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Gunslinger

A 5e Class by u/platinumsketch
When creating a Gunslinger, there are a few important
Gunslinger questions to ask. One of the most important would be where
A small halfling man stands with an empty revolver. In front of did they learn how to use firearms? Were they taught from an
him stands a once angered, now dead, half orc man who drew ex soldier? Or did they learn while hunting for food?
his arm too slow. Furthermore, where did they learn the skills they gain as
Behind the front lines stands a female tiefling, holding they level? If they are a Spellslinger, is a member of the party
down a fort and a coehorn with two others. As enemies also a spellcaster who taught them magic? Did they pray and
advance and her allies attempt to load the artillery piece, she follow gods, becoming a Holy Avenger? Was their parent a
aims it, and then quickly fires her rifle off to the side at an Ranger, who taught them the importance of law and how o
advancing foe, intent on holding her position. protect others? Did they perform an apprenticeship under a
smith for money to feed their family, only to learn a lifelong
With nothing but her own thoughts and the sound of her trade and friend?
hammer clinking, a dwarvish woman sits hunched over an
anvil and forge, crafting her allies firearms. Quick Build
Hidden on the rooftop of a saloon, outnumbered and out You ca make a gunlinger quickly by following these
gunned, a lone ranger hides. Counting his ammunition and suggestions. First, Dexterity should be your highest score,
biding his time, the human man aims a single, deadly shot at followed by constitution. If you plan to be a Bounty Hunter,
th leader, waiting for the time to strike. Head Hunter, or Holy Avenger, instead make Wisdom your
As he steps slowly down Main Street, a man carrying his second highest score. If you plan to be a Spellslinger, make
two revolvers calls for his foe. The man knows everything your second highest score Intelligence.
about him, and readies for a showdown. Yet when the time
comes, the man puts twelve shots in his bounty before he can
even draw, having used each click and every part of his
personality against him to gain the upper hand.
Slowly trotting around the grasslands with his warhorse, a
half orc man comes across small bandit encampment. Having
lacked any excitement for the past few weeks, he decides to
rush in and take them himself. As he rides through
unexpectedly, he fires off two shots with his coach guns,
meanwhile his warhorse easily tramples a man herself.
Holding her rifle and aiming down at a demon dashing
towards her, an aasimar woman focuses divine energy into
her firearm. As the fiend nears her, flanked by his allies, the
woman unleashes a blast of divinely imbued lead, spraying
down many of the demons before they can get anywhere near
her.
Quickly dropping a fireball and then firing her two pistols,
an elvish woman hides behind a brick wall, thinning out the
rangers and cowboys swarming her alike.
Officers and Outlaws
Though they are often good, a gunslinger can easily be bad,
becoming an outlaw through violent use of their firearm and
occasional magic proficiencies. However, the gunslinger is
more often a wandering hero or lawmen of some sort,
dispensing justice where they go.
Gun and Spell Slingers Alike
A vast majority of gunslingers use their firearms almost
exclusively, but a few will pick up magic, be it arcane or divine.
Often these abilities are learned from a greater user of such
magics, and then slowly mastered to a point of adeptness
where they can bused alone in combat.
The use of magic doesn't keep gunslingers from utilizing
their firearms however, as those that practice magics can
often cast spells and then quickly switch to using firearms.

Creating a Gunslinger

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Gun fights and ambushes have taught you one thing, and
that's to be alert and watchful. You can't be surprised while
you're conscious, and you ignore difficult terrain.
Gunslinger
Level Proficiency Bonus Features Grit Point Grit
1st +2 Wary, Skill Shot 2 Your way of live has caused you to develop a particular
hardiness to your person called grit. This is represented by
2nd +2 Shooting Styles 2 the number of Grit points you have, which can be seen on the
3rd +2 Gunslinger's Trail 3 Gunslinger class table. You can expend Grit Points to perform
abilities called Skill Shots, with you regaining all expended
4th +2 Ability Score Increase 4 Grit at the end of a short or long rest. At 1st level you know 2
5th +3 Extra Attack 5 Skill Shots, and you learn 2 more at 9th, and 17th levels.
Some Skill Shots may call for an enemy to make a saving
6th +3 Ability Score Increase 6 throw, if that is the case, the following is the DC for the saving
7th +3 Trail Feature 7 throw called. Additionally, only one Skill Shot may be
8th +3 Ability Score Increase 8
performed per turn.
9th +4 Skill Shot (2) 9 Skill Shot Save DC = 8 + your proficiency bonus +
your Dexterity modifier
10th +4 Bullet Time 10
11th +4 Trail Feature 11 Shooting Styles
12th +4 Ability Score Increase 12 At 2nd level, you develop a particular style of shooting and
using firearms. Choose one of the styles below. You can't
13th +5 Extra Attack (2) 13 choose a Shooting Style again, even if you later get to choose
14th +5 Ability Score Increase 14 again.
15th +5 Trail Feature 15 Two Weapon Fighting
16th +5 Ability Score Increase 16 When you engage in two-weapon fighting, you can add your
ability modifier to the damage of the second attack so long as
17th +6 Skill Shot (3) 17 the attack is made by a firearm.
18th +6 Trail Feature 18
Explosive
19th +6 Ability Score Increase 19 When you use an explosive, grenade, or a weapon with the
20th +6 Boundless Grit 20 Explosive property, you can reroll 1s and 2s on the damage
die, though you must take the new rolls even if they are 1s and
2s.
Heavy Caliber
Attacks you make with two-handed firearms deal +2 bonus
Class Features damage.
As a Gunslinger, you gain the following class features Marksman
Hit Points You have a +2 bonus to attack rolls made with firearms.
Hit Dice: 1d8 per Gunslinger level Gunslinger's Trail
Hit Points at 1st Level: 8+Constitution modifier
Hit Points at Higher Levels: 5 (1d8)+Constitution modifier By 3rd level, your specialized way of fighting and life becomes
Proficiencies evident and grants its own specific skills. These are
represented by the Gunslinger's Trail, which you choose one
Armor: light armor, medium armor of from. They are Grenadier, Gunsmith, Head Hunter, Outlaw,
Weapons: simple weapons, pistols, revolvers, rifles, shotguns Ranger, Saddle Tramp, and Spellslinger. You gain features
Tools:* none from your trail at 3rd, 7th, 11th, 15th, and 18th level.
Saving Throws: Dexterity, Wisdom
Skills: Choose two from Acrobatics, Athletics, Perception, Ability Score Increase
Sleight of Hand, Stealth and Survival. When you reach 4th level, and again at 6th, 8th, 12th, 14th,
Equipment 16th and 19th level, you can increase one ability score of your
You start with the following equipment, in addition to the choice by 2, or two ability scores of your choice by 1. As
equipment granted by your background: normal, you can't increase an ability score above 20 using this
feature.
(a) two Pistols, (b) a Rifle, (c) or a Shotgun
(a) a Revolver or (b) a Pistol
an Explorer's Pack
Wary

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Extra Attack When you reach 15th level, the explosives and grenades you
use are highly effective at damaging structures. Objects and
Beginning at 5th level, you can attack twice, instead of once, structures in the radius of your Explosives and Grenades take
when you take the Attack action on your turn. double damage, with any creatures that would have otherwise
The number of attacks increases to three when you reach been behind cover having to save from the blast or take half
13th level in this class. damage, taking no damage on a success.
Bullet Time The Biggest Boom
At 18th level, the small concoctions you add to the explosives
Starting at 10th level, your senses become so honed that you you use becomes perfected. The radius of any explosive you
can momentarily perceive time slower. Once per long rest, you use is considered 5 feet larger, and deals an additional 1d6
can use your bonus action to enter Bullet Time. For the next Fire damage. This is in addition to the effects of Bigger Boom.
round, you gain advantage on Dexterity saving throws and
Perception checks, and can use your reaction to make a Gunsmith
number of attacks equal to your Dexterity modifier. Once you
use this feature you can't use it again until you finish a long Often taking it slower than most, Gunsmiths are dedicated to
rest. not only the firing bu also the crafting of firearms.
Boundless Grit Apprentice Craftsmen
Once you choose this Trail at 3rd level, you can craft and
At 20th level, the number of horrible events and terrible fights modify firearms. Choose one modification that is not an
that you have seen hardened you beyond compare. When you Enchantment, you can apply this to one firearm you or an ally
roll for initiative and have no grit left, you regain 4 Grit Points. owns. Additionally, by expending half the cost and 6 hours of
work, you can create any Firearm Frame or apply any
Gunslinger Trails Modification that is not an Enchantment.
Each gunslinger walks their own path, and each can be Improved Firearms
markedly different form one another. Here, the major paths Beginning at 7th level, you can create firearms at a higher
are listed, with each path representing a gunslingers past, quality than most others. By expending a days worth of work
capabilities, and often beliefs or attitudes about the world and and twice the base price of the Firearm Frame, you can make
those around them. a +1 Firearm, though it is considered non magical.
Grenadier Adept Workings
Masters of explosives and grenades, Grenadiers go out of Starting at 11th level, your knowledge of firearm crafting is
their way to use the largest explosives they possibly can. nearly complete. By expending a weeks worth of work and
three times the base price of the Firearm Frame, you can
Artillerist make a +2 Firearm, though it is considered non magical.
Once you choose this Trail at 3rd level, you become proficient
with Grenades, and Explosives, adding your Proficiency Runic Knowledge
bonus to any attack rolls made with them. Additionally, if you By 15th level, you learn the basics of arcane lore and spells.
use your action to make an attack with a piece of Artillery, You can now apply Modifications that are Enchantments,
Explosive, or Grenade you can use your bonus action to make though they are full price and take a week of work.
one attack using a firearm.
Master Gunsmith
Special Fuse At 18th level, the items you easily craft high quality firearms.
Beginning at 7th level, you can place a special fuse on your Whenever you create a firearm frame or modification other
explosives. When you use a Grenade, you can declare that you than Enchantments it costs one fourth of the base price.
want it to explode up to a number of rounds equal to your Additionally, making +1 and _2 firearms costs half as much.
Dexterity modifier after you've thrown it. Alternatively, you can
place an Explosive under the ground over the course of 1 Head Hunter
minute, causing it to act like a Land Mine with the exception Lawmen, wanderers, or even outlaws themselves, Head
that it deals the same damage and has the same explosion Hunters often track and find their target, intent on collecting
radius it would otherwise. their bounty.
Bigger Boom Bounty
By 11th level, you begin to introduce your own homemade Once you choose this Trail at 3rd level, you can mark and
agents to the recipe of your explosives. The radius of any track a target. Twice per long rest you can choose a creature
explosive you use is considered 5 feet larger, and it deals an that you have met or have found a bounty for as an action, they
additional 1d6 Fire damage. are considered your Bounty. You have advantage on checks

made to track your Bounty, and you deal additional damage to


them equal to your Wisdom modifier. These effects last for

one week or until you use this feature again.

Destructive Blasts

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First Shot The Spells Known column of the Holy Avenger Spellcasting
Starting at 7th level, you prepare yourself for fighting at all table shows when you learn more spells of 1st level or higher.
times. You add your Wisdom modifier to initiative rolls. Each of these spells must be an abjuration or evocation spell
Additionally, you deal bonus damage equal to your Wisdom of your choice, and must be of a level for which you have spell
modifier against your Bounty on the first round of combat. slots.
The spells you learn at 8th, 14th, and 20th level can come
Showdown at Sundown from any school of magic.
Beginning at 11th level, you can challenge a creature you have Whenever you gain a level in this class, you can replace one
a bounty against to a duel. If the creature has an Intelligence of the wizard spells you know with another spell of your
of 6 or higher, you can use an action to challenge them to a choice from the cleric spell list. The new spell must be of a
duel, forcing them to make a saving throw against your Grit level for which you have spell slots, and it must be an
Save DC, though they may choose to fail the effect instead of abjuration or evocation spell, unless you're replacing the spell
making the saving throw. If the creature fails, they have you gained at 8th, 14th, or 20th level.
disadvantage on all attack rolls that aren't made against you, Spell Casting Ability. Charisma is the spellcasting ability
and you have disadvantage on all attack rolls that aren't made for your Cleric spells, as your magic comes from divine force
against them. Additionally, you may attack the creature as a of will. You use your Charisma whenever a Cleric spell refers
bonus action with your Firearm so long as you ammunition to your spellcasting ability. In addition, you use your Charisma
necessary and it is loaded. This attack deals additional modifier when setting the saving throw DC for a cleric spell
damage equal to your Wisdom modifier. These effects last for you cast and when making an attack roll with one.
1 minute. If the creature succeeds instead, you and the Spell Save DC = 8 + your proficiency bonus +
creature have disadvantage on attack rolls against creatures
other than each other for a number of rounds equal to your your Charisma modifier
Wisdom modifier (minimum of 1). If a creature that is friendly Spell attack modifier = your proficiency bonus +
to you damages the creature targeted, then the effect
automatically ends. your Charisma modifier

Collecting Holy Avenger Spellcasting


By 15th level, defeating your bounty grants you the boost you Level Cantrips Known Spells Known 1st 2nd 3rd 4th
need to defeat the crew that so often accompanies them. 3rd 2 3 1 — — —
When you kill or drop your Bounty to 0 hit points, you gain a
number of temporary hit points equal to your Gunslinger level, 4th 2 4 3 — — —
and all attacks you make for the next round deal additional 5th 2 4 3 — — —
damage equal to your proficiency bonus.
6th 2 4 3 — — —
Deadeye 7th 2 5 4 2 — —
At 18th level, you can hone in on your target and fire a
debilitating shot. Once per long rest, you can use your action 8th 2 6 4 2 — —
to fire a single shot. On a hit, the attack automatically counts 9th 2 6 4 2 — —
as a critical hit and deals bonus damage equal to your
Wisdom modifier. If this attack is against your Bounty, it has 10th 3 7 4 3 — —
advantage and deals an additional die of damage. 11th 3 8 4 3 — —
Holy Avenger 12th 3 9 4 3 — —
Sent to destroy the unholy, Holy Avengers are often religious 13th 3 10 4 3 2 —
zealots who use firearms to impart the will of the gods. 14th 3 10 4 3 2 —
Spellcasting 15th 3 11 4 3 2 —
Once you choose this Trail at 3rd level, you gain the ability to 16th 3 11 4 3 3 —
cast spells, given to you by the gods or taught by some
powerful cleric or paladin. 17th 3 11 4 3 3 —
Cantrips. You learn two cantrips of your choice from the 18th 3 11 4 3 3 —
cleric spell list. You learn additional cleric cantrip of your 19th 3 12 4 3 3 1
choice at 10th level.
Spell Slots. The Holy Avenger Magic Spellcasting table 20th 3 13 4 3 3 1
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 spell slots
when you finish a long rest.
Spells Known of 1st-Level and Higher. You know three
1st-level cleric spells of your choice, two of which you must
choose from the abjuration and evocation spells on the cleric
spell list.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Divine Blast By 11th level, you can hone in on a specific target. Using your
Once you choose this Trail at 3rd level, you can focus holy action, you can aim at a specific target. You have advantage on
energy into a bullet. When you make an attack, you can all attacks against this target and critically hit on an 18-20
choose to expend a 1st-level spell slot to deal an additional against that target until the end of your next turn.
1d6 Radiant damage on the attack. This damage increases by Spellwatch
1d6 if it's made against a fiend or undead, as well as when you Beginning at 15th level, you can target spellcasters who are
expend a spell slot higher than 1st-level, with it increasing by casting. Covering Fire is now triggered when a creature casts
1d6 for every level above 1st. You can choose to do this after a spell that deals damage at one of your allies.
you have rolled an attack, but before you know the result.
Concussive Shot Overwatch
Beginning at 7th level, you are granted a modicum of the At 18th level, your skill allows you to guard all those around
powers a cleric holds, enhancing your firearms. Using your you. By using your action to watch over all allies, you can use
action, you can fire an extremely powerful shot. This forces all Covering Fire a number of times equal to your Dexterity
creatures in a line that's 5 feet by your weapon's first range modifier (minimum of 1), though you can't take any other
increment, extending from you to, to make a Dexterity saving reaction. This effect lasts until the beginning of your next turn.
throw against your Spell Save DC or take four times your Saddle Tramp
weapon's normal damage as Thunder damage. On a success
the creature takes half damage. You can do this once per long Traditional cowboys and wanderers, Saddle Tramps roam the
rest. lands on horse back, drifting from saloon to saloon.
Hallowed Aura Trusty Steed
By 11th level, palpable, holy aura constantly surrounds you. Once you choose this Trail at 3rd level, you develop a special
You project a 20 foot aura, which deals Radiant damage equal bond with a steed, and a way of life. You gain proficiency in
to your Charisma modifier (minimum of 1) to all enemies that Animal Handling and Nature. Additionally, choose a creature
enter it. When creatures with the fiend or undead typing that is CR 1/2 or lower, and medium or larger. Ordinarily a
enters within 30 feet of you, they take twice your Charisma Trusty Steed would be a Camel, Horse, Mule, Pony, or any
modifier (minimum of 2) in Radiant damage. creature that you can ride. The creature you have chosen
retains all of its ordinary statistics, with the exception that it
Holy Barrage uses your proficiency bonus. It adds this proficiency bonus to
Starting at 15th level, you gain additional clerical powers. You everything it normally would in addition to its AC and damage
can use your action to fire your weapon as if it had the rolls.
automatic property, with its damage being Radiant damage. Your Trusty Steed gains proficiency with two skills of your
You can do this a number of times per long rest equal to your choice. Additionally, it gains proficiency in all saving throws.
Charisma modifier (minimum of 1). For every level you gain after 3rd, your Trusty Steed acts as
if it levels too, gaining a hit die and adjusting its hit points
Avenging Blast accordingly.
At 18th level, you can release a devastating blast when you die. When you would get an Ability Score Increase, so does your
Once per long rest, when you drop unconscious or die, you Trusty Steed. As normal, its Ability Scores can't be increased
can choose to release a blast of radiant energy. This forces all above 20 using this feature unless it is specifically stated
creatures within 20 feet of your body to make a Dexterity otherwise.
saving throw, or take 8d6 Radiant damage and be blinded for Your Trusty Steed can act on its own initiative in combat,
a number of rounds equal to your Charisma modifier. One a doing as it pleases. Alternatively, you can have it act on your
success they take half damage and are not blinded. turn, commanding it to take the Attack, Dash, Disengage, or
Dodge action in addition to moving up to its speed. No matter
Ranger what though, your Trusty Steed does not benefit from
As lawmen themselves, most Rangers spend their lives multiattack even if it otherwise would.
protecting innocent and hunting criminals. You and your Trusty Steed have the same alignment, and it
has its own personality trait and flaw. You Trusty Steed always
Covering Fire has the following Bond, "My Gunslinger is my lifelong
Once you choose this Trail at 3rd level, you can actively guard companion for whom I'd give my life."
others by firing at their foes. If a creature within your If your Trusty Steed dies, you can spend one week and 50
weapon's range attacks one of your allies with a weapon or gp to find a new one. The new Trusty Steed acts as if its one
unarmed strike, you can use your reaction to attack that level lower than you, with you adjusting its statistics
creature. accordingly. It can not have its statistics reduced below the
base statistics seen in its stat block.
Keen Eyes
Starting at 7th level, your keen sight allows you to better fire
on targets. Attacks you make ignore half and three quarters
cover, as well as the disadvantage imposed by firing a weapon
at a target in its second range increment and by dim lighting.
Aimed Shot

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Skilled Rider The spells you learn at 8th, 14th, and 20th level can come
By 7th level, you become adept in riding your Trusty Steed. from any school of magic.
When you are mounted on your Trusty Steed, you have Whenever you gain a level in this class, you can replace one
advantage on saving throws and checks made to direct it, of the wizard spells you know with another spell of your
calm it, and to stay mounted on it. Additionally, when you choice from the wizard spell list. The new spell must be of a
move at least 20 feet in a straight line while mounted on your level for which you have spell slots, and it must be an
Trusty Steed, both you and your Trusty Steed gain a bonus to abjuration or evocation spell, unless you're replacing the spell
AC equal to half your proficiency bonus (rounding down). you gained at 8th, 14th, or 20th level.
Spell Casting Ability. Intelligence is the spellcasting ability
Life in the Wilds for your wizard spells, as your magic comes from divine force
Beginning at 11th level, your extensive tie in the wilderness of will. You use your Intelligence whenever a wizard spell
grants you many benefits. You become immune to disease, refers to your spellcasting ability. In addition, you use your
and have advantage on saves against poison. Additionally, you Intelligence modifier when setting the saving throw DC for a
can forage food for you and your Trusty Steed, and can wizard spell you cast and when making an attack roll with
memorize the layout of any natural terrain. one.
Spell Save DC = 8 + your proficiency bonus +
Expert Rider
At 15th level, you become a master in riding your Trusty Steed. your Intelligence modifier
When mounted on your Trusty Steed, you can command it to Spell attack modifier = your proficiency bonus +
take two actions, with the options being Attack, Dash,
Disengage, and Dodge, using your bonus action. Additionally, your Intelligence modifier
while mounted on your Trusty Steed you can use your
reaction to attack any creature that makes an attack against Spellslinger Spellcasting
your Trusty Steed so long as it's within your weapon's range. Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 1 — — —
Lifelong Companions
Starting at 18th level, the time you have spent with your Trusty 4th 2 4 3 — — —
Steed forms a magical bond between the two of you. When 5th 2 4 3 — — —
your Trusty Steed is attacked you can use your reaction to fire
a shot at its attacker, whether you're mounted or not. 6th 2 4 3 — — —
Additionally, when you or your Trusty Steed is knocked 7th 2 5 4 2 — —
unconscious, the other goes into a frenzy, moving its turn to
that part of the initiative order, and taking two actions. If you 8th 2 6 4 2 — —
or your Trusty Companion dies, and its killer dies by the end 9th 2 6 4 2 — —
of the turn of whichever died the next round, it comes back to
life with 1 hit point and is unconscious. You and your Trusty 10th 3 7 4 3 — —
Steed can only enter this frenzy once per long rest. 11th 3 8 4 3 — —

Spellslinger 12th 3 9 4 3 — —

Casters and gunfighters alike, Spellslingers utilize their 13th 3 10 4 3 2 —


arcane knowledge to enhance their firearms. 14th 3 10 4 3 2 —

Spellcasting 15th 3 11 4 3 2 —
Once you choose this Trail at 3rd level, you gain the ability to 16th 3 11 4 3 3 —
cast spells, often learned by studying wizards. 17th 3 11 4 3 3 —
Cantrips. You learn two cantrips of your choice from the
wizard spell list. You learn additional wizard cantrip of your 18th 3 11 4 3 3 —
choice at 10th level. 19th 3 12 4 3 3 1
Spell Slots. The Spellslinger Magic Spellcasting table
shows how many spell slots you have to cast your spells of 1st 20th 3 13 4 3 3 1
level and higher. To cast one of these spells, you must expend
a slot of the spell's level or higher. You regain all spell slots
when you finish a long rest.
Spells Known of 1st-Level and Higher. You know three
1st-level wizard spells of your choice, two of which you must
choose from the abjuration and evocation spells on the wizard
spell list.
The Spells Known column of the Spellslinger Spellcasting
table shows when you learn more spells of 1st level or higher.
Each of these spells must be an abjuration or evocation spell
of your choice, and must be of a level for which you have spell
slots.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Novice Enchanter
Once you choose this Trail at 3rd level, you gain the ability to
enchant weapons. You can place an Enchantment
Modification on one firearm you or an ally owns for no cost
instantly, and you can place Enchantment Modifications on
firearms for half the price and 8 hours of work. Additionally,
you bond with a firearm over the course of an hour, this
firearm to acts as an arcane focus for you. You can sever this
bond at anytime and go through the hour long ritual with
another weapon to bond with it instead if you so choose.
Quick Shot
Starting at 7th level, you learn how to quickly switch from
magic to gun fire. When you use your action to cast a cantrip,
you can make a single attack with a firearm as your bonus
action.
Slinger's Sense
Beginning at 11th level, your knowledge of magic and
ambushes combines to tell you when you are being watched
magically. When a creature casts a divination spell such as
Scrying on you, you are able to tell, and can expend a spell slot
of 2nd level or higher to tell where the creature is, though you
are only given a mile radius as to where they may be.
Additionally, creatures that are invisible do not gain any
benefits for being such, and you may expend a 1st-level spell
slot when attacking a creature to remove invisibility if it
otherwise would stay, or to return a creature to its original
form.
Master Enchanter
By 15th level, you have mastered enchanting firearms. You
can place Forced Enchantments one firearms, though it takes
one week of work and is at full price. Additionally, if you make
a Forced Shot with a firearm that has an Enchantment, the
Forced Shot is not at disadvantage, and still only takes a
bonus action to clear if you misfire again.
Improved Quick Shot
At 18th level, you've mastered casting and using your firearm
in quick succession. When you use your action to cast a spell,
you can make a single attack with a firearm using your bonus
action.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Piercing Shot. You can fire a shot that pierces through
Skill Shots multiple creatures. By spending 2 Grit Points when you make
The following is a list of all Skill Shots, which are in an attack, you can make attacks at disadvantage to all
alphabetical order. creatures behind your target out to the weapons furthest
range, with the bullet going for the target nearest to the one it
Cauterizing Shot. You can use the heat of your firearm to most recently hit. On the first miss, this effect ends as the
cauterize your wounds. After firing your firearm successfully, bullet fails to pierce through another target.
you can expend 1 Grit Point to heal yourself for 1d10 + your Pinning Shot. You can fire a shot at the targets limbs,
Gunslinger level as a bonus action. forcing them to pause to recover. By expending 1 Grit Point
Cheap Shot. You can fire a shot at the more tender areas of when you fire a shot, you can force the target to make a
an enemy. By expending 2 Grit Points when you make an Dexterity or Constitution Saving throw, their choice, against
attack, you can force the creature to make a Constitution your Grist Save DC or have their speed reduced to 0 for 1
Saving throw against your Grit Save DC or be Stunned for 1 round.
round if the attack hits. Pure Luck. That grit you've developed over time grants you
Concussive Blast. You can fire off a deafening shot against unbelievable luck. By expending 4 Grit Points, you can reroll
an enemy. By expending 1 Grit Point, you can fire at an enemy any attack roll, skill check, or saving throw, and choose from
within 10 feet of you as a bonus action with the intent to any of the die rolled for that specific check.
deafen them, forcing them to make a Constitution Saving
throw against your Grit Save DC or be Deafened for a number
of rounds equal to your Dexterity modifier if the attack hits.
Cover Breaker. You can launch a barrage of ammunition at
piece of covering, destroying it in the process. By using your
action and 2 Grit Points, you can target a piece of cover,
making full cover three quarters cover, three quarters cover
half cover, and half cover no cover.
Covering Fire. You can fire with the intent of aiding an ally.
By using your reaction and 1 Grit Point you can fire at a
creature who casts a spell or attacks an ally of yours within
the range of your weapon.
Disarming Shot. You can fire at the opponents hand,
forcing them to drop an item. By expending 1 Grit Point when
you attack a creature, you can force them to make a Strength
or Dexterity Saving throw, their choice, against your Grit Save
DC, or drop one item of your choice if the attack hits.
Distracting Shot. You can fire off at an opponent
attempting to distract them. By expending 1 Grit Point when
you attack a creature, you can force them to make a Wisdom
Saving throw against your Grit Save DC or lose their reaction
and one legendary action if the attack hits.
Disorienting Fire. You can attack an enemy by firing at
their head, disorienting them. By expending 1 Grit Point when
you attack a creature, you can force it to make a Constitution
Saving throw against your Grit Save DC or make their next
attack roll or saving throw at disadvantage if the attack hits.
Disruptive Shot. When a creature casts a spell or attacks,
you can attempt to interrupt that action. by expending 2 Grit
Points and using your reaction, you can attempt to fire at a
creature within your weapon's range that is making an attack
or casting a spell. If the attack lands, they must make a
Constitution Saving throw against your Grit Save DC or they
waste their action.
Forceful Shot. You can fire off a powerful shot, dropping
foes to their knees. By expending 1 Grit Point when you
attack a creature, you can force it to make a Constitution
saving throw against your Grit Save DC or be pushed back 10
feet and fall prone if the attack hits.
Hemorrhaging Fire. You can fire a devastating shot,
dealing extra damage with a well placed bullet. By expending
2 Grit Points when you fire a shot, you make the attack deal
an extra die of damage and critically hit on a 19-20.
Lucky Shot. You can force out a jammed shot just as you
might a normal one. By spending 1 Grit Point when
performing a Forced Shot, you can make the shot without the
initial disadvantage.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Feat
This is a simple feat to make playing a gunslinger more
enticing, alongside giving players who want that flavor the
basic feel of a gunslinger without needing them to choose or
multiclass into Gunslinger.
Slinger's Life
Your experiences throughout life and adeptness with firearms
grant you grit and trick shots much like a Gunslinger would
have, granting you the following benefits:
You have 2 Grit. Grit is expending on the use of Skill
Shots, with each Skill Shot telling you how much grit is
necessary to use them. Some Skill Shots may call for a
saving throw, which is called your Grit Save DC, the
following is how you determine such:
Skill Shot Save DC = 8 + your proficiency bonus +
your Dexterity modifier
You learn 2 Skill Shots from the Gunslinger Skill Shot list.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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