Gunslinger, Pathfinder Variant (5e Class)

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Design Note: This class is based on the gunslinger class in Pathfinder.

The Gunslinger[edit]

For a renegade few, battle sounds different than it does for the typical fighter. The clash of steel and the sizzle of spell energy are drowned out by the thunderous rhythm of gunfire—the pounding beat of the gunslinger.

Pride and Guns[edit]

Gunslingers are a bold and mysterious lot. While many treat the secrets of black powder with the same care and reverence that a wizard typically reserves for his spellbook, most gunslingers know that firearms are a secret that cannot remain concealed forever. While current firearms are simple, often imprecise, and even dangerous devices, they are a technology on the move, and one that will become even more powerful when it is fully fused with magic.

Role: Gunslingers are thunderous artillery, often found where the fighting is fiercest. Brave, clever, and frequently foolhardy, many gunslingers push to position themselves at close range, barrels blazing, to take down their foes and demoralize their enemies. Other gunslingers are masters of distant death, picking off enemies from afar with their strange and wondrous weapons.

Creating a Gunslinger[edit]

Quick Build

You can make a gunslinger quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Urchin background.

Class Features

As a Gunslinger you gain the following class features.

Hit Points

Hit Dice: 1d8 per Gunslinger level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Gunslinger level after 1st


Armor: Light
Weapons: Simple Weapons, Martial Weapons, Firearms
Tools: Gunsmith's kit, Tinker's tools
Saving Throws: Dexterity, Wisdom
Skills: Choose 3 of the following: Acrobatics (Dexterity), Deception (Charisma), Athletics (Strength), Insight (Wisdom), Medicine (Wisdom), Intimidation (Charisma), History(Intelligence), Perception (Wisdom), Sleight of Hand (Dexterity), and Survival (Wisdom).


You start with the following equipment, in addition to the equipment granted by your background:

Table: The Gunslinger

Level Proficiency
1st +2 Deeds, Grit, Gunsmithing, Gun Training
2nd +2 Nimble
3rd +2 Deeds Improvement, Gunslinger Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Gunslinger Archetype Feature
7th +3 Deeds Improvement
8th +3 Ability Score Improvement
9th +4
10th +4 Extra Attack (2)
11th +4 Deeds Improvement, Gunslinger Archetype Feature
12th +4 Ability Score Improvement
13th +5
14th +5 -
15th +5 Deeds Improvement
16th +5 Ability Score Improvement
17th +6 Gunslinger Archetype Feature
18th +6 -
19th +6 Ability Score Improvement, Deeds Improvement
20th +6 True Grit


Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.

Deed Save DC = 8 + your proficiency bonus + Wisdom Modifier


At 1st level, as an action, you may fire a single shot beyond your firearm's normal range without having disadvantage on the attack. Performing this deed costs 1 grit point.

Gunslinger's Dodge

At 1st level, you gain an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against you, you can spend 1 grit point to move 5 feet as a reaction; doing so grants you a +2 bonus to AC against the triggering attack. This movement provokes attacks of opportunity. Alternatively, you may drop prone to gain a +4 bonus to AC against the triggering attack. You can only perform this deed while wearing light or no armor.

Fire at Will

At 2nd level, immediately after taking the attack action on your turn, you can spend 1 grit point to make a ranged firearm attack as a bonus action.

Gunslinger Initiative

At 3rd level, as long as you have at least 1 grit point, you gain a +2 bonus on initiative checks.


At 3rd level, you can make a melee attack with the butt or handle of your firearm as an action. When you do, you are considered to be proficient with the firearm as a melee weapon and use your bonuses on the attack and damage rolls. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage and two-handed firearms deal 1d8 points of damage. If the attack hits, you can make a Strength check to knock the target prone as a reaction. Performing this deed costs 1 grit point.


At 7th level, as an action, you can make a single firearm attack and choose part of the body to target. The attack gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the creature she targets. Creatures that are immune to sneak attacks are immune to these effects.

  • Arms: On a hit, the target takes no damage but drops one carried item of the gunslinger's choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
  • Head: On a hit, the target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
  • Legs: On a hit, the target's movement speed is reduced to 0 until the end of your next turn. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.
  • Torso: Targeting the torso threatens a critical on a 19–20.
  • Wings: On a hit, the target is damaged normally, and must make a Strength saving throw or fall 20 ft from its current space.
Lightning Reload

At 11th level, as long as you have at least 1 grit point, reduce the reload time by 1 step (action->bonus action->reaction).


At 15th level, when you have at least 1 grit point, you gain the benefit of Evasion. 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.

Menacing Shot

At 15th level, as an action, you can spend 1 grit point to shoot a firearm into the air. Hostile creatures within a 30-foot-radius must make a successful Wisdom saving throw or be subjected to the fear spell.

Slinger's Luck

At 15th level, you can spend grit to reroll a saving throw or a skill check. It costs 2 grit points to reroll a saving throw, and 1 grit point to reroll a skill check. You must take the result of the second roll, even if it is lower. This deed's cost cannot be reduced by the true grit class feature.

Cheat Death

At 19th level, whenever you are reduced to 0 or fewer hit points, you can spend all of her remaining grit points (minimum 1) to instead be reduced to 1 hit point. This deed's cost cannot be reduced by the true grit class feature.


A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it's more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger's ability to perform amazing actions in combat.

You have a number of Grit Points per day equal to half your Gunslinger level(rounded up) + your Wisdom modifier and regain them after a long rest. A gunslinger spends grit to accomplish deeds.


At 1st level, if you have access to a gunsmith's kit, you can create firearms, craft bullets, and mix gunpowder for all types of firearms.

  • Crafting Firearms: You can craft firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm's price (minimum 1 day).
  • Crafting Ammunition: You can craft bullets and metal cartridges for a cost in raw materials equal to half the price. Crafting takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).

Gun Training[edit]

At 1st level, you gain a bonus equal to her Dexterity modifier on damage rolls made using a firearm.


At 2nd level, you gain a +1 bonus to AC while wearing light or no armor. Anything that causes you to lose your Dexterity bonus to AC also causes you to lose this bonus.

Gunslinger Archetype[edit]

At 3rd level, chose an archetype. Choose between Pistolero and Rifleman detailed at the end of the class description. This choice grants you features at 3rd, and at 6th, 11th, and 17th levels.

Ability Score Increase[edit]

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[edit]

Starting at 5th level, thanks to the technology of chamber loaded firearms, you can take an additional shot when you take the attack action on your turn. You gain a 2nd additional attack at 10th level.

True Grit[edit]

At 20th level, pick two deeds that you have access to and that you must spend grit to perform. You can perform these deeds for 1 grit point fewer (minimum 0) than usual. If the number of grit points to perform a deed is reduced to 0, you can perform this deed as long as you have at least 1 grit point. If a deed could already be performed as long as you had at least 1 grit point, that deed can be performed even when you have no grit points.


While most gunslingers have favorite firearms, there are those rare ones who choose to specialize in one-handed firearms exclusively. These gunslingers are called pistoleros. While they lack the flexibility of being able to pick up any kind of firearm and use it with reasonable proficiency, they are crack-shots with pistols and similar firearms. Their skill and aim with these firearms at close range is second to none.

Quick Draw

At 3rd level, if the your firearm is not hidden, you may draw a single one-handed firearm as part of the initiative check.

Snap Shot

At 6th level, as long as you have at least 1 grit point, you threaten squares within 10 feet of them. You can make attacks of opportunity with your one-handed firearm. You also no longer provoke attacks of opportunity when making a ranged attack.

Hammer Time

At 11th level, you learn how to "fan" the hammer of their revolver, firing off multiple shots in rapid succession. As long as the you are using a revolver and have a free hand, you can make an amount of ranged firearm attacks equal to your Dexterity modifier when using the Fire at Will bonus action. This attack ends if you have to reload.

Twin Shot Knockdown

At 17th level, when a single target no more than one size category larger is hit with two or more one-handed firearm attacks during their turn, you can spend 1 grit point to knock the target prone. Creatures that are immune to trip attacks are unaffected by this deed.


There are those that would forego close range shooting and instead hit their targets from long distance. For these Gunslingers, long-barreled guns are their bread and butter. Devastating caliber and Pinpoint accuracy are what these few excel at.

Double Tap

At 3rd level, you may spend one grit point to make an extra attack with a two-handed firearm without reloading.

Deadly Aim

At 6th level, if you did not move this turn, you may spend grit to become more accurate and deal more damage. Grit cost is half your Gunslinger level (rounded down). Roll this attack with Advantage, this attack also deals 1d6 damage for every two points of Grit spent in addition to the normal damage of the firearm. Note: your move speed becomes 0 until next turn

Trick Shot

At 11th level, as a bonus action you may feign a missed shot, only to have it ricochet and still hit your target. Make an attack roll against the target, if it hits, the target rolls disadvantage on its save roll. If it fails the roll, the target is stunned for one round.

Big Game Hunter

At 17th level, anytime that you successfully hit a target that is larger than yourself, using a two-handed firearm, increase the damage die rolled in increments equal to size larger than them.


Loading a Firearm: You need at least one hand free to load one-handed and two-handed firearms. In the case of two-handed firearms, you hold the weapon in one hand and load it with the other—you only need to hold it in two hands to aim and shoot the firearm. Loading any firearm provokes attacks of opportunity.

Loading a two-handed firearm to full capacity is an action. Loading a one-handed firearm to full capacity is a bonus action.

Name Cost Dmg Range Capacity Weight Type Special
Revolver (One-Handed) 4,000 gp 1d6 60/100 6 4 lbs. Bludgeoning and Piercing
Rifle (Two-Handed) 5,000 gp 1d10 200/600 8 12 lbs. Bludgeoning and Piercing
Table: Firearm Gear
Item Cost Weight
Firearm bullet (1) 1 gp
Firearm bullet (30) 30 gp 1/2 lb.
Bullet, adamantine 60 gp
Firearm bullet, pitted 5 gp
Firearm bullet, silver 25 gp
Gunsmith’s kit 100 gp 2 lb.
Metal cartridge 15 gp


Prerequisites. To qualify for multiclassing into the gunslinger class, you must meet these prerequisites: 13 Dexterity and 13 Wisdom

Proficiencies. When you multiclass into the gunslinger class, you gain the following proficiencies: Martial Weapons Firearms

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