Gunslinger, 5th Variant (5e Class)
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A lone man scouts his target while making himself unseen with camouflage and distance, ready to take a well place shot to end the target’s life.
Charging towards danger, a dwarf aims his trusty shotgun and blasts his foes with a heaping amount of lead, ready to destroy anyone who is unlucky to be in front of it.
An elven vixen, boasts of her superior skills while she guns down the enemy, moving through and around her enemies with her two pistols.
If there is one thing in common that these three people have, they are Gunslingers. These lot have come to acquire and master the art of firearms, an invention way ahead of its time. Through fire and steel, these men and women would earn their fame and fortune through the barrel of a loaded gun.
Creating a Gunslinger
How did your character come across firearms? Are they a new experimental technology? Were you the one who’ll come to introduce them to the world? If you weren’t the one who invented them, how did you acquire them? Did you acquire them from a local gunsmith? Did you steal or loot them from somebody else? Are these weapons commonplace in your world? Ask your DM how your character has come to hold their trademark weapon.
- Quick Build
You can make a Gunslinger quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by your chosen Grit Attribute (Intelligence, Wisdom, or Charisma). Lastly, pick a background option that would suit the character, whether it be Inventor, Soldier, etc…
As a Gunslinger you gain the following class features.
- Hit Points
Armor: Light Armor and Medium Armor
Weapons: Simple Weapons, Crossbows, and Firearms
Tools: Tinker’s tools
Saving Throws: Dexterity, Intelligence
Skills: Choose three from the following: Acrobatics, Arcana, Athletics, Insight, Intimidation, Medicine, Perception, and Stealth
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Early Rifle and Single-Action Revolver with 30 Ammo or (b) Double Barrel Shotgun and Single-Action Revolver with 30 Ammo or (c) Two Single-Action Revolvers with 30 Ammo
- (a) Leather Armor or (b) Scale Mail
- Tinker's Tools and Explorer's Pack
- If you are using starting wealth, you have 5d4 x 10 gp in funds.
|1st||+2||Gunnery, Gunsmith, Upgrades (Tier 1)|
|4th||+2||Ability Score Improvement|
|5th||+3||Extra Attack, Rapid Reload, Upgrades (Tier II)|
|6th||+3||Gunslinger Archetype, Smokeless Powder|
|7th||+3||Improved Grit, Deadeye|
|8th||+3||Ability Score Improvement|
|10th||+4||Quick Movement, Upgrades (Tier III)|
|12th||+4||Ability Score Improvement|
|14th||+5||Upgrades (Tier IV)|
|15th||+5||Improved Grit, Deadeye|
|16th||+5||Ability Score Improvement|
|18th||+6||Upgrades (Tier V)|
|19th||+6||Ability Score Improvement|
Starting at 1st Level, you are trained and experienced in the art and use of firearms. You gain an additional +2 to attack rolls made with firearms.
Starting at 1st Level, you have the capability of making and repairing your own Firearms as well as their ammunition. You can craft bullets and mix gunpowder for all types of firearms for half the cost and repair damages with your Tinker's Tools. You can also use your Tinker's tools to create new ones from the list below and others (DM’s discretion). Repairing a firearm takes 1 hour and requires material at the cost of 1/4 of the listed price of the firearm, the process counting as light activity for the purposes of resting.
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons. An alternative list of Blackpowder Firearms can also be used and are detailed at the end of the page.
- Reloading - The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
- Misfire - On a natural roll of 2 or 3, the gun misfires making the gun useless until it cleared, taking an action to clear it out. On a natural 1 the gun breaks and must be mended out of combat at a quarter of the cost of the firearm.
- Ammunition - All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Crafting ammunition for firearms would usually cost 4GP's worth of materials for 30 rounds of ammunition.
|Single-Action Revolver||Handgun||185 gp||1d8 Piercing||60/120||6||4 lbs.||Ammunition, Light||—|
|Early Rifle||Rifle||250 gp||2d6 Piercing||200/600||2||9 lbs.||Ammunition, Two-Handed||—|
|Double Barrel Shotgun||Shotgun||250 gp||3d4 Piercing||40/150||2||9 lbs.||Ammunition, Two-Handed||—|
|Derringer||Handgun||200 gp||1d6 Piercing||50/100||4||4 lbs.||Ammunition, Light, Special||You have advantage on Stealth checks to hide it in your person.|
|Bolt Action Rifle||Rifle||600 gp||2d6 Piercing||200/600||5||9 lbs.||Ammunition, Two-Handed||—|
|Sawn-Off Double Barrel Shotgun||Shotgun||450 gp||2d6 Piercing||10/30||2||6 lbs.||Ammunition, Light||—|
|Double-Action Revolver||Handgun||900 gp||1d8 Piercing||60/120||6||4 lbs.||Ammunition, Light, Special||You can make a single attack as a bonus action.|
|Semiautomatic Rifle||Rifle||1000 gp||2d6 Piercing||200/600||8||10 lbs.||Ammunition, Two-Handed, Special||You can make a single attack as a bonus action.|
|Pump-Action Shotgun||Shotgun||1000 gp||3d4 Piercing||40/150||5||9 lbs.||Ammunition, Two-Handed||You can make a single attack as a bonus action.|
Starting at 1st Level, you can now craft upgrades to further improve the lethality of your firearms. At Level 1 you will have access to Tier I Upgrades. You'll gain more access as you level up to Levels 5 (Tier II), 10 (Tier III), 14 (Tier IV), and 18 (Tier V). You can use your Tinker's tools to craft these upgrades on to a firearm, of which the DC is 10 + Upgrade Tier. You may remove these upgrades once applied to a firearm, of which it is stored into your inventory.
All upgrades have their own specific Categories and Limitations. Only one upgrade of each category can be applied to a firearm at any time, of which it can only be applied to a certain type of firearm if it has a limitation. You may though replace an upgrade with a new one, with the old one being stored in your inventory. Crafting an upgrade counts as light activity for the purposes of resting. A failure at an attempted modification wastes the time and materials but does not damage the firearm. A critical failure breaks the firearm, requiring it to be repaired.
|Trigger Safety||Safety||50 gp||Misfires now only happen natural rolls of 1 and 2.||—|
|Heavy Receiver||Receiver||125 gp||Increases Damage rolls by +1. Increases Weight by +2 lbs.||—|
|Improved Capacity||Magazine||125 gp||Increases Reload by +2.||—|
|Iron Sights||Sight||125 gp||Increases Attack rolls by +1.||—|
|Long Barrel||Barrel||100 gp||Increases Range by +50ft.||Rifle|
|Snub Barrel||Barrel||75 gp||Reduces Attack rolls by -2. Increases Damage rolls by +2.||Pistol and Shotgun|
|Choke||Barrel||50 gp||Increases Range by +20ft.||Shotgun|
|Bayonet||Barrel||50 gp||Allows firearms to be used as a Spear.||Rifle and Shotgun.|
|Safety Mechanism||Safety||350 gp||Prevents the firearm from breaking due to misfires.||—|
|Hardened Receiver||Receiver||400 gp||Increases Damage rolls by +2.||—|
|Expanded Magazine||Magazine||400 gp||Increases Reload by +3.||—|
|Scoped Sights||Sight||400 gp||Increases Attack rolls by +2.||—|
|Magnum Rounds||Ammo||500 gp||Increases the firearm's damage tier by 1 (1d8 -> 1d10).||Pistol and Rifle|
|10 Gauge Pellets||Ammo||500 gp||Increases the firearm's damage tier by 1 (1d8 -> 1d10).||Shotgun|
|Incendiary Ammunition||Ammo||650 gp||Adds an additional +1d4 Fire damage to damage rolls.||—|
|Tactical Grip and Stock||Stock||650 gp||Reduces Weight by 2 lbs. Increases Attack rolls by +1.||—|
|Powerful Receiver||Receiver||800 gp||Increases Damage rolls by +3.||—|
|Improved Expanded Magazine||Magazine||800 gp||Increases Reload by +5.||—|
|Improved Scoped Sights||Sight||800 gp||Increases Attack rolls by +3.||—|
|Powerful Magnum Rounds||Ammo||950 gp||Increases the firearm's damage tier by 2 (1d8 -> 1d12).||Pistol and Rifle|
|8 Gauge Pellets||Ammo||950 gp||Increases the firearm's damage tier by 2 (1d8 -> 1d10).||Shotgun|
Starting at 2nd Level, you have come to develop a mental toughness well known amongst Gunslingers, allowing you to perform the Deeds that they are known for. Choose one of the three Grit Attributes (Intelligence, Wisdom, Charisma) and the Modifier is equal to the number of Grit Points you can have (minimum of +1).
Gunslingers can regain Grit Points in the following ways:
• Completing a short or long rest: Upon completion or a short or long rest, the Gunslinger regains all spent Grit points.
• Critical Hit with a Firearm: Each time the Gunslinger scores a Critical Hit with a Firearm attack, they regain 1 Grit point.
• Killing Blow with a Firearm: When the Gunslinger reduces a hostile creature of CR 1/8 and higher to 0 or fewer hit points with a Firearm, they regain 1 Grit point.
If an ability that uses Grit requires a saving throw, the save DC is equal to 8 + your proficiency bonus + your Dexterity modifier.
Starting at 2nd Level, Gunslingers use Grit points to perform Deeds. Deeds are the signature actions that all gunslingers has come to be known for. You can do the following Deeds from the list below.
- Quick Draw
- You can spend 1 Grit point to get a +5 to initiative roll and take your turn as normal if you were surprised.
- Mark Target
- You spend 1 Grit Point and as a bonus action, mark a creature that you can see. You have an additional +2 bonus on all attack rolls against that creature. This lasts for 1 minute or until the creature has 0 hit points, when the creature reaches 0 hit points you may use your bonus action on your next turn to move the mark to another creature until 1 minute is up.
- Gunslinger’s Dodge
- The Gunslinger gains an uncanny knack for avoiding danger. When an attack is made against the Gunslinger, they can spend 1 Grit Point and their reaction to gain a +2 to AC against the attack.
- You can spend a Grit point to target a specific location when you make a ranged attack against an enemy. If the attack misses, the Grit point is still lost. If the Gunslinger has multiple attacks for their Attack action, they can make multiple Targeted shots for 1 Grit Point each.
- Head – The attack roll is made with disadvantage. On a hit, the target takes an additional +10 damage.
- Torso – On a hit, the target takes normal damage and is pushed back 10 ft.
- Arms – On a hit, the target takes normal damage and the foe drops 1 item of the Gunslinger’s choice.
- Legs – On a hit, the target takes normal damage, and must make a Constitution Saving Throw or be knocked prone for one turn.
- Wings – On a hit, the target takes normal damage, and must make a Constitution Saving Throw or be unable to fly for one turn.
- Rapid Fire
- Once on your turn, you can spend 1 Grit Point to make an additional attack as part of your attack action.
- Lighting Reload
- On your turn, you can spend 1 Grit Point to reload your firearms or clear a misfire.
- Double Time
- On your turn, you can spend 1 Grit Point to Dash or Disengage as a bonus action.
Starting at 3rd Level, your character can now pick a specialization or role that he/she will be now and forever known for. The roles that can be picked are: Sniper, Shock Troop, and Duelist. Your choice grant features at the 3rd level, and again at 6th, 9th, and 17th 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.
Starting at 5th Level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 5th Level, you are experienced enough that it doesn't take much to reload your firearms. You can now reload your firearms with only a bonus action.
Starting at 6th Level, a revolutionary change to smokeless powder has made your firearms even deadlier. Your firearms count as magical for the purpose of overcoming resistances and immunity to nonmagical damage.
Starting at the 7th Level, your experiences has made you inured to the danger around you, increasing your mental toughness. Your number of Grit points is now equal to twice the Modifier of your Grit Attribute. At the 15th level, your number of Grit points is now equal to thrice the Modifier of your Grit Attribute.
Starting at 7th Level, you've come to have a keen eye to the weakpoints of your enemies. You now score critical hits with a firearm on a roll of 19-20. Upon reaching 15th level, this range increases to 18-20.
Starting at 10th Level, your adventures has made you fit and athletic to an extent. Your movement speed increases by 10 feet.
Starting at 11th Level, your senses have been honed to such a degree that you perceive time to be slower than what it is. As a bonus action, you may enter Bullet Time. For the entire round, you have advantage on all Dexterity saving throws and attack rolls made during the round. You may only use this feature twice, regaining use after a long rest.
Starting at 13th Level, death can't seems to get its hand on you. Whenever the Gunslinger is reduced to 0 hit points or lower, the Gunslinger can immediately spend all remaining Grit Points to instead be reduced to 1 hit point. You can only use this feature once, regaining use after a long rest.
Starting 20th level, death seems fit to work with you instead. When the Gunslinger scores a critical hit against a creature with less than 100 HP, you can spend 1 Grit Points to deal normal damage, and the target must succeed at a Constitution saving throw. On a failed saving throw, the target dies. Performing this deed does not allow the gunslinger to regain grit from confirming a critical hit or making a killing blow.
As the firearm is a relatively new invention, there hasn’t been enough time for the practice of firearms to be codified in tradition. But as more men and women take up arms using these weapons, distinct styles and specialties are being formed, foreshadowing the roles that they’ll take up in the future.
Patient and unseen, Snipers make their mark on the battlefield by taking out their targets from afar, their presence never felt by the enemy until they see their comrades dead and the crack of the shot being heard a moment after.
- Guerilla Tactics
Starting at 3rd Level, you've come to familiarize yourself to the tactics of guerilla warfare. You can now Hide as a bonus action on your turn and you ignore disadvantage when making a firearm attack from the prone position.
- Death’s Mark
Starting at 3rd Level, you've come to have a killer focus to those that you've marked. Your Mark Target turns into Death’s Mark. In addition to the features and effects of Mark Target, it also deals an additional damage of 1D8 when hitting the target. The Gunslinger may also spend one Grit Point to deal maximum damage against the marked target. This lasts for 1 minute or until the creature has 0 hit points, when the creature reaches 0 hit points you may use your bonus action on your next turn to move the mark to another creature until 1 minute is up.
- Crack Shot
Starting at 6th Level, your shots always seem to hit the target, no matter the difficulty. Attacking at long range with a ranged weapon doesn’t impose disadvantage, while attacking enemies within sight, but outside of range are at a disadvantage. In addition, as a bonus action, you may give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
Starting at 9th Level, you've come to prioritize the biggest weakpoint, the head. When using the Targeting feature, attacks on the Head can be made without spending a Grit point.
- Death's Eye
Starting at 17th Level, you seem to have an innate aim and sense of the weakpoints of your enemy, no matter where it is. Rolling a 17-20 would automatically score a critical hit.
Charging into the battlefield like a madman, Shock Troops make their mark by charging their foes head on and killing them outright whether it be through lead or the butt of their gun, carving out a path of carnage through blood and steel.
- Close Quarter Tactics
Starting at 3rd Level, you've come to familiarize yourself with the intricacies and dangers of close quarter combat. Your AC increases by +1 while wearing armor and attacking enemies within 5 feet doesn’t impose disadvantage on attack rolls made with ranged weapons.
- Priority Target
Starting at 3rd Level, you've learn how to effectively direct your allies to target an enemy. Your Mark Target turns into Priority Target. In addition to the features and effects of Mark Target, any ally within 50ft can now take advantage of Mark Target, giving them an additional +2 on all attack rolls against the marked target. This lasts for 1 minute or until the creature has 0 hit points, when the creature reaches 0 hit points you may use your bonus action on your next turn to move the mark to another creature until 1 minute is up.
- Tough and Reliable
Starting at 6th Level, the firearms you wield are toughened for stresses of close quarter combat. The Gunslinger can now use their firearms as a melee weapon, in which they may use their Dexterity instead of Strength for their Attack and Damage rolls and would have Proficiency in doing so.
One-Handed Firearms deal 1D4 Bludgeoning Damage, while Two-Handed Firearms deal 1D8 Bludgeoning or 1D8 Piercing if you mount your Two-Handed Firearm with a Bayonet. In addition, the DC Save when using the Targeting feature is now equal to 10 + your proficiency bonus + your Dexterity modifier.
- Break and Shatter
Starting at 9th Level, you've come to prioritize taking down the enemy by destroying their ability to move. When using the Targeting feature, attacks on the Leg or Wing can now heavily cripple the target, making it unable to stand up or fly for two turns on a failed save.
- Shock and Awe
Starting at 17th Level, you've come to master the tenets of speed, momentum, and the violence of action. When combat starts, as long as you aren't surprised, you can draw a firearm, use your movement, and make a single attack before anyone else even has a chance to roll initiative. No creature can take reactions in response to this special action. Once you have taken this action, every remaining creature, including yourself, rolls initiative and proceeds normally.
Dancing around the battlefield with a firearm in each hand, Duelists make their mark by flanking around the enemy and dealing damage before running back, repeating the cycle again and again until their foes lay dead around them.
- Hit and Run Tactics
Starting at 3rd Level, you've come to familiarize yourself to skirmish and harrier tactics. You may now do Two-Weapon Fighting with firearms with the Light property, of which you may add your ability modifier to the damage of your off-hand firearm and are able to reload both firearms simultaneously without the need of a free hand. You also gain an additional +10 movement speed.
- Eye on Target
Starting at 3rd Level, you've come to make yourself a more appealing target to those you mark to make them vulnerable. Your Mark Target now turns into Eye on Target. In addition to the features and effects of Mark Target, a creature marked by you has disadvantage on any attack roll that doesn't target you. The player may also use their reaction to shoot the target, but may not add any of their damage modifiers. This lasts for 1 minute or until the creature has 0 hit points, when the creature reaches 0 hit points you may use your bonus action on your next turn to move the mark to another creature until 1 minute is up.
- Flank and Maneuver
Starting at 6th Level, you've come to be more experienced in skirmish and harrier tactics. When attacking an enemy that has an ally within 5ft of it, your attacks on the enemy are given +1 to Attack and Damage rolls when doing so. You can also Disengage as a bonus action.
Starting at 9th Level, your actions and sheer bravado can anger an enemy to attacking you instead. You can now spend 1 Grit point to taunt a nearby enemy within a 60 ft area to focus their attentions on him/her instead, forcing them to make a Charisma Saving throw. If a fail, the enemy would be forced to try and attack the Gunslinger at a Disadvantage, the taunt being ignored at a success.
- Quick on the Draw.
Starting at 17th Level, you're so quick that you can easily dodge and shoot within a second. You may now Dodge as a bonus action. In addition, you can attack thrice, instead of once, when taking the Attack action.
The following list is an expanded list meant for Blackpowder Firearms. These firearms are primarily single-shot muzzleloaders that are the ancestors of the modern firearms, primarily used from the early Renaissance until the late Industrial period where the advent of breechloaders would make these firearms obsolete. They are clunky and quite unwieldy compared to their modern counterparts, but are still deadly in the right hands.
|Flintlock Pistol||Handgun||50 gp||1d8 Piercing||30/100||1||4 lbs.||Ammunition, Light||—|
|Flintlock Musket||Rifle||150 gp||2d6 Piercing||100/400||1||9 lbs.||Ammunition, Two-Handed||—|
|Blunderbuss||Shotgun||150 gp||3d4 Piercing||30/50||1||9 lbs.||Ammunition, Two-Handed||—|
|Pepperbox||Handgun||400 gp||1d6 Piercing||30/100||4||4 lbs.||Ammunition, Light||-|
|Rifled Musket||Rifle||550 gp||2d8 Piercing||150/500||1||9 lbs.||Ammunition, Two-Handed||—|
|Volley Gun||Shotgun||550 gp||4d4 Piercing||30/50||1||11 lbs.||Ammunition, Two-Handed||—|
|Blackpowder Revolvers||Handgun||800 gp||1d8 Piercing||30/100||6||6 lbs.||Ammunition, Light||-|
|Flintlock Repeaters||Rifle||950 gp||2d6 Piercing||100/400||4||9 lbs.||Ammunition, Two-Handed||—|
|Blackpowder Double Barrel Shotgun||Shotgun||950 gp||3d4 Piercing||40/100||2||9 lbs.||Ammunition, Two-Handed||—|
Prerequisites. To qualify for multiclassing into the Gunfighter class, you must meet these prerequisites: 13 Dex. 13 Int.
Proficiencies. When you multiclass into the Gunfighter class, you gain the following proficiencies: Light Armor, Medium Armor, Crossbows, and Firearms.