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
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.
Level | Prof Bonus | Features | Risk Die |
---|
1 | +2 | Fighting Style, Quick Draw | --- |
2 | +2 | Critical Shot, Poker Face, Risk | 4d8 |
3 | +2 | Gunslingers Creed | 4d8 |
4 | +2 | Ability Score Improvement | 4d8 |
5 | +3 | Extra Attack | 4d8 |
6 | +3 | Gut Shot | 5d8 |
7 | +3 | Creed Feature, Evasion | 5d8 |
8 | +3 | Ability Score Improvement | 5d8 |
9 | +4 | Critical Improvement | 5d8 |
10 | +4 | Creed Improvement | 5d10 |
11 | +4 | Mankiller | 5d10 |
12 | +4 | Ability Score Improvement | 5d10 |
13 | +5 | Dire Gambit | 5d10 |
14 | +5 | Creed Feature | 6d10 |
15 | +5 | Cheat Death | 6d10 |
16 | +5 | Ability Score Improvement | 6d10 |
17 | +6 | Critical Improvement | 6d12 |
18 | +6 | Maverick | 6d12 |
19 | +6 | Ability Score Improvement | 6d12 |
20 | +6 | Head Shot | 7d12 |