Gunslinger (5e Class)

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Gunslinger, Adventurer[edit]

Gunslingers, This Arch-Type; being technologically advanced are hyper-intelligent crafters. Some join parties not to be leaders but to have incredible influence over the battlefield, shaping entire wars with their bravado. Some are an unparalleled terrors at close range, decimating foes with their unflinching resolve. While others are the model of efficiency, lying in wait and killing their targets before they knew there was any danger. Regardless of the Gunslinger's preferred method of attack. All are formidable in their own right. Don't cross one, they aren't to be taken lightly.

A Gunslinger's weapons are a reflection of themselves, and are their most prized possessions. Putting a combination of smithing talent with accuracy, no two are similar, as each one is engraved and crafted to the Gunslinger's advantage.

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 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Gunslinger level after 1st


Armor: Light armor, medium armor
Weapons: Simple weapons, firearms
Tools: Tinker's tools
Saving Throws: Dexterity, Wisdom
Skills: Choose four from Acrobatics, History, Insight, Perception, Sleight of Hand, Stealth, and Survival


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow,20 bolts or (b) any two simple weapons
  • (a) leather armor or (b) hide armor
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • A revolver, a rifle, 40 bullets, and tinker's tools

Table: The Gunslinger

Level Proficiency
1st +2 Weapon Forging
2nd +2 Firearm Fighting Style, Swift Reload
3rd +2 Combat Expertise
4th +2 Ability Score Improvement
5th +3 Extra Attack,
6th +3 Special Ammunition
7th +3 Combat Expertise Feature
8th +3 Ability Score Improvement, Evasion
9th +4 Special Ammunition Improvement
10th +4 Hide in Plain sight
11th +4 Tools of the Trade, Extra Attack
12th +4 Ability Score Improvement
13th +5 Combat Expertise Feature
14th +5 Low Profile
15th +5 Combat Expertise Feature
16th +5 Ability Score Improvement
17th +6 Special Ammunition Improvement
18th +6 Feral Senses, Combat Expertise Feature
19th +6 Ability Score Improvement
20th +6 Combat Mastery

Ability Score Increase When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.

Combat Expertise At level 3, 7, 13, 15, 18 gain +1 to damage throw at each level in Combat Expertise till Master at level 20 (+6 max).

Weapon Forging Starting at level 1, you can forge modern style firearms. The DM must determine whether an item is craftable, what materials are required and how long it will take to make. A gunslinger also requires their Tinker's Tools to craft such items.

Firearm Fighting Style Starting at 2nd level, you gain a +2 bonus to attack rolls you make with firearms.

Swift Reload Starting at 2nd level, you ignore the loading property of firearms with which you are proficient.

Special Ammunition Starting at 6th level, you can craft 2 special ammunition shots costing 50gp in materials, dealing 1d6 of the desired damage type (Fire, Lightning, or Cold). Appropriate materials are required to craft special ammunition, Essence of a Fire Elemental, Air Elemental, or Water Elemental (Or DM's discretion). You can craft ammunition in increments of 25gp per day instead of 5gp per day, See Players Handbook for "Crafting" pg. 187. At 9th level this is upgraded to 100gp cost, dealing 1d8, and at 17th level this is upgraded to 200gp cost for 3, dealing 1d10.

Extra Attack Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three at 11th level in this class.

Evasion Starting at 8th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. 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.

Hide in Plain sight Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, this is at least as tall and wide as you are. You gain a +10 bonus to dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.

Tools of the Trade Starting at 11th level, you may choose to customize a weapon that has been with you for more than a month, this weapon will become an identifying mark of your fame holding as much standing as its wielder. It carries distinct patterns and markings that are unique to your character. The weapon deals an additional damage die. Level 11 1D8, Level 15 2d8, Level 17 3D8, Level 20 3D10.

Low Profile Starting at 14th level, 1/2 cover counts as 3/4 cover for you.

Feral Senses Starting at 18th level, you gain preternatural senses that help you fight creatures you can't see. when you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.


Commanders on the battlefield are a wonder to behold. Leading their troops to victory, they are tactical geniuses and experts at supporting their troops. The sight of a Commander on the battlefield both raises allies spirits and demoralizes your enemies.

Commander's Influence Starting at 3rd level, you learn the Morale, and Demoralize features.

Morale: As an action, you can boost your allies Morale. Choose a number of friendly creatures who can either see or hear you up to your Charisma modifier (minimum 1). The creatures you choose gain a +1 bonus to their attack rolls, damage rolls, and saving throws. The bonus provided by morale lasts for 1 minute or until you use this feature again, whichever comes first. Your allies lose this bonus if you cannot see them, or they cannot see or hear you, or you become Incapacitated. You can use this feature twice, regaining any expended uses when you finish a long rest. The bonus to attack rolls, damage rolls, and saving throws this feature provides increases by 1 at 7th level (+2), and again at 13th level (+3).

Demoralize: As an action, you can Demoralize the oppositions resolve. You choose a number of hostile creatures that you can see, and can see or hear you, up to your Charisma modifier (with a minimum of 1). Those creatures must make a Charisma saving throw (DC = 8 + your proficiency bonus + your Charisma Modifier). On a failed save, the creatures have a -1 penalty to attack rolls, damage rolls, and saving throws. This effect lasts for 1 minute or until you use this feature again, whichever comes first. 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. The hostile creatures lose this penalty if you cannot see them, or they cannot see or hear you, or you become Incapacitated. You can use this feature twice, regaining any expended uses when you finish a long rest. This penalty increases to a -2 penalty at 7th level, and to a -3 penalty at 13th level.

Commanding Presence Starting at 7th level, as long as a creature is under the effects of your morale feature, you have advantage on all saving throws and ranged attack rolls made with a firearm.

Stand as One Starting at 13th level, whenever a creature under the effects of your Morale feature hits a creature with an attack, the creature may choose to deal an additional 1d6 damage of the weapons damage type, or choose to gain 1d6 temporary hit points instead. Once a creature has dealt extra damage or gained temporary hit points from this feature, the creature can't benefit from it again until the start of its next turn.

Guiding Shot Starting at 15th level, when you hit a creature with a ranged weapon attack by a firearm. One ally of your choice gets advantage on their next attack against the creature you hit. Your ally must not be incapacitated, they must be able to see the target, as well as see and hear you to benefit from this feature. You can use this feature only once per turn.

Militarized Mobilization Starting at 18th level, you can craft non-magical guns for NPC soldiers equal to your Charisma modifier (minimum of one). Each soldier has the stats of a Scout with the maximum possible hit points (Monster Manual pg.349). You teach them how to handle the weaponry, training them takes one week for each soldier. Once training is complete, you can then utilize them as a loyal militia requiring no payment, but still require lifestyle expenses for each soldier (Player's Handbook pg.157). The soldiers also gain the Firearm Fighting Style Feature: they gain a +2 bonus to attack rolls they make with firearms. (The DM may also decide if the soldiers can be equiped with different items EX:Weapons, Armor, Magic Items, etc.). You may use a bonus action on your turn to command the militia to take one of the following actions in addition to their movement: Attack, Dash, Disengage, Dodge, Help, Hide, Search, or Use an Object.

Master Commander Starting at 20th level, your Morale feature gets an additional +1 bonus to allies attack rolls, damage rolls, and saving throws, and your Demoralize feature gets an additional -1 penalty to hostile creatures attack rolls, damage rolls, and saving throws.


Close Quarter Combatant experts prefer to be at the front line of combat, dealing damage and taking hits in place of other teammates.

CQC Training Starting at 3rd level, you gain the following abilities. You gain proficiency with Heavy Armor. Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls with firearms. You may use Strength instead of Dexterity for your ranged weapon attacks when you use a firearm (Due to it's sheer weight).

Combat Conditioning Starting at 7th level, your hit point maximum increases by an amount equal to twice your level when you gain this feature. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

Crowd Control Starting at 13th level, when you make a ranged attack, with a firearm against a creature within 5 feet of you. You may make a melee attack against the creature as a bonus action to attempt to shove the creature. At 13th level the push distance is increased to 10 feet, and at the end of the push the creature must make a Strength saving throw, or be knocked prone (DC = 8 + your Strength Modifier + your Proficiency Bonus). (See The Player's Handbook pg.195 "Shoving a creature")

Heavy Armor Brute Starting at 15th level, you gain resistance to Bludgeoning, Piercing, and Slashing damage from non-magical weapons as long as you’re wearing heavy armor.

Riot Shield Starting at 18th level, you gain proficiency with Shields and can mount a shield onto your forearm, this counts as carrying one for the purpose of qualifying for feats and you gain the appropriate AC bonus from it. With the shield mounted you can still carry a two-handed, heavy weapon if it's a firearm. You cannot be unwillingly disarmed from the shield.

Master Combatant Starting at 20th level, you gain the following additional abilities, as long as you aren't incapacitated. You have advantage on Saving Throws against any spells or abilities that would knock you prone, push you against your will, or cause you to be Frightened. You also ignore any reduction to your move speed.


Marksmen are the guardians of the battlefield, constantly watching over their allies they prefer to sit back and provide assistance from a distance while also watching over the battlefield from a safe position.

Sniper's Mark Starting at 3rd 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. This ability gives you and your party that can see the marked an additional 1D6 damage. You can use this feature a number of times equal to your wisdom modifier (minimum of once). You regain any expended uses when you finish a long rest.

Marked Quarry Starting at 7th level, you deal an additional 1d6 damage of your weapons damage type against a creature effected by your Snipers Mark feature. In addition, you gain the spell Hunter's Mark if you don't already know it. You may cast Hunter's Mark with a range of 180 feet instead of 90 feet, and once per long rest as a 1st level spell without using a spell slot. At 13th level, you cast Hunter's Mark as a 3rd level spell instead, and twice per long rest.

Arcane Infused Weaponry Starting at 13th level, your firearms deal additional weapon damage equal to your wisdom modifier (minimum of +1), and are considered magical for purposes of overcoming resistances.

Interrupting Shot Starting at 15th level, when a creature marked by either your Snipers Mark or Hunters Mark makes an attack. You may use your reaction to make a ranged weapon attack with a firearm you are holding against the marked creature. This attack happens before the marked creature hits. If your attack hits the marked creature, the creature takes a penalty to all attack rolls until the start of it's next turn. This penalty is equal to half your wisdom modifier rounded up (minimum of -1).

Lead Torrent Starting at 18th level, as a bonus action, you may make up to three ranged weapon attacks with a firearm. Each shot requires ammunition, and scores a critical hit on a roll of 18-20. You cannot benefit from any other feature or spell on these attacks. Once you use this feature you cannot use it again for 24 hours.

Master Marksman Starting at 20th level, your Sniper's Mark feature becomes second nature to you. You can now use it an equal number of two times your wisdom modifier, and you also regain any expended uses when you finish a short or long rest.


Prerequisites. To qualify for multiclassing into the Gunslinger class, you must meet these prerequisites: 13 Wisdom, 13 Dexterity

Proficiencies. When you multiclass into the Gunslinger class, you gain the following proficiencies: Firearms, Tinkers' Tools

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