counter (Page 11)
Art by SamTheConceptArtist
Art Page Link: Deviant Art Profile
Image Link: Geiger Counter
Bayonet Shotgun (Page 13)
Art by natpen
Art Page Link: Deviant Art Profile
Image Link: Old West Steampunk Shotgun
Array of Firearms (Page 15)
Art by FaintSound
Art Page Link: Deviant Art Profile
Image Link: Steampunk Gun
Also a very special thank you to flamableconcrete I used the hell out of your GM binder watercolors you made. Thank you so so much.
Credits
This class was created by me, u/nihllus556, but could not have been done without the help of my brother who talked me off the ledge multiple times with this class (we both still agree it needs a lot more work). He is currently working on his own blog to discuss topics of dungeon delving and implementing OSR (Old School Renaissance) principles in your games, including in DnD 5e. Link will be posted soon.
I would also like to extend thanks to the following:
- Middle Finger of Vecna for their Gunslinger Class (Love it but I really wasn't a big grit point fan)
- Matthew Mercer for his Gunslinger Fighter subclass
- u/heavyarms_ for his Gunslinger which the Deadeye feature was entirely based on. (Loved your work on the armorer's handbook btw!)
- The video games Borderlands, Destiny, West of Dead, and Red Dead Redemption for reintroducing me to the gunslinger concept and making me rewatch old westerns.
- Blades in the Dark, the idea of clocks kind of made me want to have a bullet countdown mechanic in the first place. Also its a great game and you should play it.
- Paizo, more specifically for its work on Pathfinder 2nd Edition which has been a blast to play. Our original work on this class came from playing a hexcrawl set in our in home Weird West Fantasy setting.
- Deadlands for inspiration on weird steampunk firearms. (Beware Gatling shotguns)
- Shaun James, Ben Nichols, and Darren Korb who I am a big fan of and whose music I had playing constantly as I worked on this class. For those interested Here is the link to my working playlist for "Old West" styled campaigns
- Roadside Picnic by Arkady and Boris Strugatsky for inspiration for the Stalker subclass, as well as Annihilation by Jeff VanderMeer, and the games Metro 2033 and S.T.A.L.K.E.R. Shadow of Chernobyl.
Additional Notes
Future updates to this class may include:
- The Deathwalker and Outlaw subclasses, which include life-draining and intimidation mechanics against foes.
- New upgrades, including a rapid fire upgrade that allows non-accurate firearms to expend multiple shots to make additional attacks.
- New firearms, including mounted weaponry like a mounted chain gun etc.
- Gunslinger inspired subclasses for the core classes of the game, potentially including a Gunsmith Artificer.