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, simple firearms, martial firearms
tools:
Gunsmithing kit, one type of gaming set
saving throws:
Dexterity, Charisma
skills:
starting equipment:
You start with the following equipment, in addition to the equipment granted to you by your background:
Leather armor with a longcoat
A dagger and (a) a handgun and 20 bullets or (b) a revolver and 10 bullets
Any two-handed firearm that isn’t heavy and 30 bullets or shells
(a) an explorer’s pack or (b) one kit you're proficient with
spellcasting:
class features:
Fighting Style
You adopt a particular style of gunfighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Akimbo. When you engage in two-weapon fighting with firearms, you do not take a penalty to the damage of the second attack.
Bullseye. You gain a +2 bonus to attack rolls you make using rifles. This effect does not stack with the Archery fighting style.
Duelist. While you are wielding a one-handed firearm, and nothing in the other hand, if you make a weapon attack and exceed the target's AC by 5 or more, you deal an additional die of weapon damage. You can only use this ability once per round.
Shotgunner. When you hit with a scatter firearm, you can reroll the lowest damage die, and you must use the new roll, even if the new roll is worse than the original.
Quick Draw
Gunslingers have twitch reflexes, and can pull a gun in the blink of an eye. You have advantage on initiative rolls. Additionally, you can draw or stow up to two weapons when you roll initiative and whenever you take an action on your turn.
Critical Shot
At 2nd level, your firearm attacks score a critical hit on a roll of 19 or 20.
Starting at 9th level, your firearm attacks score a critical hit on a roll of 18 to 20, and at 17th your firearm attacks score a critical hit on a roll of 17 to 20.
Poker Face
Starting at 2nd level, you have advantage on ability checks and saving throws made to prevent others from sensing your motives, perceiving your emotions, or reading your thoughts
Risk
By 2nd level, you can perform incredible feats of daring that are fueled by special dice called risk dice.
Risk Dice. You have four risk dice, which are d8s. You gain additional risk dice, and your risk dice change as you gain levels in this class, as shown in the Risk Dice column of the Gunslinger table. You regain all expended risk dice when you take a long rest.
Using Risk Dice. Once on each of your turns, you can expend a risk die to perform a Deed of your choice. Your deed options are detailed at the end of the class description.
Saving Throws. Some of your deeds require your target to make a saving throw to resist the deed’s effects. The saving throw DC is calculated as follows:
Deed save DC = 8 + your proficiency bonus + your Dexterity modifier
Gunslinger’s Creed
By the time gunslingers reach 3rd level, they embrace a way of living known as their creed, which guides their judgments and their unique brand of gunslinging. Your choice grants you features at 3rd level and again at 7th, 10th, and 14th level.
Ability Score Improvement
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
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Gut Shot
Starting at 6th level, whenever you score a critical hit on a Large or smaller creature using a firearm, the target of that attack is incapacitated until the beginning of your next turn. Elementals, oozes, and undead are immune to this effect.
Evasion
Beginning at 7th 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.
Mankiller
At 11th level, when you take the Attack action on your turn, you can add your ability score modifier to firearm damage rolls.
Dire Gambit
Starting at 13th level, whenever you score a critical hit, you regain one expended risk die.
Cheat Death
By 15th level, you have a knack for escaping the reaper. When you would be reduced to 0 hit points, you can use your reaction and expend one risk die to avoid being incapacitated and instead be reduced to a number of hit points equal to the number rolled on the die.
Once you use this ability, you must finish a short or long rest before using it again.
Maverick
By at 18th level, you are unshakable. You have advantage on Constitution checks and saving throws.
Head Shot
At 20th level, when you score a critical hit against a creature using a firearm, you can choose for this shot to be a head shot. If the creature has less than 100 hit points, it dies. Otherwise, it takes 10d10 additional damage. Elementals, oozes, and creatures which lack nervous systems or vital organs take no additional damage from this ability.
Once you use this ability, you must finish a short or long rest before using it again.
subclass options:
Level | XP | Abilities | Risk Dice |
---|
1 | 0 | Fighting Style, Quick Draw | 4d8 |
2 | 300 | Critical Shot, Poker Face, Risk | 4d8 |
3 | 900 | Gunslinger’s Creed | 4d8 |
4 | 2,700 | Ability Score Improvement | 4d8 |
5 | 6,500 | Extra Attack | 4d8 |
6 | 6,500 | Gut Shot | 5d8 |
7 | 14,00 | Creed Feature, Evasion | 5d8 |
8 | 23,000 | Ability Score Improvement | 5d8 |
9 | 34,000 | Critical Shot improvement | 5d8 |
10 | 48,000 | Creed Feature | 5d10 |
11 | 64,000 | Mankiller | 5d10 |
12 | 85,000 | Ability Score Improvement | 5d10 |
13 | 100,000 | Dire Gambit | 5d10 |
14 | 120,000 | Creed Feature | 6d10 |
15 | 140,000 | Cheat Death | 6d10 |
16 | 165,000 | Ability Score Improvement | 6d10 |
17 | 195,000 | Critical Shot improvement | 6d10 |
18 | 225,000 | Tactical Display improvements | 6d12 |
19 | 265,000 | Ability Score Improvement | 6d12 |
20 | 6,50 | Sentinel's Path feature | 6d12 |