Z's Cowboy Gunslinger
Introduction
"To the town of Agua Fría rode a stranger one fine day.
Hardly spoke to folks around him, didn't have too much to say.
No one dared to ask his business, no one dared to make a slip.
For the stranger, there, among them, had a big iron on his hip."
A Grey World
Guns are powerful weapons, and as such there are many who wish to abuse the power they provide, especially in a world where said power is rare. Thus, evildoers who get their hands on firearms take little time to exploit their newfound tool. But as evil finds a new root in the power structures of the world, so does justice; some of those who get their hands on firearms use their unique power to put an end to injustice.
However, most of the time the split between black and white isn't so clear; most people who get their hands on a gun don't mind lying if it secures them some money, but also take pity on those who are suffering. Where do you fall in this spectrum of greys? Will you do your best to help out others, even if it means not knowing where your next meal will come from? Will you give in to greed and exploit others to achieve your goals?
Great Responsibility
Depending on the technological status of the world you are playing on, guns may be a relatively common weapon used by both law enforcers and common burglars or a rare power whose knowledge could potentially shape the world. However, this class' firearms are not nearly as powerful as modern-day weaponry, so bear in mind that a well placed arrow can still be deadlier than a poorly aimed shot.
Luck By your Side
A lot of people rely solely on their skills to win their battles, whether arcane or physical. Gunslingers, however, find in luck an unlikely ally, often pulling off even the craziest of plans, if just by the skin of their teeth.
Of course, there are exceptions to this rule. Maybe your gunslinger is someone who dedicated themselves to being the best shot they can possibly be, training tirelessly to be able to protect their families, friends, nations, or just themselves. Whichever way, few can match the raw skill possessed by these gun-wielding warriors.
Z's Cowboy Gunslinger
Level | Proficiency Bonus / Max LP | Features |
---|---|---|
1st | +2 | Trained Skills, Run Red Run, Sights |
2nd | +2 | Fortune Favors the Bold, LS Stored Luck, Mightier Than the Sword and Pushing Shot, Lady Luck's Gift |
3rd | +2 | Gunslinger Path |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack, LS Ricochet |
6th | +3 | Gunslinger Path Feature, LS Quick Burst, Silver Bullets |
7th | +3 | LS Counter-Bullet |
8th | +3 | Ability Score Improvement |
9th | +4 | Luckier Crits |
10th | +4 | Animal Friend |
11th | +4 | Gunslinger Path Feature |
12th | +4 | Ability Score Improvement |
13th | +5 | LS AA Bullet |
14th | +5 | LS Shield Breaker |
15th | +5 | Gunslinger Path Feature |
16th | +5 | Ability Score Improvement, |
17th | +6 | Lady Luck's Chosen One, LS Bang |
18th | +6 | No such a thing as luck |
19th | +6 | Ability Score Improvement |
20th | +6 | True Crits |
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: 5 (or 1d8) + your Constitution modifier per gunslinger level after 1st
Proficiencies
- Armor: Light armor.
- Weapons: All simple weapons, all ranged weapons and all firearms.
- Tools: Any two of your choice.
- Saving Throws: Dexterity, Charisma
- Skills: Choose two between Sleight of Hand, Acrobatics, Stealth, Survival, Perception, Insight and Intimidation.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A revolver or (b) a rifle.
- (a) An explorer’s kit or (b) a burglar's pack.
- Any simple weapon.
- Leather armor.
Trained Skills
You have trained your senses and mind to excel at certain situations, even if you would normally be mediocre at that skill. Choose two of these options. You add double your proficiency bonus to those checks:
-
Survival and Investigation checks made to track a creature (searching for footprints, carriage tracks, broken branches...).
-
Insight checks made against a humanoid to determine whether they are lying or not about something crime-related (who they work for, if they did commit a crime or not...).
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Any Sleigh of Hand check made to draw a revolver.
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Intimidation checks made while pointing a firearm at the target creature(s) if said creature(s) know what a firearm is and that it is dangerous.
-
Any kind of Intelligence check made to both better understand how a weapon or mechanism that uses gunpowder works and modify said kind of technology.
-
Performance checks made to do tricks with guns.
Whichever you pick, you also gain proficiency in the Animal Handling skill. These bonuses do not stack with either proficiency or the Expertise feature, and you cannot choose one of these options more than once even if you get to choose more later. You choose one additional option at 13th level.
Run Red Run
You are always quick on your feet and ready to act, reposition or run away. You can Dash as a Bonus Action and gain a bonus to your initiative equal to your Proficiency Bonus.
Gunsmithing
Choosing Smith’s Tools proficiency does not grant you any benefit. If you really want to use them to craft or modify firearms, your DM is, as always, the ultimate authority, but please make sure you understand what part a feature or weakness plays in the overall balance of the class before altering it. For example, do not allow a rifle to have the same ammo capacity as a revolver, as this would make the rifle a straight up better weapon than the revolver.
Sights
You may change your firearm’s sight whenever you finish a short or long rest, choosing between these three options:
Iron Sight
Your gun's default sight. Its properties are not altered.
No Sight
Your gun’s normal and long ranges are reduced by half, but you gain a +2 bonus to hit to any ranged attack rolls you make with it.
Scope
Both your gun’s normal and long range are doubled, and you ignore both half and 3/4 cover, but any ranged attack roll you make with it suffers a -2 penalty.
Fortune Favors the Bold
At 2nd level, you don't just have uncanny luck, but can also save it for whenever you need it the most. You learn Luck Strikes which are fueled by Luck Points.
Luck Points
Starting at 2nd level, your ranged firearm attacks score a critical hit on a roll of 19 or higher. If your charisma is at least 18, this feature increases further to 18 or higher.
From now on, whenever you land a critical hit you gain a Luck Point but deal normal damage instead of rolling twice as many dice to calculate the attack's damage.
You can have a number of LPs of up to your Proficiency Bonus (PB), and start fights with 0 LPs. You lose all LPs once combat ends.
You may use luck points for Luck Strikes (LS), and there is no limit to how many LS you can use in one attack nor round, although they may come with their own caveats.
If you have any feature that affects the damage critical hits deal, similar to what the Half-Orc's Savage Attacks does to melee weapon attacks, this bonus damage only applies to attacks under the effect of the Stored Luck Luck Strike.
Similarly, if an effect makes it so that an attack you land is a critical hit, such as attacking a paralyzed target within 5 ft of it, that attack is instead under the effects of the Stored Luck Luck Strike.
Names are complicated
Should you choose the Lucky feat, I recommend calling the points granted by it “Lucky Feat Dice” to better differentiate between them and the Luck Points used by this class.
Luck Strikes
No matter how tough things get, a mix of both your skill and some luck make you capable of impressive shooting feats.
Luck Strikes (sometimes abbreviated to LS) allow you to use your firearm to do more than just deal damage; preventing the casting of spells, knocking dragons from the air or even shooting dynamite in the air to make it explode instantly are just some of the awesome Luck Strikes you will be using in your gunslinging journey.
Beginning at 2nd level, you know the Pushing Shot, Stored Luck and Mightier Than the Sword Luck Strikes, and you learn new as you level up. You can see at what level you learn which LS in the features table or in the list below.
You can choose to apply the effects of a Luck Strike to an attack after making the attack roll and knowing if it hits the enemy AC or not, similarly to the Paladin's Smite feature.
You know all luck strikes for which you have at least the required level or feat, and can use them whenever you want, provided you have the required Luck Points. There is no limit to how many LS you can use in one attack nor round, although they may come with their own caveats. Luck Strikes con only be applied to attacks you make with either a revolver or a rifle (ranged firearm attacks).
Here is a list with all the Luck Strikes your character will be unlocking thorough the levels:
(2nd level) Stored Luck
You can focus to land deadly shots whenever you need them the most. You can spend 1 LP to increase the damage dealt by a ranged firearm attack, rolling twice as many dice to calculate the damage it deals. An attack can only benefit form being under the effects of this Luck Strike once.
(2nd level) Pushing shot
You can spend 1 or more LP to push the target of a ranged firearm attack 15 ft away from you for every LP spent and knock them prone. The target must be at least 10 ft away from you. If the target is Large or bigger, it isn't knocked prone. Gargantuan creatures are immune to the effects of this Luck Strike.
(2nd level) Mightier Than the Sword
As a reaction when you see an enemy make either a melee attack or a non-firearm ranged weapon attack against you or a creature you can see within your normal range, you can shoot whatever weapon or projectile they use to make the attack, spending 1 LP to make the enemy reroll that attack and take the lower of the two results. If you use this feature against a ranged weapon attack, the attack misses automatically. The enemy is unharmed.
You can take this reaction after damage has been rolled for the triggering attack, but before other characters take their reactions.
(5th level) Ricochet
After missing a ranged firearm attack, you can spend 1 LP to make the bullet ricochet off of nearby surfaces, items or even creatures. You choose either the same target or another that you can see and is within your normal range, and then reroll the attack roll. You must use the new roll to determine if the attack hits or not. This maintains the effect of any other Luck Strike such as Counter-Bullet or attacks made using the Marksman's Headshot feature.
(6th level) Quick Burst
After taking the Attack action on your turn, you can keep shooting by spending 2 or more LP to make one additional attack for every LP spent as a bonus action. Due to the recoil, these attacks have a –2 penalty in their attack rolls. These attacks are part of the Attack action.
(7th level) Counter-Bullet
As a reaction when you see an enemy cast a spell within your normal range, you can spend 2 LPs to shoot said enemy with the intent of interrupting the casting. Make an ability check using your charisma modifier. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect. If the casting of the spell consumed a resource (Spell Slot, X uses per day...) that resource is still spent. The enemy is unharmed.
(13th level) AA Bullet
Whenever you make a ranged firearm attack against an airborne creature whose flying speed comes from physical means (wings or similar), you can spend 1 or more LP to target said means with the shot, reducing the creature's flying speed by 40 ft for every LP spent in addition to dealing the attack's normal damage. If flight speed is reduced to 0, the creature falls out of the air
(14th level) Shield Breaker
After making a ranged firearm attack against a target under the effect of the Shield spell, including if it was cast as a reaction to that attack, you can spend 1 LP to ignore the AC bonus the spell usually provides. If the attack hits, the bullet breaks the magical shield, ending the spell.
(17th level) Bang
You are now able to briefly take extreme focus and make many shots while still being precise. Whenever you take the Attack action, you can spend 6 LPs to triple the number of ranged firearm attacks you can make. You can use this Luck Strike even after having already made one or more attacks as part of the Attack action.
(Powder Ganger) Pull!
After throwing a dynamite stick or pack, you can spend 2 LP to shoot it as an action, making it explode instantly. You can choose what point of the trajectory to shoot it at as long as said point is within your normal range and you can see it.
Dynamite that hasn't been thrown by you or that is on the ground is susceptible to the effects of this Luck Strike.
Lady Luck's Gift
Beginning at 2nd level, You have found some ways to relax and give yourself a confidence boost, even in the direst of situations. This may be a specific tobacco brand, a gesture or even just saying something cheesy. You can replenish half your maximum LP rounded up as a bonus action once per short rest.
Ability Score Improvement
When you reach 4th level, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can aim much quicker and precisely, allowing you to shoot more times without any drawback. You can now attack twice, instead of once, whenever you take the Attack action on your turn.
Silver Bullets
Starting at 6th level, whenever you fire a bullet from a firearm, it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Luckier Crits
Starting at 9th level, whenever you would gain a Luck Point, you gain 2 instead of one.
Animal Friend
Beginning at 10 th level, the connection you have made with nature and the pain you have suffered throughout your travels allows you to better empathize with other beings without need for words. You now add twice your proficiency bonus to any animal handling check you make.
Lady Luck's Chosen One
Starting at 17th level, you are now one of if not the luckiest person in the world. Whenever you use the Lady Luck's Gift feature, you now gain 6 LPs, up to your maximum.
No such a thing as luck
Beginning at 18th level, you do not suffer disadvantage on attacks against invisible or obscured targets so long as you are aware of them.
True Crits
After reaching 20th level, whenever you land a critical hit, that attack is under the effects of the Stored Luck Luck Strike.
Gunslinger Paths
The Desperado
It was high noon when the sheriff stepped in the middle of the now empty street, shortly followed by the outlaw. They both knew this day would be either their happiest or their last.
Tempting with their fingers their guns sheath and looking each other in the eyes, a few seconds went by in which only the howl of the wind killed the cold silence. A sudden and quick movement that ended as quickly as it started marked their two fates. A shot echoed through the valley, announcing the death of one man and the victory of another.
The outlaw took a deep breath and a sigh of relief, for he knew that, from now on, he would be truly free.
Don't let the name fool you; both criminals and agents of the law use the abilities granted by this path to fight their opposites. Swift and nimble, they are often able to take down the deadliest of foes before they even have the chance to act, which added to how difficult they are to pin down, makes them a constant threat on the battlefield.
Strong Opening
Starting at 3rd level, you know how to better use the starting moments of a fight to your advantage. When you roll initiative you gain a number of LPs equal to half your Charisma modifier rounded up. This number of starting LP cannot exceed your maximum LP.
Don’t Fence Me In
Beginning at 6th level, you are always alert and especially resilient to dangerous traps or spells that may immobilize or slow you. You now add your charisma modifier to any roll you make to prevent your movement speed from being reduced or taken from you, such as Hold Person, Web, Compelled Duel or anything that causes the Fear status.
In addition, your movement speed increases 10 ft.
Swift Shooter
Starting at 11th level, you have integrated shooting and aiming so much in your skills that they become second nature to you. You can now make three attacks instead of one whenever you take the Attack action.
Big Iron
Starting at 15th level, few creatures in existence can match your skill or speed with a gun.
You always act first in the first round of combat.
If one or more creatures that participate in that combat have this or a similar feature, each of those creatures makes a Sleight of Hand Ability check, and act from higher to lower results.
Additionally, you now add half your charisma bonus rounded up to any attacks you make using a firearm.
The Marksman
A group of adventurers is gravely hurt after a tough fight against a red dragon. While the wounded beast retreats, the party licks their wounds, watching as their hard-earned victory flies away into the horizon.
The Gunslinger, however, lays on the ground and takes a deep breath. The dragon is by now more than a thousand feet away, its an almost impossible shot.
The Marksman pulls the trigger, hoping for the best and knowing this may very well be the last shot she ever takes, and falls unconscious shortly after.
The dragon's body hits the ground moments later.
As a Marksman, you prefer quality over quantity, taking fewer shots but making them count. No matter how far the target is or how impossible a shot may seem, you have polished your aim to put bullet where you put your eye.
Headshot
When you choose this Path at 3rd level, you learn to take your time to make more precise attacks. When you take the attack action on your turn, you can choose to forfeit any extra attacks to gain one LP if that attack kills an enemy.
Once you reach level 5, whenever you use this feature the attack is under the effects of the Stored Luck Luck Strike.
Cover Master
Starting at 6th level, you learn how to most effectively use cover. You treat half cover as 3/4 cover and 3/4 cover as full cover, and being prone no longer imposes disadvantage in ranged firearm attacks you make.
In addition, whenever you attack an enemy from which you have cover while using a scope sight, you negate the attack penalty imposed by it. You also get this benefit whenever you are prone.
Hollow-Point Bullets
Beginning at 11th level, whenever you land an attack under the effects of the Stored Luck Luck Strike, you roll thrice as many dice to calculate the damage dealt instead of twice.
Yuyan of the West
Starting at 15th level, your aim is so reliable that you can never have disadvantage when shooting a target that you can see if it is 15ft or more from you, unless it is in your long range, and you now get a +3 bonus to any attack rolls you make with a rifle when you are prone.
In addition, you can take a deep breath and unnatural focus to land impossible shots. A number of times equal to your Charisma modifier per long rest, you can make attacks at 4 times their normal range. This effect also applies to Luck Strikes you take as a reaction.
For example, if you are using a rifle with an iron sight and see an enemy who is 300ft from you cast a spell, you can spend a use of this feature and 3 LPs to take the Counter-Bullet Luck Strike. Attacks taken using this feature still suffer disadvantage if the target is outside of your normal range.
Guns and explosives
These are the guns that this class is balanced around and meant to use.
Weapon | Damage | Range | Properties |
---|---|---|---|
Revolver | 2d6 piercing | 60/120 ft | 6 reload, one-handed, firearm, light |
Rifle | 4d4 piercing | 80/160 ft | 2 reload, two-handed, firearm |
Dynamite Stick | 6d6 thunder | 60 ft throw, 10 ft explosion radius | Special |
Lasso | _ | 30/60 ft | Special |
Firearms
Firearms are their own category of ranged weapons. The damage of ranged firearm attacks cannot be reduced by the Monk's Deflect Missiles ability.
A character needs to be proficient with firearms to use them. A character who is not proficient with firearms can acquire this proficiency by spending 100 hours training with a firearm, spending 50 bullets every hour. Once these conditions are met, the character becomes proficient with both revolvers and rifles.
Range
A firearm's range is written as x/y ft, where x is the gun's normal range and y is the long range. You can shoot enemies that are within your long range at disadvantage, and those that are within your normal range without disadvantage. You cannot shoot enemies that are not within your long range distance.
Reload
The weapon can be fired a number of times equal to its reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
You can only ignore this property if the weapon is under the effects of the Repeating Shot infusion or a similar magical effect, but not by any non-magical means.
Light
You can wield a revolver in one hand and another weapon or a shield in the other as long as you have the required proficiencies.
Dual-Wielding
You can only dual-wield revolvers. Unlike dual-wielding melee weapons, dual-wielding does not allow to make any extra attacks unless you have the Twice as Deadly feat.
Two-handed
To shoot a rifle, you must have both hands free.
Dynamite Sticks
Dynamite sticks are an optional addition that comes with this class. You can choose to have them in your game or not, as it doesn't affect in any way the Gunslinger class, and they can in fact be used by any class, or even NPCs with no class such as commoners.
You can hurl a dynamite stick as an action up to 60 ft from you. It then explodes at the start of your next turn, dealing 6d6 thunder damage to any creature, items that are not being worn or carried and structures within 10 ft of the explosion.
If a dynamite sick or pack that is not being worn or carried takes at least one point of fire damage, it explodes instantly.
You may tie a dynamite pack or stick to an arrow as a bonus action, in which case the dynamite travels with the arrow. Even if you hit a creature with the arrow, it falls to the ground.
Lasso
Lassos are similar to nets, but they have a 30/60ft range.
Ammo and prices
This class was not designed with consumable ammo in mind, as I personally never use it and don't see it as a fun mechanic. You are free to implement ammo consumption if you wish, as this shouldn't really impact the class' mechanical play, but know that it is not intended play and make sure that it is what both the player and the DM want.
Players should not get access to additional firearms until they are at least 5th level.
In the Forgotten Realms, I'd say a revolver should cost 200 gp (2 gp for 10 bullets), a rifle 300 gp (3 gp for 10 bullets) and one dynamite stick 20 gp, and I wouldn't recommend having just any weapon shop or smith sell these, as the Forgotten Realms are still a medieval fantasy world and making of weapons a common item may conflict with its lore.
Balance and Design
Crits are not intended as the main way to gain LPs, but rather as a bonus to make combat more dynamic and keep the player thinking on their feet constantly. The main ways a gunslinger has to gain LPs are Lady Luck's Gift and, especially, the subclass the player has chosen.
This class deals good damage and can also be a powerful support, but that is countered by having to reload, the limited nature of Luck Points, not having a fighting style and having average defensive capabilities (poor in close quarters combat).
Keep in mind, too, that even though a level 5 gunslinger may be able to make, say, 5 attack in one round with a -3 penalty to three of them, they have to spend all their Luck Points to do so, but a fighter will never have to choose between using their Second Wind feature or the +1 AC the defensive fighting style provides. This means that, while gunslingers are more flexible in how they approach each encounter than most martial classes, they are also harder to play effectively.
Feats
Here are some optional gunslinger-exclusive feats.
Close Quarters Veteran
You learn how to properly use firearms in close range, gaining these benefits:
-
Attacking an enemy within 5 ft of you with a firearm doesn't impose disadvantage, and grants you advantage if you are using a revolver. You don't get this benefit if you are using a scope.
-
You ignore half and 3/4 cover when attacking with a firearm within normal range.
-
You can make a special melee firearm attack against an enemy within 5 ft of you that deals damage equal to 1d4 + your strength modifier by replacing one of the attacks made as part of the Attack action or as a bonus action.
Powder Ganger
You become an expert in the use of explosives, gaining these benefits:
-
You can tie up to 4 dynamite sticks together to make a dynamite pack, adding each 2d6 extra damage and 5 ft to the radius, as either a bonus action or an action.
-
You can throw dynamite sticks and packs as a bonus action and twice as far.
-
You learn the Pull! Luck Strike if you have at least two levels in this gunslinger class.
-
You can set a precise timer to trigger the explosion of dynamite, which cannot be shorter than one round and must be shorter than 2 hours, and can set it to trigger multiple explosions at once if you can connect the dynamite via string.
Lucky Shooter
You learn how to better implement luck in your fighting style, gaining these benefits:
-
Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a +5 bonus to the attack roll. If that attack hits, its damage takes a -10 penalty, to a minimum of 0 damage.
-
Your firearms' normal range is now equal to their long range.
-
If you have at least two levels in this gunslinger class, your Luck Point maximum is increased by one and you gain one extra Luck Point whenever you roll for initiative, up to your maximum LP capacity.
Twice as Deadly
You are now so skilled in using revolvers that you can wield and shoot two of them at the same time, gaining these benefits when you do so:
- You can make twice as many attacks whenever you take the Attack action. If you use this feature, you don't add your dexterity modifier to the attack rolls nor the damage of the ranged firearm attacks you make as part of that Attack action. Attacks made with this feature have their critical hit range reduced to 20, or 19 or higher if your charisma is at least 18.
This feature applies to extra attacks as long as they are part of the Attack action, like those granted by Quick Burst. To use this feature, you must attack at least once with every revolver. Attacks made as with this feature ignore the effects of sights.
- You can use a bonus action to reload every revolver you are wielding, even if you have no free hands.
In addition, you can now draw or stow two revolvers when you would normally be able to draw or stow only one.
Credit
This class was made with the Homebrewery web tool and the image was edited using BoltNine Homebrew's GIMP watercoloring guide , which I simply cannot recommend enough (seriously, if you don't mind downloading some files and learning a bit of GIMP this is by FAR the best way I have found to make images look good on 5e homebrew)
This class is thematically based on western movies such as The Good, the Bad and the Ugly or Once Upon a Time in the West, and somewhat inspired by other gunslingers like Matthew Mercer's Gunslinger , DandD Wiki's Gunslinger class or u/Ujio21 and /u/xQF13's Gunslinger.
Special thanks to u/Naimed for the Feat Archer tool , to AureusFulgens and LudicSavant for their DPR Calculator , to /u/Kryxx for his incredible DPR of Classes spreadsheet, and to Jasper Flick for the Any Dice website. Without these amazing community tools, I would have had a much harder time balancing the class.
Huge shoutout to /u/Leuku for his Guide to Balancing Homebrew Classes, which contains what I consdier to be the best advice that I have seen on the subject.