Remove these ads. Join the Worldbuilders Guild

Gunslinger

A gunslinger’s explosive lifestyle lends well to wandering and adventuring. Gunslingers will often shoot first and ask questions later, an attitude which earns them few friends and bountiful enemies. In their travels, most gunslingers are secretive and take lengths go unnoticed, lest they be spotted by old foes with scores to settle. Yet, their skills are not unneeded. Anyone requiring protection or revenge of their own can count on a gunslinger to be in need of an odd job when they roll into town. After all, skill with a gun is always in demand somewhere.
hit dice: d8
hit points at 1st level: 8+Con
hit points at higher levels: 1d8+Con
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: Two from: Animal Handling, Athletics, Acrobatics, Insight, Intimidation, Deception, Perception, tech, Persuasion, and Sleight of Hand
starting equipment:
spellcasting:
SpellSlingers only    

Spellcasting

When you reach 3rd level, you complement your bullets with the ability to cast spells. Cantrips. You learn finger guns and one other cantrip of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.   Spell Slots. The Spellslinger Spellcasting table 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.   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 abjuration and evocation spells on the wizard spell list. The Spells Known column of the Spellslinger Spellcasting table 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 an abjuration or evocation spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.   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  
1 1
1 1
1 1
1 1
1
      LevelCantrips KnownSpells Known1234 3232
--- --- ---
4 2 4 3 --- --- ---
5 2 4 3 --- --- ---
6 2 4 4 2 --- ---
7 2 5 4 2 --- ---
8 2 6 4 2 --- ---
9 2 6 4 3 --- ---
10 3 7 4 3 --- ---
11 3 8 4 3 --- ---
12 3 8 4 3 2 ---
13 3 9 4 3 2 ---
14 3 10 4 3 2 ---
15 3 10 4 3 3 ---
16 3 11 4 3 3 ---
17 3 11 4 3 3 ---
18 3 11 4 3 3 1
19 3 12 4 3 3 1
20 3 13 4 3 3 1
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 ranged attack rolls you make using firearms. The weapon must have the Sighted property or have a normal range of 80 feet or longer to gain this effect. This effect does not stack with the Archery fighting style.   Duelist. While you are wielding a firearm in one hand and nothing in the other, if you make a ranged 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 ranged weapon attack using a firearm that has the Scatter property, 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 ranged firearm attacks score a critical hit on a roll of 19 or 20. Starting at 9th level, your ranged firearm attacks score a critical hit on a roll of 18 to 20, and at 17th your ranged 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.       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 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, undead, 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.        

Deeds

  Bite the Bullet As a bonus action on your turn, you can expend one risk die to gain temporary hit points equal the number rolled on the die + your Constitution modifier.     Covering Fire When you hit a creature with a ranged weapon attack, you can expend one risk die as a bonus action to cow the creature. Roll the risk die and subtract it from the next attack roll the creature makes before the start of your next turn.     Dodge Roll You can expend one risk die as a bonus action to move up to 15 feet and reload any firearm you are holding. This movement does not provoke Opportunity Attacks, ignores difficult terrain, and can move you through hostile creature’s spaces, as long as you do not end your movement there.     Limb Shot When you hit a creature with a ranged weapon attack, you can expend one risk die as a bonus action and aim for one of its limbs, forcing it to drop one item of your choice that it’s holding. The target must make a Constitution saving throw. On a failed save, it drops the object you choose. The object lands at its feet.     Skin of Your Teeth When an attacker you can see makes an attack roll against you, you can expend a risk die as a reaction to dodge out of harm’s way at the last second. You add the risk die to your AC against this attack, potentially causing it to miss.     Steady Aim On your turn, you can use a bonus action and expend one risk die to double the normal and maximum range for the next ranged weapon attack you make.
subclass options:

Covert Operative

They say, 'the pen is mightier than the sword,' and you believe that knowledge is power: the best way to defeat your enemies is by stealing what they know and replacing it with misinformation. To that end, you have been trained in the ways of covert warfare, giving you a broad range of abilities to complement your fearsome gunnery skills.       Secret Agent Training When you adopt this creed at 3rd level, you gain proficiency in two sets of tools from the following list: disguise kit, thieves' tools, vehicles (land), vehicles (water) and two skills from the following list: Investigation, Sleight of Hand, Stealth, Survival. You can apply double your proficiency bonus to any check you make that uses one of these tools or skills.       Sneaky Shot At 3rd level, your training allows you to make attacks on the hoof, even in the most intense operations. When you take the Dash or Disengage action on your turn, you can make a single attack with a firearm as a bonus action.       Fieldcraft Starting from 7th level, your experience in the field gives you a number of advantages. You cannot be surprised while you are conscious. Additionally, you can use a bonus action to make a Wisdom (Perception) check to spot hidden creatures.       Concealed Gear Also at 7th level, you gain access to specialized adventuring gear that can be hidden about your person, either by being unusually small or by being disguised as something else. Any gear that you are carrying, except for weapons and armor that are not light, is undetectable by any casual observer. A creature that attempts to conduct a thorough search of you must make an Intelligence (Investigation) check with a DC equal to 13 + your Intelligence modifier + twice your proficiency bonus.         Risky Mission At 10th level, you know which risks to take and which to leave alone. You can now expend two risk dice to perform two deeds within the same turn.       License to Kill Starting at 14th level, whenever you hit with an attack using a firearm, you can expend a risk die and add it to the damage roll.              

Gun Tank

Prerequisite: Strength score 15 or higher Be bigger, be badder, and be tougher, and no man will stand in your way. You are a living siege engine, a titan of muscle, brandishing weapons most men are incapable of lifting. Armed with these devastating firearms, you wade into the field of battle, bombarding and destroying those foolish enough to approach you.       Heavy Gunner When you select this creed at 3rd level, you can also carry heavy firearms regardless of their weight.Additionally, you can use Strength, rather than Dexterity, for attack and damage rolls using heavy firearms, and you can add your Strength instead of your Dexterity to your Deed Save DC.       Tough as Nails Starting at 3rd level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. You also gain proficiency with medium and heavy armor.       Thick-Headed At 7th level, you have advantage on saving throws you make against being charmed.       Strong as an Ox Starting at 10th level, your lifting and carrying capacities are doubled and you have advantage on Strength checks and Strength saving throws. Additionally, you can ignore the Two-Handed property on firearms with which you are proficient.       Gun Rage At 14th level, as a bonus action, you can explode into a fury to destroy lesser men. For the next minute, you have resistance to bludgeoning, piercing, and slashing damage and can make one additional attack when you take the Attack action on your turn. However, for the duration, your movement speed is halved and you have disadvantage on Dexterity checks and saving throws. Your gun rage ends if you use your bonus action to end it early, take cover, or finish your turn without attacking. Once you use this ability, you must finish a short or long rest before using it again.              

Gundead

The gun is a pure connection between life and death; it is an object connected to the very soul, for it is can send anyone to the afterlife with the pull of a trigger. Through a dark ritual, many a close brush with death, or pact with the Black Goddess of Guns herself, your soul has been shattered into many fragments, placing you in a state between life and death, and allowing you to manipulate dark powers of the Gun, one shot at a time.         Gun Soul Starting at 3rd level, your brushes with death have loosened your soul, allowing you to enhance your firearm by placing a fragment of your soul into a shot. When you hit with a ranged attack using a firearm, you can use your bonus action to deal bonus necrotic damage equal to your proficiency bonus.       Dead Shot Also at 3rd level, you can shoot a bullet into the heart of a humanoid corpse, rousing it from death. You can use this ability as an action, or as a reaction when you reduce a humanoid to 0 hit points with a ranged firearm attack, slaying and reanimating the target with a single bullet. The corpse rises as a zombie under your control, as per the animate dead spell. Undead animated by this ability collapse into dust at the end of your next turn, but last longer as you gain higher levels in this class. At 7th level, undead you summon last for 1 minute, at 10th level, undead last 10 minutes, and at 14th level, undead last 1 hour. Once you use this ability you can't use it again until you finish a short or long rest. Beginning at 10th level, you can use this ability twice between rests.       Sleep of the Dead Beginning at 7th level, while you remain motionless, you are indistinguishable from a corpse.       Grave Whisperer At 10th level, you gain the ability to converse with undead as if you shared a language with them. In addition, you gain advantage on any Charisma checks you make to interact with undead creatures that understand a language.       Ghost Bullet By 14th level, you have become more adept at creating undead using your soul and are now able to enhance those that you raise from the dead. When you animate an undead using your Dead Shot feature, the target now rises as a ghoul under your control, but otherwise follows the spell animate dead.                

Lucky Son of a Gun

Sometimes, it's better to be lucky than good; in fact, some gunslingers find this is their defining characteristic. Lucky gunslingers engage in some spectacularly dangerous behavior, running in unawares, will shooting from the hip, and mouthing insults whenever they can, but somehow always come out unscathed. Fortune favors the bold, after all.         Fortune's Favorite Starting when you choose this archetype at 3rd level, you can reroll on ability check, attack roll or saving throw. You choose to reroll after you roll the die, but before the outcome is determined. You gain the ability to use this ability an additional time at 7th level (2 times), 10th level (3 times), and 14th level (4 times) and regain all uses of this ability when you finish a long rest.         Gambling Shot At 3rd level, once per turn when you make a ranged attack roll with a firearm, you can chance a risky shot to perhaps deal a decisive blow. If you hit, roll for damage as normal and record the result, but do not deal this damage to the target. Guess if your damage will be higher or lower than the recorded number, then roll for damage again. If you guessed correctly, you can add your gunslinger level to the second damage roll, which is dealt to the target. If you guess incorrectly, you subtract your level from the damage roll (to a minimum of 1 damage). If you roll the same damage on the second damage roll, you add nothing to the damage roll.         Stylish Reload Starting at 7th level, whenever you spend a risk die, you can reload one firearm you're holding without using an action or bonus action.         Half-Cocked Starting at 10th level, you have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet.         One in a Million Shot By 14th level, you seem to have a knack for succeeding even when the odds are at their worst. When you hit with a ranged attack that has disadvantage, you can turn the attack into a critical hit. Once you use this ability, you can't use it again until you finish a short or long rest.                

Pistolero

Bullets are power, and you have long believed that more bullets equal more power. Your expertise is in delivering a hail of deadly fire to pulverize your enemies. Not every bullet needs to be accurate to make a difference.         Point Blank Shot Starting at 3rd level, you don't suffer disadvantage from making a ranged attack with a firearm while you are within 5 feet of a hostile creature.       Fan the Hammer At 3rd level, when you take the Attack action on your turn to attack with a firearm, you can use your bonus action to make two additional firearm attacks with disadvantage. These additional attacks always have disadvantage, regardless of circumstance. This weapon can’t have the Automatic or Two-Handed property. The number of bonus attacks you can make with disadvantage increases as you gain levels in this class. At 10th level, you can make 3 additional attacks and at 14th level you can make 4 additional attacks.       Speed Loader Starting at 7th level, you have mastered the art of quickly reloading your weapon. On your turn, you can reload a single one-handed firearm without using an action or bonus action.       Bullet Time At 10th level, when you make a firearm attack with a one- handed firearm on your turn, you can use your bonus action to gain advantage on the attack roll. Once you use this ability, you can’t use it again until you finish a short or long rest.       Swift Vengeance At 14th level, when you take damage from a creature within 15 feet of you, you can use your reaction to make a firearm attack targeting that creature.              

Sharpshooter

A well-placed bullet is more powerful than a sword, arrow, or spell. Indeed, you believe that every violent conflict should sound like a single loud crack followed by a long silence. Such shots need to be delivered perfectly, even at range, for when they are done right, they are as deadly for the target as they are stupendous for the audience.       Aim Starting at 3rd level, as a bonus action on your turn, you can take the Aim action. When you take this action, your next firearm attack suffers no penalty for long range, and ignores half and three-quarters cover.       Eagle Eye At 3rd level, you can see better from far away. You gain proficiency in in the Perception skill, if you did not have it already, and you can add twice your proficiency modifier to Wisdom (Perception) checks you make that rely on sight.       Camouflage By 7th level, you’ve learned to expertly conceal yourself with foliage and leaves. You can spend one minute to prepare camouflage for yourself. Until you move, you have advantage on Dexterity (Stealth) checks you make to hide among vegetation.       Utility Shot At 10th level, you can quickly and precisely shoot objects. As an action, you can make a firearm attack targeting a Tiny object within the firearm’s range which isn’t being worn or carried, such as a rope, chain, belt, wooden rod, candle, bottle, or lock. This object is considered to have an AC of 10. On a hit, a nonmagical object is destroyed instantly and a magical object is flung 15 feet away.       Focus Starting at 14th level, whenever you take the Aim action on your turn followed by the Attack action, you can choose to make only one firearm attack. This attack is made with advantage and deals critical damage on a hit.                

Spellslinger

Magic and guns aren't so different. If arcane power is like gunpowder and a spell is like a bullet, you are like a gun, directing your spells with precision at unfortunate targets. You mix the disciplines of gun and spell, sometimes loading arcane charges with your shots and firing streaks of lighting, frost, or flame in the wake of your bullet.       Spellcasting see section above           Bang, You're Dead! At 3rd level, when you hit a target with the finger guns cantrip on your turn, you can deal an additional 1d8 force damage to that target.         Spellshot Beginning at 7th level, when you use your action to cast a cantrip, you can make one ranged attack with a firearm as a bonus action.         Runecarved Cartridges Also at 7th level, firearms you use count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.       Magic Bullet Starting at 10th level, you can use your action to fire a bullet wreathed in the evocation of a magic missile spell. The attack must use a firearm and the target must be within the firearm's normal range. Do not roll this attack; it automatically hits its target and deals force damage. Once you use this ability, you can't use it again until you finish a long rest.         Improved Spellshot At 14th level, when you use your action to cast a spell, you can expend one risk die to make one ranged attack with a firearm as a bonus action. If the spell requires a spell attack roll, you can choose to substitute the spell attack with a ranged attack using a firearm. Add the risk die to the firearm attack. On a hit, the attack deals normal damage, in addition to the effects of the spell.              

Trick Shot

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 find ways 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 do not have disadvantage on the roll, you can use your bonus action 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.         Light Footed By 7th level, you're just as good at escaping from trouble as you are getting in to it. You ignore difficult terrain.         Deft Deflectionist Starting at 10th level, as a reaction when an attacker you can see makes a ranged attack roll against you, you can fire a firearm you are holding to deflect the strike. Make an attack roll. If your attack roll is higher than the attacker's, the attack targeting you has disadvantage. You must use this feature before you know the outcome of the roll.         Pinball Shot Starting at 14th level, when you hit a creature with a ranged firearm attack, once per turn you can have the bullet ricochet 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 ability a number of times equal to your Dexterity modifier, and regain all expended uses when you finish a long rest.
LevelProf BonusFeaturesRisk Die
1+2Fighting Style, Quick Draw---
2+2Critical Shot, Poker Face, Risk4d8
3+2Gunslingers Creed4d8
4+2Ability Score Improvement4d8
5+3Extra Attack4d8
6+3Gut Shot5d8
7+3Creed Feature, Evasion5d8
8+3Ability Score Improvement5d8
9+4Critical Improvement5d8
10+4Creed Improvement5d10
11+4Mankiller5d10
12+4Ability Score Improvement5d10
13+5Dire Gambit5d10
14+5Creed Feature6d10
15+5Cheat Death6d10
16+5Ability Score Improvement6d10
17+6Critical Improvement6d12
18+6Maverick6d12
19+6Ability Score Improvement6d12
20+6Head Shot7d12

Created by

Kipper_Dagon.

Statblock Type

Class Features

Link/Embed