VSS
A glass falls, clattering to the floor, and the tavern
grows silent. A dwarf with a deep scowl, dripping
with freshly spilled beer, leers at a drunken nearby
orc and fingers for a pair of revolvers at his waist.
High on a hillside, carefully concealed beneath
foliage and stones, a rifleman steadies her breathing
and adjusts her scope, acquiring her target and
patiently awaiting the moment to strike.
Risk is in a gunslinger’s blood. They are bold
renegades, bucking tradition and forging a new path
with dangerous and inelegant firearms. Gunslingers
are infamous for surviving by their wits, relying on
split-second timing and a considerable amount of
luck to survive.
Guts and Gunpowder
Black powder is not for the faint of heart. Its
thunderous applause is volatile and imprecise; a
barely-controlled explosion directed at an enemy.
Only the truly fearless seek to master it, for one must
be mad or have nerves of steel to weather the risk of
its use. But those who call themselves gunslingers
are fearless combatants, hurling death from their
guns in a roaring cacophony. Adapted for shootouts,
gunslingers are mobile and daring, knowing that life
or death hangs on snap decision-making and one’s
own mettle.
Dangerous Outsiders
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.
Creating a Gunslinger
When creating your gunslinger, consider where
firearms fit in the campaign's world and what the
common perceptions are of those who use them. If
firearms are the norm, your gunslinger might be a
mercenary or militia fighter. If firearms are rare, your
gunslinger might be one of a kind, a trailblazer in
new types of warfare.
It’s also not unusual for a gunslinger to be
haunted by their past. Did some event drive you to
the gun and motivate you to travel? Is there a bounty
on your head in one or more areas? Do you have any
old enemies that seek you for revenge?
QUICK BUILD
To make a gunslinger quickly, follow these
suggestions. Make Dexterity and Constitution your
highest ability scores. If you plan to choose the Gun
Tank creed, instead make your Strength your highest
ability score. Choose any background.
hit dice:
1d8
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:
One type of gaming set
saving throws:
Dexterity, Charisma
skills:
Choose two from: Acrobatics, Animal
Handling, Athletics, Insight, Intimidation,
Deception, Perception, Persuasion, and Sleight of
Hand
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 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 finish a long rest.
USING RISK DICE
Once per turn, 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
bullet lodges itself in the target. Until the creature
uses its action to dislodge the bullet, it moves at half
speed and has disadvantage on attack rolls and ability
checks. 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
These deeds are listed in alphabetical order.
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:
GUNSLINGER’S CREEDS
Gunslingers have many features in common, but
each of them walks their own path and follows their
own code. This code, which gunslingers call a creed,
embodies their core beliefs and informs their unique
combat style.
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.
Gun-Ko Master
The ancient art of gun-ko is passed through
generations of gunslingers who study the gun as a
perfect weapon and meditate on its intricacies. This
path is not for the impatient or the faint of heart, but
those who practice it diligently make their guns an
extensions of themselves, learning to strike with the
speed of a rifle and catch bullets out of the air.
POINT BLANK SHOT
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.
GUN-KO
Beginning at 3rd level, you learn the immortal art
of gun-ko, which sees the gun as a total weapon, as
devastating used as a melee weapon in close-quarters
as it is fired at range. You can treat firearms as melee
weapons with the Finesse property that deal 1d6
bludgeoning damage on a hit, or 1d8 damage if the
firearm has the Two-Handed property.
Additionally, when you make a ranged weapon
attack using a firearm against a creature within 5 feet
of you, you can make a melee weapon attack using
that firearm as a bonus action.
LIGHTNING DISARM
Starting at 7th level, if a creature within 5 feet of you
is holding a firearm, you can use your bonus action
and expend a risk die to attempt to disarm them. The
target must make a Dexterity saving throw against
your Deed save DC. On a failed save, you take the
firearm from the creature's hands after a series of
rapid movements. You must have at least one empty
hand to use this ability.
BULLET-CATCH
Also at 7th level, you can use your reaction to deflect
or catch a projectile when you are hit by a ranged
weapon attack. When you do so, the damage you
take from the attack is reduced by 1d10 + your
Dexterity modifier + proficiency bonus.
PREDICTIVE DODGE
At 10th level, your reflexes are so honed that you
can dodge incoming bullets. You can use your bonus
action to choose one creature that you can see within
30 feet of you. You gain the benefits of the Dodge
action against the target's ranged attacks and effects
until the beginning of your next turn. You lose this
benefit if you take damage from the target.
GATLING STRIKES
By 14th level, you have mastered the most advanced
techniques of gun-ko. You can use your bonus action
to make two melee weapon attacks and one ranged
weapon attack using a firearm against targets within
15 feet of you. Once you use this ability, you can't use
it again until you finish a short or long rest.
High Roller
Fortune is a fickle thing—unless you’re a high roller.
These gunslingers are master card sharps and dice
throwers that mix their love of risk with their talent
for gunplay. High rollers push their luck til it runs
out then push harder. Why settle for just a win when
you could bet it all and win big?
BONUS PROFICIENCIES
Starting at 3rd level, you gain proficiency with
all gaming sets and in your choice of one of the
following skills: Deception, Insight, or Perception.
ALL IN
At 3rd level, you can use your bonus action when
you make an ability check or attack roll, or your
reaction when you make a saving throw to expend
and roll one of your risk dice. You choose to do this
after you roll the d20 but before the GM declares
whether or not it was a success.
If the result of your risk die is a 1, you fail the
ability check, attack roll, or saving throw, regardless
of what the d20 shows. Otherwise, you add the result
of the risk die to your d20.
LIAR'S DICE
Also at 3rd level, when you make an ability check,
attack roll, or saving throw, you can roll the d20 in
secret and declare any result you wish. If the GM
chooses to call your bluff, reveal the result of the d20.
If you were telling the truth, treat the result of the
d20 as if it was a 20. If you were telling a lie, roll the
d20 again and use the lower of the two results. If the
GM chooses not to call your bluff, you use the result
you declared regardless of what you rolled.
You can choose to roll in secret a number of
times up to 1 + your Charisma modifier (minimum
once) and regain all expended uses when you finish a
long rest.
RISKY BUSINESS
At 7th level, when you make an attack roll against a
hostile creature or make a saving throw against the
spell or effect of a hostile creature, you can choose to
give the roll disadvantage. When you do, you regain
an expended risk dice.
BOOM AND BUST
Starting at 10th level, when you score a critical hit
on a ranged firearm attack, you can roll the damage
twice and use the higher of the two results. When
you roll a 1 on a ranged firearm attack roll, you
can choose to take psychic damage equal to your
proficiency bonus or lose this feature’s critical hit
benefit for the next 1 minute.
DOUBLE OR NOTHING
At 14th level, when you score a critical hit with a
firearm attack roll, you can roll two additional d20s.
Treat these d20s as if they were ranged attack rolls
you made against the target with a firearm. If they
both miss, your critical hit becomes a normal hit.
If either d20 would score a critical hit, roll all of
the attack’s damage dice three times and add them
together, instead of only two times as normal for
critical hits. Otherwise, the critical hit happens as
normal.
Musketeer
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.
BONUS PROFICIENCIES
Starting when you choose this creed at 3rd level,
you gain proficiency in the bayonet, cutlass, rapier,
shortsword, and halberd.
HEAVY SHOT
At 3rd level, you can load and fire especially
dense bullets. Whenever you deal damage with
a blunderbuss, flintlock, or musket, you deal an
additional point of damage for each damage die that
you roll.
LOCK, STOCK, AND BARREL
At 7th level, you ignore the Loading and Misfire
properties of the blunderbuss, flintlock, and musket.
BAYONET CHARGE
Starting at 10th level, when you move more than
15 feet in a straight line on your turn, you can use a
bonus action to make one attack with a bayonet or a
melee weapon.
ALL FOR ONE
By 14th level, whenever a friendly creature within 5
feet of you is attacked, you use your reaction to make
a firearm attack targeting the attacker.
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 expend
a Risk die and as a bonus action to make two
additional ranged firearm attacks with disadvantage.
These additional attacks always have disadvantage,
regardless of circumstance. This weapon can’t have
the Automatic or Two-Handed property, and you
must have a free hand to use this ability.
At 14th level, you can make three additional
attacks with disadvantage, instead of 2, when you use
this feature.
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 ranged 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, as a reaction when you take damage
from a creature within 15 feet of you, you can 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
When you reach 3rd level, you complement your
bullets with the ability to cast spells.
Cantrips. You learn finger guns and two other
cantrips 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. 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
GUNSLINGER
LEVEL |
CANTRIPS
KNOWN |
SPELLS
KNOWN |
1st |
2nd |
3rd |
4th |
3rd |
3 |
3 |
2 |
- |
- |
- |
4th |
3 |
4 |
3 |
- |
- |
- |
5th |
3 |
4 |
3 |
- |
- |
- |
6th |
3 |
4 |
3 |
- |
- |
- |
7th |
3 |
5 |
4 |
2 |
- |
- |
8th |
3 |
6 |
4 |
2 |
- |
- |
9th |
3 |
6 |
4 |
2 |
- |
- |
10th |
4 |
7 |
4 |
3 |
- |
- |
11th |
4 |
8 |
4 |
3 |
- |
- |
12th |
4 |
8 |
4 |
3 |
- |
- |
13th |
4 |
9 |
4 |
3 |
3 |
- |
14th |
4 |
10 |
4 |
3 |
3 |
- |
15th |
4 |
10 |
4 |
3 |
3 |
- |
16th |
4 |
11 |
4 |
3 |
3 |
- |
17th |
4 |
11 |
4 |
3 |
3 |
- |
18th |
4 |
11 |
4 |
3 |
3 |
- |
19th |
4 |
12 |
4 |
3 |
3 |
1 |
20th |
4 |
13 |
4 |
3 |
3 |
1 |
BANG, YOU'RE DEAD!
At 3rd level, you can use Deeds with finger guns spell
attacks. Additionally, when you hit a target with finger
guns, you can spend a Risk die as a bonus action to
deal an additional 1d8 force damage to that target.
SPELLSHOT
Beginning at 7th level, you can load an entire cantrip
into your gun. When you use your action to cast a
cantrip, you can use your bonus action to make one
ranged attack with a firearm or make a ranged spell
attack using the finger guns cantrip.
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 as a bonus action
to make one ranged attack with a firearm or make a
ranged spell attack using the finger guns cantrip.
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 roll. On a hit, the firearm 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.
White Hat
Some gunslingers live by a code and expect others to
do the same. These gunslingers, known as white hats,
sometimes serve as agents of local or regional law but
never hesitate to do what’s right no matter what the
rules say. Despite their affinity for deadly weapons,
white hats prefer to keep their friends safe and take
their enemies in unharmed—a preference they find
their enemies aren’t often inclined to oblige.
LAY DOWN THE LAW
Starting at 3rd level, you can use a bonus action
and expend one risk die to keep a keen eye out for
dangers that threaten your companions. When you
do, roll the risk die and gain a pool of temporary hit
points equal to the result + your level in this class.
You must immediately grant these temporary hit
points to creatures of your choice (other than you)
within range of a firearm you are holding. You can
divide these temporary hit points up however you
wish but must give at least 1 to each chosen creature.
When a creature loses temporary hit points
granted by this feature as the result of an attack,
you can use your reaction to make one ranged
weapon attack with a firearm against the attacker.
Any remaining temporary hit points granted by this
feature are lost at the start of your next turn.
STEELY EYED AURA
Also at 3rd level, you and friendly creatures within
10 feet of you have advantage on saving throws
against being frightened while you are conscious.
REACH FOR THE SKIES
At 7th level, you can use your action to call for your
enemy’s surrender. When you do, a creature of your
choice within 30 feet who can see or hear you must
make a Wisdom saving throw with a DC equal to 8
+ your proficiency bonus + your Charisma modifier.
Creatures which are immune to being frightened
automatically succeed on this saving throw. If the
creature’s current hit points are equal to or greater
than half of their maximum hit points it has
advantage on this saving throw.
On a failure, the creature is incapacitated and
its movement speeds are reduced to 0 for 1 minute
or until it takes damage. A creature can repeat the
saving throw at the end of each of its turns, ending
this effect on a success.
Once you use this feature, you must finish a long
rest before you can use it again.
LONG ARM OF THE LAW
At 10th level, once per turn when you hit a Large
or smaller creature with a firearm attack, you can
choose to deal half as much damage to hobble the
target. The creature can’t move on its turn unless it
first takes the Disengage action.
Additionally, when you use your Lay Down
the Law feature you gain an additional number of
temporary hit points in your pool equal to your level
in this class.
GOLD STAR HERO
At 14th level, your capacity for heroism increases.
Your features from this archetype gain the following
benefits:
- While a creature has temporary hit points granted by your Lay Down the Law feature, it has resistance to bludgeoning, piercing, and slashing damage.
- The range of your Steely Eyed Aura feature increases to 30 feet.
- You regain the use of your Reach for the Skies feature when you finish a short or long rest.
LEVEL | PROFICIENCY BONUS | RISK DICE | FEATURES |
---|
1st | +2 | — | Fighting Style, Quick Draw |
2nd | +2 | 4d8 | Critical Shot, Poker Face, Risk |
3rd | +2 | 4d8 | Gunslinger’s Creed |
4th | +2 | 4d8 | Ability Score Improvement |
5th | +3 | 4d8 | Extra Attack |
6th | +3 | 5d8 | Gut Shot |
7th | +3 | 5d8 | Creed Feature, Evasion |
8th | +3 | 5d8 | Ability Score Improvement |
9th | +4 | 5d8 | Critical Shot improvement |
10th | +4 | 5d10 | Creed Feature |
11th | +4 | 5d10 | Mankiller |
12th | +4 | 5d10 | Ability Score Improvement |
13th | +5 | 5d10 | Dire Gambit |
14th | +5 | 6d10 | Creed Feature |
15th | +5 | 6d10 | Cheat Death |
16th | +5 | 6d10 | Ability Score Improvement |
17th | +6 | 6d10 | Critical Shot improvement |
18th | +6 | 6d12 | Maverick |
19th | +6 | 6d12 | Ability Score Improvement |
20th | +6 | 6d12 | Head Shot |