Gunslinger
A group of bandits sit around their fire, laughing and celebrating their recent raid on a trader's caravan. Suddenly, a loud shot rings out from the brush and the bandit's leader drops dead. Frantically looking around for the source, another boom and another bandit drops. The rest begin to flee in terror from their unseen foe. Now safe, a half-elf gunman emerges from the treeline, collects some of their ill-gotten goods, and sets on her way.
A dragonborn with two pistols at his sides and a rifle slung to his back, rolls into a new town. The people around whisper as he passes by, having heard tales of his famed skill and deadly weaponry. A local thug, a brute of a half-orc, approaches menacingly not willing to let this stranger into his territory. In a flash, the dragonborn draws one of his pistols pressing it to the throat of his would-be aggressor. Getting the message, the half-orc backs down.
An adventuring party is engaged with a group of invading barbed devils. As the demons draw closer, suddenly, traps spring from the ground restraining a couple of the invaders. The dwarf responsible laughs heartily as he lowers his blunderbuss at the now-vulnerable targets.
These warriors are "gunslingers", marksmen who use blackpowder and firearms to dominate the battlefield from a distance. Expert gunslingers use their bravery and grit to perform spectacular deeds with their impressive dexterity and firearm mastery.
Black Powder and Grit
Gunslingers are expert marksmen who expertly use firearms in combat. In most settings, these firearms are a rare and powerful tool few can use and even fewer master. A firearm's explosive black powder launches deadly steel, allowing gunslingers to deal death from a distance.
However, the power of their firearm is not the only strength available to a skilled gunslinger. These combatants develop a deep well of courage and resolve, called grit, allowing them to perform bold deeds of skill and daring. The most expert gunslingers use their grit to perform almost impossible feats with their trusty iron.
Thunderous Artillery
Those with enough skill in firearms to truly be considered gunslingers do not simply take up shooting as a pastime. These talented combatants live and die by the barrel and bullet, and, depending on the setting, are skilled bodyguards, military specialists, or outskirt wanderers. Many gunslingers move from place to place seeking adventure or glory, using their sharp eye and grit to see themselves through.
Gunslingers utilize the thunderous artillery of their firearms to change the course of battle where fighting is
the most intense or where the most dangerous combatants are found. These warriors are brave, skilled, and often foolhardy, using their mettle and grit to slay dangerous foes and unnerve their enemies. Each gunslinger learns particular skills and deeds with their firearms allowing them to fill different roles in combat: from frontline vanguard to long-range sniper.
Creating a Gunslinger
One critical question when creating your gunslinger is the availability of firearms in your campaign's setting. Discuss with your DM what role firearms play in their game: are they relatively commonplace, a rare cutting-edge technology, or completely nonexistent? If firearms are somewhat common, you could be a particularly skilled marksman, or if firearms are rare, you could be one of a few individuals who know the art of making and using blackpowder arms. In settings where firearms are not present at all, you could play a gunslinger that uses crossbows instead, using the optional "no firearms" rules found later.
The next question to consider is where you learned the art of marksmanship and gunslinging? Were you instructed in the art by an expert marksman either as part of military training, hunting, or otherwise? Did you pick up the skill out of necessity to survive while moving from place to place? Whatever the reason, also consider why you have chosen a life of adventure using your gunslinging skills.
Consider as well the type of gunslinger you are. Are you a close-range, armored juggernaut with a blunderbuss, a stealthy ambusher catching foes off-guard before disappearing again into the brush, or an expert sniper assassinating foes before they can ever reach you? Depending on the deeds you choose as well as your choice of gunslinger trail at level 3, you can learn to fill different roles in an adventuring party.
Quick Build
You can make a gunslinger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Constitution (or Charisma if you plan on choosing the Mystic Marksman or
Mysterious Stranger trails).
Second, choose the folk
hero background.
The Gunslinger Table
Level | Proficiency Bonus |
Features | Grit Points | Deeds Known |
---|---|---|---|---|
1st | +2 | Firearms, Marksman Style | — | — |
2nd | +2 | Grit, Trained Eye | 2 | 2 |
3rd | +2 | Gunslinger Trail | 3 | 3 |
4th | +2 | Ability Score Improvement | 4 | 3 |
5th | +3 | Extra Attack, 2nd-Tier Deeds | 5 | 4 |
6th | +3 | Black Powder | 6 | 4 |
7th | +3 | Trail Feature | 7 | 5 |
8th | +3 | Ability Score Improvement | 8 | 5 |
9th | +4 | 3rd-Tier Deeds | 9 | 6 |
10th | +4 | Daring Deeds | 10 | 6 |
11th | +4 | Trail Feature, Firearm Expert | 11 | 7 |
12th | +4 | Ability Score Improvement | 12 | 7 |
13th | +5 | 4th-Tier Deeds | 13 | 8 |
14th | +5 | Bite the Bullet | 14 | 8 |
15th | +5 | Trail Feature | 15 | 9 |
16th | +5 | Ability Score Improvement | 16 | 9 |
17th | +6 | Firearm Master, 5th-Tier Deeds | 17 | 10 |
18th | +6 | Trail Feature | 18 | 10 |
19th | +6 | Ability Score Improvement | 19 | 10 |
20th | +6 | True Grit | 20 | 10 |
Class Features
As a Gunslinger, you gain the following class features:
Hit Points
- Hit Dice: 1d10 per gunslinger level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per gunslinger level after 1st.
Proficiencies
- Armor: Light armor, medium armor
- Weapons: Firearms, simple weapons
- Tools: Smith's Tools
- Saving Throws: Dexterity, Charisma
- Skills: Choose two skills from Acrobatics, History, Insight, Investigation, Perception, Sleight of Hand, Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) any firearm and a pistol
- (a) leather armor or (b) chain shirt
- (a) a dungeoneer's pack or (b) an explorer's pack
- Smith's tools
- Any simple weapon and a dagger
Firearms
Beginning at 1st level, you are adept at using, maintaining, and repairing firearms, granting you the following benefits:
- You have proficiency in firearms (listed in the class proficiencies); statistics for firearms are shown below.
- You use your smith's tools to maintain and repair your firearm(s), using your dexterity modifier for any skill checks made to do so.
- You can use your smith's tools to make ammunition during a long rest. The materials to create ammunition costs 1g per 20 bullets at most settlements.
Gunslinger Firearms
Firearm | Damage | Weight | Properties |
---|---|---|---|
Pistol | 1d6 piercing | 3 lb. | Ammunition (range 30/120), Light, Loading |
Musket/ Rifle |
1d8 piercing | 10 lb. | Ammunition (range 120/480), Loading, Two-Handed |
Blunderbuss/ Shotgun |
1d12 piercing | 10 lb. | Ammunition (range 15/60), Loading, Two-Handed |
Firearms are treated as ranged weapons and follow all normal rules associated with such. However, proficiency in simple or martial weapons does not give proficiency in firearms, unless specifically granted.
Depending on the setting, firearms might not be available to find or purchase. If one of your firearms is irreparably destroyed or otherwise lost, you may purchase the materials to create a new one for 50g and build it using your downtime during a long rest.
Optional Rule: No Firearms
In some settings/campaigns, the existence of firearms would be disruptive or anachronistic. In these scenarios, you can still play a gunslinger by replacing your firearms with crossbows, such as the hand crossbow, light crossbow, and heavy crossbow from the base game.
Class features, that refer to firearms, refer instead to crossbows. For example, the 5th-level "extra attack" feature would instead let you ignore the loading property for crossbows, instead of firearms.
Marksman Style
At 1st level, you adopt a particular marksmanship style. Choose one of the following options:
Akimbo
When you engage in two-weapon fighting and use your bonus action to make an attack with a firearm, you can add your ability modifier to the damage of that attack.
Close Quarters
When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. In addition, you have a +1 bonus to attack rolls on ranged attacks.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a firearm in one hand and no other weapons, you gain a +2 bonus to damage rolls with that firearm.
Heavy Arms
When you roll a 1 or 2 on a damage die for an attack you make with a firearm that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The firearm must have the two-handed property for you to gain this benefit.
Steady
You gain a +2 bonus to attack rolls you make with firearms.
Grit
Beginning at 2nd level, your resolve in the face of danger allows you to bravely perform feats of skill. You gain a pool of grit points, called "grit", equal to your gunslinger level. You regain any spent grit when you complete a short or long rest.
The following are two basic options for spending grit, <br available to all gunslingers:
- Steady Aim. As a bonus action, you may expend one grit when you make an attack roll with a firearm to grant yourself advantage on that roll.
- Take Cover. As a reaction to being targeted with a ranged attack, you may expend one grit to impose
disadvantage on the attack roll.
Deeds
In addition, you learn to perform bold deeds in
combat using your grit. You learn two 1st-tier deed of
your choice, found in the list of deeds after the main
class features. You learn more deeds as you level
up according to the Deeds Known column of the
Gunslinger Table.
Some deeds refer to your Deed Save DC
which is calculated as shown:
Trained Eye
Beginning at 2nd level, you have the trained vision of an expert marksman. You have advantage on perception checks relying on sight.
Gunslinger Trail
Beginning at 3rd level, you choose which path of the gunslinger you will walk. Choose one of the gunslinger trails listed after the main class features. The trail you choose grants you features at levels 3, 7, 11, 15, and 18.
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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
In addition, you are exceptionally swift at using firearms in combat. When you take the attack action with a firearm, you may ignore its loading property.
Black Powder
Beginning at 6th level, the explosives used in your firearms gives your attacks an extra punch over conventional weapons. You may ignore resistance and immunity to nonmagical attacks and damage when attacking with a firearm.
Daring Deed
Beginning at 10th level, you bolster your
own will with displays of bravery and skill,
allowing you to regain grit in the midst
of combat:
- Whenever you attack with a firearm and roll a critical hit, you regain one
grit.
- Whenever one of your firearm attacks reduces a hostile creature to0 hit points, you regain one grit.
Firearm Expert
At 11th level, you become exceptionally
adept at landing devastating shots with a
firearm, granting you the following benefits:
- When you make an attack roll with a firearm, you score a critical hit on a roll of19 or 20.
- You can roll one additional weapon damage die when determining the extra damage for acritical hit with a firearm.
Bite the Bullet
Beginning at 14th level, you steel yourself against the pain and distraction of otherwise debilitating attacks. When you take damage from a ranged attack or area of effect, you may use your reaction and expend two grit to grant yourself resistance to the triggering damage.
In addition, as a bonus action, you can spend one grit to remove the frightened or stunned condition from yourself. You can perform this bonus action even while stunned.
Firearm Master
At 17th level, you become an unrivaled master in the use of your firearms, granting you the following benefits:
- When you make an attack roll with a firearm, you score a critical hit on a roll of 18-20.
- You can roll a total of two additional weapon damage die when determining the extra damage for a critical hit with a firearm (not additive with the "firearm expert" feature).
True Grit
At 20th level, your resolve is unbreakable when looking down the sights of a gun. Choose two of your known deeds that have an associated grit cost. Those deeds now cost you one less grit to perform (minimum of 0).
Multiclassing
Prerequisites. To qualify for multiclassing with the Gunslinger class, you must meet these prerequisites: 13 Dexterity.
Proficiencies. When you multiclass into the Gunslinger class, you gain the following proficiencies: Light armor, medium armor, simple weapons, firearms.
Gunslinger Deeds
The following are the deeds available to gunslingers, organized by prerequisite gunslinger level. The "deeds"
column on the gunslinger table shows when you learn a
new deed. You may only choose a deed once.
A single attack may only be caused by or modified by a single deed. For example, you could not use the sidearm
deed to make an attack with your bonus action and then modify that shot with the startling shot deed. Note that the "steady aim" and "take cover" options from the grit feature,
as well as features gained from your choice of gunslinger
trail do not count as deeds and are not limited in this manner. Similarly, deeds that, by default, have no associated grit cost do not count as modifying a firearm attack.
1st-Tier Deeds
These deeds are simple tricks that anyone with some skill in firearms can learn to perform with focused practice. These deeds have no level prerequisite.
Breaching Shot (1 Grit)
You can expend one grit to automatically hit and deal double damage to an object or structure with a firearm.
Deadeye (1 Grit)
Before you make an attack roll with a firearm, you may expend one grit to ignore the disadvantage imposed by attacking a target at long range.
Deafening Blast (1 Grit)
After you make an attack roll against a creature within 10 feet with a firearm, regardless of whether you hit or miss, you may use your bonus action and expend one grit to attempt to deafen the target creature. The creature must make a constitution saving throw against your deed save DC. On a failed save, the creature is deafened until the end of your next turn.
Disarming Shot (1 Grit)
When you make an attack roll against a creature with a firearm, you can expend one grit to target an object they are holding. On a hit, the shot deals no damage, but the creature must make a strength saving throw against your deed save DC. On a failed save, the creature drops the target object.
Hair Trigger
You have advantage on initiative checks while wielding a firearm.
Knockback (1 Grit)
As a reaction to a creature moving to within 5 feet of you, you can expend one grit to shove them. The triggering creature must make a strength saving throw against your deed save DC. On a failed save, the creature is pushed away from you five feet and is knocked prone.
The triggering creature may only be up to one size larger than you to perform this deed.
Lightning Loader
You ignore the loading property on any firearm or other weapon.
Muzzle
Flash (1 Grit)
After you make an attack
roll against a creature within
10 feet with a firearm, regardless of
whether you hit or miss, you may use
your bonus action and expend one grit to attempt to blind the target creature. The creature must make a constitution saving throw against your deed save DC. On a failed save, the creature is blinded until the end of your next turn.
Reposition (1 Grit)
On your turn, you may use your bonus action and expend one grit to dash or disengage.
Short Barrel
Attacking with a firearm within 5 feet of a hostile creature does not impose disadvantage.
Sidearm (1 Grit)
On your turn, you may use your bonus action and expend one grit to draw and make one attack with a firearm that has the light property.
Pinning Fire (1 Grit)
Before you make an attack roll against a creature with a firearm, you can expend one grit to purposefully miss and deal no damage. Instead of rolling to hit, the target creature must make a wisdom saving throw against your deed save DC. On a failed save, a creature's speed is reduced to 0 until the end of your next turn. On a successful save, a creature's speed is only reduced by half.
Pistol Whip (1 Grit)
You may use your bonus action and expend one grit to make a melee attack against a creature within 5 feet with a firearm you are wielding. You are considered proficient in this attack and may use your dexterity modifier on the attack roll. On a hit, you deal bludgeoning damage equal to one roll of your firearm's weapon die plus your dexterity modifier to the target creature.
2nd-Tier Deeds
Only those sufficiently skilled in the art of gunslinging can learn and perform the following deeds. You must be a 5th-level or higher gunslinger in order to choose these deeds.
Forceful Shot (1 Grit)
When you hit a creature with a firearm attack, you can expend one grit to attempt to knock them down with the shot. On a hit, the target creature must make a strength saving throw against your deed save DC. On a failed save, the creature is knocked prone.
Cover Fire (1 Grit)
As a reaction to seeing a creature make a ranged attack roll within the normal range of your firearm, you can expend one grit to shoot your firearm near the triggering creature. The shot does not hit, but that creature has disadvantage on their attack rolls until the beginning of your next turn.
Crippling Shot (1 Grit)
When you hit a creature with a firearm attack, you can expend one grit to attempt a crippling shot. On a hit, the target creature must make a dexterity saving throw
against your deed save DC. On a failed save, the
creature's speed is reduced to 0 until the
end of your next turn.
Defensive Posture
The bonus AC you gain from half and three-quarters
cover is increased by one.
Hemorrhaging Shot (1 Grit)
When you hit a creature with a firearm attack,
you can expend one grit to make it a
hemorrhaging shot. The target creature must
make a constitution saving throw against your
deed save DC. On a failed save, the creature
takes the damage of your attack again at the
beginning of its next turn.
Marked Target (2 Grit)
As a bonus action, you may expend two grit
to choose and mark a creature that you can
see. For the next minute, your firearm attacks
deal an extra 1d6 piercing damage against
that creature. You can only have one creature
marked this way at a time.
Menacing Shot (2 Grit)
You may expend two grit and fire a shot
into the air in place of one of your
attacks. When you do so, all creatures
of your choice within 30 feet must make
a wisdom saving throw against your deed
save DC.
On a failed save, that creature is
frightened of you for one minute. A
frightened creature may repeat the saving
throw at the end of each of its turns,
ending the effect on a success. On a
successful save, a creature is immune
to this ability for 24 hours.
Point Blank (1 Grit)
When you hit a creature within 10 feet with a firearm
attack, you may expend one grit before making the attack
roll to deal extra damage equal to half your gunslinger
level (rounded down) plus your dexterity modifier on
a hit.
Quick Draw (1 Grit)
As a reaction to being targeted by a ranged attack, you may spend one grit to make one attack targeting the triggering creature with a firearm.
Quick Step (1 Grit)
As a reaction to an enemy ending its turn within 5 feet, you may spend one grit to immediately move up to
half your movement. This movement
does not trigger attacks
of opportunity.
3rd-Tier Deeds
Only true experts in the field of firearms can master the following deeds and consistently utilize them in combat. You must be a 9th-level or higher gunslinger in order to choose these deeds.
Armor Piercing (2 Grit)
When you hit a creature with a firearm attack, you can expend two grit to make an armor-piercing shot. The target creature must make a constitution saving throw against your deed save DC. On a failed save, the creature's AC is reduced by an amount equal to your dexterity modifier (minimum of 10 + their dexterity modifier). Once reduced, a creature's AC cannot be further reduced by this deed.
Cauterize (1 Grit)
You may use your action and expend one grit to shoot your firearm in the air and immediately press the hot barrel against a creature within 5 feet to cauterize a bleeding wound. That creature regains a number of hit points equal to your gunslinger level.
A creature can only benefit from this feature once per long rest.
Disorienting Shot (1 Grit)
When you hit a creature with a firearm attack, you can expend one grit to attempt a disorienting shot. On a hit, the target creature must make a wisdom saving throw against your deed save DC. On a failed save, the creature cannot
take reactions until the end of your
next turn and its speed is
reduced by half.
Head Shot (2 Grit)
Before you make an attack roll with a firearm, you can use your bonus action and expend two grit to target the head of your target creature. You make the attack roll with disadvantage, but on a hit, your attack deals extra damage equal to three rolls of your firearm's damage die.
The target creature must have a head to perform this deed.
Marksman's Focus (2 Grit)
As a bonus action, you may expend two grit to choose a creature that you can see. For the next minute, your attack rolls targeting that creature have advantage. If you take damage or use your action to do anything but attack the chosen creature, this effect ends.
Sniper's Eye
You add double your proficiency bonus to perception checks relying on sight. Similarly, your passive perception increases by an amount equal to your proficiency bonus.
This bonus does not stack with the "expertise" feature.
Steel Nerves (1 Grit)
When you make a wisdom, intelligence, or charisma saving throw, you may use your reaction and expend one grit to add your proficiency bonus to the result. You may do so after you roll, but before you know whether or not you have succeeded.
Stunning Shot (2 Grit)
When you hit a creature with a firearm attack, you may expend two grit to force them to make a constitution saving throw. On a failed save, a creature
is stunned until the end of
your next turn.
4th-Tier Deeds
A select number of the finest marksmen can hope to perform these feats. You must be a 13th-level or higher gunslinger in order to choose these deeds.
Coup de Grace (2 Grit)
When you make an attack roll using a firearm against a creature that is incapacitated within 15 feet, you may expend two grit to automatically score a critical hit if your attack hits.
Evasive (2 Grit)
When you are subject to an effect that allows you to make a Dexterity saving throw to take only half damage, you may use your reaction and expend two grit to instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Fireline Concentration (2 Grit)
As a bonus action, you can expend two grit to enter a state of heightened combat focus, granting you the following benefits for one minute:
- You gain an additional action on each of your turns. That action can be used to take the attack action with a firearm, dash, or disengage.
- You gain a +2 bonus to AC and have advantage on dexterity saving throws.
You must concentrate on this effect and make constitution saving throws to maintain concentration as if you were concentrating on a spell. When the effect ends, you can’t move or take actions until after your next turn, as a wave of lethargy sweeps over you.
Gunslinger's Finesse (1 Grit)
When you make a dexterity check or firearm attack roll, you may treat any roll of 9 or less as a 10 by expending one grit.
Gunslinger's Luck (2 Grit)
As a reaction to failing a saving throw, you may expend two grit to reroll the save but you must take the new result.
Overloaded Shot (1-3 Grit)
You have modified your weapon to handle larger amounts of gunpowder. Before you make an attack with a firearm, you may use your bonus action and expend up to three grit to perform an overloaded shot. On a hit, you roll a number of additional weapon die equal to the number of grit expended to determine the damage dealt.
Piercing Shot (2 Grit)
As an action, you may expend two grit to perform a piercing shot. You make an individual attack roll against every creature in a 5-foot wide line extending from you through your target creature up to the maximum long range of your firearm. You deal your normal firearm damage to each creature that you hit with the attack.
Spray Fire (2 Grit)
As an action, you may expend two grit to unload a barrage of shots onto a small area. Choose a point within the normal range of your firearm. All creatures within 5 feet of that point must make a dexterity saving throw against your deed save DC. On a failed save, a creature takes the normal damage of your firearm attack. On a successful save, a creature takes half damage.
5th-Tier Deeds
The following deeds are reserved for those at the pinnacle of the gunslinger's craft. Few gunslingers in history have reached the level of skill required to master one of these maneuvers. You must be a 17th-level or higher gunslinger in order to choose these deeds.
Bullet Time (3 Grit)
As an action, you may expend three grit to fire multiple shots with inhuman precision and speed. Choose up to five creatures you can see and make a firearm attack against each target.
Cheat Death (3 Grit)
As a reaction to being reduced to 0 hit points, you may expend three grit to instead be reduced to one hit point. Once you use this deed, you may not do so again until you complete a long rest.
Death's Shot (3 Grit)
When you score a critical hit with a firearm, you may expend three grit to attempt a devastating death's shot. The target creature must make a constitution saving throw against your deed save DC. On a failed save, the creature takes additional damage equal to your gunslinger level plus double your dexterity modifier. On a successful save, the creature only takes half of the additional damage.
Hailstorm (3 Grit)
As an action, you may expend three grit to single-handedly unleash a storm of metal onto a large area of the battlefield. Choose a point within the normal range of your firearm. All creatures within 20 feet of that point must make a dexterity saving throw against your deed save DC. On a failed save, a creature takes the normal damage of your firearm attack. On a successful save, a creature takes half damage.
Paralyzing Shot (3 Grit)
When you hit a creature with a firearm attack, you may expend three grit to force them to make a constitution saving throw. On a failed save, a creature is paralyzed for up to one minute. At the end of each of its turns, an affected creature can repeat the saving throw, ending the effect early on a success.
Gunslinger Trails
While all gunslingers master the art of dealing death at range, each walks a different path, learning a different skills and techniques. These paths are called "gunslinger trails" and refer to the tactics and specialized skillset a gunslinger can choose to learn.
The trail you choose grants you features at levels 3, 7, 11, 15 and 18.
Commando
The combination of the firearms and stealth is a potent strategy employed by certain gunslingers, called commandos. These gunslingers are skilled at shooting from the shadows, dropping one target, and then silently shifting positions to strike again while avoiding retaliation.
Guerrilla Fighter
At 3rd level, you gain proficiency in stealth (or another
gunslinger skill if already proficient). In addition, you learn
the "reposition" deed (or another 1st-tier deed if
already known).
Hit and Run
Beginning at 3rd level, as a bonus action, you may expend one grit to hide. Once on your turn, if your stealth check from hiding in this manner is greater than a creature's passive perception, you have advantage on your next attack against that creature while you remain hidden from them.
If that attack hits, you deal 1d6 extra damage with your attack. The bonus damage increases to 2d6 at 7th level, 3d6 at 11th level, and 4d6 at 15th level.
Ambusher
Beginning at 7th level, you are skilled in setting and executing ambushes, granting you the following benefits:
- You are not slowed by difficult terrain.
- You gain a bonus to stealth checks equal to your proficiency bonus when the relevant creatures that could spot you have not seen you in the last 24 hours. This does not stack with the expertise feature, if applicable.
Caught Offguard
Beginning at 11th level, your ambushes are disorienting to
your targets. When you deal extra damage to a creature
using the "hit and run" feature, you may spend one
grit to impose disadvantage on that creature's
attack rolls until the beginning of your
next turn.
On the Move
Beginning at 15th level, you are near
impossible to pin down. You learn the
"quick step" deed (or another 1st or 2nd-
tier deed if already known). In
addition, you may perform the
"quick step" deed without
expending grit.
Combat Specter
Beginning at 18th level, you are a
specter on the battlefield, difficult
to spot even after you launch your
ambush. When you use the "hit
and run" feature, you now have
advantage on and deal the
extra damage with two of
your attacks.
You must target two
different creatures with
those attacks to gain
these benefits, and
your stealth check
must exceed each
target's passive
perception.
Ace Marksman
While all gunslingers are skilled marksmen, the accuracy of an ace marksman is beyond compare. Shots that others would find almost impossible won't faze those belonging to this trail. Long ranges, small targets, cover: these are obstacles an ace marksman learns to easily overcome with their sharp eyes and steady hands.
Crack Shot
Beginning at 3rd level, you have the uncanny ability to make near impossible shots. When you make an attack roll with
a firearm, you may spend 1 grit to gain the following
benefits.
- You have advantage on your attack roll.
- You may ignore the effects of half or three-quarters cover on your target.
Note that this does not require a bonus action unlike the "steady aim" grit option.
Expert Eye
At 3rd level, you gain proficiency in perception (or another gunslinger skill if already proficient). In addition, you learn the "deadeye" deed (or another 1st-tier deed if already known).
Long Range
Beginning at 7th level, you have modified your firearms to be accurate over a longer range. The normal range of your firearms is doubled. The long range of your firearms
remains unchanged.
Thread the Needle
Beginning at 11th level, you expertly hit your target where it will hurt the most. When you use the "crack shot" feature and successfully hit your target, you may expend one additional grit to deal extra damage equal to one roll of the firearm's damage die.
Sniper's Aim
Beginning at 15th level, your aim with a firearm is impeccable even in the chaos of combat. You learn the "sniper's eye" deed (or a 1st, 2nd-tier, or 3rd-tier deed if already known). In addition, you may perform the "deadeye" deed without expending grit.
High Caliber
At 18th level, your firearms and bullets are specially tailored to for high velocities and piercing forces, allowing you to easily perform gunslinger deeds at range. You gain the following benefits:
- When you modify a firearm attack with the "deadeye" deed, you may modify it with an additional deed.
- Once per round, when you use the attack action make a firearm attack, you may make an attack roll against one other creature in a 5-ft wide line extending from you through your target up to the maximum long range of your firearm as part of the same action used.
Trapper
One of the best ways to land a shot is to make sure your prey can't move. Trappers utilize various kinds of traps to snare their foes, whether to keep themselves out of harm's way or to give themselves an easier target.
Trap Hunting
Beginning at 3rd level, you know basic survival and trapping skills and have learned to knock your foes into your traps in combat. You gain proficiency in survival (or another gunslinger class skill if already proficient), and you learn the "knockback" deed (or another 1st-tier deed if already known).
Set the Trap
Beginning at 3rd level, you have designed and created mechanical traps for use in and out of combat.
Setting a Trap
As a bonus action, you can expend one grit to lay down one trap (or multiple traps at higher levels, see below). When you do so, you choose a 5-foot square within 30 feet. That square contains your trap. Unless other actions are taken to conceal a trap, its presence is typically obvious to all creatures engaged in combat with you when you place it.
Initially, you only have one trap. Beginning at 7th level, you have two traps and may place both with your bonus action. The number of traps you own and can place with your bonus action increases to three at 11th level and four at 15th level. If you lose any of your traps, you can recreate them during a long rest.
Triggering a Trap
When a creature enters that square or ends its turn there, they must make a dexterity saving throw against your deed save DC. On a successful save, the creature is not restrained and the trap remains untriggered. On a failed save,
the trap is triggered and the creature is grappled. If
the save fails by 5 or more, the creature is also
restrained. At the end of each of its turns, a
trapped creature can make a strength saving
throw against your deed save DC, escaping
the trap on a success. Alternatively, a
creature within 5 feet of a restrained
creature (including the restrained
creature) can use its action to attempt a
strength check against your deed save DC
to free the creature. Once a trap is
triggered, it can no longer affect
creatures.
A creature within 5 feet of an
untriggered trap may use its action to
attempt to disarm it. That creature makes
a sleight of hand check against your deed
save DC. On a failed check, the creature is
grappled or restrained (if the save failed by
5 or more) in the trap. On a successful check,
the creature is not trapped. Regardless of the
result of the check, the trap is considered
triggered. You automatically succeed
checks to disarm your own traps and can
pick them up as part of the same action.
Impact Force
Beginning at 7th level, you use your firearm to force your targets into your traps. You learn the "forceful shot" deed. When you use the "forceful shot" deed, you can choose to shove the target back 5 feet, instead of knocking them prone with the shot.
Net Shot
By 11th level, you have designed a net trap that can be launched with your firearm. When you use the attack action to make firearm attacks, you may expend one grit to replace one of those attacks with a net shot. When you make make a net shot, you roll to hit as normal with your firearm, but on a hit, the target creature is restrained and takes no damage from the attack. The target creature must be large or smaller to be targeted by a net shot.
A creature restrained by your net shot can escape or be freed in the same manner as if trapped in one of your placed traps (i.e. through strength saving throws at the end of its turns or by another creature making a strength check as an action).
Herd the Prey
Beginning at 15th level, repositioning your targets to make the most of your traps has become second nature. You may perform the "knockback" and "forceful shot" deeds without expending grit.
Fish in a Barrel
By 18th level, you have learned to make the most out of trapped prey. When you hit a grappled or restrained foe with
a firearm attack, you deal additional damage equal to
one roll of your firearm's damage die.
Houndmaster
Many hunters have utilized animals for tracking and spotting prey. Houndmasters take this a step further and fight as partners alongside their hunting companion, a beast that grows in strength alongside its gunslinger. A houndmaster's companion is specially trained to assist in battle by grabbing and shoving foes, holding them down in the line of fire.
Hunting Party
Beginning at 3rd level, you and
your hunting companion act
cohesively as a hunting
party. You gain proficiency
in animal handling and
survival (or other
gunslinger class skills
if already proficient.)
HuntingCompanion
By 3rd level, you have
gained the loyalty of a
creature, called your
"hunting companion". It's
friendly to you and your
companions, and it obeys your
commands. See its game
statistics in the Hunting
Companion stat block, which
uses your proficiency bonus
(PB) in several places. You
determine what type of animal
your hunting companion is
(i.e. hound, panther, etc.)
which has no effect on its
game statistics.
In combat, your hunting
companion shares your initiative
count, but it takes its turn
immediately after yours. It can
move and use its reaction on its
own, but the only action it takes on
its turn is the dodge action, unless
you take a bonus action on
your turn to command it to
take another action. That
action can be one in its stat
block or some other action. If
you are incapacitated, your
companion can take any action of
its choice, not just dodge.
If your hunting companion dies or is
otherwise lost, you may find and bond with a
new companion over the next 24 hours while
adventuring (at your DM's discretion).
Guard Animal
Beginning at 7th level, you are in tune with the senses, cues, and warnings of your companion. While you can see your hunting companion, you share its passive perception and perception bonus (if they are higher) and are automatically aware of anything it senses.
Eager Hunter
Beginning at 11th level, your hunting companion shares your tenacity and grit. On your companion's turn, you may spend one grit to allow your companion to make an extra attack with its attack action.
Hunting Companion
Medium Beast, Neutral
- Armor Class 15 (natural armor)
- Hit Points 2 + your Constitution modifier + 5 times your gunslinger level (the hunting companion has a number of hit dice [d8s] equal to your gunslinger level)
- Speed 40 ft.
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 14 (+2) 4 (-3) 10 (+0) 6 (-2)
- Saving Throws Dex +2 plus PB, Con +2 plus PB
- Skills Athletics +1 plus PB, Perception +0 plus PB x 2
- Senses darkvision 60 ft., passive perception 10 + (PB x 2)
- Languages understands the languages you speak
- Proficiency Bonus (PB) equals your bonus
Actions
Natural Weapon. Melee Weapon Attack: your firearm attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB bludgeoning, piercing, or slashing damage. The damage type is chosen when you first get a hunting companion and cannot be changed.
Hunter's Assist. When your hunting companion hits a large or smaller creature with its natural weapon attack, you may expend one grit to allow your companion to attempt to grapple or shove the target creature as part of that attack.
Mutual Target
Beginning at 15th level, your hunting companion attacks
your designated targets with ruthless efficiency. You learn the "marked target" deed (or another 1st or 2nd-tier deed if already known) and may perform the "marked target" deed by spending only one grit.
In addition, your hunting companion deals 1d6 extra damage when it hits your marked creature.
Apex Hunter
At 18th level, your training and experience have made your hunting companion into an unstoppable apex predator. Your hunting companion's statistics are modified as follows:
- Its bonus to athletics checks becomes +1 plus PB x 2, and it can now grapple and shove creatures up to two sizes larger than it.
- The size of its hit die becomes d10, increasing its hit points by an amount equal to your gunslinger level plus one.
- Its natural weapon attack now does 1d12 + PB damage.
- Its AC becomes 18.
Optional 18th Level Feature:
Pack Hunters
You may replace your 18th level "Apex Hunter" feature with this optional "Pack Hunters" feature, with your DM's approval.
At 18th level, your masterful command of hunting animals allows you to effortlessly command two beasts as a pack. You gain a second hunting companion which has the same statistics and rules as the first. This hunting companion may be the same or different animal as the first.
When you use your bonus action to command your hunting companions, you may give the command to one or both of them. If you give an attack command to both companions, they are directed to attack the same creature. When you do so, you may spend grit for each companion individually for the "eager hunter" feature and their "hunter's assist" ability.
Buccaneer
Not every gunslinger needs to stay far from the
action. Buccaneers take the front line, wielding
both sword and gun with agile expertise. These
gunslingers dance around the battlefield, keeping their
foes off-balance as they dispatch each with blade or bullet.
Swashbuckling
Beginning at 3rd level, you learn to fight skillfully in close combat with gun and blade. Once per turn, when you use your action or bonus action to make an attack with a firearm, you may expend one grit to immediately make one weapon attack against a creature using a light melee weapon you are wielding as part of the same action.
Swordsmanship
At 3rd level, you blend sword combat with your skill in firearms. You gain proficiency in rapiers, scimitars, and short swords. In addition, you learn the "short barrel" deed (or another 1st-tier deed if already known).
Dynamic Duelist
Beginning at 7th level, you deftly move through combat striking and moving on before your foes can respond. During your turn, if you attempt a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.
In addition, when you hit with a melee attack, your speed increases by 10 feet until the end of your turn. This bonus cannot increase your speed if it is currently 0.
Firearm Riposte
Beginning at 11th level, your swordplay creates openings for you to use your firearm. When you are the target of a melee attack, you may use your reaction and expend one grit to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you. If this causes the attack to miss, you may make a firearm attack against the triggering creature as part of your reaction.
Point Blank Fire
Beginning at 15th level, your shots in close range are particularly devastating. You learn the "point blank" deed (or another 1st or 2nd-tier deed if already known). In addition, once per round, you may perform the "point blank" deed without expending grit.
Blade and Bullet
Beginning at 18th level, you are an astonishing whirlwind of slashes and bullets in combat. If you hit a creature with a firearm attack and a melee attack on the same turn, that creature has disadvantage on attack rolls and ability checks until the end of your next turn.
Siege Gunner
The explosive power of gunpowder can do much more than launch small metal bullets. Some gunslingers learn to utilize gunpowder to make explosive rounds, detonating shots across the battlefield to devastate groups of enemies, blast open doors, or take down walls.
Explosive Shot
At 3rd level, you develop unique explosive rounds for use in your firearm. When you use the attack action to attack with a firearm, you may expend one grit to replace one of your attacks with an explosive shot. When you do so, choose a location within the normal range of your firearm. All creatures within 5 feet of that point must make a dexterity saving throw against your deed save DC. On a failed save, a creature takes the normal damage of the firearm used. On a successful save, a creature takes half damage.
You have a number of explosive rounds equal to your proficiency bonus. Each time you use this feature, you must expend one explosive round. You regain expended rounds after completing a long rest.
Siege Expert
Beginning at 3rd level, you know the best way to bring down structures and blast open walls and doors. You gain the "breaching shot" deed (or another 1st-tier deed if already known).
In addition, you automatically know certain statistics of objects you can see, including their hit points as well as
any damage thresholds, resistances, or immunities
they might have. At your DM's discretion, this
feature may not apply to especially rare
or magical materials before you have
experience with them.
Blast Resistance
Beginning at 7th level, you have developed measures to protect yourself against explosions and similar threats. You have resistance to all damage taken from area effects.
Blast Area
At 11th level, you learn to make your explosive rounds detonate over a larger area. When you use the "explosive shot" feature, you may spend additional grit to increase the radius of your explosive shot by 5 feet for each grit spent, up to a maximum radius of 20 feet.
Explosive Force
Beginning at 15th level, your explosives detonate with powerful force. You learn the "forceful shot" deed (or another 1st or 2nd-tier deed if already known). In addition, when you use the "explosive shot" feature, you may choose to knock prone all creatures in the affected area that fail the dexterity saving throw.
Intense Detonation
Beginning at 18th level, you modify your explosive rounds to detonate in a concussive blast. Your explosive shots deal extra damage equal to one roll of your firearm's damage die.
In addition, creatures that fail the dexterity saving throw to resist your explosive shots by 5 or more are
dazed, reducing their speed by half
until the end of their next
turn.
Mystic Marksman
Gunslingers with some magical ability often combine their spellcasting with their marksmanship. Called "mystic
marksmen", they learn to cast spells through their firearms,
firing magical effects through the
medium of a bullet.
Mystic Marksman Spellcasting
Gunslinger Level |
Cantrips Known |
Spells Known |
1st | 2nd | 3rd | 4th |
---|---|---|---|---|---|---|
3rd | 2 | 3 | 2 | — | — | — |
4th | 2 | 4 | 3 | — | — | — |
5th | 2 | 4 | 3 | — | — | — |
6th | 2 | 4 | 3 | — | — | — |
7th | 2 | 5 | 4 | 2 | — | — |
8th | 2 | 6 | 4 | 2 | — | — |
9th | 2 | 6 | 4 | 2 | — | — |
10th | 3 | 7 | 4 | 3 | — | — |
11th | 3 | 8 | 4 | 3 | — | — |
12th | 3 | 8 | 4 | 3 | — | — |
13th | 3 | 9 | 4 | 3 | 2 | — |
14th | 3 | 10 | 4 | 3 | 2 | — |
15th | 3 | 10 | 4 | 3 | 2 | — |
16th | 3 | 11 | 4 | 3 | 3 | — |
17th | 3 | 11 | 4 | 3 | 3 | — |
18th | 3 | 11 | 4 | 3 | 3 | — |
19th | 3 | 12 | 4 | 3 | 3 | 1 |
20th | 3 | 13 | 4 | 3 | 3 | 1 |
Spellcasting
At 3rd level, you gain a natural knack for arcane magics
which you use to supplement your gunslinging.
Cantrips
You learn two cantrips of your choice from the
sorcerer spell list. You learn an additional
sorcerer cantrip of your choice at 10th
level.
Spell Slots
The Mystic Marksman Spellcasting
table shows how many spell slots you
have to cast your sorcerer spells of 1st
level and higher. To cast one of these
spells, you must expend a slot of the
spell's level or higher. You regain
all expended spell slots when
you finish a long rest.
Spells Known of
1st Level and Higher
At 3rd level, you know three
1st-level sorcerer spells of
your choice, two of which
you must choose from
the evocation and
transmutation spells on
the sorcerer spell list.
The Spells Known column of the Mystic Marksman Spellcasting table shows when you learn more
sorcerer spells of 1st level or higher. Each of these
spells must be an evocation or transmutation spell
of your choice, and must be of a level for which you
have spell slots. For instance, when you reach 7th
level in this class, you can learn one new spell of 1st or
2nd level. The spells you learn at 8th, 14th, and 20th level
can come from any school of magic.
Whenever you gain a level in this class, you can replace
one of the sorcerer spells you know with another spell of
your choice from the sorcerer spell list. The new spell
must be of a level for which you have spell slots, and it
must be an evocation or transmutation spell, unless
you're replacing the spell you gained at 3rd, 8th, 14th,
or 20th level from any school of magic.
Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer
spells. You use your charisma whenever a spell
refers to your spellcasting ability. In addition, you
use your charisma modifier when setting the saving
throw DC for a sorcerer spell you cast and when
making an attack roll with one.
Spell attack modifier = your proficiency bonus +
Spellgun
Beginning at 3rd level, you blend your magical ability and gunslinging. When you use your action to cast a sorcerer cantrip or spell that targets a creature or has an area of effect, you may choose to cast it through a firearm you are holding by expending one grit.
When you do so, you make an attack against a creature using your firearm. On a hit, that creature suffers the
damage of your firearm and the effects of the spell. If the
spell requires a saving throw, the target makes its initial save with disadvantage. You can modify this attack with your
gunslinger deeds as if it were a normal firearm attack.
Spells that act over an area instead only affect the target creature when cast this way. Spells with somatic components can be cast this way while wielding a two-handed firearm or a firearm in each hand.
Arcane Reposition
At 7th level, you learn to magically reposition yourself for a better shot. You learn the misty step spell (or another sorcerer spell of 1st or 2nd level if already known). Once per short rest, you may cast the misty step spell without expending a spellslot.
Seeking Shot
Beginning at 11th level, your shots magically track their target. When you make a firearm attack or use the "spellgun" feature to make an attack and miss, you may use your bonus action and spend one grit to reroll the attack, potentially turning the miss into a hit.
Mystic Force
Beginning at 15th level, your shots carry powerful arcane force. You learn the "forceful shot" deed (or another 1st or 2nd-tier deed if already known). In addition, once per round, you may perform the "forceful shot" deed without expending grit.
Arcane Gunslinger
Beginning at 18th level, your firearm spellcasting is just as swift as any traditional gunslinger's shooting. When you use the "spellgun" feature to cast a spell using your firearm, you may make another firearm attack as part of that action as if you were using the "extra attack" feature.
Mysterious Stranger
By their nature, gunslingers are often adventurers, setting
off to distant towns where they are unknown or only
heard of in tales. Some gunslingers use this to their advantage, creating an aura of mystery allowing them to inspire allies and frighten foes with their enigmatic charisma.
Inspiring Act
Beginning at 3rd level, your actions and deeds inspire your allies. When you hit a hostile creature with a firearm attack, you may expend one grit to inspire one creature of your choice that can see you. That creature can choose to add
your charisma modifier to one attack roll or saving throw
it makes in the next minute. It can do so after the roll is
made but before it knows if the roll succeeded.
Unnerving Arrival
Beginning at 3rd level, you have an unnerving presence to your foes. You gain proficiency in intimidation (or another gunslinger class skill if already proficient).
In addition, to determine your maximum hit point increase from gunslinger levels, you may use charisma in place of constitution.
Motivating Figure
Beginning at 7th level, your calm poise motivates your allies and companions. As a reaction to a creature within 30 feet making an ability check, you can add 1d4 to the result of that check. You can perform this feature a number of times equal to your proficiency bonus before completing a long rest.
Demoralizing Presence
Beginning at 11th level, your presence is as inspiring to your allies as it is frightening to your foes. When you use the "inspiring act" feature, you may spend an additional grit to cause one creature to make a wisdom saving throw against your deed save DC. On a failed save, that creature is frightened of you for one minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Rallying Shot
At 15th level, your allies have learned to rally around the sound of your firearm. You learn the "menacing shot" deed (or another 1st or 2nd-tier deed if already known).
In addition once per short rest, when you perform a menacing shot, you may choose up to three creatures within 30 feet of you. For the next minute, each chosen creature can reroll one failed attack roll or saving throw, but must take the new result.
Heroic Inspiration
Beginning at 18th level, you inspire allies to fight beyond their normal strength and skill. When you use the "inspiring act" feature, the target creature deals extra damage equal to your charisma modifier on all attacks and damaging spells until the beginning of your next turn.
Firebrand
Black powder is a powerful explosive, but some gunslingers want something with more heat. Firebrands use chemical reactions in their firearm rounds, generating blasts of fire that sweep the battlefield, menacing and burning their foes.
Dragon's Breath
At 3rd level, you have created special rounds, called "dragon's breath", that unleash a burst of fire. When you use the attack action to attack with a firearm, you may expend one grit to replace one of your attacks with a dragon's breath round. When you do so, you shoot a 15 foot cone of fire, originating from yourself. All creatures in the cone must make a dexterity saving throw against your deed save DC. On a failed save, a creature takes the normal damage of the firearm used but the damage type is replaced by fire. On a successful save, a creature only takes half damage the fire damage.
You have a number of dragon's breath rounds equal to your proficiency bonus. Each time you use this feature, you must expend one of these rounds. You regain expended rounds after completing a long rest.
Startling Blast
Beginning at 3rd level, loud,
fiery blasts are your forte. You
learn the "muzzle flash" and
"deafening blast" deeds (or
other 1st-tier deeds if
already known).
Pyroslinger
By 7th level, you have a greater
understanding of the chemical
reaction required to create your
dragon's breath rounds, granting
you the following benefits:
- When you use a dragon's breath round, you mayignore resistance to firedamage.
- You gain resistance to
Sweeping Flame
Beginning at 11th level, you can
intensify your dragon's breath
rounds. When you use the
"dragon's breath" feature, you may
spend additional grit to increase the
length of the created cone of fire by
10 feet for each grit spent, up to a
maximum length of 45 feet.
Menacing Blaze
Beginning at 15th level, you use your fire to threaten
and control enemies at range. You learn the "cover fire"
deed (or another 1st or 2nd-tier deed if already known).
When you use your reaction to perform the "cover fire" deed, you may expend a dragon's breath round to launch a cone of fire as if using the "dragon's breath" feature, without expending extra grit. You may increase the range of this cone of fire using the "sweeping flame" feature as normal. All creatures in the cone of fire who take the full fire damage have disadvantage on their attack rolls until the end of their next turn.
The triggering creature must be in the area of the cone of fire to perform this feature.
Napalm
Beginning at 18th level, you increase the potency and destructive capacity of your flame with thickeners, adhesives, and reactive chemicals, granting the following benefits to your "dragon's breath" rounds:
- When you use a "dragon's breath" round, you may treat immunity to fire damage as resistance that cannot be reduced further.
- You may roll an additional firearm damage die when determining the damage for your "dragon's breath" rounds.
The Gunslinger
A martial class for those who think bows are too old-school. Use black powder firearms to take down foes from range with nine gunslinger trails: the Commando, Ace Marksman, Trapper, Houndmaster, Buccaneer, Siege Gunner, Mystic Marksman, Mysterious Stranger, and Firebrand.
Art Credits
Page 2: Roland by Berylcirclet
Page 4: Dwarf Hunter by Christopher Moeller
Page 5: Brothers by Mingchen Shen
Page 6: Musket by Hogoul Kim
Page 7: The Few & Cursed by Rodrigo Ramos
Page 8: Aveline de Grandpre by Krystaux-fer
Page 10: Sniper Ambush by Darek Zabrocki
Page 11: Elven Sniper by NikitaNV
Page 12: Bear Trap by Daniel Zrom
Page 13: The Wolf Hunter by Admira Wijaya
Page 14: Arlinn's Wolf by Kimonas Theodossiou
Page 15: Untitled by Ya Lee
Page 16: Drakkorith Cannoner by Idnernamharra
Page 17: Spellslinger by SolDevia
Page 18: Shattered: Wretched by D. Kamarudin
Page 19: Gunslinger by Joseph Descaller
Page 20: Thunderlord by Kingmong
Page 21: Solomon Kane by CristianAC
See Dragonshard's GM Binder profile for more homebrew classes inspired by Pathfinder.