Gunslinger
"I'm telling you Kor, the Violet Gambler came to town yestermornin'. Was talking something fierce of vengeance or some such for his dead wife," The half-elf man claims to the human tavern keeper, "we'll be dead before sunrise if you don't close down shop."
The tavern keeper cocks an eyebrow in what could be perceived as curiosity, but is assuredly a poor attempt at faking interest, "The Violet Gambler ain't nothin' but an old wives tale. I wouldn't worry about nothin, Obbi."
Almost out of spite, the front door to the saloon swings open with a creak followed by the deliberately heavy, announcing footfalls of a man wearing protective hides and a bandolier. The pub silents as the stranger struts forward, his spurs thudding against the wood floor and a purple mask of porcelain across his face. The Violet Gambler sits at the bar and raps a knuckle twice on the wooden surface, "two shots, four copper for the trouble."
A half-orc man throws his cards down in rage, leveling a pistol at the dealer as the other three-dragon ante players recoil in fear.
Two human men stand back to back as a crowd of onlookers watch in apprehension. A gun is fired into the air as each of the two combatants take their steps apart, "One... two... three... Draw!" and they squeeze the trigger and send their rounds and wills across the duel site.
A torch is lit and thrown down a dried up well in an abandoned town. If there's treasure to be found, you'd be damn sure I'm the one to find it, the old halfling thought to himself as he placed a hand on his rifle and descended into the dusty aquifer.
The Gunslinger is one who takes matters into their own hands by using weapons few have heard of and even fewer can wield as they can. To be a Gunslinger is to take up a moral code and to inscribe into each and every bullet fired a purpose for the round being flung down range. Nothing is to be wasted, all is to be gained by these rough-and-tumble desperados.
Masters of an Obscure Craft
Firearms are a rarity in most 5th edition settings and as a master of such obscure weaponry, most Gunslinger's are hesitant to reveal their hand too quickly. In some ways they are tactically minded, in others their raw charisma and skill for manipulation keep them out of trouble. Gunslingers come in all shapes and creeds, some preferring to keep at range and fire round after round from the saftey of a piece of cover while others rush into danger, guns akimbo.
Lone Wolves
While plenty of Gunslingers do gang together, many others are alone in their tasks as they roam from town to town causing trouble and escaping by the skin of their teeth. When a Gunslinger does join a group, however, the bond between party members is normally the reason they choose to stick around. Good people are rare to find, good family is rarer still.
Creating a Gunslinger
As a Gunslinger, consider where you acquired and learned to wield such an obscure weapon type. Did you train with a master Gunslinger or did you steal the blueprints to create such a weapon and craft it yourself? Were you a part of the local military that began to adopt firearms as a legitimate combat option or were you part of the roving bands of vagabonds such a task force would be tasked to stop?
Quick Build
You can build a Gunslinger quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to use larger, closer ranged weaponry or whether you would like to keep an eagle's eye on the target from a distance. Your next highest score should be Intelligence or Charisma as either you cunning or your guile are key to keeping you alive.
Gunslinger
Level | Proficiency Bonus | Features | Trick Shots Known |
---|---|---|---|
1st | +2 | Gunsmithing, Helpful Gunplay, Fighting Style | — |
2nd | +2 | Trick Shots | 2 |
3rd | +2 | Gunslinger Code | 2 |
4th | +2 | Ability Score Increase, Expertise | 2 |
5th | +3 | Fan or Focus, Code Feature | 2 |
6th | +3 | Quickdraw | 2 |
7th | +3 | Additional Trick Shot | 3 |
8th | +3 | Ability Score Increase | 3 |
9th | +4 | Code Feature | 3 |
10th | +4 | Brutal Knowhow, Additional Trick Shot | 4 |
11th | +4 | Double-Tap | 4 |
12th | +4 | Ability Score Increase | 4 |
13th | +5 | Additional Fighting Style | 4 |
14th | +5 | Code Feature | 4 |
15th | +5 | Additional Trick Shot | 5 |
16th | +5 | Ability Score Increase | 5 |
17th | +6 | Ace up the Sleeve, | 5 |
18th | +6 | Additional Trick Shot, Hemorrhaging Critical | 6 |
19th | +6 | Ability Score Increase | 6 |
20th | +6 | Code Feature, Rock and Rolling Thunder | 6 |
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 above 1st
Proficiencies
- Armor: Light armor, medium armor, shields
- Weapons: Simple weapons, firearms
- Tools: Tinker's tools, smith's tools
- Saving Throws: Strength, Dexterity
- Skills: Choose three from Acrobatics, Athletics, Deception, Insight, Intimidation, Persuasion, Sleight of Hand, Stealth, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a simple weapon and shield or (b) two simple weapons
- (a) leather armor or (b) scale mail
- (a) a dungeoneer’s pack or (b) an explorer’s pack
- (a) two palm pistols or (b) a six-shooter or (c) a repeating rifle or (d) a blunderbuss
- 20 rounds that fit into your chosen firearm, tinker's tools, smith's tools
Multiclassing and the Gunslinger
If your group uses the optional rule of multiclassing in the Player's Handbook, here's what you need to know if you choose Gunslinger as one of your classes.
Ability Score Minimum. As a multiclass character, you must have at least a 13 in either Strength or Dexterity and a 13 in either Intelligence or Charisma to take a level in this class, or to take a level in another class if you are already a Gunslinger.
Proficiencies Gained. If gunslinger isn't your initial class, here are the proficiencies you gain when you take your first Gunslinger level: light armor, firearms, tinker's tools, and smith's tools.
Class Features
Gunsmithing
Also at 1st level, you can create and maintain your firearms. When you use your tinker's tools or smith's tools to create a firearm, an attachment, or firearm ammunition, the time required to make such items is halved.
Helpful Gunplay
Also at 1st level, you have grown more accustomed to using your firearms in more creative ways. You can use your firearms to do one of the following as an action by firing a round, so long as the target is within 5 feet of you:
- Blast Lock. Automatically blast open a lock, harmlessly opening chests and doors.
- Cauterize Wound. Fire a bullet into the ground and press the red hot barrel of the firearm against an unconscious creature's most grievous wound, automatically stabilizing them.
Fighting Style
At 1st level, you adopt a particular style of gunfighting as your specialty. Choose one of the following options. You can't take a Firearm Specialty option more than once, even if you later get to choose again.
Breaking and Entering. When you hit a creature with a ranged attack from a firearm with the scatter property, the target is pushed back 5 feet.
Duck and Dive. When an attack misses you, you can use your reaction to expend a hit die, roll it, and regain a number of hit points equal to the number rolled + your Constitution modifier.
Fire and Brimstone. When you hit a creature with a ranged attack from a firearm while wielding only a firearm and no other weapons nor a shield, for every attack after the first you gain a +1 bonus to damage rolls. This bonus increases by 1 for each consecutive attack that hits the same target without missing. The bonus resets when you go a round without hitting the target and the bonus can't exceed your proficiency bonus.
Love and Hate. While engaging in two-weapon fighting with at least one firearm, or when wielding a firearm and a shield, you can reload a firearm you are holding as a bonus action without having a free hand.
Poke and Prod. When you take half cover, you gain the benefits of being in three-quarters cover.
Trick Shots
At 2nd level, you can employ powerful techniques called trick shots to deceive and disable your foes.
Trick Shots. You learn two trick shots which are detailed under “Trick Shots” below. Each use of a tick shot requires you to make an attack with a firearm and must be declared before you roll to hit, unless otherwise stated. You may only use one trick shot per attack, unless otherwise stated.
You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you gain a level in this class, you can also replace one trick shot you know with a different one.
Bravado. You have a maximum number of Bravado points equal to your Charisma or Intelligence modifier (your choice; minimum 1). You regain 1 Bravado when you:
- Reduce a creature to 0 hit points with a firearm
- Score a critical hit on a creature with a firearm
You regain all expended Bravado points when you finish a long rest.
Saving Throws. Some trick shots require your target to make a saving throw. The saving throw DC is calculated as follows:
Trick Shot Save DC
Gunslinger Code
At 3rd level, you have taken on a Gunslinging Code; a series of guidelines that teach you how to better use your firearms and to whom you should point them at. Choose Constable, Desperado, Gambler, Gun Mage, Ruin Seeker, or Spirit Medium.
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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Expertise
Also at 4th level, choose any two of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Fan or Focus
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Alternatively, you can forgo this extra attack and spend one Bravado point to make one attack with advantage. If you have disadvantage, this advantage overwrites that disadvantage rather than canceling out.
Quickdraw
At 6th level, your agility allows you to switch between firearms with ease. You can stow a firearm, then draw another firearm as a single object interaction on your turn. Additionally, you add your Charisma or Intelligence modifier (your choice) to your initiative.
Brutal Knowhow
At 10th level, the weak points of enemies seem all the more obvious. You score a critical hit on a d20 roll of 19-20 on attack rolls using your firearms.
Double-Tap
At 11th level, your lethality with your firearm has reached new heights. When you reduce a creature to 0 hit points with a firearm, you can use a bonus action to make an additional attack with a firearm.
Additional Fighting Style
At 13th level, versatility has become a core component of your combat game plan. You learn one additional Fighting Style from either the Fighting Style feature from this class or from the Fighter class.
Ace up the Sleeve
At 17th level, you are always prepared for a fight, no matter what. Choose one trick shot that you know which costs no more than one Bravado and is not given to you by your Gunslinger Code. You can use that trick shot without expending Bravado.
Hemorrhaging Critical
Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally takes half of the damage from the attack at the start of its next turn.
Rock and Rolling Thunder
Upon reaching 20th level, legends of your deeds have been cast far and wide; few know not the sound of your thunderous gunfire. When you roll initiative, you regain 2 Bravado.
Constable
Those who take up the Code of the Constable are generally mounted gunslingers who have forged a pact with a deity that grants them divine abilities. Work with your DM to determine what god you have made an oath or pact with and what they expect of you.
Constable Features
Gunslinger Level | Features |
---|---|
3rd | Strong with Steed, Channel Divinity: Hallowed Barrel |
5th | Defensive Duo, Voice of Authority |
9th | Violent Absolution |
14th | Heavenly Steed |
20th | Divine Avatar |
Strong with Steed
When you take up this Gunslinger Code at 3rd level, you have become in expert at taking care of mounts and other animals. You gain proficiency in Animal Handling.
Additionally, mounting a willing beast only takes 5 feet of your movement and your patron deity has granted you the power to conjure a steed. You learn the find steed spell and can cast it once without expending a spell slot before you must take a short or long rest. The steed's creature type is always celestial when you cast find steed using this feature. When you cast the find steed spell, you gain a Bravado point.
Finally, you gain proficiency with heavy armor.
Channel Divinity: God Hammer
At 3rd level, you can call forth the wrath of your god. As an action, you create a 15-foot-diameter, 40-foot-high cylinder of radiant light centered on a point you can see within 60 feet of you. Each creature in the area must make a Wisdom saving throw or take 2d10 radiant and 2d10 thunder damage and be deafened until the end of their next turn. On a success, the targets take half as much damage and are not deafened. Additionally, the area at the bottom of the cylinder where the beam makes contact with the ground is covered in a 15-foot-diameter sphere of dust. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Once you use this feature, you can't do so again until you finish a long rest.
Defensive Duo
At 5th level, you have learned defensive techniques that you and your mount employ in battle. When you or your mount are targeted by an attack, you can choose to switch who is targeted between you and your mount. Additionally, when you and your mount are in an instantaneous hostile area of effect, you can choose to have either you or your mount be affected by the effect, leaving the other unaffected. You can use this feature a number of times equal to your proficiency bonus and can't do so again until you finish a long rest.
Violent Absolution
At 9th level, you carry out the will of your god with fanatic zeal. When you use your Channel Divinity while mounted, the damage increases to 4d12 radiant and 4d12 thunder. Additionally, you can call forth two beams of light so long as their areas don't overlap.
Heavenly Steed
At 14th level, your god of choice has bolstered the power of your conjured mount. You learn the find greater steed spell and can cast it once without expending a spell slot before you must take a long rest. The steed's creature type is always celestial when you cast find greater steed using this feature. When you cast find greater steed, you gain a Bravado.
Divine Avatar
At 20th level, your patron deity has granted you an aspect of themselves. As an action, you can transform into an avatar of your god and for 1 minute you gain the following properties:
- Angelic wings sprout from your back and you gain a flying speed 30 feet faster than your walking speed. If you are mounted, your steed instead grows these wings and gains a flying speed 30 feet faster than its walking speed for the duration of your transformation. If the steed already has a flying speed, its flying speed instead increases by 20 feet.
- Attacks with your firearms deal an additional 2d8 radiant damage.
- Your creature type becomes celestial and you have resistance to radiant and necrotic damage. If you are mounted, your steed also gains these resistances for the duration of your transformation.
Once you use this feature, you can't do so again until you finish a long rest.
Desperado
Those who follow the Code of the Desperado generally fall into two camps: duelists and dangerous villains. They are excellent combatants whose skill with quick, agile gunmanship force foes onto their back foot through use of dirty tricks and decleration of duel.
Desperado Features
Gunslinger Level | Features |
---|---|
3rd | Dangerous Duel (1d4) |
5th | Dangerous Duel (1d6), Vandal's Shot, Quick Call-Out |
9th | Dangerous Duel (1d8), Dust Pouch |
14th | Dangerous Duel (1d10), Fan the Hammer |
20th | Dangerous Duel (1d12), High Noon |
Dangerous Duel
When you take up this Gunslinger Code at 3rd level, you've become an accomplished duelist who excels in single combat. You can use an action to call out to a creature you can see within 60 feet of you and challenge them to a duel. They must make a Wisdom saving throw against your Trick Shot Save DC, on a failure the target has disadvantage on attack rolls made against creatures other than you and attacks you make against with your firearm deal an additional 1d4 of your weapon's damage against the target of this feature. Additionally, if they fail the saving throw, you gain a Bravado point and you gain an additional Bravado point if you reduce the affected creature to 0 hit points. The creature is compelled to duel you in this way for 1 minute and you can only have one creature affected by this feature at a time. The affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
The additional damage increases as you gain levels in this class. The damage becomes 1d6 at 5th level, 1d8 at 9th, 1d10 at 14th and 1d12 at 20th.
Once you use this feature, you must expend two Bravado to use it again, otherwise you can't do so again until you finish a long rest.
Vandal's Shot
At 5th level, you learn a new trick shot. This trick shot does not count against your number of trick shots known. When you make a ranged attack with your firearm, you can expend one Bravado point to cause the attack to deal double damage to objects and structures. The shot has enough power to punch down a door, create a small crack in a stone wall, or destroy a small piece of cover. Alternatively, you can target an object that a creature is holding. On a hit, the target takes damage as normal and must make a Strength saving throw. On a failure, 1 nonmagical object they are carrying of your choice is destroyed. Such objects can include weapons or shields.
Quick Call-Out
Also at 5th level, you can use your Dangerous Duel feature as a bonus action instead of an action.
Draw!
At 9th level, you can draw and fire your firearms with extreme speed. When you roll initiative, you can immediately move up to your speed and make an attack with your firearm.
Fan the Hammer
At 14th level, when you take the attack action on your turn to make an attack with your firearm against a creature affected by your Dangerous Duel feature, you can make an additional attack with your firearm against that creature as a part of the action.
High Noon
At 20th level, you have become a paragon of the archetypal gunslinger. You score a critical hit against creatures affected by your Dangerous Duel feature on a d20 roll of 18-20 with attack rolls using your firearm.
Gambler
Those who take up the Code of the Gambler have a seemingly supernatural luck that follows them. They can tug and nudge fate in themselves and others to grant personal advantage in combat or social situations.
Gambler Features
Gunslinger Level | Features |
---|---|
3rd | Wicked Bet, Gambler's Guile |
5th | Exchange Luck |
9th | Roll them Stones |
14th | Shield of Fate |
20th | Royal Flush |
Wicked Bet
When you take up this Gunslinger Code at 3rd level, you can store your luck for later. When you make an attack roll, ability check, or saving throw, you can give yourself disadvantage and gain a Bravado point. If you would have advantage, this disadvantage overwrites that advantage rather than canceling out. If you use this feature for an attack, you can't gain advantage from Fan or Focus when you reach 5th level. You can use this feature a number of times equal to your proficiency bonus, regaining all uses after a long rest.
Gambler's Guile
Also at 3rd level, you gain proficiency in two gaming sets of your choice. Your proficiency bonus is doubled for any ability check you make using either of these gaming sets.
Exchange Luck
At 5th level, you can manipulate fate with your bravado. You can expend one Bravado point to give yourself advantage on an attack roll, ability check, or saving throw. You can't use this feature again until you have used your Wicked Bet feature at least once.
Roll them Stones
At 9th level, you can siphon luck from other creatures. When a creature you can see within 30 feet of you makes an attack roll or ability check, you can use your reaction to give them disadvantage on the roll. When you do so, it counts as a use of Wicked Bet for the purpose of recharging Exchange Luck.
When you reach 14th level in this class, you can use this feature to impose disadvantage on another creature's saving throw.
Once you use this feature, you can't do so again until you finish a long rest.
Shield of Fate
At 14th level, your luck and the misfortune of others can grant you protection. When you give yourself advantage on an attack roll, ability check, or saving throw using Exchange Luck, you gain a number of temporary hit points equal to your gunslinger level.
Royal Flush
At 20th level, your unexplainable luck has surpassed mortal limitation. When you miss an attack or fail a saving throw, you can choose to critically hit or automatically succeed instead. If succeeding the saving throw allows you to take only half damage, you instead take no damage. Once you use this feature, you can't do so again until you finish a long rest.
Gun Mage
Those who follow the Code of the Gun Mage have learned unearthly magics and use it to bolster their firearms.
Gun Mage Features
Gunslinger Level | Features |
---|---|
3rd | Spellcasting, Animated Firearm, Mana Reserve |
5th | Spell Shot |
9th | Bullet Gate |
14th | Animated Firearm Improvement, War Magic |
20th | Mythic Gunmetal |
Spellcasting
When you take up this Gunslinger Code at 3rd level, you can enhance your analog fire power with an arcane flair.
Cantrips
You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 9th level.
Spell Slots
The Gun Mage 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.
Spells Known of 1st-Level and Higher
You know three 1st-level wizard spells of your choice.
The Spells Known column of the Gun Mage Spellcasting shows when you learn more wizard spells of 1st level or higher. Each of these spells 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.
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.
Spellcasting Ability
When you take this Gunslinger Code, you choose whether your spellcasting ability is Intelligence or Charisma for your wizard spells. You use your chosen ability score whenever a spell refers to your spellcasting ability. In addition, you use your chosen ability's modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Gun Mage Spellcasting
Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|---|---|
3rd | 2 | 3 | 2 | — | — | — |
4th | 3 | 4 | 3 | — | — | — |
5th | 3 | 4 | 3 | — | — | — |
6th | 3 | 4 | 3 | — | — | — |
7th | 3 | 5 | 4 | 2 | — | — |
8th | 3 | 6 | 4 | 2 | — | — |
9th | 4 | 6 | 4 | 2 | — | — |
10th | 4 | 7 | 4 | 3 | — | — |
11th | 4 | 8 | 4 | 3 | — | — |
12th | 4 | 8 | 4 | 3 | — | — |
13th | 4 | 9 | 4 | 3 | 2 | — |
14th | 4 | 10 | 4 | 3 | 2 | — |
15th | 4 | 10 | 4 | 3 | 2 | — |
16th | 4 | 11 | 4 | 3 | 3 | — |
17th | 4 | 11 | 4 | 3 | 3 | — |
18th | 4 | 11 | 4 | 3 | 3 | — |
19th | 4 | 12 | 4 | 3 | 3 | 1 |
20th | 4 | 13 | 4 | 3 | 3 | 1 |
Animated Firearm
Also at 3rd level, you can animate your firearms, allowing them to act freely from your body. As a bonus action, you can expend a spell slot to cause your firearm to hover within your control. Your firearm can travel up to a number of feet away from you equals to 5 * the level of the spell slot expended and floats for 1 minute, if you are ever more than its maximum distance apart, or until concentration ends (as if concentrating on a spell). When the effect ends, the firearm falls and you lose control over it. While the firearm is floating, you can fire it as normal with the attack originating from the firearm. As a part of an attack action or as a bonus action, you can move the firearm up to 30 feet, so long as it remains within its maximum distance from you.
When you reach 14th level, you can animate two guns simultaneously in this way, still only expending one spell slot.
Mana Reserve
Finally at 3rd level, you can use a bonus action to expend up to 4 Bravado points to regain an expended spell slot of that level, assuming you have such a spell slot. Additionally, you can use a bonus action to expend a spell slot and regain a number of Bravado points equal to the spell slot's level. You can gain Bravado points in this way once and can't do so again until you finish a long rest.
Spell Shot
At 5th level, you learn a new trick shot. This trick shot does not count against your number of trick shots known. When you make a ranged attack with your firearm, you can expend any number of Bravado points to cause arcane energy to spark upon your bullets. On a hit, you can choose to change the damage type to be one of the following: acid, cold, fire, lightning, or poison. The attack deals an additional number of d6s of that damage type equal to the number of Bravado points expended.
Bullet Gate
At 9th level, you can infuse not just the elements but your physical essence into your rounds. When you hit a target with a ranged attack with your firearm, you can expend 2 Bravado points to create two portals on the ground, one within 30 feet of the target and the other within 10 feet of your firearm, that are linked and behave like the arcane gate spell. These portals disappear at the beginning of your next turn.
War Magic
At 14th level, when you use your action to cast a spell, you can make an attack with a firearm as a bonus action
Mythic Gunmetal
At 20th level, your mastery of magic has been perfectly combined with your gunplay. When you gain Bravado points, you can also regain all your expended spell slots. Once you use this feature, you can't do so again for 1d4+1 long rests.
Ruin Seeker
Those who take up the Code of the Ruin Seeker search for ancient antiquity for purposes unique to the individual. These natural historians are excellent at evading danger through raw reflex and utilize various tools for their dungeoneering purposes.
Ruin Seeker Features
Gunslinger Level | Features |
---|---|
3rd | Artifact Knowledge, Scurry Away |
5th | Dungeoneering Shots |
9th | Sunder Spectacle |
14th | Archive of the Ancients |
20th | Dungeoneering Mastery |
Scurry Away
When you take up this Gunslinger Code at 3rd level, your reflexes have been trained to evade traps. When you succeed a Strength or Dexterity saving throw, you gain a Bravado and when you make an ability check to perceive or disarm a trap, you can add double your proficiency bonus to the roll.
Additionally, once on your turn, when you hit with an attack using your firearm, you can immediately move 10 feet. This movement does not provoke opportunity attacks.
Finally, you have a climbing speed equal to your walking speed.
Artifact Knowledge
Also at at 3rd level, you have great knowledge of the artifacts and relics you seek. By spending 1 minute inspecting and observing an object, you can learn information about it as if you had cast the identify spell.
Dungeoneering Shots
At 5th level, you have created many tools that assist your dungeoneering efforts. You can use your action and expend a Bravado point to do one of the following:
Flare. You can fire a glowing round that sticks into a point on a solid surface within your firearm's range. Light emanates from the point for 1 minute and produces bright light for 60 feet and dim light for an additional 60 feet. When you reach 9th level, this light becomes daylight.
Bolas. You can make a ranged attack with your firearm against a creature within range. On a hit, the creature takes the normal damage and is grappled. A creature can use an action to remove the bolas, ending the grappled condition. Dealing 5 slashing damage to the Bolas (AC 10) also frees the creature without harming it, ending the effect and destroying the bolas.
Grappling Hook. You fire a rope dart from your gun that anchors into a solid surface within 60 feet of you, whichever is longer. When you do, you can immediately fly to a point within 60 feet of the anchor, falling to 60 feet directly below the anchor at the end of your turn. The anchor remains in place until you tug it free as a bonus action, the rope is severed, or more than 500 pounds is hung from it.
Sunder Spectacle
At 9th level, your knowledge of the arcanum of the world allows you to exploit the weaknesses of magic practitioners. When a creature within your firearm's first range increment casts a spell, you can expend two Bravado points and use your reaction to make a range attack with your firearm against the creature. On a hit, the target must make a concentration check against the damage or fail to cast the spell, but still expend a spell slot.
You can use this feature a number of times equal to your proficiency bonus and can't do so again until you finish a long rest.
Archive of the Ancients
At 14th level, your ability to unearth great hidden knowledge bases has reached near impossible heights. You can spend an hour consulting your notes, attempting to recall information, or researching in a knowledge center such as a library to gain information as if you had cast the legend lore spell.
Once you use this feature, you can't do so again until you finish a long rest.
Dungeoneering Mastery
At 20th level, you have mastered your myriad tools. You can use your Dungeoneering Shots without expending Bravado points.
Spirit Medium
Spirit Medium Features
Gunslinger Level | Features |
---|---|
3rd | Ghostly Apparitions, Rite of Soul Binding |
5th | Spirit Sight, Occult Séance |
9th | Step Within Shadows |
14th | Greater Soul Binding |
20th | Deathwalker |
Ghostly Apparitions
When you take up this Gunslinger Code at 3rd level, you can tap into the Ethereal Plane and manifest spiritual energies. You learn your choice of two of the following cantrips: dancing lights, minor illusion, and thaumaturgy. Either your Intelligence or Charisma modifier (your choice) is your spellcasting ability for these spells.
Rite of Soul Binding
Also at 3rd level, you can bind the souls of the departed into physical objects. During a 10 minute ritual that utilizes the dead body of a creature that was slain no longer than 1 day ago, you infuse the dead creature's soul into a ranged or melee weapon, a set of armor, or a small trinket - such as a ring or necklace - that can be worn. The item then becomes soul-infused and infers benefits to the creature utilizing the item as listed below. Alternatively, when you conduct this ritual you can instead regain 1 Bravado point.
- Ranged Weapon or Firearm. Ranged attacks made with the weapon ignore cover. Additionally, they ammunition fired from the weapon can travel harmlessly through objects and full cover and target a creature behind it at disadvantage, assuming the attacker knows where the target is.
- Melee Weapon. When a creature is reduced to 0 hit points from an attack with the weapon, the attacker gains a number of d6 temporary hit points equal to 1/3 your gunslinger level (rounded up).
- Armor. As a reaction to being targeted by an attack, the wearer becomes partially intangible and gains a bonus to their armor class for the attack equal to your Intelligence or Charisma modifier (your choice).
- Trinket. As a bonus action, the wearer can consume the spiritual energies within the trinket, gaining a number of d6 temporary hit points and regaining a number of d6 hit points equal to 1/3 your gunslinger level (rounded up). When this property is used, the trinket becomes mundane and loses its sole-infused property.
You can only have one item soul-infused at a time. If you attempt to conduct this ritual while an item is already soul-infused, the old item loses its soul-infused properties.
Once you use this feature, you can't do so again until you finish a short or long rest.
When you reach 5th level in this class, you can have two items soul-infused at once, three items at 14th level, and four items at 20th level.
Spirit Sight
At 5th level, you can extend your vision into the realms beyond. As an action, you can expend 2 Bravado points and be able to see into and through solid matter, you can see invisible creatures, and you can see into the Ethereal plane. This vision has a radius of 10 feet and lasts for 1 minute or until concentration ends (as if concentrating on a spell).
The vision's radius increases to 15 feet at 9th level, 20 feet at 14th level, and 30 feet at 20th level. Additionally, at 14th level you also gain Truesight out to the ability's range when you use Spirit Sight.
Once you use this feature, you can't do so again until you finish a short or long rest.
Occult Séance
Also at 5th level, you can conduct a séance to commune with the dead. You can expend 2 Bravado points to cast the speak with dead spell. When you cast speak with dead in this way, you and the target understand each other even if you do not speak the same language.
Step Within Shadows
At 9th level, your exposure to ethereal forces has affected you greatly, offering you ghastly abilities. When you are in dim light or darkness, you can use your action to become invisible until the end of your next turn or until you enter bright light. You can use an action on consecutive turns to maintain your invisibility. While invisible in this way, you can move through other creatures and objects as if they were difficult terrain, as well as see and affect creatures and objects on the Ethereal Plane. You take 1d10 force damage if you end your turn inside an object. If you are inside an object when this feature ends, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you moved.
Greater Soul Binding
At 14th level, your Rite of Soul Binding has grown more powerful. The benefits a soul-infused item confers has changed to be that of the corresponding item below. Additionally, you can choose to target a willing creature's body with the Rite of Soul Binding which grants the corresponding property.
- Ranged Weapon or Firearm. Ranged attacks made with the weapon ignore cover. Additionally, they ammunition fired from the weapon can travel harmlessly through objects and target a creature behind it at disadvantage, assuming the attacker knows where the target is. Attacks made with the ranged weapon have a +1 bonus to attack and damage rolls.
- Melee Weapon. When a creature is reduced to 0 hit points from an attack with the weapon, the attacker gains a number of d12 temporary hit points equal to 1/3 your gunslinger level (rounded up). Additionally, attacks made with the melee weapon have a +1 bonus to attack and damage rolls.
- Armor. As a reaction to being targeted by an attack, the wearer becomes partially intangible and gains a bonus to their armor class until the start of their next turn equal to your Intelligence or Charisma modifier (your choice).
- Trinket. As a bonus action, the wearer can consume the spiritual energies within the trinket, gaining a number of d10 temporary hit points and regaining a number of d10 hit points equal to 1/3 your gunslinger level (rounded up). When this property is used, the trinket becomes mundane and loses its sole-infused property.
- Body. A creature with a soul-infused body can use an action to meld with the spiritual energies kept within them and take on a ghostly form for 1 minute. For the duration, the creature has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks and can move through other creatures and objects as if they were difficult terrain, as well as see and affect creatures and objects on the Ethereal Plane. They take 1d10 force damage if they end their turn inside an object. If they are inside an object when this feature ends, they are immediately shunted to the nearest unoccupied space that they can occupy and take force damage equal to twice the number of feet they moved. At the end of this transformation, the creature gains a point of exhaustion and is no longer soul-infused.
Deathwalker
At 20th level, the howls of the pale surround you. As an action, you can expend 3 Bravado points to cause any number of items you have soul-infused to burst with spiritual energy as the souls within rush towards and surround you for 1 minute. The items then lose their soul-infused property. You gain 20 * the number of soul-infused items chosen temporary hit points, and for the duration you gain the benefits of your Spirit Sight feature (no concentration required), you gain the benefits of your Step Within Shadows feature even if you are in bright light, and attacks you make with a firearm or simple melee weapon deal an additional 2d12 necrotic damage, ignore cover, and can attack through full cover.
Once you use this feature, you can't do so again until you finish a long rest.
Trick Shots
Acute Shot
When you make a ranged attack with your firearm, you can expend two Bravado points to score a critical hit on a d20 roll of 19-20 for that attack. If your critical strike threshold has already been increased, you instead increase it by 1 more. For example, if you already score a critical hit on a 19-20, the range becomes 18-20 when you use this trick shot.
Blinding Shot
When you make a ranged attack with your firearm, you can expend one Bravado point to attempt to briefly blind a creature. On a hit, the target takes the normal damage and they must make a Dexterity saving throw or become blinded until the end of their next turn.
Curving Shot
When you make a ranged attack with your firearm, you can expend one Bravado point to curve the bullet. Your shot ignores half and three-quarters cover.
Deflecting Shot
When a creature within 15 feet of you (including possibly yourself) is targeted by an attack, but before the result of the roll, you can expend two Bravado points and use your reaction to make an attack with your firearm against the attacking creature if they are within range. On a hit, they take the normal damage and must make a Dexterity saving throw against your Trick Shot Save DC or automatically miss the attack.
Disabling Shot
When you make a ranged attack with your firearm, you can expend a Bravado point and target a specific point on a creature's body, debilitating them. On a hit, the target takes the normal damage and must make a Dexterity saving throw. On a failure, they have a penalty to attack rolls equal to your Intelligence or Charisma modifier (your choice) until the end of the target's next turn.
Disarming Shot
When you make a ranged attack with your firearm, you can expend a Bravado point and attempt to disarm your target. On a hit, you can choose whether the target takes the normal damage or no damage at all and the target must make a Strength saving throw. On a failure, the target drops 1 held object of your choice and that object is flung to a space within 20 feet of the target.
Piercing Shot
When you make a ranged attack with your firearm, you can expend a Bravado point to attempt to shoot through several targets. On a hit, the target takes the 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.
Ricochete
You can expend one Bravado point when you miss a ranged attack with a firearm. When you do so, you can make an additional attack with the same weapon against either your target or a creature within 15 feet of your target. This additional attack does not consume ammunition. You can use another trick shot with this additional attack, expending Bravado as normal.
Startling Shot
When you make a ranged attack with your firearm, you can expend one Bravado point to purposefully miss the target, startling them. Attacks against that creature have a bonus to hit equal to your Intelligence or Charisma modifier (your choice) until the end of the target's next turn.
Sundering Shot
When you make a ranged attack with your firearm, you can expend one Bravado point to force the bullet through layers of your foes armor. You gain a bonus to hit equal to your Intelligence or Charisma modifier.
Tripping Shot
When you make a ranged attack with your firearm, you can expend one Bravado point to attempt to trip the target. The target takes the normal damage and must make a Strength saving throw or be knocked prone.
Warning Shot
When you make a ranged attack with your firearm, you can expend one Bravado point to purposefully miss the target, warning them of your skill. That creature must make a Wisdom saving throw or be frightened of you for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Feats
Firearm Adept
Prerequisite: proficiency in at least one ranged weapon
You have learned how to utilize firearms to dangerous effect:
- You gain proficiency in firearms.
- Additionally, you gain 1 Bravado point to spend on Trick Shots (this Bravado point is added to any Bravado points you have from another source). You regain all expended Bravado points when you finish a long rest. If your class or subclass has additional ways to regain Bravado points, you can regain this additional Bravado point using such features.
- You learn one Trick Shot option of your choice from the gunslinger class that costs no more than 1 Bravado point. Your Trick Shot Save DC is equal to 8 + your proficiency bonus + either your Intelligence or Charisma modifier.
Gun Rules
Firearm Properties
Loud. Ranged attacks made with this weapon are audible for up to 1 mile away.
Scatter. The weapon makes an attack roll against a target within range. Each creature other than you within 5 feet of, but not including, the target, hit or miss, takes the amount of the weapon's damage equal to the Scatter score.
Slotted Chamber. When reloading this weapon, you roll a die with a maximum roll equal to its reload score, loading that many rounds into the firearm.
Strong-Arm. When making an attack with a Strong-Arm, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Reload. The weapon can be fired a number of times equal to its Reload score before you must spend a bonus action to reload it. You must have one hand free to reload a firearm.
Why no Misfire?
Bluntly, I do not enjoy it as a balancing mechanism; the penalties misfire brings can make a player feel cheated as they have little control over it's function. If you want to implement misfire, consult this table:
Firearm | Misfire Score |
---|---|
Palm Pistol | 1 |
Six Shooter | 1 |
Repeating Rifle | 2 |
Sharp Rifle | 3 |
Firearm | Misfire Score |
---|---|
Blunderbuss | 1 |
Double-Barreled Shotgun | 2 |
Sawed-Off Shotgun | 2 |
Hand Mortar | 3 |
Firearms
Weapon Name | Cost | Ammunition | Damage | Weight | Range | Attachment Slots | Properties |
---|---|---|---|---|---|---|---|
Palm Pistol | 50gp | 2gp (20) | 1d8 piercing | 1 lb. | (40/100) | 1 | light, reload 3, loud |
Six-Shooter | 200gp | 5gp (20) | 1d10 piercing | 3 lb. | (60/120) | 1 | light, reload 6, slotted chamber, loud, special |
Repeating Rifle | 300gp | 6gp (20) | 1d12 piercing | 5 lb. | (90/240) | 2 | two-handed, reload 4, slotted chamber, loud |
Sharp Rifle | 1,000gp | 10gp (5) | 2d12 piercing | 9 lb. | (200/800) | 3 | heavy, two-handed, loading, reload 1, loud |
Blunderbuss | 250gp | 5gp (10) | 2d8 bludgeoning | 6 lb. | (20/40) | 2 | two-handed, reload 1, strong-arm, scatter (1d6), loud |
Double-Barreled Shotgun | 500gp | 10gp (10) | 3d6 bludgeoning | 5 lb. | (30/60) | 2 | two-handed, reload 2, slotted chamber, strong-arm, scatter (1d6), loud |
Sawed-Off Shotgun | 500gp | 10gp (10) | 2d6 bludgeoning | 3 lb. | (20/60) | 1 | light, reload 2, slotted chamber, strong-arm, scatter (1d6), loud |
Hand Mortar | 1,000gp | 10g (1) | 2d8 fire | 10 lb. | (30/60) | 2 | heavy, two-handed, reload 1, scatter (2d8), loud, special |
Six-Shooter
As an action, you can fire every round loaded into this weapon, making an attack roll for each. You have a penalty to all the attack rolls equal to the number of rounds being fired. Each shot deals 1d8 + your Dexterity modifier piercing damage. If you fire six shots and all six shots hit a creature, you gain a Bravado point.
Hand Mortar
Ranged attacks with this weapon deal double damage to objects and structures.
Firearm Attachments
Attachments are accessories that can be affixed to a firearm, granting it additional features. A firearm can have a number of attachments equal to its number of attachment slots as seen on the Attachment Slots column of the Firearms table. Some attachments are more powerful than others and, as such, may require more than one attachment slot to affix to the firearm. Attachments take a number of seconds to attach or detach equal to 6 * the number of attachment slots the attachment requires. You can only attach one type of attachment once to a single firearm unless otherwise stated.
Firearm Attachments
Attachment | Cost | Weight | Attachment Slots |
---|---|---|---|
Arcane Darklight | 500gp | 1 lb. | 1 |
Bayonet | 20gp | 1 lb. | 1 |
Climbing Implement | 50gp | 2 lb. | 1 |
Flare Stone | 150gp | 1 lb. | 1 |
Muffle Sleeve | 250gp | 1 lb. | 1 |
Rifle Wall | 3,000gp | 5 lb. | 2 |
Ringing Barrel | 250gp | 1 lb. | 1 |
Scoped Lens | 300gp | 1 lb. | 1 |
Silvered Barrel | 100gp | 1 lb. | 1 |
Spell Driver | 5,000gp | 1 lb. | 2 |
Steadier | 250gp | 1 lb. | 1 |
Tempest Chamber | 10,000gp | 1 lb. | 3 |
Widened Barrel | 300gp | 1 lb. | 1 |
Arcane Darklight
A ruby placed in a compartment on the barrel of a firearm. You can open a latch which produces a 10 foot cone of dim light. If the light touches a magic object or magical effect, the object or effect glows and becomes visible to you if it isn't already.
Bayonet
A blade affixed to the barrel of a firearm. You can make a melee weapon attack with this simple weapon. It has the finesse and light properties and deals 1d6 piercing damage.
Climbing Implement
A hook or claw affixed to the barrel of a firearm. You can make a melee weapon attack with this simple weapon. It has the light property and deals 1d4 slashing damage. Additionally, you have advantage on ability checks made to climb while holding a firearm with this attachment.
Flare Stone
As an action, you can open a latch at the front of your gun which produces a 40 foot cone of light, the first 20 feet is bright light and the final 20 feet is dim light.
Muffle Sleeve
A sleek, fire resistant fabric sleeve that extends from the barrel of a firearm. Ranged attacks with this firearm are only audible for 100 feet.
Rifle Wall
A stone shield affixed to the body of a firearm. While you are not holding a shield, you gain a +1 bonus to your AC while you are holding a firearm affixed with this attachment.
Ringing Barrel
A metal barrel that amplifies the noise of a firearm it is affixed to. Ranged attacks with this firearm are audible for up to 5 miles. Additionally, when you make a ranged attack, each creature within 10 feet of you (including yourself) must make a Wisdom saving throw against your Trick Shot save DC or become deafened until the end of their next turn. Wearing earmuffs or other sound-muffling devices makes a creature immune to this effect.
Scoped Lens
Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls made with this firearm.
Silvered Barrel
A silver-coated gun barrel etched arcane runes that is affixed to the end of a firearm. Ranged attacks made with the firearm are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Spell Driver
A small runic stone placed within the firing mechanism of a firearm with a small latch that allows access to it. A creature can cast a spell of 3rd level or lower into the Spell Driver, expending a spell slot as normal. As an action, a creature holding the firearm can cast the spell using the original caster's spell attack bonus and spell save DC. The spell remains in the Spell Driver for 8 hours or until you cast it. Only one spell may be in the Spell Driver at a time.
Steadier
You have a +1 bonus to hit with attacks made with the firearm.
Tempest Chamber
A mote of magical thunder that hums with the power of a storm. A firearm with this attachment does not need to reload and loses the loading property if it normally has it, as magical rounds are automatically loaded into it when the chamber is emptied. When this attachment creates ammunition, ranged weapon attacks made with the firearm deal thunder damage instead of its normal weapon damage. Magical ammunition can be loaded and fired as normal.
Widened Barrel
An enlarged barrel that modifies launching mechanism of a firearm. This attachment can only be affixed to firarms with the scatter property. The area scatter affects increases by 5 feet.
Magic Items
Ol' Betsy
Firearm (blunderbuss), legendary (requires attunement)
Once wielded by Cast Coalsmoke, this blunderbuss is ornately made, featuring a golden dragon's head at the end of its barrel through which superheated rounds are sent down range. Additionally, a long, serrated blade has been affixed to the edge of this weapon.
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
Dragon's Maw. This blunderbuss deals 3d8 fire damage instead of its normal piercing damage. Additionally, it lacks the reload property as magical flame is automatically conjured and loaded into its chamber instead of bullets. Magical bullets can still be manually loaded in as if it were a normal blunderbuss, however.
Executioner's Blade. You can make a melee attack with this weapon, dealing 1d10 slashing damage and 2d8 fire damage on a hit. If you score a critical hit with this attack, you deal an additional 6d10 slashing damage.
Draconic Insight. You can speak, read, and write Draconic. Additionally, you have advantage on Intelligence checks to recall information about dragons and Charisma checks when interacting with dragons.
Ol' Betsy's Promise. While attuned to Ol' Betsy, you can use an action to cause gold draconic wings to sprout from your back, giving you a flying speed equal to your walking speed.
Breath Weapon. As an action, you can cause Ol' Betsy to emit one of two 90-foot cone effects:
- Fire Breath. Each creature in the cone must make a DC 19 saving throw or take 12d8 fire damage, half as much on a success.
- Weakening Breath. Each creature caught in the cone must make a DC 19 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Sentience. Ol' Betsy, known as Betsithaax, the Golden Shepherd, is a lawful good ancient gold dragon that has been permanently polymorphed into this firearm. Ol' Betsy has an Intelligence of 18, a Wisdom of 17, and a Charisma of 28. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Common, Draconic, Dwarvish, Elvish, and Infernal.
Personality. Betsithaax was once a guardian of an ancient kingdom. Legends tell of her having assisted the monarchs of old rise to their elevated status, granting her the moniker the Golden Shepherd. However, a rival regent to one of her client kingdoms saw fit to rid their kingdom of the golden scourge and magically turned her into a harmless ingot of gold. This ingot, centuries later, was found by accomplished blacksmith and gunslinger, Cast Coalsmoke who forged it into his magnum opus: Ol' Betsy.
Now that Betsithaax is but a tool of man, she wishes to rid herself of such a condition and bring draconic hellfire upon the progeny of the regent that made her such.
Despite such violent ambition, Betsithaax generally has the highest hopes for humanoid kind, being a patron of their endeavors for so long has caused her to grow somewhat fond of certain mortals.
Bloodied Bandolier
Wondrous Item, uncommon
This leather bandolier carries a stench of human viscera and bloody stains that cannot be removed.
While wearing this bandolier, you can keep up to 6 individual rounds stored within it. If a round is stored within this bandolier for at least 1 hour, once fired the ammunition has a +1 bonus to attack and damage rolls so long as it is fired within 1 minute of being removed from the bandolier.
Firearm, +1, +2, +3
Firearm (any), varies
These magical firearms come in three rarities derived from their bonus to attack and damage rolls.
Rarity | Bonus |
---|---|
Uncommon | +1 |
Rare | +2 |
Very Rare | +3 |
Holy Round
Firearm Ammunition (any), uncommon
These silver bullets are shrouded in a roiling mist of holy radiance. Attacks with these rounds deal an additional 1d8 radiant damage, or an additional 2d8 radiant damage if the target is an undead or fiend.
Potion of Sharpshooting
potion, rare
This vial is filled with an extremely viscous orange liquid that smells of rust. Small bubbles slowly rise from the bottom of the glass container before bursting in a small puff of smoke at the top of the liquid's surface.
After drinking this potion, you have advantage on attack rolls made with firearms for 1 minute.
The Ruiner's Rifle
Firearm (sharp rifle), rare (requires attunement)
You have a +1 bonus to attack and damage rolls made with this magic weapon. This weapon has 4 charges which recharge daily at dawn. By expending charges, you can do the following:
Rotting Round. When you hit a creature with a ranged attack with this firearm, you can expend a charge to deal an additional 3d8 necrotic damage.
Raising Round. When you reduce a humanoid to 0 hit points with a ranged attack with this firearm, you can expend a charge to raise the creature as an undead thrall as if the animate dead spell had been cast on them. You can expend a charge as an action to maintain their animation.
Gate Gun
Firearm (any), legendary (requires attunement)
This sleek white gun has two metal prongs near the end of its barrel.
You have a +2 bonus to attack and damage rolls made with this magic weapon.
While attuned to this weapon, you can use it to cast the arcane gate spell at will.
The Mint
Firearm (repeating rifle), very rare
This golden rifle has a strange, circular loading slot. This weapon does not shoot normal repeating rifle rounds and instead uses coins as ammunition. The bonus to attack and damage rolls and the attack's damage type changes depending on what value of coin is loaded.
Coin Type | Attack Bonus | Damage Bonus | Damage Type |
---|---|---|---|
Copper | +0 | +0 | Poison |
Silver | +1 | +1 | Cold |
Gold | +2 | +2 | Fire |
Electrum | +3 | +3 | Lightning |
Platinum | +5 | +5 | Force |
Barrel of Sorcery
Firearm (any), very rare (requires attunement)
You have a +2 bonus to attack and damage rolls made with this magic weapon.
The firearm has 20 charges and recharges 3d6 charges daily at dawn. If you expend the last charge, the firearm maintains its +2 bonus to attack and damage rolls, but loses all other magical properties.
Barrel of Arcane Flame. When you hit a creature with a ranged attack made with this firearm, you can expend between 1 and 4 charges, dealing a number of d6s of additional force damage equal to the number of charges expended.
Spells. While holding this firearm, you can use an action to expend 1 or more of its charges to cast one of the following spells from it (Spell Attack Bonus +10, Spell Save DC 18): lightning bolt (3 charges), misty step (2 charges), magic missile (5th-level version, 5 charges), scorching ray (2 charges), wall of fire (4 charges), witch bolt (5th-level version, 5 charges)
Screaming Obliteration. As an action, you can push the Barrel of Sorcery to its limits. You can expend all remaining charges to fire a beam of obliterating energy. The beam is a 10 ft. wide 60 ft. long line that deals an amount of force damage equal to 8 * the number of charges expended. A creature reduced to 0 hit points from this damage is obliterated, not even ash remains. When you use this feature, roll 1d20. On a 1 to 10, you are teleported to a random plain of existence. On an 11 to 20, you are instead pushed 20 feet away from the line. Regardless, the Barrel of Sorcery explodes and is destroyed and if you are holding the firearm you take an amount of force damage equal to 16 * the number of charges expended.
sawblade gun
exploding disposable gun
Changelog
Ver. 1.0
- First release
Ver. 1.1
- Added a Changelog!
- Added rules for firearm attachments and the following attachment options: Arcane Darklight, Bayonet, Climbing Implement, Flare Stone, Muffle Sleeve, Rifle Wall, Ringing Barrel, Scoped Lens, Silvered Barrel, Spell Driver, Steadied Grip, Tempest Chamber, Widened Barrel
- Added new trick shots: Piercing Shot, Sundering Shot
- Added new subclasses: Ruin Seeker, Spirit Medium
- Added new magic items: Gate Gun, The Mint
- Changed Helpful Gunplay's range to be 5 feet
- Changed the Trick Shot Disarming Shot to allow the shooter to choose whether it deals damage or not.
- Changed Fan or Focus's alternative ability to cost 1 Bravado point
- Changed the damage type of shotguns to bludgeoning damage
- Changed scatter: no longer requires saving throw and scatter damage has been reduced across the board
- Changed hand mortar: added heavy and two-handed
- Changed the expertise given in Gunsmithing to be in the expertise feature
- Changed Curving Shot to not be able to shoot around full cover
- Fixed Trick Shots: added "you regain all expended Bravado points when you finish a long rest."
- Fixed Scatter: no longer hits shooter
- Reworked the fighting styles entirely
- Reworked Gun Mage: removed Arcane Aim, Super Natural Panache, and Inscribed Bullet; reworked Spell Shot and added Animate Firearm and Bullet Gate; and made Mana Reserve a 3rd level abiity.
Practice
Safe
Homebrewing
Was 5th edition D&D ever really meant for a proper gunslinger? Probably not, but God damn if there isn't something so fascinating and fantastically appealing about being a rough-and-tumble desperado equipped with nothing but his wit and pistol. This niche is one that has been filled in places by some classes, like artificer or rogue, but has been tackled so head-on only in homebrewed content. I figured that I'd try to give it a spin.
This document is the culmination of about a month of work which consisted of conceptualizing, play-testing, balancing, and seeking assistance from outside sources like friends on discord. I hope that this is something you can enjoy at your own table. Thank you for playing.
Did I do something wrong? Have critique? I want to hear it! Comment or message me on Reddit: u/_Snuggs_
General Credits
Created by u/_Snuggs_
Help from u/flopadoops44 and others from our campaign discord
Art Credits
Cover Art: godchased
Page 2 Art: Mikeypetrov
Page 3 Art: DrawingNightmare
Page 4 Art: loztvampir3
Page 5 Art: fantasio
Page 6 Art: Paizo
Page 7 Art: Paizo
Page 8 Art: Joseph Descallar
Page 9 Art: Paizo
Page 10 Art: Graey Erb
Inspiration
Matthew Colville
Matthew Mercer's Gunslinger
Indestructoboy's Ttake on Mercer's Gunslinger
In Development
Kit Guns. Fully customizable, modular firearms that every gunslinger has access to.
New Subclasses. The performing Gun Spinner, the ruthless Bounty Hunter, and distanced Deadeye are all in development in addition to some more that may or may not be added in the next version.
Magical Items. The next version of this class will have at least four more unique magic items included.