Gunslinger, Pathfinder Variant (5e Class)
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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
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
|Tiefling Gunslinger by Yama Orce, https://yamaorce.deviantart.com/art/Cornelia-Vogel-comm-488159029|
- Quick Build
As a Gunslinger you gain the following class features.
- Hit Points
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:
- (a) rifle or (b) revolver
- (a) explorer's pack or (b) dungeoneer's pack
- (a) 2 simple weapons or (b) a martial weapon
- a duster (same stats as leather armor)
- Gunsmith's kit, and 10 bullets
- If you are using starting wealth, you have 5d6x10 gp in funds.
|1st||+2||Deeds, Grit, Gunsmithing, Gun Training|
|3rd||+2||Deeds Improvement, Gunslinger Archetype|
|4th||+2||Ability Score Improvement|
|6th||+3||Gunslinger Archetype Feature|
|8th||+3||Ability Score Improvement|
|10th||+4||Extra Attack (2)|
|11th||+4||Deeds Improvement, Gunslinger Archetype Feature|
|12th||+4||Ability Score Improvement|
|16th||+5||Ability Score Improvement|
|17th||+6||Gunslinger Archetype Feature|
|19th||+6||Ability Score Improvement, Deeds Improvement|
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.
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
- 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 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.
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).
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
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, 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.
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.
|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||—|
|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||—|