Gunslinger (5e Class)

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The Gunslinger[edit]

Tiefling Gunslinger by Yama Orce,

For a renegade few, battle sounds different than it does for the typical fighter. The clash of steel and the sizzle of spell energy are drowned out by the thunderous rhythm of gunfire—the pounding beat of the gunslinger.

Gunslingers are a bold and mysterious lot. While many treat the secrets of black powder with the same care and reverence that a wizard typically reserves for his spellbook, most gunslingers know that firearms are a secret that cannot remain concealed forever. While current firearms are simple, often imprecise, and even dangerous devices, they are a technology on the move, and one that will become even more powerful when it is fully fused with magic.

Role: Gunslingers are thunderous artillery, often found where the fighting is fiercest. Brave, clever, and frequently foolhardy, many gunslingers push to position themselves at close range, barrels blazing, to take down their foes and demoralize their enemies. Other gunslingers are masters of distant death, picking off enemies from afar with their strange and wondrous weapons.

Hit Dice: 1d8 per Gunslinger level

Hit Points at 1st level: 8 + Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per gunslinger level after 1st


Armor: Light

Weapons: Simple Weapons, Martial Weapons, Firearms


Skills: Choose 3 in which you are proficient.

The gunslinger's class skills are Acrobatics (Dex), Deception (Cha), Athletics (Str), Insight (Wis), Medicine (Wis), Intimidation (Cha), History(Int), Perception (Wis), Sleight of Hand (Dex), and Survival (Wis).


In addition, each character begins play with an outfit worth 10 gp or less, and the gunslinger begins with her starting firearm.

Table: Starting Wealth

Class Starting Wealth Average
Gunslinger 5d6 ×10 gp 175 gp

Class Features[edit]

Table: Gunslinger

Level Proficiency Bonus Features
1st +2 Deeds, Grit, Gunsmith
2nd +2 Nimble
3rd +2 Deeds, Gunslinger Archetype
4th +2 Ability Score Improvement
5th +3 Extra Shot
6th +3 Nimble, Gunslinger Archetype Feature
7th +3 Deeds
8th +3 Ability Score Improvement
9th +4 Gun Training
10th +4 Nimble
11th +4 Deeds, Gunslinger Archetype Feature
12th +4 Ability Score Improvement
13th +5 Gun Training
14th +5 Nimble
15th +5 Deeds
16th +5 Ability Score Improvement
17th +6 Gun Training, Gunslinger Archetype Feature
18th +6 Nimble
19th +6 Ability Score Improvement, Deeds
20th +6 True Grit

The following are class features of the gunslinger.

Weapon and Armor Proficiency: Gunslingers are proficient with all simple and martial weapons, and with all firearms. They are proficient with all light armor.

Gunsmith: At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it's worth 4d10 gp when sold). The gunslinger also gains Gunsmith as a bonus feat.

Grit: A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it's more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger's ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.

Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger's character level does not restore grit.
Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger's character level to 0 or fewer hit points does not restore any grit.

Deeds: Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.

Grit Save DC = 8 + Proficiency Bonus + Wisdom

Deadeye: At 1st level, the gunslinger no longer has disadvantage on attacks when firing beyond her firearm's normal range. Performing this deed costs 1 grit point.
Gunslinger's Dodge: At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an reaction; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing light or no armor, and while carrying no more than a light load.
Quick Clear: At 1st level, as an action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a bonus action instead.

Gunslinger Initiative: At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single one-handed firearm as part of the initiative check.
Pistol-Whip: At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as an action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage and two-handed firearms deal 1d10 points of damage. If the attack hits, the gunslinger can make a Strength check to knock the target prone as a reaction. Performing this deed costs 1 grit point.
Utility Shot: At 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot.
  • Blast Lock: The gunslinger makes an attack roll against a lock within the normal range of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +5 bonus to AC, an average lock has a +10 bonus to AC, a good lock has a +15 bonus to AC, and a superior lock has a +20 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.
  • Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot's origin. On a miss, she damages the object normally.
  • Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally.

Dead Shot: At 7th level, as an action, the gunslinger can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can normally. She makes the attack rolls as if she were making a full attack. If any of the attack rolls hit the target, the gunslinger's single attack is considered to have hit. For each additional successful attack roll beyond the first, the gunslinger increases the damage of the shot by the base damage dice of the firearm. For instance, if a gunslinger firing a musket hits with both attacks, she does 2d8 points of damage with the shot, instead of 1d8 points of damage, before adding any damage modifiers. The gunslinger only misfires on a dead shot if all the attack rolls are misfires. She cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. The gunslinger must spend 1 grit point to perform this deed.
Startling Shot: At 7th level, a gunslinger with least 1 grit point can spend a standard action to purposely miss a creature that she could normally hit with a firearm attack. When she does, that creature becomes flat-footed until the start of its next turn.
Targeting: At 7th level, as a full-round action, the gunslinger can make a single firearm attack and choose part of the body to target. She gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the creature she targets. Creatures that are immune to sneak attacks are immune to these effects.
  • Arms: On a hit, the target takes no damage from the hit but drops one carried item of the gunslinger's choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
  • Head: On a hit, the target is damaged normally, and is also blinded for 1 round.
  • Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.
  • Torso: Targeting the torso threatens a critical on a 19–20.
  • Wings: On a hit, the target is damaged normally, and must make a Strength saving throw or fall 20 ft.

Bleeding Wound: At 11th level, when the gunslinger hits a living creature with a firearm attack, she can spend 1 grit point as a reaction to have that attack deal extra bleed damage. The amount of bleed damage is equal to the gunslinger's Dexterity modifier. Alternatively, the gunslinger can spend 2 grit points to deal 1 point of Strength, Dexterity, or Constitution bleed damage (gunslinger's choice) instead. Creatures that are immune to sneak attacks are also immune to these types of bleed damage.
Expert Loading: At 11th level, whenever the gunslinger rolls a misfire with a gun that has the broken condition, she can spend 1 grit point to keep the gun from exploding, though it retains the broken condition.
Lightning Reload: At 11th level, as long as the gunslinger has at least 1 grit point, she reduces the reload time by 1 step (action->bonus->reaction). If she has the Rapid Reload feat, using this deed does not provoke attacks of opportunity.

Evasive: At 15th level, when the gunslinger has at least 1 grit point, she gains the benefit of Evasion. 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.
Menacing Shot: At 15th level, the gunslinger can spend 1 grit point, shoot a firearm into the air, and affect all living creatures within a 30-foot-radius burst as if they were subject to the fear spell.
Slinger's Luck: At 15th level, the gunslinger can spend grit to reroll a saving throw or a skill check. It costs 2 grit points to reroll a saving throw, and 1 grit point to reroll a skill check. The gunslinger must take the result of the second roll, even if it is lower. The deed's cost cannot be reduced by the true grit class ability, the Signature Deed feat, or any other effect that reduces the amount of grit a deed costs.

Cheat Death: At 19th level, whenever the gunslinger is reduced to 0 or fewer hit points, she can spend all of her remaining grit points (minimum 1) to instead be reduced to 1 hit point.
Death's Shot: At 19th level, when the gunslinger scores a critical hit, she can spend 1 grit point to deal normal damage, and the target must succeed at a Constitution saving throw. On a failed saving throw, the target dies. This is a death attack. Performing this deed does not allow the gunslinger to regain grit from confirming a critical hit or making a killing blow.
Stunning Shot: At 19th level, when a gunslinger hits a creature, she can spend 2 grit points to stun the creature for 1 round. The creature must make a Constitution saving throw. If the creature fails, it is stunned for 1 round. Creatures that are immune to critical hits are also immune to this effect.

Nimble: The gunslinger gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).

Gun Training: The gunslinger can select one specific type of firearm (such as a blunderbuss, musket, or pistol). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of firearm.

Every time thereafter, the gunslinger picks a new type of firearm, gaining these bonuses for those types as well. Alternatively, she can select one that was already chosen to gain an additional +1 to damage.

Gun Expert: The gunslinger picks a type of firearm that she has [gun training] in and applies her Wisdom modifier to her choice of (a)attack or (b)damage.

True Grit: At 20th level, a gunslinger picks two deeds that she has access to and that she must spend grit to perform. She can perform these deeds for 1 grit point fewer (minimum 0) than usual. If the number of grit points to perform a deed is reduced to 0, the gunslinger can perform this deed as long as she has at least 1 grit point. If a deed could already be performed as long as she had at least 1 grit point, she can now perform that deed even when she has no grit points.

Optional Rule: Daring Act[edit]

The following method for regaining grit points requires a measure of GM judgment, so it is an optional rule.

Daring Act: Each time a gunslinger performs a daring act, she can regain grit. As a general guideline, a daring act should be risky and dramatic. It should take a good deal of guts, and its outcome should have a low probability of success. If it is successful, the gunslinger regains 1 grit point.

Before attempting a daring act, the player should ask the GM whether the act qualifies. The GM is the final arbiter of what's considered a daring act, and can grant a regained grit point for a daring act even if the player does not ask beforehand whether the act qualifies.


Early firearms are typically matchlock, wheellock, or flintlock weapons, and require more finesse and care to use than advanced firearms. Early firearms are muzzle-loaded, requiring a bullet and powder (or other special alchemical substances) to be shoved down the barrel before the weapon is fired. Early firearm ammunition can be loaded from a cartridge, but that cartridge is made of soft material (like paper or cloth) that is torn open so that the contents may be shoved down the barrel.

Loading a Firearm: You need at least one hand free to load one-handed and two-handed firearms. In the case of two-handed firearms, you hold the weapon in one hand and load it with the other—you only need to hold it in two hands to aim and shoot the firearm. Loading any firearm provokes attacks of opportunity. Other rules for loading a firearm depend on whether the firearm is an early firearm or an advanced firearm.

Early Firearms: Early firearms are muzzle-loaded, requiring bullets or pellets and black powder to be rammed down the muzzle.

  • It is an action to load a barrel of an early firearm. The Rapid Reload feat reduces this to a bonus action.

Advanced Firearms: Advanced firearms are chamber-loaded. Do not confuse these with Modern weapons, which utilize magazines to reload.

  • It is a bonus action to load a one-handed or two-handed advanced firearm to its full capacity. The Rapid Reload feat reduces this to a reaction.

Table: Firearms

</tr> > >
Early Firearms
(Early) One-Handed Firearms Cost Dmg Range Capacity Weight Type Special
Pistol 1,000 gp 1d8 20 ft. 1 4 lbs. B and P
(Early) Two-Handed Firearms Cost Dmg Range Capacity Weight Type Special
Musket 1,500 gp 1d8 40 ft. 1 9 lbs. B and P
Blunderbuss 2,000 gp 1d10 15 ft. cone 1 8 lbs. B and P scatter
Advanced Firearms
(Advanced) One-Handed Firearms Cost Dmg Range Capacity Weight Type Special
Revolver 4,000 gp 1d840 ft. 6 4 lbs. B and P
(Advanced) Two-Handed Firearms Cost Dmg Range Capacity Weight Type Special
Rifle 5,000 gp 1d8 80 ft.10 12 lbs. B and P
Shotgun 5,000 gp 1d10 20 ft. 1 12 lbs. B and P scatter
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