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G UNSLINGER

High in a tree on the far side of the square, a halfling adjusts


his hood to keep the sun out of his eyes. When the orc
warlord comes out of the palace, he can’t afford to miss.
From this distance, they’ll never know where a single
shot came from, but they would be ready for a second.
A tiefling steps into the clearing between the
gathered mobs. In a sudden burst of speed he rushes
forward, accompanied by cracks of thunder and
flashes of fire, the storm of bullets left in his wake
causing the opposition to scatter for shelter.
As the half-elf stares down her opponent, she
can’t help but smile. She knows her adversary
recognizes the firearm she carries, and that the
bullets have little chance of getting past his
shield. Mumbling under her breath, the runes
along the barrel begin to glow. Too late does he
relies the shield isn’t going to help.
Gunslingers are grouped together by one
thing: their love of hot iron and flying lead.
Beyond this, they are as wild and varied as the
lands they roam.

R ANGE OF ACCURACY
From the patient assassin in the shadows
waiting for the perfect shot, to the show-
boating wild man hitting three out of four
bullseyes in under three seconds, all
gunslingers can agree that accuracy is the most
important thing. Whether aiming for maximum
effect, to incapacitate, or to intimidate, knowing
where to hit is the most important part of
knowing how to hit.

P ERSONALIT Y
In a world of magic, strength of character is as
powerful a weapon as the intent that drives spells.
The abundance of confidence and self-assurance that is
put into every attack ensures that every shot counts.
A gunslinger’s personality is as distinctive as the
weapon he carries. From the brash and obnoxious to the
sullen and reclusive, even cruel and menacing, a
gunslinger’s attitude towards the world is rarely hard to
guess.

C REATING A G UNSLINGER
When creating a gunslinger, consider what has sparked
your character interest in firearms. Perhaps a lone
gunman caused a lot of trouble in the village where you
grew up. Maybe the threat of war lead to your
conscription into the kingdom’s infantry. Perhaps an
interest in harder sciences or the mechanics of devices
progressed into a love of things that go boom.
Having chosen the way of the bullet, what do you
think about guns? Are they simply a means to end, or a
set of tools to be honed? How are firearms viewed in the
The Gunslinger A IM
Proficiency
Level Bonus Features The first thing every gunslinger needs to learn is how to
1st +2 Aim, Two-Weapon Shooting make each shot count. You can use a bonus action on
2nd +2 Grit your turn to add one of the following benefits to the next
3rd +2 Gunslinger Clique attack you make with a firearm this turn.
4th +2 Ability Score Improvement Long Shot. Double the distance of the normal range
5th +3 Clique Feature, Gaining Grit
for the attack.
6th +3 Trick Shot
Steady Shot. Double your proficiency bonus before
7th +3 Clique Feature
adding it to the attack roll.
8th +3 Ability Score Improvement
Targeted Shot. Add your Charisma modifier to the
9th +4 Gaining Grit
damage roll.
10th +4 Ability Score Improvement
11th +4 Clique Feature
Vital Shot. The attack scores a critical hit on a roll
12th +4 Ability Score Improvement
of 19 or 20.
13th +5 Trick Shot
14th +5 Trademark Grit
T WO -W EAPON S HOOTING
15th +5 Clique Feature When you take the Attack action and attack with a light
16th +5 Ability Score Improvement firearm that you're holding in one hand, you can use a
17th +6 Trick Shot bonus action to attack with a different, loaded light
18th +6 Clique Feature
firearm that you're holding in the other hand. You don't
19th +6 Ability Score Improvement
add your ability modifier to the damage of the bonus
20th +6 Shoot ‘Em Up
attack, unless that modifier is negative.

lands you grew up in? Does everyone have a six-shooter


G RIT
on their belt? Are they the instruments of the demon’s At 2nd level, your courage in combat begins to manifest
orchestra? itself as new techniques with your firearms. This spring
of determination is represented by a pool of points called
Q UI CK B UI L D Grit. You spend grit to power your gunslinger abilities.
You can make a gunslinger quickly using these
suggestions. First, Dexterity should be your highest G AI N I N G G R I T
ability score, followed by Charisma. Next, choose the You gain Grit through various situations where your
criminal or outlander background. determination is needed or when it pays off.
Choose one of the following conditions for gaining grit
C LASS F EATURES at 2nd level. You can choose additional conditions at 5th
and 9th levels. The clique you choose at 3rd level will
As a gunslinger, you gain the following features. also grant you a unique condition.
HIT POINTS Gaining Grit
Hit Dice: 1d8 per witch level. Condition Gain one grit when…
Hit Points at 1st Level: 8 + your Constitution modifier Close Call a creature misses you with an attack roll
Hit Points at Higher Levels: 1d8(or 5) + your no lower than your AC minus 3.
constitution modifier per witch level after 1st Creature Kill you reduce a creature to 0 hit points with
a firearm.
P R OF I C I E N CI E S Critical Hit you score a critical hit with a firearm.
Armor: Light armor, medium armor Initiative you roll for initiative.
Rest you finish a short or long rest.
Weapons: Simple weapons, firearms
Tools: None You can only gain one grit per attack. For example, if
you score a critical hit that reduces a creature to 0 hit
Saving Throws: Dexterity, Charisma points, you only gain one grit since the Creature Kill
Skills: Choose two from Acrobatics, Athletics, History, and Critical Hit conditions were triggered by the same
Insight, Intimidation, Investigation, Perception, attack.
Persuasion, Stealth, and Survival The maximum amount of grit you can have is equal
to your Charisma modifier (minimum 1).
E Q UI P M E N T
You start with the following equipment, in addition to T R I C K S H OT S
the equipment granted by your background: When you make an attack with a firearm, you can spend
• (a) a dagger or (b) one simple weapon 1 grit to make a trick shot. An attack can benefit from
• (a) two pepperboxes or (b) a rifle both an aim bonus and a trick, but no more than one
• (a) a dungeoneer’s pack or (b) an explorer’s pack trick.
• 20 rounds of ammunition
At 2nd level, choose two tricks to begin your
repertoire. Your trick shot options are detailed at the T RICK S HOTS
end of the class description. Select from the following list of tricks. The effects of the
Some tricks will require the target to make a saving trick are in addition to the attack’s normal damage,
throw. The DC for these attacks is unless otherwise stated in the trick’s description.
Special attack save DC = 8 + your proficiency C O VE R I N G F I R E
bonus + your Dexterity modifier For the rest of this round, whenever you make an attack
You learn additional trick shots as you increase your with a firearm, you may choose to make two attacks
level in gunslinger, adding one more to your repertoire instead. If you do, these attacks only deal half damage
at 6th, 13th, and 17th levels. on a hit.
C R I P P L I N G S HO T
G UNSLINGER C LIQUE The next time the target attempts to move, it must
As a gunslinger, you will tend to lean towards a specific make a Strength saving throw. On a failed save, it falls
style of firearm use. The outside world will consider you prone and its speed is reduced by half until the end of its
part of a Clique of similar gun users, which isn’t too far next turn.
off the mark.
At 3rd level, you choose a clique who’s style you will
D A N CE !
adopt as your own. Choose Gun Kata Master, The target must make a Wisdom saving throw. On a
Sharpshooter, or Gun Mage, all detailed at the end of failed save, each attack you make against the target this
the c1ass description. The clique you choose grants you turn (including this attack) can force it to move 5 feet in
features and an additional condition for gaining grit at a direction of your choice. If you try to move the creature
3rd level, and additional features at 5th, 7th, 11th, 15th, into a clearly harmful situation, such as off the edge of a
and 18th levels. cliff or into a pool of lava, it can repeat the saving throw
with advantage, ending the effect with a success. This
A BILIT Y S CORE I MPROVEMEN T trick has no effect on a creature with a speed of 0.

When you reach 4th level, and again at 8th, 10th, 12th, D I S AR M I N G S HOT
16th, and 19th level, you can increase one ability score You shoot at a creature’s arms, attempt to disarm the
of your choice by 2, or you can increase two ability s target, forcing it to drop one item of your choice that it's
cores of your choice by 1. As normal, you can't increase holding, The target must make a Strength saving throw.
an ability score above 20 using this feature. On a failed save, it drops the object you choose. The
object lands at its feet.
T RADEMARK G RIT
D I S T R AC T I ON
By 14th level, your fighting style has fully become your You time your shot to gently interrupt the target’s focus.
own. Choose one of your conditions for gaining grit. The next attack roll against the target by an attacker
Now, when you meet that condition, you gain two grit other than you has advantage if the attack is made
instead of one. before the start of your next turn.

S HOOT ‘E M U P D US T A N D S M OKE
Whether or not the attack hits, your weapon releases a
At 20th level, you gain a +2 bonus to all attack plume of smoke filling a 15 ft. cube adjacent to you in
and damage rolls made with firearms. the direction of the attack’s target. The cloud lasts until
the start of your next turn and its area is heavily
obscured. A moderate wind will disperse the cloud early.
H E A D S H OT
You attempt to concuss the target by shooting it in the
head. The target must make a Constitution saving
throw. On a success, the target has disadvantage on
attack rolls until the start of your next turn. On a failed
save, it can’t take reactions and must roll a d8 at the
start of its next turn. Assign a direction to each number
of the die. The creature spends its turn by moving half
its speed in the rolled direction, attacking the first thing
it runs into.
R E N D I N G S H OT A D D I T I O N AL T R I C K S HO T S
The target must make a constitution saving throw. On a At 7th level and again at 15th level, you can choose an
failed save, it takes 1d4 damage at the beginning of each additional trick shot to add to your repertoire.
of its turns. If the target regains any hit points, this
effect ends. C L O S E Q UAR T E R S
Starting at 11th level, being within 5 feet of a hostile
R I C OC HE T creature doesn’t impose disadvantage on ranged attack
Choose a solid surface within the normal range of your rolls.
weapon. You can make an attack with disadvantage as
though you were standing at the chosen surface. C HE AT D E AT H
Starting at 18th level, when you are reduced to 0 hit
W AR N I N G S H OT points but not killed outright, you can immediately
You fire a round close to, but not hitting the target. spend all of your current grit (minimum of 1) to instead
Make an attack roll as normal. On a hit, the attack be reduced to 1 hit point.
deals no damage and the target must make a Wisdom
saving throw. If the target fails its save, you gain S HARPSHOOTER
advantage on Charisma(intimidation) checks against it
The sharpshooter believes in accuracy above all else.
for one minute. On a critical hit, the attack deals 1
What’s the point of shooting at someone if you’re just
damage and the target makes its save with
going to miss?
disadvantage. This trick has no effect on a creature that
cannot be frightened. Gaining Grit
Condition Gain one grit when…
G UNSLINGER C LIQUES Sure Shot you hit with a firearm attack that has
disadvantage.
While all gunslingers, famous or otherwise, are grouped
together by their use of guns, they also remain separate S T E AD Y H AN D
and unique by the style in which they use them. Starting at 3rd level, you get a +1 bonus to the first
Whether you trained with a proficient firearm user or attack roll you make with a firearm each turn.
developed a style on your own, your techniques will SWIFT AIM
resemble one of the following.
Beginning at 5th level, when you use the attack action
G UN K ATA M ASTER to attack with a firearm, you may treat that attack as
though you spent a bonus action to aim.
For those who know that gun play is more than a means
to an end. It is an art form to be performed flawlessly, a S P A T I AL A W AR E N E S S
dance under a hail of bullets, a symphony of gunpowder Your skills for knowing precisely where a target is
and lead. extends to a general awareness of your surroundings.
Beginning at 7th level, if you would add your proficiency
Gaining Grit bonus to an Intelligence(investigation) or
Condition Gain one grit when… Wisdom(perception) check, you may double your
Rapid Fire you hit 3 or more times with a firearm in proficiency bonus for that check.
one turn.
S E T Y O UR S I G HT S
G U N -F U D E F E N S I VE S T A N CE Beginning at 11th level, if you miss with a an attack
Beginning when you choose this style at 3rd level, you with a firearm, you gain a +2 bonus on your next attack
know how to position yourself in combat to avoid being with a firearm against the same target before the end of
hit. While you are wearing no armor or light armor and your turn.
not wielding a shield, your AC equals 10 + your
Dexterity modifier + your Charisma modifier. S UP E R I OR A I M
In addition, you have advantage on Dexterity saving Starting at 15th level, the effects you are granted for
throws while in combat. aiming are increased.
Long Shot. You don’t suffer disadvantage for
I M P R OVE D T W O -W E A P ON S HO OT I N G attacking a target at long range.
Beginning at 5th level, when you attack with a firearm Steady Shot. Triple your proficiency bonus before
that you're holding in one hand, you can attack with a adding it to the attack roll.
different, loaded firearm that you're holding in the other Targeted Shot. Add twice your Charisma modifier
hand as part of the same action. If you don’t add your to the damage roll.
ability modifier to the damage of the first attack, you Vital Shot. The attack scores a critical hit on a roll
don’t add it to the damage of the second attack either. of 18 or 20.
I N T E L L E CT US reach 7th level in this c1ass, you can learn one new spell
No one can hide from your aim. At 18th level, you of 1st or 2nd level.
gain the ability to focus your spatial awareness to locate The spells you learn at 8th, 14th, and 20th level can
potential targets. come from any school of magic.
As a bonus action, you learn the exact location of all Whenever you gain a level in this class, you can
creatures within 30 feet of you, regardless of their replace one of the wizard spells you know with another
visibility or the state of your own senses. You can spend spell of your choice from the wizard spell list. The new
a bonus action on subsequent turns to maintain this spell must be of a level for which you have spell slots,
state of awareness, for a maximum of 5 minutes. and it must be an evocation or illusion spell, unless
You must finish a short rest before you can use this you’re replacing the spell you gained at 8th, 14th, or
feature again. 20th level.
Spellcasting Ability. Charisma is your spellcasting
G UN M AGE ability for your gun mage spells. You use your Charisma
whenever a spell refers to your spellcasting ability. In
The Gun Mage can be a true force to be reckoned with, addition, you use your Charisma modifier when setting
augmenting their weapon shots with magic for the saving throw DC for a wizard spell you cast and
devastating hits. when making an attack roll with one.
Gaining Grit Spell save DC = 8 + your proficiency bonus +
Condition Gain one grit when… your Charisma modifier
Strong Magic you reduce a creature to 0 hit points with
a spell. Spell attack modifier = your proficiency bonus +
your Charisma modifier
B O N U S P R OF I CI E N C Y Spellcasting Focus: You use your inscribed firearm
At 3rd level, you gain proficiency with Jeweler’s Tools, as a spellcasting focus for your gun mage spells. Any
used to inscribe magical scrollwork onto your guns. spell that requires a ranged spell attack roll has its
S P E L L S HO OT I N G range replaced with the long range of the firearm. You
When you reach 3rd level, you augment your martial may also make a ranged attack roll with the firearm in
prowess with the ability to cast spells. See chapter 10 for place of the ranged spell attack roll in the spell,
the general rules of spellcasting and chapter 11 for the applying any appropriate bonuses such as from your
wizard spell list. Aim feature.
Firearm Scrollwork. You can apply magical runes,
Gun Mage Spellshooting
spell formulae, or other mystic scrollwork to a firearm.
Gunslinger Elemental Spells Spell
Doing so requires a day’s work with your jeweler’s tools Level Shot Damage Known Level
and 100gp worth of arcane materials. The scrollwork is 3rd - 3 1st
used to store magical energies. You can only maintain 4th - 4 1st
one inscribed weapon at a time. If you inscribe another, 5th 2d4 4 1st
the writings on the first will fade. 6th 2d4 4 1st
7th 2d4 5 2nd
You can expend the energy stored in your firearm to
8th 2d6 6 2nd
cast a spell. The spell is cast as if you had used a spell 9th 2d6 6 2nd
slot of the level shown in the Spell Level column of the 10th 3d6 7 2nd
Gun Mage Spellshooting table. 11th 3d6 8 2nd
For example, if a 7th level gunslinger casts the 1st 12th 3d6 8 2nd
level spell guiding bolt, it is cast as 2nd-level spell. 13th 3d8 9 3rd
After casting a spell this way, you must let the 14th 3d8 10 3rd
15th 4d8 10 3rd
firearm recharge by finishing a short or long rest before
16th 4d8 11 3rd
you can cast another spell. 17th 4d8 11 3rd
Spells Known of 1st-Level and Higher. You know 18th 4d10 11 3rd
three 1st-level wizard spells of your choice, two of which 19th 4d10 12 4th
you must choose from the evocation and illusion spells 20th 4d10 13 4th
on the wizard spell list.
The Spells Known column of the Gun Mage
Spellshooting table shows when you
learn more wizard spells of 1st level
or higher. Each of these spells must
be an evocation or illusion spell
of your choice, and must be
of a level for which you
have spell slots. For
instance, when you
E L E M E N T AL S HOT Arcane Silencer. The attack creates no sound, as
Beginning at 5th level, you can spend a bonus action to though under the effect of a silence spell. If you made
enchant your next shot with elemental energies. Choose the attack while hidden, you can make another hide
acid, cold, fire, lightning, poison, or thunder. The check to remain hidden without spending an action.
damage from your next firearm attack is considered Magic Bullet. The attack homes in on the target like
magical for the purpose of overcoming resistance and a magic missile spell, automatically hitting without an
deals 2d4 additional damage of the selected type. The attack roll. This attack cannot benefit from your Aim
extra damage increases as you gain levels as a feature.
gunslinger as shown in the Gun Mage Spellshooting Mystic Reload. After the attack, your weapon
table. reloads itself to its full capacity, assuming you have
enough ammunition on hand.
E L A BOR A T E S CR OL L W OR K Tracer Round. On a hit, the target is outlined in
Also beginning at 5th level, you can create more blue, green, or violet light as if by the faerie fire spell
elaborate scrollwork on your firearm capable of casting until the end of your next turn. While affected, the
two spells before needing to recharge. target sheds dim light in a 10-foot radius. Any attack
Alternatively, you can inscribe two firearms, each roll against the affected creature or object has
capable of casting one spell before recharging. In this advantage if the attacker can see it, and the affected
case, the modified range and attack roll of the spell creature or object can’t benefit from being invisible.
being cast are based on the firearm with the scrollwork Twinned Shot. You fire two copies of the same
being expended. bullet at once. Choose two targets for the attack that are
no more than 10 feet apart. You use the same attack and
B E AT D OW N damage rolls for both targets.
At 7th level, you learn the shillelagh cantrip and can
cast it on your firearm. While the spell is active, you are S P E L L S L I N GI N G Z E N I T H
considered proficient with melee attacks made with the Starting at 18th level, when you use your action to cast
firearm. a spell, you can make one firearm attack as a bonus
action.
A R C AN E T R I CK S H OT S
At 11th level, and again at 15th level, you add one of the
following tricks to your repertoire.

F IREARMS
What would a gunslinger be without guns to sling?
For the general rules on firearms, see Chapter 9 of
the Dungeon Master’s Guide. One exception to the DMG FIREARMS ARE STILL RANGED WEAPONS, AND THEREFORE USE DEXTERITY
is that these weapons fall under their own classification, AS THEIR ABILITY MODIFIER.
“firearms,” rather than being grouped with “martial THE SEPARATION FROM MARTIAL WEAPONS IS ONLY SO THAT CLASSES
ranged weapons.” SUCH AS BARBARIANS, CLERICS, AND PALADINS DON’T AUTOMATICALLY
HAVE TRAINING WITH FIREARMS.
Here are a few examples of firearms to get you
started, including those found in the gunslinger’s
starting equipment. For more options, see PCSpinner’s
Weapons Primer available on DMsGuild.com.

Name Damage Weight Properties


Firearms
Pepperbox 1d6 piercing 4 lb. Ammunition (range 40/100), light, reload (4 shots)
Revolver 1d6 piercing 5 lb. Ammunition (range 50/150), light, reload (6 shots)
Rifle 1d10 piercing 24 lb. Ammunition (range 150/400), heavy, two-handed,
reload (10 shots)
Warbreaker 1d8 piercing 15 lb. Ammunition (range 80/200), reload (6 shots)
M ULTICLASSING H OMEBREW
When multiclassing into Gunslinger, use the general
rules for multiclassing found in Chapter 6 of the Player’s
Handbook along with these class specific statistics.
S HENANIGANS
If you are using this class along with PCSpinner’s Skill
P REREQUISITES Point variant rules, replace the following class features.

Multiclassing Prerequisites C L I Q UE : S H AR P S H OO T E R
Class Ability Score Minimum SPACIAL AWARENESS
Gunslinger Dexterity 13.
Your skills for knowing precisely where a target is
P ROFICIENCIES extends to a general awareness of your surroundings.
Beginning at 7th level, you can raise your skill points in
Multiclassing Proficiencies Investigation and Perception to twice your proficiency
Class Proficiencies Gained. bonus.
Gunslinger Light armor, medium armor,
simple weapons, firearms

C LASS F EATURES
S P E L L C AS T I N G
Spellshooting. If you have the Spellcasting class
feature or the Pact Magic class feature from the warlock
class, and the Spellshooting class feature from the
gunslinger class, you can expend your scrollwork to cast
spells you know or have prepared from the Spellcasting
or Pact Magic features, and you can use the spell slots
you gain from the Spellcasting or Pact Magic class
features to cast wizard spells you know.

C HANGELOG
 v1: First Public Release

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