Gunslinger, 3rd Variant (5e Class)
From D&D Wiki
- 1 Gunslinger
- 2 Creating a Gunslinger
- 3 Class Features
- 4 Gunslinger Archetypes
- 5 Equipment Table
Standing on the edge of a barricade, a dwarf looks on to a chaotic battlefield. Firing his pistol into the air, he signals his men to charge forward into obvlivion.
Stepping outside the local tavern, a human is greeted by several bandits. Faster than the blink of an eye, he draws two revolvers and guns them all down before a shot can even be returned.
An elf sits in a tree, the familiar weight of a rifle in hand. Seeing her mark out in the open, she lets out a slow breath and squeezes the trigger, knowing in her mind that her target was already dead the moment she accepted the bounty for his head.
Seeing his friends struggle to escape the sight of the town guards, a halfling pulls the pin on an explosive and tosses it behind them. A thick cloud of smoke obscures them, allowing them to get away with the stolen artifact.
Martial masters of new and advanced ranged weaponry, gunslingers make excellent fighters. After all, what screams danger like looking down the barrel of a loaded gun?
Creating a Gunslinger
|Musket Knight, Ariel Perez, https://www.artstation.com/artwork/aOkgz|
With enough training (and of course a firearm) anyone can learn to aim and shoot. However, firearms are a new technology and relatively rare, and those with the knowledge to train others to use them even more so. When making your gunslinger, consider how you obtained your gun(s). Were you part of a new firing squad in an army? Did you obtain a prototype from a tinker for field testing? Also consider how you learned to use it. How do people around you feel about you having such a strange and dangerous weapon?
- Quick Build
You can make a gunslinger quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the soldier background.
As a gunslinger you gain the following class features.
- Hit Points
Armor: Light armor, medium armor
Weapons: Simple weapons, firearms
Tools: Tinkers' tools, two gaming sets
Saving Throws: Dexterity, Wisdom
Skills: Choose three from Acrobatics, Athletics, History, Investigation, Intimidation, Perception, Sleight of Hand, and Stealth
You start with the following equipment, in addition to the equipment granted by your background:
- (a) leather armor or (b) breastplate
- (a) a pistol or (b) a musket
- (a) a sabre or (b) two simple melee weapons
- (a) a dungeoneer's pack or (b) an explorer's pack
- A pistol, a bag of 30 bullets, a full powder horn, and tinkers’ tools
- If you are using starting wealth, you have 5d4 x 10 gp in funds.
|Features||—Spell Slots per Spell Level—|
|4th||+2||Ability Score Improvement||3||—||—||—|
|5th||+3||Extra Attack, Special Ammunition||3||—||—||—|
|8th||+3||Ability Score Improvement, Mortal Shot||4||2||—||—|
|9th||+4||Special Ammunition Improvement||4||2||—||—|
|12th||+4||Ability Score Improvement||4||3||—||—|
|14th||+5||Ricochet, Mortal Shot Improvement||4||3||2||—|
|16th||+5||Ability Score Improvement||4||3||3||—|
|17th||+6||Special Ammunition Improvement, Lightning Reload||4||3||3||—|
|19th||+6||Ability Score Improvement||4||3||3||1|
Starting at 1st level, you can craft bullets and mix gunpowder for all types of firearms. The tinkers’ tools are required to craft such items.
Starting at 2nd level, reload time for all firearms is halved. Firearms that only take 6 seconds to reload their maximum ammo capacity can instead be reloaded as a bonus action.
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.
Starting at 5th level, you can attack twice, instead of once, when you take the Attack action on your turn.
Starting at 5th level, you can craft 10 bullets of special ammunition costing 20 gp in materials, dealing 1d4 of the desired damage type (Fire, Lightning, or Cold). You can craft ammunition in increments of 10 gp per day instead of 5 gp per day. At 9th level this is upgraded to 20 gp per day at 40 gp cost, dealing 1d6. At 17th level this is upgraded to 30 gp per day at 60 gp cost, dealing 1d8.
Starting at 7th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Starting at 8th level, add one more damage die to any critical hit. At 14th level, add one more.
Starting at 10th level, using a healer’s kit as an action will restore 1d4 + 2 hit points to any willing creature or will stabilize any creature with 0 hit points and restore 1 hit point in 1d6 minutes.
Starting at 13th level, if a creature drops you to 0 hit points, you may attack that creature with advantage as a reaction.
Starting at 14th level, if you miss with a firearm, make an attack to hit again against the same target’s AC. Ability modifiers, proficiency bonuses, and critical hits do not apply.
Starting at 17th level, all firearms can be reloaded as a free action.
Starting at 20th level, you may move and take an action on another creature’s, once per round, up to three times. During this, your movement speed is decreased by half. You must take a long rest to replenish your uses.
A gunslinger can specialize as a Commander, Pistolero, Sniper, or Spellslinger.
The Commander archetype means taking on the role of leadership. By being a Commander, you learn techniques that allow you to work more effectively with a team while in combat.
- Bonus Proficiency
When you choose this archetype, you gain proficiency with sabres, scimitars, rapiers, and longswords.
- Commander's Expertise
Starting at 3rd level, While wielding both a firearm and a melee weapon, you can add your ability modifier to the damage of the second attack. Additionally, you gain proficiency in 1 skill of your choice.
Starting at 6th level, as an action, you can boost your allies Morale. You choose a number of allies that you can see, and can see or hear you, up to your Charisma modifier (minimum 1). Those allies gain a +1 bonus to their attack rolls, damage rolls, and saving throws. This lasts for 1 minute or until you use this feature again. You can use this feature twice, regaining any expended uses when you finish a long rest. This increases to a +2 bonus at 7th level, and to a +3 bonus at 13th level.
- Cunning Action
Starting at 11th level, you can take a bonus action on each of your turns. This bonus action can only be used to make the Dash, Disengage, or Hide actions.
Starting at 15th level, as an action, you choose a number of hostile creatures that you can see, and can see or hear you, up to your Charisma modifier (minimum 1). Those creatures make a Charisma saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, the creatures have disadvantage on attack rolls, damage rolls, and saving throws for 1 minute or until you use this feature again. A creature automatically succeeds on the saving throw if it's immune to being frightened. On a successful save, a creature becomes immune to the effects of Demoralize. You can use this feature twice, regaining any expended uses when you finish a long rest.
Starting at 18th level, as an action, you can summon up to eight willing creatures immediately to your side that you can see. These creatures regain 1d6 + (your Charisma modifier) in hit points.
The Pistolero archetype is a master duelist. By being a Pistolero, you learn techniques that allow you to attack much faster and dish out heavy damage.
- Pistolero's Expertise
Starting at 3rd level, when wielding two firearms, you can add your ability modifier to the damage of the second attack. You may also reload while dual-wielding light firearms. Additionally, you do not have disadvantage when attacking a target within 5 feet of you
- Quick Escape
Starting at 6th level, when you hit a creature with an attack, all opportunity attacks made against you have disadvantage for the rest of your turn. Additionally your speed increases by 10 feet when you take the Disengage action.
- Heavy Barrage
Starting at 11th level, you can take this action to fire all your loaded ammunition in a 20-foot cone. Creatures within the cone take (ammunition fired)d4 piercing damage and must make a Constitution saving throw (DC = 8 + ammunition fired). On a failed save, creatures affected get pushed back 5 feet.
- Action Surge
Starting at 15th level, on your turn, you can take one additional action on top of your regular action. Once you use this feature you must finish a short or long rest before you van use it again.
- Bullet Hell
Starting at 18th level, you can make attacks equal to your Dexterity modifier (minimum of 1) + your acrobactics prof when you take the attack action on your turn.
The Sniper archetype is a patient and efficient assassin. By being a Sniper, you learn techniques that allow you to take out foes at extreme distances.
- Sniper's Expertise
Starting at 3rd level, two-handed firearms can fire up to their maximum range with no disadvantage. This does not apply to weapons with the spread property.
- Sniper's Mark
Starting at 6th level, as a bonus action, you mark a creature that you can see. You have advantage on all attack rolls with firearms against that creature. This lasts for 1 minute or until the creature has 0 hit points. You can use this feature a number of times equal to your wisdom modifier (minimum 1). You regain any expended uses when you finish a long rest.
Starting at 11th level, you gain +5 to any dexterity (Stealth) checks as long as you remain still without taking any actions, or +2 while moving at half speed. A shot fired from stealth has advantage and a hit is an automatic critical hit. Firing a shot immediately takes you out of stealth.
- Master's Aim
Starting at 15th level, rolling an 18 or 19 will also count as a critical hit. Add one additional damage die to any critical hit. Targets outside a firearm’s range but in sight can be hit at disadvantage.
- Tactical Ammunition
Starting at 18th level, you can use tinkers’ tools to craft explosive, sleep, weaken, and armor piercing ammunition. Crafting this ammunition uses the same rules as the Special Ammunition feature.
Explosive: Creatures or objects hit with this ammunition take an additional 1d4 fire damage, along with any creatures in a 5-foot radius.
Sleep: Creatures hit with this ammunition must make a Constitution saving throw against a DC of 13. On a failed save, the creature falls asleep for 1d4 minutes or until they take damage.
Weaken: Creatures hit with this ammunition take a -1 penalty to any attack, damage, and saving throw for 1 minute.
Armor Piercing: Creatures hit with this ammunition take a -1 penalty to their AC to a minimum of 10 + their Dexterity modifier total AC.
The Spellslinger archetype makes use of the arcane in order to fuse magic and science together for an even deadlier combo. Being a Spellslinger, you learn techniques that allow you to utilize magic with your firearm for extra utility and damage.
- Spellslinger's Expertise
Starting at 3rd level, you learn two wizard cantrips and two wizard spells that you can cast. Every 3 levels you learn another wizard spell that you can cast and every 6 levels you learn another wizard cantrip. The Spellslinger Spellcasting table shows how many spell slots you have to cast your 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. Your spellcasting ability is Intelligence
- Magical Ammunition
Starting at 6th level, you can use condensed magic in the place of physical bullets. You can use any number of spell slots as a bonus action to gain magical ammunition equal to (spell slot level x 10). Magical ammunition can deal fire, lightning, cold, necrotic, light, or force damage.
- Magic-Infused Gun
Starting at 11th level, you can enhance one of your guns with magic. Your attack and damage rolls with this weapon gain your Intelligence modifier.
Starting at 15th level, you can use magic to create magical explosive, concussive, smoke, and heal grenades. You have an amount of grenades equal to 5 + your Intelligence modifier. You regain your spent grenades after a long rest. A grenade is thrown at a targeted area rather than a creature. You must make a Dexterity check against a DC of 5 + (distance in feet / 5). On a failed check, the DM decides where the grenade lands.
Explosive: The grenade explodes after 6 seconds and deals 1d12 fire damage to any creature in a 10-foot radius that has lower than 18 AC.
Concussive: The grenade explodes after 6 seconds and deals 1d4 force damage to any creature in a 10-foot radius that has lower than 16 AC. Any affected creature that is tiny, small, or medium must make a Constitution saving throw. On a failed save, the creature gets pushed back 10 feet and is prone.
Smoke: The grenade explodes after 6 seconds and heavily obscures the area within a 15-foot radius.
Heal: The grenade explodes on contact and heals any creature within a 10-foot radius for 1d10 + 2 hit points.
- Magic Weaponsmith
Starting at 18th level, the next firearm you make or your Magic-Infused Gun is now a legendary magic weapon, speak to your DM about creating this weapons properties and creating this weapon.
Prerequisites. To qualify for multiclassing into the gunslinger class, you must meet these prerequisites: Dexterity 13
Proficiencies. When you multiclass into the gunslinger class, you gain the following proficiencies: light armor, medium armor, simple weapons, firearms
|Name||Type||Cost||Damage||Weight||Properties||Reload Time||Ammo Capacity|
|Bayonet||Simple melee||10 gp||1d6/1d8 piercing||1 lb.||Light, versatile, special||-||-|
|Sabre||Martial melee||25 gp||1d8 slashing||2 lb.||Finesse||-||-|
|Powder horn||Item||10 gp||-||1 lb.||-||-||-|
|Powder (30)||Ammunition||15 gp||-||2 lb.||Special||-||-|
|Bullets (10)||Ammunition||10 gp||-||1 lb.||-||-||-|
|Special ammo (10)||Ammunition||20 gp||-||1 lb.||-||-||-|
|Pistol||Firearm||1500 gp||1d10 piercing||3 lb.||Ammunition (range 30/90), light, reloading||6 sec.||1|
|Revolver||Firearm||3000 gp||1d8 piercing||2 lb.||Ammunition (range 30/300), light, reloading||6 sec. to load 3||6|
|Magnum||Firearm||4000 gp||1d10 piercing||5 lb.||Ammunition (range 150/300), light, reloading||6 sec. to load 7||7|
|Musket||Firearm||2000 gp||1d12 piercing||10 lb.||Ammunition (range 40/120), reloading, two-handed||12 sec.||1|
|Rifle||Firearm||3500 gp||2d6 piercing||10 lb.||Ammunition (range 40/300), reloading, two-handed||12 sec.||1|
|Lever-action rifle||Firearm||3500 gp||1d12 piercing||9 lb.||Ammunition (range 30/600), reloading, two-handed||6 sec. to load 4||8|
|Bolt-action rifle||Firearm||5000 gp||2d6 piercing||9 lb.||Ammunition (range 30/1200), reloading, two-handed||6 sec. to load 5||5|
|Blunderbuss||Firearm||2500 gp||1d12 piercing||5 lb.||Ammunition (range 30/60), reloading, spread, two-handed||12 sec.||1|
|Sawed-Off Shotgun||Firearm||4000 gp||2d6 piercing||5 lb.||Ammunition (range 30/60), reloading, spread, light||6 sec. to load 2||2|
|Double-barrel shotgun||Firearm||4500 gp||2d8 piercing||7 lb.||Ammunition (range 30/120), reloading, spread, two-handed||6 sec. to load 2||2|
|Pump-action shotgun||Firearm||5000 gp||2d8 piercing||7 lb.||Ammunition (range 30/120), reloading, spread, two-handed||6 sec. to load 6||6|
Not all the items in the Equipment table have to be used. I simply added them to experiment, and it is ultimately up to the DM to decide which items to add. Recommended items: pistol, revolver, musket, and blunderbuss.
A bayonet can be attached to any two-handed firearm. While attached, Reach if an enemy is within 10 feet, the user may choose to attack with the attached bayonet rather than the firearm. Bayonets may also be used unattached to anything as a melee weapon.
A full powder horn can hold 30 powder, which is good for 30 shots. Wet gunpowder is unusable for 2d4 days. If exposed to fire or electricity, gunpowder explodes in a 10 ft. radius. Any creature in this radius must make a Dexterity saving throw, taking 1d10 fire damage on a failed save, or half as much on a success.
Powder is only required to reload the pistol, musket, rifle, and blunderbuss. For other firearms, powder can instead be included as a crafting requirement for bullets.
In this case, “bullets” is the general term for all firearm ammunition, including musket balls, mini-balls, paper cartridges, brass cartridges, etc.
Weapons with the spread property only use half the damage dice when firing at long range.