Gunslinger (5e Class)
Gunslinger
Gunslingers are technologically advanced and hyper-intelligent crafters. Some have incredible influence over the battlefield, shaping entire wars with their bravado. Some are unparalleled terrors at close range, decimating foes with their unflinching resolve. Others are the model of efficiency, lying in wait and killing their targets before they knew there was any danger. Regardless of the gunslinger's preferred method of attack. All are formidable in their own right. Don't cross one, they aren't to be taken lightly.
A gunslinger's weapons are a reflection of them and are their most prized possessions. With their extreme smithing talent, no two are similar, as each one is engraved and crafted to the gunslinger's advantage. As the gunslinger grows more comfortable with their weapons and knowledgable of combat, they become a formidable and deadly force.
Creating a Gunslinger
- 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 Bounty Hunter background. Third, choose for starting equipment a dagger, a handaxe, leather armor, an explorer's pack, a revolver, a rifle, 12 Bullets, and Tinker's tools
Class Features
As a Gunslinger you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Gunslinger level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Gunslinger level after 1st
- Proficiencies
Armor: light armor, medium armor
Weapons: Simple weapons, martial weapons, firearms
Tools: Tinker's tools
Saving Throws: Dexterity, Wisdom
Skills: Choose two from Acrobatics, Athletics, History, Insight, Perception, Sleight of Hand, Stealth, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow, and 20 bolts or (b) any two simple weapons
- (a) leather armor or (b) hide armor
- (a) a dungeoneer's pack or (b) an explorer's pack
- Pistol, a Musket, 12 Bullets, and Tinker's tools
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Firearm Forte |
2nd | +2 | Adept Marksman, Swift Reload |
3rd | +2 | Gunslinger Bravado |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Special Ammunition |
7th | +3 | Adept Marksman Improvement, Gunslinger Bravado Feature |
8th | +3 | Ability Score Improvement, Evasion |
9th | +4 | Special Ammunition Improvement |
10th | +4 | Adept Marksman Improvement, Quick Movement |
11th | +4 | Extra Attack, Tools of the Trade |
12th | +4 | Ability Score Improvement |
13th | +5 | Gunslinger Bravado Feature |
14th | +5 | Low Profile |
15th | +5 | Adept Marksman Improvement, Gunslinger Bravado Feature |
16th | +5 | Ability Score Improvement |
17th | +6 | Special Ammunition Improvement |
18th | +6 | Adept Marksman Improvement, Feral Senses, Gunslinger Archetype Feature |
19th | +6 | Ability Score Improvement |
20th | +6 | Gunslinger Bravado Feature |
Firearm Forge
Starting at 1st level, you can forge modern-style firearms and their ammunition. The DM must determine whether an item is craftable, what materials are required and how long it will take to make. A gunslinger also requires their Tinker's Tools to craft such items. Furthermore, you gain a +2 bonus to all attack rolls you make with ranged weapons.
Swift Reload
Starting at 2nd level, you ignore the loading property of firearms with which you are proficient.
Adept Marksman
At 2nd you learn to perform powerful trick shots to disable or damage your opponents using your firearms.
Trick Shots. You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. You can use only one trick shot per attack.
You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.
Grit. You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain all expended grit points after a short or long rest.
Saving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:
Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier
The trick shots are as follows:
- Bullying Shot
You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. When you make an attack roll using a firearm, you can spend a Grit to force the target to make a Charisma saving throw against your Skill Shot save DC. On a failure, the creature is frightened until the end of your next turn.
- Dazing Shot
When you hit a creature with a firearm attack, you can expend one grit point to attempt to dizzy your opponent. The creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attack rolls until the end of their next turn.
- Deadeye Shot
When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.
- Disarming Shot
When you hit a creature with a firearm attack, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.
- Forceful Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. The creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.
- Piercing Shot
When you hit a creature with a firearm attack, you can expend one grit point to attempt to fire through multiple opponents. The creature suffers normal damage and you make an attack roll with disadvantage against every creature in a 15-foot line directly behind the target.
- Violent Shot
When you hit a creature with a firearm attack, you can expend one or more grit points to enhance the volatility of the attack. Roll one additional weapon damage die per grit point spent when determining the damage.
- Winging Shot
When you hit a creature with a firearm attack, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.
Gunslinger Bravado
Starting at 3rd level, you choose an archetype that you strive to emulate, from Commander, CQC, Desperado, Marksman, and Preacher. Your choice grants features at 3rd level, and again at 7th, 13th, 15th, 18th, and 20th level.
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.
Extra Attack
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three at 11th level in this class.
Special Ammunition
Starting at 6th level, you can craft 2 special ammunition shots costing 50gp in materials, dealing 1d6 of the desired damage type (Fire, Lightning, or Cold). Appropriate materials are required to craft special ammunition, Essence of a Fire Elemental, Air Elemental, or Water Elemental (Or DM's discretion of what is allowed, Poison etc.) You can craft ammunition in increments of 25gp per day instead of 5gp per day, See Players Handbook for "Crafting" pg. 187. At 9th level this is upgraded to 100gp cost, dealing 1d8, and at 17th level this is upgraded to 200gp cost for 3, dealing 1d10.
Evasion
Starting at 8th 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 subject to an effect that allows 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.
Quick Movement
Once you reach 10th level, your base walking speed increases by 10 feet, and you may take the Disengage action as a bonus action.
Tools of the Trade
Starting at 11th level, you may choose to customize a weapon that has been with you for more than a month, this weapon will become an identifying mark of your fame holding as much standing as its wielder. It carries distinct patterns and markings that are unique to your character. The weapon deals an additional damage die. Level 11 1d6, Level 15 1d8, Level 17 1d10, Level 20 1d12.
Low Profile
Starting at 14th level, half cover counts as three-quarters cover for you.
Feral Senses
Starting at 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.
Commander
Commanders on the battlefield are a wonder to behold. Leading their troops to victory, they are tactical geniuses and experts at supporting their troops. The sight of a Commander on the battlefield both raises allies’ spirits and demoralizes your enemies.
- Battlefield Influence
Starting at 3rd level, you learn the Moralize, and Demoralize actions:
- Moralize
As an action, you can boost your allies' morale. Choose a number of friendly creatures who can either see or hear you up to your Charisma modifier (minimum 1). The creatures you choose gain a +1 bonus to their attack rolls, damage rolls, and saving throws. The bonus provided by morale lasts for 1 minute or until you use this feature again, whichever comes first. Your allies lose this bonus if you cannot see them, or they cannot see or hear you, or you become incapacitated. You can use this feature twice, regaining any expended uses when you finish a long rest. The bonus to attack rolls, damage rolls, and saving throws this feature provides increases by 1 at 7th level (+2), and again at 13th level (+3).
- Demoralize
As an action, you can Demoralize the oppositions' resolve. You choose a number of hostile creatures that you can see and can see or hear you, up to your Charisma modifier (with a minimum of 1). Those creatures must make a Charisma saving throw (DC = 8 + your proficiency bonus + your Charisma Modifier). On a failed save, the creatures have a -1 penalty to attack rolls, damage rolls, and saving throws. This effect lasts for 1 minute or until you use this feature again, whichever comes first. A creature automatically succeeds on the saving throw if it's immune to being frightened. On a successful save, a creature becomes immune to the effects of Demoralize. The hostile creatures lose this penalty if you cannot see them, or they cannot see or hear you, or you become incapacitated. You can use this feature twice, regaining any expended uses when you finish a long rest. This penalty increases to a -2 penalty at 7th level, and to a -3 penalty at 13th level.
- Commanding Presence
Starting at 7th level, as long as a creature is under the effects of your Moralize feature, you have advantage on all saving throws and ranged attack rolls made with a firearm.
- Stand as One
Starting at 13th level, whenever a creature under the effects of your Moralize feature hits a creature with an attack, the attacking creature may choose to use their bonus action to deal an additional 1d6 damage of the weapons damage type. Once a creature has dealt extra damage with this feature, the creature can't benefit from it again until the start of its next turn.
- Guiding Shot
Starting at 15th level, when you hit a creature with a ranged weapon attack by a firearm, one ally of your choice gets advantage on their next attack against the creature you hit. Your ally must not be incapacitated, they must be able to see the target, as well as see and hear you to benefit from this feature. You can use this feature only once per turn.
- Militarized Mobilization
Starting at 18th level, you can craft non-magical guns for NPC soldiers equal to your Charisma modifier (minimum of one). Each soldier has the stats of a Scout with the maximum possible hit points (Monster Manual pg.349). You teach them how to handle the weaponry, training them takes one week for each soldier. Once training is complete, you can then utilize them as a loyal militia requiring no payment, but still require lifestyle expenses for each soldier (Player's Handbook pg.157). The soldiers also gain the Firearm Fighting Style Feature: they gain a +2 bonus to attack rolls they make with firearms. (The DM may also decide if the soldiers can be equipped with different items, EX:Weapons, Armor, Magic Items, etc.). You may use a bonus action on your turn to command the militia to take one of the following actions in addition to their movement: Attack, Dash, Disengage, Dodge, Help, Hide, Search, or Use an Object.
- Master Commander
Starting at 20th level, your Morale feature gets an additional +1 bonus to allies attack rolls, damage rolls, and saving throws, and your Demoralize feature gets an additional -1 penalty to hostile creatures attack rolls, damage rolls, and saving throws.
CQC
Close Quarter Combatant experts prefer to be at the front line of combat, dealing damage and taking hits in place of other teammates.
- Armored Brute
Beginning at 3rd level, you gain +1 to your AC as long as you are wearing armor. The bonus to AC while you are wearing armor increases by 1 at 15th level (+2).
- CQC Training
Starting at 3rd level, you gain the following:
- Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls with firearms.
- You may use Strength instead of Dexterity for your ranged weapon attacks when you use a firearm (Due to its sheer weight).
- Combat Conditioning
Starting at 7th level, your hit point maximum increases by an amount equal to twice your level when you gain this feature. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit point.
- Crowd Control
Starting at 13th level, when you make a ranged attack, with a firearm against a creature within 5 feet of you, you may make a melee attack against the creature as a bonus action to attempt to shove the creature. The distance you push the creature from yourself is 10 feet, and at the end of the push the creature must make a Strength saving throw, or be knocked prone (DC = 8 + your Strength Modifier + your Proficiency Bonus).
- Riot Shield
Starting at 18th level, you gain proficiency with shields and can mount a shield onto your forearm, this counts as carrying one for the purpose of qualifying for feats and you gain the appropriate AC bonus from it. With the shield mounted you can still carry a two-handed, heavy weapon if it's a firearm.
- Master Combatant
Starting at 20th level, as long as you aren't incapacitated, you have advantage on saving Throws against any spells or abilities that would knock you prone, push you against your will, or cause you to be frightened. You also ignore any reduction to your move speed.
Desperado
Daredevils with a reckless, flashy style, desperadoes excel at fighting with one-handed firearms, either singly or in pairs.
- Duelist Fighting Style
Starting at 3rd level, when you are wielding a firearm in one hand and no other weapons, you gain a +4 bonus to damage rolls and +2 bonus to attack rolls with that firearm.(This applies to extra attack, bonus action, and Two-Gun Fighting Style.)
- Two-Gun Fighting Style
Starting at 3rd level, when you take the Attack action and attack with a one-handed firearm that you're holding in one hand, you can use a bonus action to attack with a different one-handed firearm that you're holding in the other hand. You can also load or reload a firearm without difficulty if your hands are full.
- Unique Style
Beginning at 7th level, you carry yourself like a natural hero or villain, allowing you to use your presence to great effect. You gain proficiency in the Intimidation and Persuasion skills, and your proficiency bonus is doubled for any ability check you make that uses either of those skills.
- Taunt
Once you reach 13th level, you gain a knack for pissing folks off just right so that their aim and focus is spoiled. You can use an action to taunt a creature within 60 feet of you which can see or hear you. The creature must make a Wisdom saving throw. On a failure, the creature is taunted by you for 1 minute. While the creature is taunted by you, it has disadvantage on attack rolls against you. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to your Taunt feature for the next 24 hours.
- Fearless
Starting at 15th level, you've become so inured to danger that nothing really scares you anymore... Even surrounded by enemies and under constant heavy fire, you still manage to keep your head cool, zen-like. You become immune to the frightened condition.
- Sharp Eyes
Starting at 18th level, when you make an attack roll with a firearm, you now land critical hits on a roll of 19-20.
- Kill in the Blink of an Eye
At 20th level, you are so blindingly fast that no one can draw and shoot faster than you... No one. When combat starts, as long as you aren't surprised, you can draw a firearm and take an Attack action 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.
Marksman
Marksmen are the guardians of the battlefield, constantly watching over their allies they prefer to sit back and provide assistance from a distance while also watching over the battlefield from a safe position.
- Sniper's Mark
Starting at 3rd level, as a bonus action, you mark a creature that you can see. You have advantage on all attack rolls with firearms against that creature. This lasts for 1 minute or until you make an attack against another creature or the creature has 0 hit points. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain any expended uses when you finish a long rest.
- Marked Quarry
Starting at 7th level, you deal an additional 1d6 damage of your weapon's damage type against a creature affected by your Sniper's Mark feature.
- Arcane Infused Weaponry
Starting at 13th level, attacks with your firearms are considered magical for purposes of overcoming resistance, and immunity.
- Interrupting Shot
Starting at 15th level, when a creature marked by your Snipers Mark feature makes an attack, you may use your reaction to make a ranged weapon attack with a firearm you are holding against the marked creature. This attack happens before the marked creature hits.
- Sharp Eyes
Starting at 18th level, when you make an attack roll with a firearm, you now land critical hits on a roll of 19-20.
- Master Marksman
Starting at 20th level, your Sniper's Mark feature becomes second nature to you. You now regain all uses of your Sniper's Mark feature when you finish a short or long rest.
Preacher
Preachers combine the studies of gunslingers with a pious devotion to their deity that allows them to cast spells like a paladin.
- Religious Studies
When you choose this archetype at 3rd level, as a result of your theological inclinations you gain proficiency in the Religion skill, and your proficiency bonus is doubled for any ability check you make that uses that skill.
- Spellcasting
At 3rd level, you have learned to augment your martial prowess with divine spellcasting. You can choose two cantrips from the cleric spell list. At 10th level, you can choose another cantrip from the cleric spell list.
- Spell Slots
The Preacher 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.
For example, if you know the 1st-level spell shield of faith and have a 1st-level and a 2nd-level spell slot available, you can cast shield of faith using either slot.
Spells Known of 1st-Level and Higher. You know three 1st-level paladin spells of your choice.
The Spells Known column of the Subclass Spellcasting table shows when you learn more paladin spells of 1st level or higher. Each of these spells 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 the cleric spell list.
Whenever you gain a level in this class, you can replace one of the paladin spells you know with another spell of your choice from the paladin spell list. The new spell must be of a level for which you have spell slots.
- Spellcasting Ability
Charisma is your spellcasting ability for your paladin spells, since your power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma 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 Charisma modifier
Spell Attack modifier = your proficiency bonus + your Charisma modifier
- Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your paladin spells.
Class Level |
Cantrips Known |
Spells Known |
—Spell Slots per Spell Level— | |||
---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | |||
3rd | 2 | 3 | 2 | — | — | — |
4th | 2 | 4 | 3 | — | — | — |
5th | 2 | 4 | 3 | — | — | — |
6th | 2 | 4 | 3 | — | — | — |
7th | 2 | 5 | 4 | 2 | — | — |
8th | 2 | 6 | 4 | 2 | — | — |
9th | 2 | 6 | 4 | 2 | — | — |
10th | 3 | 7 | 4 | 3 | — | — |
11th | 3 | 8 | 4 | 3 | — | — |
12th | 3 | 8 | 4 | 3 | — | — |
13th | 3 | 9 | 4 | 3 | 2 | — |
14th | 3 | 10 | 4 | 3 | 2 | — |
15th | 3 | 10 | 4 | 3 | 2 | — |
16th | 3 | 11 | 4 | 3 | 3 | — |
17th | 3 | 11 | 4 | 3 | 3 | — |
18th | 3 | 11 | 4 | 3 | 3 | — |
19th | 3 | 12 | 4 | 3 | 3 | 1 |
20th | 3 | 13 | 4 | 3 | 3 | 1 |
- Ranged Smite
Beginning at 3rd level, your unique blend of martial and divine training allows you to "project" your smiting spells at a distance. A spell with "Smite" in the name that can normally only be used with a melee weapon can now be used with a firearm, but only if the target is within normal range. When using a firearm this way, being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
- Bane Shot
Starting at 7th level, attacks with your firearms deal 2d6 additional radiant damage against fiends and undead.
- Arcane Infused Weaponry
Starting at 13th level, attacks with your firearms are considered magical for purposes of overcoming resistance, and immunity.
- Holy Aura
Once you reach 15th level, you become permanently protected by a protection from evil and good spell which cannot be suppressed or dispelled.
- Shot of Disruption
Beginning at 18th level, your firearm attacks are devastatingly powerful against fiends and undead, sundering the essence of wicked beings with every shot. If a fiend or undead has 50 hit points or fewer after taking damage from one of your firearm attacks, it must succeed on a Wisdom saving throw (DC = 8 + your Charisma modiier + your proficiency bonus) or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.
- Pale Rider
Starting at 20th level, death simply can't stop your divine mission. Should you die, you will come back to life 1d4 hours later as if by a true resurrection spell. Once you have used this feature, you can't use it again until 7 days have passed. Additionally, you no longer suffer the drawbacks of old age.
Multiclassing
Prerequisites. To qualify for multiclassing into the Gunslinger class, you must meet these prerequisites: Dexterity 13 or higher, Wisdom 13 or higher
Proficiencies. When you multiclass into the Gunslinger class, you gain the following proficiencies: Firearms, Tinker's tools, and light armor
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