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GUNSLINGER

PART 1
The Gunslinger

Proficiency Firearm
Level Bonus Damage Bonus Features
1st +2 1d10 Menace, Shoot to Kill, Firearm Exploits
2nd +2 1d10 Grit, Daring Act
3rd +2 2d10 Persona
4th +2 2d10 Ability Score Improvement
5th +3 3d10 Swift Reload
6th +3 3d10 Ability Score Improvement
7th +3 4d10 Uncanny Dodge
8th +3 4d10 Ability Score Improvement
9th +4 5d10 Defy Death
10th +4 5d10 Persona Benefit
11th +4 6d10 Deadeye
12th +4 6d10 Ability Score Improvement
13th +5 7d10 Ready for Anything
14th +5 7d10 Ability Score Improvement
15th +5 8d10 Persona Benefit
16th +5 8d10 Ability Score Improvement
17th +6 9d10 Extra Attack
18th +6 9d10 Ability Score Improvement
19th +6 10d10 True Grit, One More Chance
20th +6 11d10 Killing Shot
A 








 

























































|

















Arm.

Legs.


Hands.

|


¼

Divine Magic
Spell Spell Slot
Level Spells Known Slots Level
3rd Bless, Shield of Faith 2 1st
5th Silence, Zone of Truth 3 2nd
9th Beacon of Hope, Crusader’s Mantle 4 3rd
13th Death Ward, Guardian of Faith 5 4th
17th Circle of Power, Hallow 6 5th











|
Creating New Personas
The gunslinger personas presented here attempt to both
represent the better portion of archetypes for western
cowboys and provide noticeably different avenues for
exploring a range of character tropes. That doesn’t mean that
everything you were hoping to find appears here. Cultures the
world over have organically integrated firearms into their
social hierarchies and military units in vastly different ways.
From the Japanese Ashigaru to the Bashi-Bazouk of the
Ottoman army, there are as many ways of fighting with
firearms as there are firearms themselves. For times when you
need something more than can be found here, the following
guidelines will help you create new personas for use with the
Gunslinger class.
The typical persona gains two abilities at 3rd level, and one
additional ability at 10th and 15th levels. The Renegade
Ecclesiast and Gun Nut appear to slightly deviate from this
pattern, but still have incremental increases that roughly
coincide with these levels. It is recommended that new
personas follow the typical progression unless there is
sufficient justification to deviate from this pattern.

Taken together, the 3rd level persona abilities establish the


tone of the persona. At least one should be heavily focused
on the exploration or interaction pillars of the game. The core
class features and abilities carry the full weight of establishing
how the class interacts with the combat pillar, so abilities that
increase lethality are not needed nor recommended. It could
be appropriate to add maneuverability or increased defenses
with a persona, provided there was sufficient overlap with
these abilities and one other pillar of interaction with the
game.
 Abilities at 10th level vary more in their nature, but are
typically focused on defense or modifying how a gunslinger
utilizes their resources. Abilities at this level can also impact
how a gunslinger approaches combat. Expanding the utility or
scope of 3rd level abilities is a recommended use for features
at this level if no other options appear viable. Combat abilities
can feature here, but are not recommended for the same
reasons as they are inappropriate for 3rd level.

The capstone ability of a persona at 15th level is reserved


nearly exclusively for increasing damage or combat efficacy. If
no previous abilities have added damage, an ability at this
level could increase damage by as much as 2d10, or twice as
much for effects that would allow a saving throw.

|
 
Blackpowder: How Firearms Work
A 















|
Firearms
Standard/Max Market Creation
Firearm Damage Range DC Type Weight Value Rarity Level
Arquebus 2d6 piercing 40ft/100ft 14 Long Arm 9 lbs 100 gp Common 2
Carbine 3d8 piercing 80ft/120ft 18 Long Arm 10 lbs 1,200 gp Rare 9
Dragon’s Maw 4d12 piercing 120ft/160ft 24 Long Arm 14 lbs 50,000 gp Legendary 17
Hand Canon 3d10 piercing 10ft/40ft 15 Pistol 5 lbs 475 gp Uncommon 7
Harpy 5d4 piercing 30ft/50ft 18 Pistol 3 lbs 945 gp Rare 8
Ilithid Kiss 10d10 piercing 50ft/60ft 24 Pistol 4 lbs 60,000 gp Legendary 17
Musket 3d6 piercing 50ft/80ft 15 Long Arm 14 lbs 290 gp Uncommon 5
Pistol 2d6 piercing 20ft/30ft 14 Pistol 3 lbs 80 gp Common 2
Revolver 3d6 piercing 30ft/40ft 18 Pistol 3 lbs 7,150 gp Very Rare 13
Rifle 4d12 piercing 100ft/200ft 18 Long Arm 10 lbs 9,000 gp Very Rare 11



|


Variant: Upgrading a Firearm


Firearms are so significant an advancement for most

campaign settings that many DMs will not be comfortable
populating treasure hoards with enough guns to satisfy a
Gunslinger’s desire to get her hands on as many armaments
as possible. To help bridge this gap, the DM can use the
following optional rules variant.


Every gunslinger knows just enough to be able to tinker Accessories
extensively with most firearms. Beginning at 1st level, you gain
proficiency with smiths’ tools. You can create one common Item Cost Weight
firearm of your choice prior to the start of your adventuring Alchemical Ammunition
career. Incendiary Rounds (10) 128 gp 2 lbs.
When you reach 3rd level, you can modify any existing Silver Bullets (10) 90 gp 1 ½ lbs.
common firearm into an uncommon firearm of the same type. Tranquilizer Dart (2) 350 gp 5 lbs.
You use the rules for creating firearms to do so, but the cost Bandolier 45 gp 5 lbs.
to do so is only the difference in price between the gun you Blackpowder (10 charges) 100 gp 6 lbs.
are modifying and the firearm it will become. At 7th level you Bayonet 3 gp 2 lbs.
can use the same process to transform an uncommon firearm Scope 780 gp 3 lbs.
into a rare one. At 13th level you can transform a rare firearm Silencer 900 gp 1 lb.
into a very rare one. Finally, at 19th level you can transform a Shooting Stick 80 gp 15 lbs.
very rare firearm into a legendary one.
You can only modify a firearm in this manner three times.
Attempting a fourth time renders the gun inoperable.



|




Variant: Unique Materials


Iron and steel are the most common materials used to forge
firearms and, while they can be plated with gold or silver, rarer
and more exotic materials are not frequently a part of the
construction process for firearms. The properties of these
metals allow firearms to be enchanted as magic items. The
cost to enchant such a weapon follows the normal rules for
creating magic items, in addition to the cost added to a
firearm for using an exotic metal (as shown below). If your
DM allows, you can use to determine what enchantments can
be applied to guns made of the following materials:
Adamantine
2,000 gp
You can apply the Dragon Slayer, Frost Brand, Giant Slayer, or
Mace of Terror enchantments to an adamantine firearm.
Alchemical Silver
800 gp
You can apply the +1 weapon enchantment to a firearm
fortified with alchemical silver. Weapons attacks against
shapechangers deal an additional 4 points of damage and the
target must make a DC 15 Constitution saving throw or revert
to its normal form, unable to change shape again until it
completes a short rest.
Cold Iron
600 gp
You can apply the +1 or +2 Weapon enchantment to a cold
iron forged firearm.
Mithral
1,300 gp
You can apply the Oathbow enchantment to a mithral firearm.

|
PART 2
Customization Options
Firearms For the Masses: Customization Options
T 


 











 

|
  










Equipment Cache
d100 Item Retrieved 
01 – 15 Two silvered daggers
16 – 26 Holy Water
27 – 39 Acid
40 – 54 Alchemists Fire
55 – 74 Grenade
75 – 84 Potion of Fire Breath
85 – 89 Dust of Sneezing and Choking
90 – 94 Wand of Magic Missiles
95 – 97 Scroll of Lightning Bolt
97 – 99 Pistol 
Choose any two items from results 01 to 84 or
100
draw one item from your backpack.






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














|




|


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