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GUNSLINGER

By: Branell Jones


Edited By: David Diehl III

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast product
names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the
Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2016 by Branell Jones and
published under the Community Content Agreement for Dungeon Masters Guild.

GUNSLINGER
Across a crowded tavern you see a young man approached by a bulky-looking thug. They seem to be
bickering about payment for some smuggled goods, and the thug reveals a pistol which he points
threateningly at the young man's chest. However, below the table, and the thug's field of vision, the young
man produces a revolver from the holster on his belt. Before the thug can realize what has occurred, a bang
rings out in the tavern, and the thug collapses backward into his seat. I always shoot first, the young man
mutters, as he stands and tosses a gold coin to the barkeep, before making his exit from the now silent tavern.
The elf lies on the forest rooftop, watching the oncoming orc horde. He breathes slowly, silently, as
he gazes down the barrel with his keen eyes. In a moment, he spots him. The orc chieftain. If he can land
this hit, he can end the battle before it begins. The world seems to stand still, and the sniper times the shot
between his heartbeats. Finally, he pulls the trigger, and the shot rings out through the night. The orcs, their
leader downed by an unseen adversary, fall into disarray, and hastily retreat.
The dwarven army pursues the remaining undead forces into the underground caverns after a long
battle to purge the city. An old dwarf warrior leads her troops, inspiring their confidence with her legendary
double-barrel shotgun. As they turn the corner, they are set upon by two previously unseen zombies, and the
dwarven troop holds its breath as their leader is obscured by the undead flesh. But two shots bang out,
reverberating through the chasm, and the corpses, now sporting new holes in their chests, collapse unto the
floor.
All of these heroes are gunslingers, the masters of the firearm, using intuition and luck to score hits
against their foes. Whether downing foe after foe in a crowded room or sniping a strategic target across the
battlefield, these warriors have the potential to change the course of any conflict with their speed and
tenacity.

THE WAY OF THE GUN


The mysterious firearm, still largely shrouded in mystery, has yet to be widely adopted by the armies of the
world. It takes a special soldier, trained to make split-second tactical decisions and aiming adjustments, to
make full use of such powerful weapons. With a little bit of luck, and a large amount of practice, they can
learn to fell foes repeatedly, doing large amounts of damage until their ammo runs out.

CRACK SHOT
Even if one manages to acquire one of the mysterious weapons from a gunsmith or a black-market trader,
they are not automatically a gunslinger. Gunslingers must train regularly to develop their precision and
reflexes, and to acquire the muscle memory for quick reloading, a must in a heated battle. Gunslingers have
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different fighting styles, dictated to some extent by the type of gun they possess, but also by where they are
on the battlefield. Rarely do gunslingers lead the charge, but when they do their charisma is sure to boost the
morale of their allies. Others prefer to remain behind the front line and quickly drop any enemy forces that
attempt to break through their ranks. Still others prefer to remain out of sight and at a distance from the
battle, picking off important targets one-by-one.

CREATING A GUNSLINGER
When creating a gunslinger, the most important considerations are where you acquired your firearm, and
what type of weapon it is. Did you receive it from a gunsmith directly, who apprenticed you directly in its
use? Did you pay a fortune to buy it from a black market trader and then teach yourself to use it effectively?
Did you demonstrate profound skill as an archer first, and were selected by your military to train with one of
their limited supply of such weapons? Whatever your answer, your gun has become an extension of
yourself, whom you can always count on to have your back in a fight.

QUICK BUILD
You can make your gunslinger quickly by following these suggestions: Make Dexterity your highest ability
score followed by Wisdom, or Constitution if following the Commando archetype, or Charisma if following
the Arcane Duelist archetype. Then choose the Folk Hero background.

CLASS FEATURES
As a gunslinger you gain the following class features.

HIT POINTS
Hit Dice: 1d8 per gunslinger level.
Hit Points at First Level: 8+ your Constitution modifier.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per gunslinger level after 1st.

PROFICIENCIES
Armor: Light armor
Weapons: Firearms and all simple weapons.
Tools: Artisan tools (gunsmithing)
Saving Throws: Dexterity, Wisdom.
Skills: Choose two skills from Acrobatics, Athletics, Insight, Intimidation, Perception, Stealth, and Survival
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The Gunslinger
Level

Proficiency Bonus

Grit

(+

Wisdom Feature

Modifier)
1

Deeds

Deeds

Gunslinger
Archetype

Ability Score

Extra Attack

Favored Gun

Deeds

Ability Score

Jury-rigged

10

Gunslingers
Riposte

11

Deeds

12

Ability Score

13

Improved Favored
Gun

14

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15

Deeds

16

Ability Score

17

Master of the Gun

18

--

19

Deeds, Ability Score

20

True Grit

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

(a) leather armor

(a) simple weapon, martial weapon, gun weapon


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(a) pouch of 20 bullets

(a) artisan tools (gunslinger)

(a) dungeoneer's pack or (b) an explorer's pack

DEEDS
Starting at 1st level you can choose a deed from the list below. These deeds will mirror your style of
gunslinging.
You gain additional deeds at 2nd, 7th, 11th, 15th, and 19th level. The deed you choose must be from that
level pool. You can use one deed per round.

GRIT
Grit points are used to activate gunslinger deeds and class features. You can regain grit points after a long
rest, if you get a critical hit, or make the killing blow against an enemy.

GUNSLINGER ARCHETYPES
At third level you choose an archetype the best represents your combat style. Choose Pistolero, Commando,
Arcane Duelist, or Sniper, all detailed at the end of the class description. The archetypes you choose grant
you features at 3rd, 8th, 14th, and 18th level.

ABILITY SCORE IMPROVEMENT


When you reach 4th level, and again at 8th, 12th, 16th, and 19th level you may increase one ability score of your
choice by 2, or 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
Beginning at 5th level you may attack twice instead of once when making an attack action on your turn. You
can use this extra attack to reload if you choose.

FAVORED GUN
As you gain experience, you become more accustomed with a certain gun that you own and you become
more familiar with its inner workings. At 6th level, choose one specific gun you own, if this gun gets a
misfire while using it, repairing it will take a bonus action instead of a full action, except on Misfire 4 which
will be up to the DMs discretion. If you lose that gun permanently, you must finish a long rest before you
can choose a new gun.
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JURY-RIGGED
At 9th level, if you misfire you can spend 2 grit point to continue your action as normal, unless you get the
backfire misfire roll. At the end of your attack your gun is now broken equivalent to misfire 2, and you must
spend an action repairing it. If you get another misfire during this attack, increase the misfire roll by 1, to a
maximum of 4.

Gunslingers Riposte
At 10th level, if an enemy misses a melee attack against, you can spend 1 grit point to make an Attack of
Opportunity against them as a reaction.

IMPROVED FAVORED GUN


At 13th level, when attacking with the gun you choose at level 6, if you get a critical hit or kill an enemy
with this weapon then you regain 2 grit points instead of 1.

MASTER OF THE GUN


At 17th level your misfire range is reduced by 1.

TRUE GRIT
Starting at 20th level you can spend 1 grit point to use an additional deed for this round (it must be the
cheaper costing deed of the two), or if you have no grit points remaining you can use one deed for free. You
may only use this ability once per long rest.

GUNSLINGER ARCHETYPES
Different gunslingers choose to wield their weapons in different ways, often (but not necessarily) dictated by
the weapon they possess itself. The archetype you choose should reflect the style and personality of the
gunslinger.

SNIPER
To the archetypal sniper, patience is as deadly as his firearm. Waiting on the back of the battlefield,
often out of sight, they make every shot count for incredible damage against strategic enemy targets.

Head Shot
At 3rd level, as a bonus you can spend 2 grit point to increase your critical multiplier with a gun by one. So if
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your critical multiplier is x2, after using this feature it will now be x3. You can use this bonus action after
you roll the attack, but before you roll for damage.

Steady Shot
At 8th level, as a bonus action after the attack dice are rolled you can spend Grit Points up to your Wisdom
modifier to temporarily increase your Critical range for this attack. 1 Grit point will increase the critical
range by 1. If you kill an enemy or get a critical hit this way you do not regain your grit points.

Opening Shot
At 14th level, once per round if you hit a creature that has not attacked yet in combat you deal an additional
4d6 points of extra weapon damage. You can spend 1 grit point to add an additonal1d6 points of damage.

Improved Opening Shot


At 18th level, your opening shot is an automatic critical hit.

COMMANDO
The archetypal commando leads the charge, inspiring allied forces and ruthlessly cutting through enemy lines.

Frontlines Fighter
At 3rd level, you no longer have disadvantage when firing point blank with pistols and rifles. You now have
proficiency with medium armor.

Quick Reload
At 8th level, you can now use a bonus action to reload instead of a full action.

Inspiring Commander
At 14th level, as a bonus action you can now use grit to give allies inspiration dice by spending grit points. 1
grit point is a d6, 2 grit points is a d8, 4 grit points is a d10, 6 grit points is a d12.

Leading by Example
At 18th level, as a bonus action you can now give a deed to one of your allies, spending the equivalent grit
points. On their next turn they will complete their next action with the bonus of the deed. You can give this
deed even if you have already used a deed this turn.

PISTOLERO
The archetypal pistolero resides in the center of a battle formation, weakening enemies with shot after shot in
the heat of the action.
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Two Are Always Better Than One


At 3rd level: You may dual wield pistols. The offhand receives your dexterity bonus as well.

Lightning Reload
At 8th level: As a bonus action you may quickly reload both of your pistols, if you are dual wielding, or one
pistol if not.

Chain Shot
At 14th level, as a bonus action if you make a successful attack you can spend 4 Grit points to make
additional attacks in the same action. Chain shot stops once you have to reload or miss. You can use this
feature once per round.

Improved Chain Shot


At 18th level, if you miss a shot while using the chain shot ability, you can spend 2 grit points to continue the
chain.

Arcane Duelist
Arcane Duelists are the embodiment of the raw power of sorcery fused with the mysterious power of the
firearm. They represent the highest order of threats, both to themselves and to any who stand in their way.

Spellcasting
When you reach 3rd level, you augment your Guns with the ability to cast spells. See chapter 10 for the
general rules of spellcasting and Chapter 11 for the sorcerer spell list.
Cantrips. You learn two cantrips of your choice from the sorcerers spell list. You learn an additional
Sorcerer cantrip of your choice at 10th level.
Spell Slots. The Arcane Duelist 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 spells 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 and have a 1st-level and a 2nd-level spell slot
available, you can cast Shield using either slot.
Spells Known if 1st-Level and Higher. You know three 1st-level sorcerer spells of your choice. The
Spells Known column of the Arcane Duelist Spellcasting table shows when you learn more sorcerer spells of
1st level or higher.
Whenever you gain a level in this class you can replace one of the sorcerer spells you know with
another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have
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spell slots.
Spellcasting Ability. Charisma is your spellcasting ability for your sorcerer spells. You uses 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 sorcerer 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

Arcane Duelist Spellcasting


-Spell Slots per Spell Level-

Gunslinger

Cantrips

Spells

Level

Known

Known

1st

2nd

3rd

4th

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10

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10

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16

11

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11

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11

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19

12

20

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Metamagic
At 3rd level, you gain the ability to twist your spells to your needs. You gain two of the Metamagic options of
your choice, which can be found on page 102 in the PHB. You gain another one at 10th and 17th level. When
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using a Metamagic option, use Grit points equivalent to the Sorcery points needed for that option.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Arcane Gun
At 8th level you learn a ritual that creates a magical bond between yourself and your favored gun. You
perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be
within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you cant be disarmed of that weapon unless you are
incapacitated. If it is one the same plane of existence, you can summon that weapon as a bonus action on
your turn, causing it to teleport instantly to your hand.
The ammunition from this weapon counts as magical for the purpose of overcoming resistance and
immunity to nonmagical attacks and damage.

Elemental Rounds
At 8th level, as a bonus action, you can spend 2 Grit points to make you next round deal an additional 1d6
elemental damage. The following Damage type are available to choose from: Acid, Cold, Fire, Lightning,
Poison, and Thunder.
At 14th level the additional elemental damage is increased to 2d6.

Risky Business
Starting at 14th level whenever you get a misfire with your favored gun, if you completed the Arcane Gun
ritual to make it magical, roll on the Wild Magic Surge table instead of using the misfire table. Afterwards
the gun is broken and requires an action to repair (DC = 15). The Wild Magic Surge table can be found on
page 104 in the PHB.

Arcane Bullets
At 18th level, as a bonus action, you can enchant your next bullet with a spell from your available spell list
without expending a spell slot, as longer as it makes sense (DMs discretion). You can spend 1 Grit point to
enchant the bullet with a Cantrip, 2 Grit points for a 1st level spell, 3 Grit points for a 2nd level spell, 4 Grit
points for a 3rd level spell, and 5 Grit points for a 4th level spell. The range of the spell is now the range of the
Gun.
If the spell requires a saving throw use your spell save DC. If the spell requires an attack role use the
attack role for you Guns attack instead.

DEEDS
1st Level:

Deadeyespend 1 grit point to extend the range of your gun by one increment per grit point, but take
a -2 the attack role for each increment. If attack hits deal normal damage.

Take AimYou can spend grit points up to you wisdom modifier to then add a +1 to your attack roll
for each Grit point spent.

Gunslingers MarkYou can spend 1 grit point to mark a target. If you hit that target you do an
additional 1d6 damage. If the target with the mark dies, you can spend an additional Grit point to
switch to another target.

2nd Level:

Gunslinger InitiativeSpend one grit point to gain +2 to initiative roll. You can use this ability
multiple times before the attack order is announced.

Gun ButtUse 1 grit point to make a melee attack with the butt of your gun. Add only your strength
and proficiency to the attack role. If the attack hits, the target takes 1d4+strength. The target then
must make a Constitution saving throw (DC equal to 10 + Damage dealt) to avoid being knocked
prone.

Knock Back ShotSpend 1 grit point. For your next attack, on a successful hit your target will get
knocked 10 feet back and knocked prone unless they beat a Constitution saving throw (DC equal to
10 + Damage dealt).

7th Level:

Point-blank Shot You can spend 2 Grit Points to automatically hit a creature that is within 5 feet
of you. You do normal weapon damage and do not have to roll, but you cannot get a critical hit this
way. If the Gun has a cone attack ignore it for this deed.

Startling ShotYou can spend 1 Grit point to shoot near to, but not actually at, a target. That target
must make a Wisdom saving throw (DC equal to 10 + attack modifier). If the target fails then it is
stunned for one round.

Bleeding WoundWhen you hit a creature, you can spend 1 grit point to have the target take bleed
damage equal to your Dexterity + Wisdom. Each grit point you spend will cause the target to bleed an
additional round. Creatures that cannot bleed (such as skeletons) are immune to this effect.

11th Level:

Clipping shotIf you miss a shot you can spend 2 grit points to hit, but for half the normal damage.
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Returning FireAs a reaction to being hit by a ranged attack you can spend 2 grit points to
immediately make an attack against the target that hit you.

Targeting ShotThe Gunslinger can spend 2 Grit points to target a specific location on a foes body
with a Firearm. 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 after the first shot.

Arms - On a hit, no damage is dealt, but the foe drops 1 item of the Gunslingers choice.

Head - On a hit, the target takes normal damage, and has disadvantage on attacks for 1 round.

Legs - On a hit, the target takes normal damage, and must make a Constitution Saving Throw
(DC = 5 + Damage Dealt) or is knocked prone.

Torso - The attacks critical hit range is increased by 1

Wings - On a hit, the target takes normal damage, and must make a Constitution Saving Throw
(DC equal to 5 + Damage dealt) or plummet 20 ft. (Deed from Gunslinger Archetype by Matthew
Mercer).

15th Level:

Two in OneWhen you hit a creature with a gun you can spend 2 Grit points to have the shot go
through that creature and hit a second creature that is in a direct line. Use the same attack roll to see if
the shot would hit that creature, and if it does, it inflicts half the damage of your first attack.

Ricochet ShotIf a Creature has half cover, three-quarters cover, or full cover you can spend 2 Grit
points to make a normal attack, (as long as theres a surface a bullet can ricochet off of) ignoring the
cover entirely. You cannot get a Critical hit with this shot.

Make it CountWhen you make an attack you can spend 4 Grit points to double your attack bonus
with one of your attacks. You can do this deed after you roll but before the DM declares the attack a
hit or a miss.

19th Level:

Cheat DeathYou can spend all remaining grit points to stay at 1 hit point if an attack would knock
you down to 0. You must have at least 1 grit point to use this ability. After using this ability, you
cannot regain grit points by any means until you have completed a short rest. (Deed from Gunslinger
Archetype by Matthew Mercer).

Death Shot On a critical hit you can spend 8 grit points to deal normal damage to the target but the
target must make a Constitution Saving Throw (DC equal to 5 + half gunslinger level + Wisdom
Modifier). If target fails they take 4x instead of 2x critical damage. If the target succeed it will only
take normal damage.
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Gunslinger Multiclassing
Should you wish to multiclass into a gunslinger, the prerequisites and proficiencies gained are listed below.
Ability Score Minimum
Dexterity 13 and Wisdom 13
Gunslinger Multiclassing Proficiency
Light Armor, Firearms, simple weapons, and artisan tools (Gunsmithing).
Starting Wealth for Gunslinger: 6d4 x 10 gp

Firearms
The below are my variation of rules for Firearms and how they are used. Feel free to use another
variation of the rules.
Cost

Damage

Weight

Properties

Pistol

40 gp

1d8 Piercing

7 lb.

Ammunition (Range 30/200), Clip 6, Misfire 3

Rifle

60 gp

1d12 Piercing

12 lb.

Ammunition (Range 60/320), Clip 3, Misfire 3, TwoHanded

Shotgun

50 gp

2d10 Piercing

15 lb.

Ammunition (Cone 15), Heavy, Misfire 4, TwoHanded

Sniper Rifle

75 gp

1d10 Piercing

15 lb.

Ammunition (Range 150/600), Heavy Misfire 4, TwoHanded

Ammunition: Bullets (20), 3 gp, 1 lb.


Clip: This is how many bullets your gun can store before having to reload. If a Firearm does not have a Clip
property then it can only fire one shot before having to reload.
Cone: A weapon with this property attack in a cone, the size of the cone is determined by the number next to
it in feet. When attacking with this weapon make an attack roll against all creatures in the cone, if you would
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hit the creature then you deal normal weapon damage, if you would miss than that creature would take half
weapon damage.
Misfire: Misfire increases the critical fail range of these weapon. A gun with a misfire 3 has a critical fail
range of 1-3, and a gun with a misfire 4 has a critical fail range of 1-4. Depending on what you role will
determine the type of misfire is which is determined by the table below.

Number Rolled

Effect

Repair time

Loose screw

1 Action (DC =10)

Gun Jams

1 Actions (DC = 10)

Overheat: Take 1d6 of fire damage

2 Actions (DC = 15)

Backfire: Take normal weapon

2 Actions (If the DM allows it)

damage, if the Gun has a cone

(DC = 20)

property apply it as well.

Repairing your Weapon


To repair your weapon you make a saving throw using your Gunsmithing tools against the misfire effect
you got. Below are the effects for succeeding or failing this check.
Critical Success: Repair action takes 1 bonus action instead.
Success: Repair normally.
Fail: Takes 1 extra action to repair.
Critical Fail: Takes 2 extra actions to repair, or is permanently broken and will have to fix outside
combat (DMs discretion).

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Acknowledgments
Matthew Mercer of Critical Role who helped inspire this class with his Gunslinger Archetype for
Fighter
David Diehl III who helped edit this class

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