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<!-Introduction Leader->[edit]

Creating a[edit]

Quick Build

You can make a Gunslinger quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

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, martial weapons, firearms
Tools: Tinker's tools
Saving Throws: Dexterity, Charisma
Skills: Choose 2 from Acrobatics,Athletics, History, Insight, Perception, Sleight of Hand, and Stealth


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

Table: The Gunslinger

Level Proficiency
1st +2 Firearm Fighting Style
2nd +2
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 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Combat Expertise Feature
14th +5 Sharp Senses
15th +5 Combat Expertise Feature
16th +5 Ability Score Improvement
17th +6 Extra Attack (3)
18th +6 Elusive
19th +6 Ability Score Improvement
20th +6 Combat Expertise Feature

Firearm Fighting Style[edit]

You gain a +2 bonus to attack rolls you make with firearms. Additionally, you may ignore the loading property of firearms with which you are proficient.

At 10th level, the bonus to attack rolls increases to +4.

Fast Movement[edit]

Starting at 2nd level, your speed increases by 10 feet. This bonus increases when you reach certain class levels, as shown in the Two-Fister table.

Take It On the Chin[edit]

Starting at 3rd level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. Ain't no thang.

Gunslinger Archetype[edit]

Starting at 3rd level, you choose an archetype that you strive to emulate, from Commander, CQC and Marksman . Your choice grants features at 3rd level, and again at 7th, 11th, and 15th level.

Ability Score Increase[edit]

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.

Extra Attack[edit]

Beginning 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 when you reach 11th level in this class and to four when you reach 17th level in this class.

Hide in Plain Sight[edit]

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, which must be 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 the benefits of this feature.

Sharp Senses[edit]

Starting at 14th 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.


Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

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Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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