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Waking up to a goblin ambush, a human reaches for

the pistol she always keeps at her side. She leaps to her
feet and begins to fire, blasting the nearest goblin away
before he can strike.
A gnome sighs to himself in satisfaction as he puts the
final screw into his masterpiece: a massive rifle, almost
twice as tall as he is. He loads it and tests it out on a
nearby tree. The ensuing blast knocks the gnome off of
his feet. He stumbles upright, grinning as he sees the
tree topple over from the hit.
Gunslingers are masters of the firearm, using them to
devastating effect on the battlefield. A gunslinger uses a
steady trigger finger and technical skill to provide cover
fire for her companions and cripples opponents with
deadly special shots.

Creating a Gunslinger
Gunslingers thrive on the outskirts of civilization, both
famous and infamous in the more free-spirited areas
of the world. Talk with your DM about an appropriate
origin for your Gunslinger. Do you live in a city, where
your weapons are possibly outlawed? Or, perhaps, you
come from the frontier, where your kind are common
and the laws, less so.
How did you acquire your first gun? Did your fervor for
invention lead you to create something more powerful
than you know? Did a demon trade this knowledge for
the promise of a favor? Maybe you killed a vengeful foe
and took your gun off his dead body.

Quick Build

You can make a gunslinger quickly by following these

suggestions. First, put your highest ability score
in Dexterity, followed by Intelligence or Wisdom,
depending on the Trail you intend to take at 3rd level.
Second, choose the outlander background.
Classes | Gunslinger
PDF compiled, edited and designed to resemble the official Players Handbook by /u/Barkalot

Natural Talent
The Gunslinger

Bonus Features
Tinkerer, Natural Talent
Gunslingers Trail
Trail Feature
Trick Shot
Ability Score Improvement
Trail Feature
Violent Shot
Ability Score Improvement
Personal Effects
Trail Feature
Trick Up Your Sleeve
Ability Score Improvement
Trail Feature
Slingers Luck
True Grit

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 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per gunslinger level after 1st


Armor: Light armor

Weapons: Simple weapons, firearms
Tools: Tinkers Tools
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Acrobatics, Insight,
Investigation, History, Perception, Sleight of Hand,
Stealth, and Survival.


You start with the following equipment, in addition to

the equipment granted by your background:
(a) a pistol (b) a musket or (c) a scattergun
(a) an explorers pack or (b) a dungeoneers pack
Leather armor, a set of tinkers tools, and 30 pieces of

Beginning at 1st level, you can use Tinkers Tools to
craft basic firearms, detailed at the end of the class
description, as well as basic ammunition for those

Classes | Gunslinger

Beginning at 1st level, choose one of your skill

proficiencies. Your proficiency bonus is doubled for any
ability check you make that uses your chosen proficiency.
In addition, you gain a +1 bonus to attack rolls and
damage rolls you make using firearms.

You, like every gunslinger, have something which allows
you to remain cool and collected, even in the most dire
situations. Starting at 2nd level, you gain a number
of Grit points equal to your proficiency bonus. The
number of Grit points you have can never exceed your
proficiency bonus.
You can spend these points to fuel various class
features. You start knowing one such feature: Aimed
Shot. You learn more such features as you gain
additional levels in this class.
Any expended Grit points refill at the end of a short or
long rest. In addition, you regain 1 Grit point, up to your
current maximum, whenever you roll a critical hit with a
firearm attack, or you use a firearm to reduce a creature
to 0 or fewer hit points. If you reduce a creature to 0 or
fewer hit points with a critical hit, you regain only 1 Grit
point, not 2.
Some of your Grit features require your target to
make a saving throw to resist the features effects. The
saving throw DC is calculated as follows:
Grit save DC = 8 + your proficiency bonus + your Dexterity

Aimed Shot

Beginning at 2nd level, when making an attack with a

firearm as part of your attack action, you may choose
to expend a number of Grit points up to your current
maximum to gain a bonus on the attack roll equal to the
number of Grit points spent. If this attack hits, you add
the number of Grit points spent to its damage roll as

Gunslingers Trail
At 3rd level, you choose the trail which reflects your
own personal style and credo. Following one of these
trails separates a mere gun-toting adventurer from a
legendary gunslinger. Choose the Trail of the Desperado
or the Trail of the Gunsmith, both detailed at the end of
the class description. Your choice grants you a unique
feature when you choose it at 3rd level. It also grants
you additional benefits at 6th, 10th, 14th, and 17th

Extra Attack
Starting at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn.

Trick Shot
Starting at 7th Level, you can target a specific location
on a foes body, so long as the foes body has the location
you want to target. When making an attack with a
firearm, you may spend a Grit point to add an additional
effect based on the targeted location.
Armshot. On a hit, the target must make a
Constitution saving throw or drop a single held item of
your choice.
Headshot. On a hit, the target must make a
Constitution saving throw or have disadvantage on
attacks made until the start of your next turn.
Legshot. On a hit, the target must make a Constitution
saving throw or fall prone.
Bodyshot. On a hit, the target must make a
Constitution saving throw or have disadvantage on
Strength and Dexterity ability checks and saving throws
until the start of your next turn.
Wingshot. On a hit, the target must make a
Constitution saving throw or fall 60 feet. Creatures of
Huge size or larger automatically succeed on saving
throws made against this shot.

than one. While wearing your Comfortable Duster,

you never make an ability check or saving throw with
Lucky Hat. This hat has been with you since the
beginning, and no matter how many times you lose
it, it always seems to find its way back. When you are
hit with an attack while wearing your Lucky Hat, you
may turn that attack into a miss, even if that attack is a
Critical Hit. You may use this feature once between each
long rest.
Quality Cigar. No matter where you draw on it, this
cigar always gives you a quiet moment to reflect. As an
action, you make take a draw on your Quality Cigar to
regain 1 Grit point. You may take a draw on the Quality
Cigar up to 2 times between each long rest.
Tinkers Goggles. Tinkering has always kept you up
at night, and these goggles have been a tinkers best
friend. While wearing your Tinkers Goggles, you can
see normally in darkness, both magical and nonmagical,
up to a distance of 120 feet, and you are immune to
the blind condition. In addition, you have advantage on
Tinkers Tools ability checks to repair a broken gun.

Trick Up Your Sleeve

Beginning at 9th level, you can nimbly dodge out of the
way of certain area effects, such as a red dragons fiery
breath or an ice storm spell. 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.

Violent Shot

When you reach 15th level, you never go anywhere

without a gun on your person, come hell or high water.
Whenever you make a Sleight of Hand check to draw or
hide a light weapon on your person, you can treat a d20
roll of 19 or lower as a 20.

Slingers Luck
Starting at 18th level, some swear youve been kissed by
Lady Luck herself. Before you roll a saving throw, you
can choose to automatically succeed. Once you use this
feature, you must take a long rest before using it again.

Starting at 11th Level, youve learned that you cant

always play safe if you want to win. As part of a ranged
attack action using a firearm, you can spend a Grit point
to perform a Violent Shot. If your attack hits, it is treated
as a critical hit which does not restore Grit and your
weapon is broken (see the Firearm Properties detailed
at the end of the class description).

True Grit

Personal Effects

Gunslingers Trail

Beginning at 13th level, you may choose one of the

following items as your Personal Effects. Your chosen
item grants you a unique bonus, specified below. If
your Personal Effects are lost or destroyed, they are
mysteriously found immediately following your next
long rest.
Acrobatics Harness (Desperado Only). The strains
of rolling, ducking, and dodging can take their toll on
the body. With this harness, you can perform stunts to
dodge out of harms way with little strain on yourself.
While wearing your Acrobatics Harness, you may also
add your Proficiency modifier to the damage reduction
component of Dodge Roll.
The Rambolier (Gunsmith Only). You never leave
home without an ammo stockpile about the size of a
munition depot. This high-capacity, smooth leather
bandolier carries it all for you. While wearing The
Rambolier, you may craft and store up to 2 extra rounds
of Specialty Ammo during each long rest, which are
added to your current maximum.
Comfortable Duster. This old, trail-worn duster has
been your constant companion. Full of holes, torn in
places, and never quite clean, its like you in more ways

Trail of the Desperado

At 20th level, whenever you would regain 1 Grit Point,

you instead regain 2, up to your current maximum.

The desperado fights with skill, reflexes, and a quick

trigger finger. Her movements are crisp and sharp, faster
than the average person can track. Those following this
path drill their motions until they surpass normal mortal

Fast Reflexes

When you choose this trail at 3rd level, your speed

increases by 10 feet while you are unarmored or
wearing light armor.
In addition, you may use your bonus action to either
repair or reload a weapon in your possession.
Quick Draw
By 6th level, youve learned to keep a close eye on
your surroundings, and a close hand on your gun. You
add your proficiency bonus to any initiative check.
Furthermore, during the first round of combat in which
you are not surprised, you can spend a Grit point to
make a single attack with a one-handed firearm at your
initiative + 10. Afterward, initiative proceeds as normal.
Classes | Gunslinger

PDF compiled, edited and designed to resemble the official Players Handbook by /u/Barkalot

Dodge Roll

Starting at 10th level, youve learned to tumble away

from ranged attacks. Whenever you are on the ground
and take damage from a source more than 10 feet away
which you can see, you may use your reaction to dodge
out of the way of further assault, moving a distance up
to half your movement speed, and if you move at least
5 feet, reducing the damage by an amount equal to
your Dexterity modifier. While moving in this manner,
enemies have disadvantage on attacks of opportunity
made against you.

Fan Fire

Starting at 14th level you can attack three times, instead

of two, whenever you take the attack action on your turn.

Improved Quick Draw

At 17th level, Quick Draw no longer consumes Grit. In

addition, you have advantage on any initiative check,
and you are unable to be surprised while you are

Trail of the Gunsmith

A gunsmith is an eccentric arcane tinkerer, unafraid
of taking risks or personally modifying their firearms.
They learn by improving their existing creations and
building new guns. Each new creation is a stepping
stone to something greater. Those following this Trail
use their intelligence to forge weapons and ammunition
unparalleled in the rest of the world.
Some Gunsmith features require your target to make
a saving throw to resist the features effects. The saving
throw DC is equivalent to your Grit save DC.

Walking Armory

When you choose this trail at 3rd level, you craft a

mechanism which allows you to easily store and equip
your personal firearms. You may draw any firearm
within arms reach without using your object interaction.

Apprentice Guncrafting

When you choose this trail at 3rd level, you can craft
new firearms and modify your current ones. Onehanded guns are based on the pistol, two-handed
guns on the musket, and cone guns on the scattergun.
Modifying a firearm requires 1 day of constant work per
modification. You may remove an existing modification
at the same time as you add a new one.
Maintenance. Modifications require constant tuning
and maintenance in order to remain in working order.
During a long rest, you may maintain a number of
modified firearms up to your Intelligence modifier
(minimum of one). If a modified firearm is not
maintained during a long rest, any attack roll made with
that firearm has disadvantage.
Limited Modification. You may modify a firearm
a number of times up to your Intelligence modifier
(minimum of once). In addition, every modification falls
into a category. You may only place a single modification
from each category on a given firearm.
Modifications for firearms are shown on the
Modifications chart. At 3rd Level, you gain access to
the Long Barrel, Snubnose Barrel, Elemental Barrel
modifications. You gain additional modifications as your
level increases, as detailed in the Modifications Table.

Classes | Gunslinger

Level Modification Effect
Long Barrel
The firearm can make attacks up to its long range without disadvantage.
3rd Snubnose Barrel This weapon can only make attacks up to its short range. However, on a hit, the target is
knocked back 5 feet.
3rd Elemental Barrel Damage dealt with the firearm is considered Acid, Cold, Fire, or Lightning for the purpose
of overcoming resistance and immunity. You choose the damage type when you make this
Personal Touches
Rune of
The gun no longer needs to be maintained in order to function properly.
6th Dampening Alloy This firearm is treated as silenced, as detailed in the Firearm Properties section.
Light Alloy
The firearm becomes light, as detailed in the PHB. This does not affect firearms with the twohanded property.
6th Nonporous Alloy The firearm and loaded ammunition are no longer affected by being wet or submerged. You can
use the firearm to make attacks normally while submerged, up to the firearms short range.
Personal Touches
Old Faithful The misfire rating of the gun is reduced by 2.
10th Auto-Loader If you do not use the firearm to make an attack during your turn, the firearm is reloaded to full
capacity without requiring an action.
You no longer have to reload your weapon, but every attack you make with the firearm deals 1 HP Reloading Mechanism
necrotic damage to you.
Reloading Mechanism
The gun automatically reloads itself when your ammunition count drops to 0. After it reloads
itself in this manner, the Mechanical Reloader must be reset before it is usable again. Resetting
the Mechanical Reloader requires an action. You may still manually reload the gun.
Personal Touches
10th Tactical Sniper As an action, you may aim down the scope and make a single attack with advantage.
14th Piercing Ammo Attacks made using this firearm ignore piercing resistance for the purpose of calculating damage. Basic Ammunition
Basic Ammunition
14th Ricochet Ammo Attacks made using this firearm may ricochet. If an attack hits its intended target, you may
choose a single additional target within 10, and make an attack roll with disadvantage against
the second target. This ricochet deals 1d6+DEX mod piercing damage. This second attack roll
cannot cause your weapon to misfire.
Basic Ammunition
14th Corrosive Ammo Successful attacks made using this firearm inflict an additional 1d4 acid damage.
Personal Touches
14th Modular design You may modify this firearm during a short rest.

Journeyman Guncrafting

When you reach 6th level, your skills at modifying

and creating weapons have noticeably grown. Your
proficiency bonus is doubled for any ability check which
uses Tinkers Tools. In addition, youve learned how to
modify your guns to pull latent magic from the world
around them. From now on, any attack made with a gun
youve modified is treated as magical for the purpose of
overcoming resistance and immunity.

Blast Packs

At 10th level, your experiments with arcane technologies

led you to an explosive, yet useful, discovery. When a
creature moves within 5 feet of you, you can use your
reaction to detonate a shaped explosive charge between
you and the creature. The creature loses its reaction,
and must make a Dexterity saving throw or be knocked
prone by the blast, while you ride the shockwave 15 feet
directly away from the creature. You cannot use this
feature while prone.
You can create one shaped explosive charge during a
short or long rest. Unfortunately, the chemicals within
each charge are volatile, and only retain their potency
until the beginning of your next short or long rest.

Specialty Ammo

Beginning at the 14th level, you can craft special ammo

for your firearms with an arcane crystal core, which can
be imbued with certain magical effects when fired. Each
round of special ammo must be crafted during a long
rest, and only retains its special effects until your next
long rest. You can craft and store a number of specialty
rounds equal to your Intelligence modifier (minimum of
1 round) during a long rest.
Upon loading a gun, you must declare how many
specialty rounds (if any) that you are loading into the
gun. Once a piece of specialty ammo has been loaded
into a gun, you may expend it as part of any attack
you make with that gun. You may only use one piece
of specialty ammo per attack action. When you fire
the round, you may imbue it with any effect from the
following list:
Freeze Round. When the round hits a target, a burst
of ice spreads from the point of impact, trapping objects
within 5. A creature hit by a freeze round must make
a Constitution saving throw or become chilled, taking
3d8 additional frost damage and becoming restrained
until the end of your next turn, or half damage on a
successful save. This damage increases by an additional
2d8 at the 17th and 20th levels.

Classes | Gunslinger
PDF compiled, edited and designed to resemble the official Players Handbook by /u/Barkalot

Cost Damage


1000 gp 1d6 piercing


250 gp 1d8 piercing

Weight Properties

2 lb. Ammunition (range 15/60), capacity 1, light, misfire 0, reload,

special - derringer
250 gp 1d12 piercing 9 lb. Ammunition (range 150/600), capacity 4, misfire 3, reload, two-handed
125 gp 1d10 piercing 4 lb. Ammunition (range 60/240), capacity 4, misfire 3, reload
500 gp 1d6 piercing 8 lb. Ammunition (range 10/20), capacity 2, light, misfire 3, reload, scatter
8 lb. Ammunition (range 15/30), capacity 2, misfire 3, reload, two-handed, scatter

Explosive Round. The round detonates on impact

with a target, dealing fire damage in a 10 radius sphere.
Creatures in this area of effect must make a Dexterity
saving throw or take an additional 3d8 fire damage, or
half that on a successful save. This damage increases by
an additional 2d8 at the 17th and 20th levels.
Drill Round. The round becomes sheathed in a
piercing arcane aura. When you use these rounds
to make an attack against a target with half or threequarters cover, you make the attack as if the target had
no cover. In addition, this round deals an additional
3d6 damage on a hit. This damage increases by an
additional 2d6 at 17th and 20th levels.
Flash Round. The round doesnt deal any damage, but
instead creates a blinding flash of light emanating in a
30 cone from the barrel of the gun. Any creature within
the cone must make a Constitution saving throw or
become blind until the end of your next turn.
Stun Round. This round doesnt deal any damage,
but any creature which is hit must succeed on a
Constitution saving throw or fall prone and become
stunned until the end of your next turn. Constructs
and undead creatures are immune to the effects of this

Masterwork Guncrafting

Starting at the 17th level, your long, hard hours at a

workbench and in the field have paid off, giving you a
masters grasp of tinkering and guncrafting. Whenever
you would suffer a misfire, you may choose to ignore it.
You must complete a short or long rest before using this
ability again.

Firearm Properties
Credit to /u/raynfalldown for firearm attribute ideas.
Ammunition. You can make a ranged attack with a
firearm only if you have ammunition to fire with. Each
time you attack with the firearm, you expend one piece
of ammunition. Drawing the ammunition from a belt,
case, or other container is part of the attack (you need
a free hand to load a one-handed weapon). You cannot
recover spent ammunition. Once fired, it is gone.
Broken. A broken firearm cannot be fired until it is
repaired. To repair a broken firearm, you may use an
action to attempt a Tinkers Tools ability check with a
DC equal to 10 plus the weapons base misfire score. On
a success, the weapon is no longer considered broken.
Capacity. A firearms capacity is the number of shots
it can hold at one time. When a firearm has been fired
a number of times equal to its capacity, it must be
reloaded before firing again.

Classes | Gunslinger

Misfire. If your natural roll for a gun attack falls at or

below the misfire score of the gun you are using, you
suffer a misfire. Your attack misses, any ammo you used
in the attack is expended, and your gun becomes broken.
You must repair a broken gun before using it.
Range. Most firearms have two range increments,
short and long. Firing at short range has no negative
effect. Firing at long range imposes disadvantage on
the attack. Guns cannot be fired outside of their longrange increment. Some guns have only a single range
increment. In that case, the gun cannot be fired out
outside of its single range increment.
Reload. Reloading a gun replaces your next attack you
would make with the firearm, refilling the ammunition
in the gun to its capacity. If you prefer, you may instead
use an action to reload your firearm.
Scatter. Firearms with this property shoot pellets in
a cone out to their long range increment. All creatures
within the cone must make a Dexterity saving throw
(DC equal to the 8 + the shooters Dexterity modifier +
the shooters Proficiency modifier), taking full damage
on a failed save, or half damage on a successful one.
Creatures outside of the firearms short range have
advantage on this saving throw. If the shooter is not
proficient with firearms, all creatures attempt the saving
throw roll with advantage.
Silenced. When fired, a silenced weapon makes no
more noise than a bowshot.
Special - Derringer. A small pistol created for surprise
attacks at close range, the derringer is an assassins
best friend. Derringers grant their wielder advantage
on Sleight of Hand checks to draw, and can attack from
within 5 feet without disadvantage.

Other Rules
Ammunition and Water. If your ammunition becomes
wet, there is a 50% chance it becomes a blank. You roll
d100 to determine if a wet piece of ammo is a blank
when it is fired. On a 1-50, its a blank and doesnt fire.
Firearms and Water. If your firearm becomes wet,
you must use your Tinkers Tools to disassemble
the gun and clean it before it is operational again.
Disassembling your gun does not require an ability
check, but it does require a set of Tinkers Tools. You
cannot load or fire a firearm underwater without
magical aid, unless otherwise stated.
Noise. When fired, a firearm makes a loud sound,
much like two stones crashing together at high speed.
This sound is easily heard by any creature within mile
of the gunshot.

Gunslinger Class by
/u/Ujio21 and /u/xQF13
Art Credits in Order of Appearance
Dysfontional Systems: Bouchard by Rtil
Cowboy by Kate Pfeilschiefter
Blunderbuss by Beaulamb 1992
Connor Weapons by Okmer
Prairie Sky by Christopher Balaskas
Christine by Polyraspad
Samorol Rifle by Beaulamb 1992
Point Blank by Mark Bulahao

Classes | Gunslinger
PDF compiled, edited and designed to resemble the official Players Handbook by /u/Barkalot