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Gunslinger

hit dice: 1d8 per gunslinger level
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per gunslinger level after 1st
armor proficiencies: light armor
weapon proficiencies: simple weapons, firearms
tools: Thieves' tools, tinker's tools, or one type of gaming set
saving throws: Dexterity, Charisma
skills: Choose 2 from Animal Handling, Athletics, Insight, Intimidation, Perception, Sleight of Hand, Stealth, and Survival.
starting equipment:
You start with the following items, plus anything provided by your background.

  • a leather armor and a simple weapon

  • a pistol and 20 rounds

  • (a) a revolver and 20 rounds or (b) a repeating rifle and 20 rounds or (c) a sawed-off shotgun and 20 shotshells.

  • (a) a dungeoneer's pack or (b) an explorer's pack



Alternatively, you may start with 6d4*10 gp to buy your own equipment.
spellcasting:
class features:

Deadeye

Starting at 1st level, In combat, you find your flow with deadly efficiency. Whenever you hit a creature with a ranged weapon attack, your critical range increases by one with subsequent ranged weapon attacks. You can gain this benefit multiple times, but it can't reduce the threshold for scoring a critical hit below 16.   You lose this benefit if you miss with an attack, you become incapacitated, or if your turn ends and you haven't attacked a creature since your last turn.   From 14th level, whenever you gain this benefit it increases by two instead of one, but it still can't reduce the threshold for scoring a critical hit below 16.  

Bad Medicine

Starting at 1st level, You can roll one additional weapon damage die when determining the extra damage for a critical hit with a firearm. The number of additional dice increases as you gain levels in this class, as shown in the Bad Medicine column of the Gunslinger table.  

Grit

Starting at 2nd level, The hard-fought battles of your past have instilled in you a wellspring of resolve, which is represented by grit points. You have a number of grit points equal to 1 + your Wisdom modifier (minimum of 1 point).   You can spend these points to fuel various grit features. You start knowing four such features: Buck Up, Bullet Time, Covering Fire, and Dodge Roll. You learn more grit features as you gain levels in this class.   When you spend a grit point, it is unavailable until you regain it. You regain 1 expended grit point whenever you score a critical hit against a hostile creature, and you regain all expended grit points when you finish a short or long rest.  
Buck Up
You can spend 1 grit point as a bonus action to spend one or more Hit Dice, following the normal rules for regaining hit points using Hit Dice. The maximum number of Hit Dice you can spend each time you use this feature equals your Constitution modifier.  
Bullet Time
When a creature you can see makes a ranged attack against you, you can spend 1 grit point to impose disadvantage on the attack roll.  
Covering Fire
While you are holding a firearm, when a creature you can see within 60 feet of you makes an attack against a creature other than you, you can spend 1 grit point as a reaction to impose disadvantage on the attack roll.  
Dodge Roll
You can spend 1 grit point as a bonus action to move up to 10 feet without provoking opportunity attacks. You can't take this bonus action if your speed is 0.  

Quickdraw

Starting at 2nd level, you have advantage on initiative rolls. In addition, whenever you draw or stow a firearm, you can draw or stow any number of weapons as part of the same move or action.  

Gunslinger Trail

Starting at 3rd level, you choose a path to walk. Your choice grants you features at 3rd level, and again at 6th level, 10th, and 17th level.  

Ability Score Improvement

When you reach 4th 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.   Alternatively, you may instead take a feat.  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Lock N' Load

Starting at 5th level, you can load or reload a firearm you are holding as part of your move or your action.  

Ace In The Hole

Starting at level 7th, once per turn when you miss with an attack roll, you can spend 1 grit point to add your Wisdom modifier to the roll, potentially turning the miss into a hit.  

Born Lucky

Starting at 9th level, when you are forced to make a saving throw, you can spend 1 grit point to make it with advantage.  

Frontier Justice

Starting at 11th level, when a creature you can see willingly moves into a space within 10 feet of you while you are wielding a firearm, you can use your reaction to make one ranged weapon attack against that creature.  

Skullcracker

Starting at 13th level, when you deal damage with a ranged weapon attack to a creature that is concentrating on a spell or another similar effect, the target has disadvantage on the saving throw it makes to maintain its concentration. If the attack is a critical hit, the target automatically fails this saving throw.  

Cheat Death

Starting at 15th level, when you are reduced to 0 hit points but not killed outright, you can spend 1 grit point to drop to 1 hit point instead. Each time you do so, you gain 1 level of exhaustion.  

True Grit

Starting at 18th level, when you start your turn and have no grit points remaining, you regain 1 grit point.  

Golden Gun

Starting at 20th level, you have advantage on ranged weapon attack rolls while the threshold for scoring a critical hit is 16 or lower.
subclass options:

Gunslinger's Trail

Experienced gunslingers forge their own trail in life. You choose the trail which reflects your own personal style and credo.   Beastrider

“If a dog is man's best friend, then a gun and a horse are his most loyal servants”   A beastrider is born to the saddle, capable of taming any beast and riding any mount. While any fool can jump on an old mare, it takes more than reins and spurs to master a spirited beast. Living life fast, both literally and figuratively, the beastrider knows freedom tastes better at a gallop, and a loyal companion is worth more than gold.

To the Manor Born

Starting at 3rd level, Whether through hard work or natural talent, you possess a level and breadth of skill few can match. You gain proficiency in two skills of your choice from the gunslinger skill list, one of which should be Animal Handling if you aren't already proficient in it.   In addition, choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.  

Broncbuster

Also at 3rd level, As an action, you can touch a Beast that is at least one size larger than you and that has an appropriate anatomy to serve as a mount. It must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or become charmed by you until you dismiss it, you use this feature to charm a different creature, or you die. While charmed in this way, the target is friendly to you and acts under your control while you are riding it. A creature that successfully saves against this effect is immune to it for 24 hours, after which time it can be affected again. A creature you are fighting automatically succeeds on the saving throw.   Your gunslinger level determines the range of beasts you can charm in this way, as shown in the Mounts table. At 3rd level, for example, you can attempt to charm any Beast that has a challenge rating of 1/2 or lower that doesn't have a flying or swimming speed:       
Level Max. CR Limitations
3rd 1/2 No flying or swimming speed
6th 1 No flying speed
10th 2 __
17th __ __
  In addition, while you are mounted and aren't incapacitated, your mount gains a bonus to its AC and saving throws equal to your proficiency bonus while it isn't wearing barding or other armor.  

Rough Rider

Starting at 6th level, Whenever you take the Attack action, you can forgo one of the attacks from that action to command a mount you are controlling to use its action to make one weapon attack, choosing from those in its stat block.  

Rider's Reflexes

Also at 6th level, When a creature you can see hits your mount with an attack, you can spend 1 grit point as a reaction to halve the attack's damage against it.  

Blazing Saddles

Starting at 10th level, While you are mounted and aren't incapacitated, your mount ignores difficult terrain. Furthermore, whenever your mount takes the Dash action, it gains additional movement equal to your walking speed.  

Air Superiority

Starting at 17th level, Beastride your mount, you soar, you are the eagle. When you use your Covering Fire while flying, you can make one ranged weapon attack against the attacking creature as part of the same reaction, provided the target is within your weapon's range.
Crack Shot

"One bullet, the right place, the right time, can change the world."   The crack shot uses analytical and observational skills to take out foes from afar. Crack Shots will patiently watch their targets for hours, waiting until all of the right conditions in the environment, positioning, and their own reflexes are ideal before making their move. When they do, they leave a splatter across the ground and thunderous sound through the air without ever being seen.  

Watcher's Eye

When you follow this trail at 3rd level, you become adept at finding threats, even when they try to hide. You gain proficiency in Perception and double the proficiency bonus to any Perception check made using your sight.   Additionally, your ranged weapon attacks ignore half cover and three-quarters cover and you can take the Search action as a bonus action.  

Lock On

At 6th level, you further hone your deadly accuracy. You can use an action or a bonus action to make a Wisdom (Perception) on a creature you see. The DC is equal to its Dexterity score. On a success, your ranged weapon attacks against the target deal additional damage equal to half your gunslinger level (rounded up) for the next minute. By taking an action to use this feature, you gain advantage on the attack roll.   Additionally, attacking at long range with your firearm does not impose disadvantage on your ranged attack rolls.  

Positional Shooting

At 10th level, you learn optimal and stable positions for firing. While prone, you gain advantage on making Dexterity (Stealth) checks and you are able to make ranged weapon attack rolls without disadvantage.   Also, when you use Bullet Time, you can use your reaction to immediately drop prone.  

Terminal Shot

Also at 10th level, you learn how to hit multiple targets with a single shot. You can spend 1 grit point before making an attack roll with a firearm that deals piercing damage. If the attack hits, you can make an attack roll against every creature in a line directly behind the target within your first range increment of your firearm.  

Pink Mist

At 17th level, hitting your enemies' vitals becomes natural to you. You no longer need to make a Wisdom (Perception) check to use your Lock On feature and you double the normal and long range of firearms you use.   Whenever you increase your critical range with your Deadeye feature, the lowest maximum threshold for scoring a critical hit is now 15.
Desperado

"I shot first."   The desperado fights with skill, reflexes, and a quick trigger finger. Your movements are crisp and sharp, faster than the average person can track. Those following this path drill their motions until they surpass normal mortal limits.  

Fast Reflexes

When you choose this trail at 3rd level, your speed increases by 10 feet while you are unarmored or wearing light armor.   Additionally, you can use Bullet Time once without expending a grit point once per short or long rest.  

Trigger Finger

By 6th level, you've learned to keep a close eye on your surroundings, and a close hand on your gun. You add your proficiency bonus to any initiative check.   Additionally, whenever you use your Bullet Time, you can use your reaction make a ranged weapon attack with your firearm against the attacking creature.  

Dive for Cover

Starting at 10th level, you've learned to tumble away from ranged attacks. You can use your Dodge Roll as a reaction whenever you are on the ground and take damage from a source more than 10 feet away which you can see. The move up half your movement speed, and if you move at least 5 feet, reducing the damage by an amount equal to your Dexterity modifier.  

Fan the Hammer

Starting at 17th level, you can attack three times, instead of two, whenever you take the attack action on your turn.   Additionally, you have advantage on attacks made with your Trigger Finger.   Lastly, you have advantage on any initiative check, and you are unable to be surprised while you are conscious.
Enforcer

“Do I get my money now or after I've killed you?”   Even in bad company, enforcers have a reputation for giving as good as they get, shrugging off blow after blow and returning tenfold. Yet it is not only their tenacity that makes them a valuable ally but also their keen insight; a knack for sniffing out the truth that is as dangerous to an adversary as any arms they bring to bear.

Bloodhound

Starting at 3rd level, You learn the telltale signs of dishonesty and evasiveness. You gain proficiency in the Insight skill. If you already have this proficiency, you gain proficiency in another skill of your choice from the gunslinger skill list. Your proficiency bonus is doubled for any ability check you make to determine the motive or intent of a Humanoid that uses Insight.  

Rugged Endurance

At 3rd level, You know how to roll with the punches, so to speak. Whenever you regain hit points during combat, you gain the same number of temporary hit points. These temporary hit points last until the start of your next turn.  

Unforgiven

Also at 3rd level, If your first attack on your turn hits a creature that attacked you or targeted you with a spell or other harmful effect since the end of your last turn, you can roll one additional weapon damage die and add it to the damage of your attack.  

Sharp Eye

Starting at 6th level, Experience and necessity have honed your ability to discern your surroundings at a glance. You can take the Search action as a bonus action on your turn.   In addition, while you are resting, or you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.  

Hard Case

Starting at 10th level, While you have temporary hit points, you can't be charmed or frightened. Furthermore, when you use your Buck Up, you can make a saving throw to end one effect on yourself that is causing you to be charmed or frightened.  

King of the Hill

Starting at 17th level, once per turn, you can spend 1 grit point to use your Frontier Justice feature without using your reaction.
Gunsmith

"The right gun for any job."   A gunsmith is an eccentric arcane tinkerer, unafraid of taking risks or personally modifying their firearms. They learn by improving their existing creations and building new guns. Each new creation is a stepping stone to something greater. Those following this Trail use their intelligence to forge weapons and ammunition unparalleled in the rest of the world.   Some Gunsmith features require your target to make a saving throw to resist the feature's effects. The saving throw DC is equivalent to 8 + your proficiency bonus + your Intelligence modifier.  

Walking Armory

When you choose this trail at 3rd level, you craft a mechanism which allows you to easily store and equip your personal firearms. You may draw any firearm within arm's reach without using your object interaction.  

Apprentice Guncrafting

When you choose this trail at 3rd level, you can craft new firearms and modify your current ones. You gain proficiency in tinker's tools. One-handed guns are based on the pistol, two-handed guns on the musket, and cone guns on the scattergun.   Modifying a firearm requires 1 day of constant work per modification. You may remove an existing modification at the same time as you add a new one.   Maintenance. Modifications require constant tuning and maintenance in order to remain in working order. During a long rest, you may maintain a number of modified firearms up to your Intelligence modifier (minimum of one). If a modified firearm is not maintained during a long rest, any attack roll made with that firearm has disadvantage.   Limited Modification. You may modify a firearm a number of times up to your Intelligence modifier (minimum of once). In addition, every modification falls into a category. You may only place a single modification from each category on a given firearm.  

Apprentice Guncrafting


ModificationEffectCategory
Long BarrelThe firearm can make attacks up to its long range without disadvantage.Barrel
Snubnose BarrelThis weapon can only make attacks up to its short range. However, on a hit, the target is knocked back 5 feet.Barrel
Elemental BarrelDamage dealt with the firearm is considered acid, cold, fire, or lightning for the purpose of overcoming resistance and immunity. You choose the damage type when you make this modification.Barrel
Rune of HardeningThe gun no longer needs to be maintained in order to function properly.Personal Touches
 

Journeyman Guncrafting

When you reach 6th level, your skills at modifying and creating weapons have noticeably grown. Your proficiency bonus is doubled for any ability check which uses Tinker's Tools. In addition, you've learned how to modify your guns to pull latent magic from the world around them. From now on, any attack made with a gun you've modified is treated as magical for the purpose of overcoming resistance and immunity.   Additionally, you gain access to the following modifications to your firearm.  

Journeyman Guncrafting


ModificationEffectCategory
Dampening AlloyThis firearm is treated as silenced.Alloy
Light AlloyThis firearms becomes light. This does not affect firearms with the two-handed property.Alloy
Nonporous AlloyThe firearm and loaded ammunition are no longer affected by being wet or submerged. You can use the firearm to make attacks normally while submerged, up to the firearm's short range.Alloy
Old FaithfulYour critical range increases by 1 when you attack with this firearm.Personal Touches
 

Blast Packs

At 10th level, your experiments with arcane technologies led you to an explosive, yet useful, discovery. When a creature moves within 5 feet of you, you can use your reaction to detonate a shaped explosive charge between you and the creature. The creature loses its reaction, and must make a Dexterity saving throw or be knocked prone by the blast, while you ride the shockwave 15 feet directly away from the creature. You cannot use this feature while prone.   You can create one shaped explosive charge during a short or long rest. Unfortunately, the chemicals within each charge are volatile, and only retain their potency until the beginning of your next short or long rest.  

Adept Guncrafting

You gain access to the following modifications for your firearms.  

Adept Guncrafting


ModificationEffectCategory
Auto-LoaderIf you do not use the firearm to make an attack during your turn, the firearm is reloaded to full capacity without requiring an action.Reloading Mechanism
Vampiric WeaponYou no longer have to reload your weapon, but every attack you make with the firearm deals 1 necrotic damage to you.Reloading Mechanism
Mechanical ReloaderThe gun automatically reloads itself when its ammunition count drops to 0. After it reloads itself in this manner, the Mechanical Reloader must be reset before it is usable again. Resetting the Mechanical Reloader requires an action. You may still manually reload the gun.Reloading Mechanism
Tactical Sniper ScopeAs an action, you may aim down the scope and make a single attack with advantage.Personal Touches
 

Masterwork Guncrafting

Starting at the 17th level, your long, hard hours at a workbench and in the field have paid off, giving you a master's grasp of tinkering and guncrafting. Choose a modification category. You gain two upgrades from that category of choice. You can choose another category when you finish a long rest, losing the current additional modification.   Additionally, you gain access to the following modifications to your firearm.  

Masterwork Guncrafting


ModificationEffectCategory
Piercing AmmoAttacks made using this firearm ignore piercing resistance for the purpose of calculating damage.Basic Ammunition
Ricochet AmmoAttacks made using this firearm may ricochet. If an attack hits its intended target, you may choose a single additional target within 10 feet, and make an attack roll with disadvantage against the second target. This ricochet deals 1d6 + your Dexterity modifier piercing damage. This second attack roll won't cause your weapon to misfire.Basic Ammunition
Corrosive AmmoSuccessful attacks made using this firearm inflict an additional 1d4 acid damage.Basic Ammunition
Modular DesignYou may modify this firearm during a short rest.Personal Touches
 

Specialty Ammo

Also at the 17th level, you can craft special ammo for your firearms with an arcane crystal core, which can be imbued with certain magical effects when fired. Each round of special ammo must be crafted during a long rest, and only retains its special effects until your next long rest. You can craft and store a number of specialty rounds equal to your Intelligence modifier (minimum of 1 round) during a long rest.   Upon loading a gun, you must declare how many specialty rounds (if any) that you are loading into the gun. Once a piece of specialty ammo has been loaded into a gun, you may expend it as part of any attack you make with that gun. You may only use one piece of specialty ammo per attack action. When you fire the round, you may imbue it with any effect from the following list:
  • Drill Round. The round becomes sheathed in a piercing arcane aura. When you use these rounds to make an attack against a target with half or three- quarters cover, you make the attack as if the target had no cover. In addition, this round deals an additional 3d6 damage on a hit. This damage increases by an additional 2d6 at 17th ( 5d6 ) and 20th ( 7d6 ) levels.
  • Explosive Round. The round detonates on impact with a target, dealing fire damage in a 10-foot radius sphere. Creatures in this area of effect must make a Dexterity saving throw or take an additional 3d8 fire damage, or half that on a successful save. This damage increases by an additional 2d8 at 17th ( 5d8 ) and 20th ( 7d8 ) levels.
  • Flash Round. The round doesn't deal any damage, but instead creates a blinding flash of light emanating in a 30-foot cone from the barrel of the gun. Any creature within the cone must make a Constitution saving throw or become blinded until the end of your next turn.
  • Freeze Round. When the round hits a target, a burst of ice spreads from the point of impact, trapping objects within 5 feet. A creature hit by a freeze round must make a Constitution saving throw or become chilled, taking 3d8 additional frost damage and becoming restrained until the end of your next turn, or half damage on a successful save. This damage increases by an additional 2d8 at 17th ( 5d8 ) and 20th ( 7d8 ) levels.
  • Stun Round. This round doesn't deal any damage, but any creature which is hit must succeed on a Constitution saving throw or fall prone and become stunned until the end of your next turn. Constructs and undead creatures are immune to the effects of this round.

Marksmage

I don't have a bullet with your name on it but fireball's addressed to whoever it may concern.   To those unaware of the discovery of black powder, a firearm may seem mystical. An observer could see the fire bursting out of metal tubes, mistaking it for some kind of wizard's spell. Some gunslingers embrace this misconception, combining their marksmanship with arcane prowess.  

Spellcasting

When you reach 3rd level, you enhance your credo with the ability to cast spells.  
Cantrips
You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.  
Spell Slots
The Spellcasting table below 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.   For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.  
Spells Known of 1st Level and Higher
You know three 1st-level wizard spells of your choice, two of which you must choose from the conjuration and transmutation spells on the wizard spell list.   The Spells Known column of the Spellcasting table below shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation 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 wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be a conjuration 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
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Intelligence modifier   Spell attack modifier = your proficiency bonus + your Intelligence modifier  

Marksmage Spellcasting Table


SpellslotsperSpellLevel
Gunslinger LevelCantrips KnownSpells Known1st2nd3rd4th
3rd232---
4th243---
5th243---
6th243---
7th2542--
8th2642--
9th2642--
10th3743--
11th3843--
12th3843--
13th39432-
14th310432-
15th310432-
16th311433-
17th311433-
18th311433-
19th3124331
20th3134331
 

Flash Reload

When you join this trail at 3rd level, you are able to load your with gun with ammunition pulled from the aether. When you reload your firearm, you can instead choose to reload your it with temporary ammunition, which is only usable for one minute before fading away into nothing. This ammunition deals force damage instead of the firearm's regular damage type. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once) and regain all expended uses when you finish a long rest.  

Magic Bullet

Beginning at 6th level, you have learned to shoot your opponents beyond the limits of natural law. If your firearm is ready to fire, you can choose to spend 1 grit point to cast magic missile at 1st level, consuming the readied round of ammunition as a spell component. The damage type of the spell is instead the damage type of the firearm used. This does not count against your list of learned spells and does not use up a spell slot.   When you use this feature, you do not lose the benefits you gain from Deadeye but you also cannot increase the range to score a critical hit this way.  

Scribing Grit

At 10th level, you learn to scribe your enemies with your essence. Whenever you use your Covering Fire, you have advantage on spell attacks against the attacking creature and it has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.   Additionally, you can use your Covering Fire against spell attacks.  

Spell Blasting

Upon 17th level, you are able to infuse your bullets with spells. As an action, you can spend a number of grit points equal to the spell level used to imbue a spell of 1st level or higher into a round of ammunition you are holding. You cast the spell as normal, but the spell effect does not occur until after the ammunition is used in an attack. You can only imbue a spell that affects one creature or a spell that has an area such as a sphere, cloud, or cylinder. The ammunition holds the spell effect until the end of your next long rest or until it is used in an attack that hits.   If you cast a spell that affects one creature, the next time the imbued ammunition hits a creature with an attack, the attack deals damage as normal, and then you resolve the spell's effect against the target. If you imbued a spell that has an area, the creature does not need to be hit for the spell to take effect. Instead, you resolve the spell's effect from the space or creature you targeted. If the ammunition hits a creature, damage is dealt as normal. Once you resolve the spell's effect, the spell vanishes from the ammunition.
Maverick

“I tried being reasonable—I didn't like it.”   Rulebreakers, groundbreakers, and, often, heartbreakers, mavericks are those loose cannons who dance on a razor's edge and live life like there's no tomorrow. Armed with a quick wit and quicker trigger, they're out to make a name for themselves no matter the cost—and to the Hells with anyone, or anything, that stands in their way.  

Wild Card

Starting at 3rd level, your inscrutable manner veils your intentions. You gain proficiency in the Intimidation skill. If you already have this proficiency, you gain proficiency in the Persuasion skill or one skill of your choice from the gunslinger skill list. Your proficiency bonus is doubled for any ability check you make against an intelligent creature that uses Intimidation while you are carrying a weapon.  

Snapshot

Also at 3rd level, when you roll initiative, you can spend 1 grit point as a reaction to draw a firearm and make one ranged attack with it against a creature or object you can see.  

Rough and Tumble

Starting at 6th level, you can use a bonus action to Dash, and throw an object you are holding against at a creature within 5 feet of you. The target must succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or be blinded until the end of your turn.  

Notorious

Starting at 10th level, dramatic tales of your virtue or villainy have traveled far enough to establish a well-known alias. Whenever you make a Charisma check against a creature that is aware of your alias, you can treat a d20 roll of 9 or lower as a 10.  

High Noon

Starting at 17th level, you can target up to six creatures or objects you can see with your Snapshot, making a separate attack roll for each.
Musketeer

"One for all..."   You believe that camaraderie and glory go hand-inhand, that you and your allies are undefeatable as long as you stand together. As such, you have trained with blades and halberds, so that you battle up-close. Your place is not supporting them from afar, but launching a single volley of shot before charging in, bayonet or cutlass in hand, that you might all succeed or fail as one.  

Flashing Steel

Starting when you choose this creed at 3rd level, you gain proficiency with the bayonet, cutlass, halberd, rapier, and shortsword.   Whenever you make an attack with these weapons, you gain increase your critical hit range of your ranged weapon attacks as per the Deadeye feature.  

Heavy Shot

At 3rd level, you can load and fire especially dense bullets. Whenever you hit a target with a firearm, you deal additional damage equal to the number of damage dice rolled for the attack.  

Lock, Stock, Barrel, Fire!

At 6th level, you ignore the Loading property of ranged weapons. Additionally, you can use a bonus action and expend a grit point to double the normal and maximum range for the next ranged weapon attack you make.  

Bayonet Charge

Starting at 10th level, when you move 15 feet or more in a straight line on your turn, you can use your bonus action to make one attack with a bayonet.  

All For One

By 14th level, whenever a friendly creature within 5 feet of you is targeted by an attack, you can use your reaction to make a ranged attack with a firearm against the attacker.
Preacher

“Why, you look like someone just walked over your grave.”   Whatever the raiment, symbols, and ceremonies of their faith, firearms are but divine implements in the preacher's holy arsenal. Faith is their greatest weapon, devotion their greatest strength. As enigmatic as the gods they serve, the preacher gives life with one hand and takes it away with the other.   At your option, you can use the Motivations table to help discover the reason for your character choosing to follow the preacher's path:  
Motivations
      
d4 Motivations
1 You're following in the footsteps of a guardian or mentor.
2 You made a promise to someone you hold dear.
3 You witnessed a miracle.
4 You seek atonement for a life of drinking and wickedness,
 

Man of the Cloth

Starting at 3rd level, You have proven yourself worthy to take your god's holy vows. You gain proficiency in the Religion skill. If you already have this proficiency, you gain proficiency in one skill of your choice from the gunslinger skill list.   In addition, you learn two cantrips of your choice from the cleric spell list. Wisdom is your spellcasting ability for these spells.  

Sacrifice

Also at 3rd level, through the ardency of your faith, you can heal others at a cost to yourself. When you use your Buck Up, you can choose another creature within 60 feet of you that you can see to regain hit points instead of you. For each Hit Die spent, roll the die and add your Wisdom modifier to it. The target regains hit points equal to the total (minimum of 1 hit point). This feature has no effect on Constructs or Undead.  

Strength of the Spirit

Starting at 6th level, your unwavering resolve is a balm to your spirit. At the end of a long rest, you regain all spent Hit Dice, instead of up to half your total number of them.  

Cleanse

Starting at 10th level, whenever you restore hit points to a creature using your Buck Up or your Sacrifice, it also ends the blinded, deafened, and poisoned conditions on the target, and cures any diseases or poisons affecting it.  

Revitalize

Starting at 17th level, you can target a creature that has been dead for no longer than one minute with your Sacrifice. When you do so, the target returns to life if its soul is free and willing, regaining hit points from Sacrifice normally. This ability can't restore to life a creature that has died of old age or is a Construct or an Undead, nor can it restore any missing body parts. A creature can be returned to life in this way no more than once between long rests.
Revelator

“Sometimes it takes a devil to kill a devil”   The revelator is the shield of the innocent and the sword of the just, seeking to uphold the law and punish the wicked. While some join organizations dedicated to eradicating evil, earning a rank and title from their order, others work alone, waging a more personal war, seeking to avenge a great wrong or defeat a terrible evil. No matter the method, no matter the reason, all are driven to a righteous cause. Where injustice persists, where iniquity dwells, the revelator comes.  

Path of the Righteous

Starting at 3rd level, You arm yourself with knowledge of evil and its crooked ways. You gain proficiency in one of the following skills of your choice: Arcana, History, or Religion. Your proficiency bonus is doubled for any Intelligence check you make to recall information about fiends or undead.  

Consecrate Arms

At 3rd level, As an action, you can touch a willing creature and utter a prayer to sanctify it. Whenever that creature hits with a weapon attack, the attack deals radiant damage instead of the weapon's normal damage type. This benefit lasts until the creature dismisses it (no action required), the creature dies, or it finishes a short or long rest.   You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.  

Baptism of Fire

Also at 3rd level, with holy fire you deliver judgment unto your enemies. When you hit a creature with a ranged weapon attack while benefiting from your Consecrate Arms, you can spend 1 grit point to deal 1d8 radiant damage to the target, in addition to the weapon's damage. The damage increases by 1d8 if the target is a Fiend or an Undead.  

Dead Reckoning

Starting at 6th level, you develop a keen instinct for the presence or influence of outsiders and undead. You are always under the effects of a detect evil and good spell, and you know when you are in the lair of an Aberration, Celestial, Elemental, Fey, Fiend, or Undead.  

Spirit Shackles

Starting at 10th level, when a creature you can see within 60 feet of you attempts to travel using teleportation or by extradimensional or interplanar means, you can spend 1 grit point as a reaction to force that creature to make a Charisma saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier). On a failed save, the attempt at travel fails and is wasted.  

Ashes to Ashes

Starting at 17th level, whenever you hit a Fiend or an Undead with a weapon attack while benefiting from your Consecrate Arms, the target is instantly destroyed if the attack reduces it to 50 hit points or fewer.

Trick Shot

"I never miss... unintentionally."   Accuracy means different things to different people. For you, true accuracy isn’t necessarily in hitting a target on the first shot, but might include hitting the mark after the bullet bounces around a dozen times. Your attacks are just as dangerous if they miss, or even after hitting their mark, as others’ are while they’re still in the air.  

Creative Trajectory

Starting at 3rd level, you begin to learn how to make your bullets travel in unexpected ways. Your firearm attacks ignore half cover.  

Ricochet

At 3rd level, when you miss with an attack using a firearm and you don’t have disadvantage on the roll, you can use expend a grit point to reroll the attack roll and you must use the new roll. If this causes the attack to hit, the attack only deals only half damage.  

Sure-Footed

By 6th level, you’re just as good at escaping from trouble as you are at getting into it. When you use your Dodge Roll, you are unaffected by difficult terrain until the start of your next turn.  

Deft Deflectionist

Starting at 10th level, when you use your Bullet Time, instead of imposing disadvantage you can make a ranged weapon attack roll with your firearm. If your attack roll is higher than the attacker's roll, the attack misses.  

Pinball Shot

Starting at 17th level, once per turn when you hit a creature with a ranged firearm attack, you can expend a grit point to ricochet the bullet to hit an additional target. The second target must be within half the firearm’s range of the first target. Make a separate attack roll for the second target. You can use this feature a number of times equal to your Dexterity modifier (a minimum of once), and you regain all expended uses when you finish a short or long rest.
LevelProficiency BonusFeaturesBad Medicine
1st+2Deadeye, Bad Medicine1
2nd+2Grit, Quickdraw1
3rd+2Gunslinger Trail2
4th+2Ability Score Improvement2
5th+3Extra Attack, Lock N' Load3
6th+3Gunslinger Trail feature3
7th+3Ace In The Hole3
8th+3Ability Score Improvement3
9th+4Born Lucky4
10th+4Gunslinger Trail feature4
11th+4Frontier Justice4
12th+4Ability Score Improvement4
13th+5Skullcracker5
14th+5Deadeye Improvement5
15th+5Cheat Death5
16th+5Ability Score Improvement5
17th+6Gunslinger Trail feature6
18th+6True Grit6
19th+6Ability Score Improvement6
20th+6Golden Gun6

Created by

MeepOfWar.

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Class Features

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