Class Gunslinger GM Binder

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The Gunslinger

Table Of Contents
1 Cover Page
1.1 Gunslinger
1.1.1 Warriors of a New Age
1.1.2 Echoing Chaos
1.1.3 Creating a Gunslinger
1.2 Class Features
1.2.1 Grit
1.2.2 Take Cover
1.2.3 Speed Draw
1.2.4 Gunslinger Trail
1.2.5 Lucky Stars
1.2.6 Ability Score Improvement
1.2.7 Extra Attack
1.2.8 Bullseye
1.2.9 Evasion
1.2.10 Dead Shot
1.2.11 Lead Rain
1.2.12 Cheat Death
1.2.13 Hawkeye
1.2.14 True Grit
1.3 Gunslinger Trails
1.3.1 Trail of the Musketeer
1.3.2 Trail of the Pistolero
1.3.3 Trail of the Spellslinger
1.3.5 Trail of the Street Samurai
1.3.4 Trail of the Virtuoso
1.4 Multiclassing

Gunslinger | Contents
2
Echoing Chaos
Wherever a gunslinger wanders, chaos is sure to follow with
a hail of lead and spatters of blood.
In the right hands a firearm is a machine of limitless death,
and gunslingers certainly have the right hands. Many would
say that firearms will lead only to new wars within the world,
but many others say that they will protect them from
incursions. But in reality, whoever has the most boom sticks
and people to shoot them wins.
Creating a Gunslinger
When creating a gunslinger, keep the following things in
mind:
Where did you learn to use the tools of your ‘trade’?
Where you in an army, gifted with superior technology? Were
you taught by an old slinger the ways of the gun?
Where did you get your guns? Did you steal them? Did
your lieutenant let you keep yours, did you pry it from the
corpse of another man, perhaps that same lieutenant?
Perhaps you even built them yourself, using the supplies of a
university, or maybe even scrap parts.
What brings a gunslinger to an adventuring party? Are you
a mercenary looking for more chance at coin and death? Are
you a young man out for revenge on those who killed his
family?
Quick Build
You can make a gunslinger quickly by following these
Gunslinger suggestions. First, make Dexterity your highest ability score,
The human man hid behind the rock, looking down upon his followed by Constitution. You could instead choose
friends fighting the goblin hoard bellow, he took out his hand Intelligence as your second highest if you wish to take the
cannon and aimed at the centre of the bridge the goblins spellslinger gunslinger archetype. Second, choose the
were coming from, focused his magic into his gun, and fired. criminal or sailor backgrounds.
A small fiery red bead flew down and landed on the rickety
wooden bridge, suddenly exploding, destroying the bridge Class Features
completing, and sending any goblins that weren’t incinerated, As an gunslinger, you gain the following class features.
screaming into the abyss bellow.
The tiefling woman kicked open the doors to the saloon as Hit Points
she let out a maniacal laughter alongside an onslaught of lead Hit Dice: 1d8 per gunslinger level
from her twin pistols. Within 10 seconds all the denizens of Hit Points at 1st Level: 8 + your Constitution modifier
the watering hole were bleeding out on the ground; except for Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
her human contact who sat at the bar with an impressed modifier per gunslinger level after 1st
smirk on his face.
The gnome braces himself for the kickback of his shoulder Proficiencies
cannon as he pulls the trigger. A cacophonous blast echoes Armour: Light armour
across the deck of the ship as he is thrown off his feet, Weapons: Firearms
smacking his head against the main mask. Tools: Gunsmith’s Kit
Saving Throws: Dexterity, Charisma
Warriors of a New Age Skills: Choose two from Acrobatics, Athletics, Deception,
Most warriors and combat specialists spend their years Medicine, Perception, Sleight of Hand or Stealth
perfecting the classic arts of swordplay, archery, or polearm Equipment
tactics. Whether duellist or infantry, martial weapons were You start with the following equipment, in addition to the
seemingly perfected long ago, and the true challenge is to equipment granted by your background:
master them.
However, some minds couldn’t stop with the innovation of (a) a pistol, or (b) a rifle and a bipod
the crossbow. Experimentation with alchemical components a pistol and two holsters
and rare metals have unlocked the secrets of controlled an explorer’s pack
explosive force. The few who survive these trials of ingenuity leather armour, an ammo bandolier, 20 bullets and a
may become the first to wield, and in some cases create, the gunsmith’s kit
first firearms.

Gunslinger | Introduction & Class Features


3
You score a critical hit on an attack roll made with a
firearm.
You reduce a creature to 0 hit points with damage from a
The Gunslinger firearm or gunslinger class feature.
Proficiency Some of your grit features require your target to make a
Level Bonus ⠀Grit⠀ Features saving throw to resist its effects. The saving throw DC is
1st +2 2 Grit calculated as follows:
2nd +2 2 Take Cover, Speed Draw Grit save DC = 8 + your proficiency bonus + your Dexterity
3rd +2 3 Gunslinger Trail, Lucky Stars modifier
4th +2 3 Ability Score Improvement Deadeye
When you make a ranged weapon attack, you may expend 1
5th +3 4 Extra Attack
grit point to gain advantage on your roll.
6th +3 4 Gunslinger Trail Feature
Gambling Dodge
7th +3 5 Bullseye
When you would be hit by an attack roll, you may use your
8th +3 5 Ability Score Improvement rection to expend 1 grit point, forcing the attacker to reroll.
Evasion, Speed Draw
The attacker must use the new roll.
9th +4 6
Improvement
Quick Clear
10th +4 6 Gunslinger Trail Feature You may expend 1 grit point at any time you could take a
11th +4 7 Dead Shot reaction to reload or unjam one firearm.
12th +4 7 Ability Score Improvement Take Cover
13th +5 8 Lead Rain At 2nd level, you can dynamically adapt even the simplest
14th +5 8 Gunslinger Trail Feature cover into excellent protection. You treat half-cover has three-
quarter’s cover, and three-quarter’s cover as full cover.
15th +5 9 Cheat Death
16th +5 9 Ability Score Improvement Speed Draw
17th +6 10 Improved Lucky Stars Also at 2nd level, your trigger finger has a mind of its own,
reacting to danger before you can even see it. You had
18th +6 10 Hawkeye advantage on initiative rolls.
19th +6 10 Ability Score Improvement Additionally, when you reach 9th level, you cannot be
20th +6 10 True Grit
surprised whilst you’re conscious.
Gunslinger Trail
At 3rd level, you choose an archetype that specializes and
focuses your skill with guns. Choose the trail of your choice,
Grit all detailed at the end of the class description. The archetype
you choose grants you features at 3rd level and again at 6th,
Beginning at 1st level, you make your mark upon the world 10th, and 14th level.
with daring deeds. Some gunslingers claim they belong to a
mystical way of the gun, but it’s more likely that the volatile Lucky Stars
nature of firearms simply prunes the unlucky and careless
from their ranks. Whatever the reason, all gunslingers have Also at 3rd level, you know just how to count your lucky stars
Grit Points. Your gunslinger level determines the number of each time you pull the trigger. Choose a number between 2
points you have, as shown on the Grit column of the and 19. The chosen number is your lucky number. Whenever
gunslinger table. you make an attack roll, ability check, or saving throw, if the
You can spend these points to fuel various grit features. result of your dice is equal to your lucky number, you may
You start knowing three such features: Deadeye, Gunslinger treat the result as if you had rolled a 20 on the dice.
Dodge, and Quick Clear. You learn more grit features as you If your lucky number would overlap with your firearm’s
gain levels in this class. misfire, increase that firearm’s misfire threshold by 1 whilst
When you spend a grit point, it is lost. When you complete you use it.
When you reach 18th level, you can choose one
a short or long rest, your grit is reset to the number shown on more lucky number.
the Grit column of the gunslinger table. You cannot have
more grit points than an amount equal to the number shown Ability Score Improvement
in the Grit column of the gunslinger table + your proficiency When you reach 4th level and again at 8th, 12th, 16th, and
bonus. 19th level, you can increase one ability score of your choice
Additionally, you gain 1 grit point when either of the by 2, or you can increase two ability scores of your choice by
following events occur: 1. As normal, you can’t increase an ability score above 20
using this feature.
Gunslinger | Class Features
4
Extra Attack Cheat Death
Beginning at 5th level, you can attack twice, instead of once, Starting at 15th level you gain the ability to evade certain
whenever you take the Attack action on your turn. death through sheer force of will. When would be reduced to
0 hit points, you can spend 3 grit points to drop to 1 hit point
Bullseye instead.
When you reach 7th level, you can target the weak points of Hawkeye
your opponents with your attacks. When you make an attack
roll with a firearm, you may expend 1 grit point, choosing a When you reach 18th level, you unparalleled aim allows you
body part from the list below. On a hit, the target suffers an to never miss an easy shot. Whenever you roll a 9 or lower on
additional effect based on the body part chosen. an attack with a firearm, unless the result would fail to
exceed your weapon’s misfire threshold, you may treat that
Body Part Effect on Hit result as a 10.
The target must succeed on a Strength saving
Arm
throw or drop whatever is it holding in that hand. True Grit
The target must succeed on a Constitution By the time you reach 20th level, your skill and tenacity is
Head saving throw or become blinded until the end of unparalleled. When you roll initiative and have less than 4
your next turn. grit points, you regain grit until you have 4 points.
The target must succeed on a Strength saving Additionally, when you score a critical hit on a creature,
Leg/Wing
throw or fall prone. after you have rolled damage you may expend up to 9 grit
points. If the target’s current hit points is equal to or less
At the beginning of each of the target’s turns for than 100, you blow out its vital organs, killing the target.
the next minute it loses 1d6 hit points from
Torso
bleeding. A successful Intelligence (Medicine)
check made as an action against your grit save Gunslinger Trails
DC cures all bleeding wounds on a creature
within 5 feet.
Different gunslingers specialise in different styles of
shooting, and whilst they can all pick up a pistol and hit a
target, some hold specialisations or preferences that require
Evasion an extra step beyond simply pulling the trigger.
Starting at 9th level, you can nimbly dodge out of the way of
certain area effects, such as a red dragon’s fiery breath or an Trail of the Musketeer
ice storm spell. When you are subjected to an effect that Musketeers are known for their unparalleled aim and
allows you to make a Dexterity saving throw to take only half accuracy, able to hit enemies from hundreds of feet away
damage, you instead take no damage if you succeed on the with ease and efficiency.
saving throw, and only take half damage if you fail.
Steady Breath
Dead Shot Beginning when you choose this trail at 3rd level, you gain the
Beginning at 11th level, you have the ability to maximise your ability to make unerringly deadly shots. When you make an
precision, training your aim into one perfect shot. When you attack roll with a firearm on your turn, you may spend 1 grit
would take the Attack action on your turn with a firearm, you point and your bonus action, drawing a breath of focus. On a
may expend 2 grit points to combine your attacks into one hit, roll the attack’s damage dice one additional time.
against a single target. Make each attack roll as normal The number of grit points you may expend on this feature
against the chosen target, expending only one round of increases as you gain gunslinger levels, increasing by 1 at
ammunition. If at least one of the attack rolls hits the target, it 6th, 10th and 14th level.
is treated as if they all hit. If at least one of the attack rolls is a For each additional grit point you spend, you roll the
critical hit, all attack rolls are treated as a critical hit. Your attack’s damage dice one additional time.
gun only jams if all rolls fail to meet the gun’s misfire
threshold. Improved Deadeye
Starting at 6th level, your deadeye allows you to enter a state
Lead Rain of unparalleled efficiency. When you use your deadeye
feature, you gain the following benefits:
When you reach 13th level, your unmatched prowess has
allowed you to master the art of shooting. When you score a You ignore the penalties of attacking at long range until the
critical hit with a firearm. You can make an additional attack end of the turn.
roll with a firearm immediately afterwards. Your misfire threshold is reduced by 1.
If you scored this critical hit as a part of your Dead Shot You cannot suffer disadvantage on attack rolls against
feature, this extra attack is included as if it were a part of that creatures you can see until the end of the turn.
same Dead Shot attack roll, though does not gain the benefit
of the critical hit itself.

Gunslinger | Class Features & Gunslinger Trails


5
Second Nature Fan the Hammers
When you reach 10th level, the care of your arms is second When you reach 6th level, you can rapidly cycle through the
nature to you. At any point on your turn, you may reload one rounds in your guns more effectively. Once per turn, when
firearm, no action required. you make an attack roll with a firearm, you may expend 1 grit
Additionally, you gain immunity to the blinded and point to make an additional attack with that firearm.
deafened conditions. Lead Flower
Thread the Needle Beginning at 10th level, your rain of gunfire is a perfect
At 14th level, you gain the ability to line up your shots with an blossom of lead bullets. When you take the Attack action on
uncanny level of precision. As an action on your turn, you your turn, you may expend 3 grit points. If you do, you gain
may spend 3 grit points to attack all enemies in a 5-foot wide advantage on all attack rolls made until the end of your turn.
line the length of the maximum range of your firearm. However, all attacks you make this turn must target different
Make a single attack against all creatures in the area, creatures.
If a creature has multiple sections of its body with
checking the result against the closest target’s first. The first different pools of hit points, such as a roper’s tentacles, you
time the attack fails to hit a creature in the line, the attack may target those sections as if they were different creatures.
instantly misses all other creatures behind it in the line. Bullet Storm
Trail of the Pistolero When you reach 14th level, there’s seemingly no limit on your
instinctual nature. You can use your fan the hammers feature
Known for their quick reflexes and even quicker trigger- more than once per turn.
Additionally, when you use your
finger, the aim of a pistolero is pure instinct. lead flower feature, you can make one additional attack with a
firearm that turn as a part of the Attack action.
Fists Full of Fire
Beginning when you choose this trail at 3rd level, you are far Trail of the Spellslinger
more efficient with your firearms . When you take the Attack Combining the versatility of magic with the raw power of
action on your turn, you may make one attack with a firearm firearms, spellslingers make themselves a force to beckoned
in your off-hand as a bonus action. with as they blow away the competition with their arcane
Additionally, whilst you wield two light firearms, you can arms.
combine your off-hand attack with an attack made as a part of
your Attack action. If you do, make one attack roll for both Spellcasting
attacks, which may target different creatures, or the same When you select this gunslinger archetype at 3rd level, you
creature. gain the ability to cast spells. See chapter 10 of the Player’s
Handbook for the general rules of spellcasting and chapter
11 of the Player’s Handbook for the wizard spell list.
Cantrips. You learn three cantrips of your choice from the
wizard spell list. You learn an additional wizard cantrip of
your choice at 10th level.
Spell Slots. The Spellslinger 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 spell’s level or higher. You regain all expended spell slots
when you finish a long rest.
For example, if you know the 1st-level spell burning hands
and have a 1st-level and a 2nd-level spell slot available, you
can cast burning hands using either slot.
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 evocation and illusion spells on the wizard
spell list.
The Spells Known column of the Spellslinger Spellcasting
table shows when you learn more wizard spells of 1st level or
higher. Each of these spells must be an evocation or illusion
spell of your choice, and must be of a level for which you have
spell slots. For instance, when you reach 7th level in this
class, you can learn one new spell of 1st level or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come
from any school of magic.

Gunslinger | Gunslinger Trails


6
Once you have bonded a firearm to yourself, you can’t be
disarmed of that firearm unless you are incapacitated. If it is
on the same plane of existence, you can summon that firearm
Spellslinger Spellcasting as a bonus action on your turn, causing it to teleport instantly
Cantrips
Spells
to your hand.
Level Known Known 1st 2nd 3rd 4th You can have up to two bonded firearms, but can summon
only one at a time with your bonus action. If you attempt to
3rd 3 3 2 – – – bond with a third firearm, you must break the bond with one
4th 3 4 3 – – – of the other two.
5th 3 4 3 – – – Arcane Shot
6th 3 4 3 – – – Starting at 6th level, you gain the ability to infuse your
firearms attacks with magical power. Once per turn when you
7th 3 5 4 2 – – make a weapon attack with a firearm, you may expend 2 grit
8th 3 6 4 2 – – points to augment it with a cantrip you know. If the attack
hits, the cantrip is instantly cast, centred on the target, using
9th 3 6 4 2 – –
the same attack roll result as the attack if applicable.
10th 4 7 4 3 – – For example, a spellslinger that knows the ray of frost
11th 4 8 4 3 – – cantrip could use this ability to cause a target hit by the
attack to suffer the damage and secondary effects of ray of
12th 4 8 4 3 – – frost. Alternatively, if the spellslinger augments their attack
13th 4 9 4 3 2 – with the spell clamouring tones, the cantrips effects originate
in the target’s space on a hit, prompting a saving throw from
14th 4 10 4 3 2 – all targets within range.
15th 4 10 4 3 2 – When you reach 10th level, you may expend a spell slot of
1st level or higher as a part of this feature, augmenting your
16th 4 11 4 3 2 – attack with a spell you know of the chosen level.
17th 4 11 4 3 3 –
Magic Bullets
18th 4 11 4 3 3 – When you reach 10th level, your magical talent is infused into
19th 4 12 4 3 3 1 your firearms. You ranged weapon attacks made with
firearms are considered magical for the purposes of
20th 4 13 4 3 3 1
overcoming resistance and immunity.
Additionally, once per turn, when you hit a creature with a
ranged weapon attack made with a firearm, the target takes
an additional 1d6 force damage.
    Whenever you gain a level in this class, you can replace Living Lead
one of the wizard spells you know with another spell of your When you reach 14th level, your magic is so heavily ingrained
choice from the wizard spell list. The new spell must be of a in you that it does some of the most menial tasks for you. At
level for which you have spell slots, and it must be an the start of each of your turns, each firearm you have on your
evocation or illusion spell, unless you’re replacing the spell person becomes fully reloaded.
you gained at 8th, 14th, or 20th level. Additionally, whenever you score a critical hit against a
Spellcasting Ability. Intelligence is your spellcasting creature, make a second attack against another target within
ability for your spellslinger spells, since you learn your spells range as the same bullet flies through the original target,
through force of personality. You use your Intelligence seeking a new foe.
whenever a spell refers to your spellcasting ability. In
addition, you use your Intelligence modifier when setting the Trail of the Street Samurai
saving throw DC for a spellslinger spell you cast and when
making an attack roll with one. No formal training, no luck; only cold, hard talent; the street
samurai are masters of their own art. They prefer not to sit at
Spell save DC = 8 + your proficiency bonus + your a comfortable distance, safely planting lead between their
Intelligence modifier foe’s eyes. Instead, they get up close and personal, dealing the
Spell attack modifier = your proficiency bonus + your final blow with either a bullet or a pinpoint strike.
Intelligence modifier
Gun Bond
At 3rd level, you learn a ritual that creates a magical bond
between yourself and one firearm. You perform the ritual
over the course of 1 hour, which can be done during a short
rest. The firearm must be within your reach throughout the
ritual, at the conclusion of which you touch the firearm and
forge the bond.

Gunslinger | Gunslinger Trails


7
Gunkata Trick Shooting
When you choose this trail at 3rd level, you have learned the Starting when you begin this trail at 3rd level, your
basic techniques of utilising firearms in close combat. You unparalleled aim allows you to inflict greater pain with
gain the following benefits: greater panache. When you make a weapon attack using a
firearm, you may spend 1 grit point to begin trick shooting.
You gain proficiency with simple and improvised weapons. Whenever you hit a creature with an attack roll made with a
When you make a ranged weapon attack against creature firearm whilst trick shooting, you gain trick shot stacks equal
within 20 feet of you, a hostile creature being within 5 feet to half your proficiency bonus and the target takes additional
of you does not impose disadvantage on your attack roll. damage equal to your total number of trick shot stacks.
You can use Dexterity, instead of Strength, for the attack If you score a critical hit whilst trick shooting, you instead
and damage rolls of your improvised weapon attacks and gain trick shot stacks equal to your proficiency bonus.
unarmed strikes, and you can roll a d4 in place of their Your trick shooting ends after one minute, you miss a
normal damage. This die becomes a d6 when you reach weapon attack, or you make an attack roll using a weapon that
7th level in this class, and a d8 when you reach 15th level is not a firearm. When you trick shooting ends, you lose all
in this class. trick shot stacks.
When you take the Attack action with an unarmed strike,
improvised weapon, or firearm on your turn, you can Inspiring Flourish
make an unarmed strike against the same target as a At 6th level, your precision, accuracy and showmanship in
bonus action this turn. battle excites new resolve in your allies. Once per turn, when
Bullet Time you hit a creature with an attack roll using a firearm that you
By 6th level, your continued training in close-quarters combat used grit points to augment, one creature you choose within
has greatly honed your reaction time, allowing you to dodge 15 feet of you gains advantage on the next attack roll it makes
assaults at the last possible second. When a creature you can before the end of your next turn.
see hits you with an attack, you can expend a grit point as a Dashing Dodge
reaction to add your Intelligence modifier (minimum of 1) to Beginning at 10th level, your charisma shines through to
your AC against the attack, potentially causing the attack to distract your enemies when they try to strike you. When you
miss.
Additionally, when a creature you can see attempts to use your gambling dodge grit feature, the target instead has
grapple you and succeeds, you can use your reaction to add disadvantage on their attack roll. If the attack still hits you,
your Intelligence modifier (minimum of 1) to the ability check you reduce the damage taken by an amount equal to your
you made to resist the grapple, potentially causing the Charisma modifier. If the attack misses you, you can move up
creature’s attempt to fail. to half your speed without provoking attacks of opportunity.
Countershot Curtain Call
Starting at 10th level, your reaction time is so perfect that Starting at 14th level, your marksmanship allows you to find
you can return fire even when under direct assault. When weak points in your foes. When you score a critical hit
you cause an attack to miss or a grapple attempt to fail with against a creature, you can spend 2 grit points to attempt
your Bullet Time, you can make a weapon attack or unarmed break its defences. The target must succeed on a
strike as part of the same reaction. Constitution saving throw or take a penalty to its armour
Army of One class equal to half your Charisma modifier until the end of
At 14th level, your mastery of close combat has honed your your next turn.
Should you use this feature whilst you have a
battlefield awareness to incredible levels, allowing you to hold number of trick shot stacks equal to or greater than your
your own against large groups of foes. In combat, you get a proficiency bonus, the target suffers disadvantage on its
special reaction that you can take once on each creature’s saving throw.
turn other than your own. You can use this special reaction
only to use your bullet time. Multiclassing
Additionally, when you use your bullet time feature, you Ability Score Minimum. Dexterity 13

may expend no grit points. Once you have used bullet time in Proficiencies Gained. Leather armour, firearms, gunsmith's
this way, you cannot do so again until the start of your next kit
turn.
Trail of the Virtuoso
With shooting and showmanship, the virtuoso inspires his
allies with flashy sharpshooting, dramatic flourishes, and aim
truer than any other.

Gunslinger | Multiclassing
8
Jack Weighill's
Homebrew
Compendium
Hello players and GM Binder devs! You've found
the back page of a class from my class
compendium. Not all of this work is mine, in
fact, most of it isn't! It is simply here for ease of
access for the players, and isn't shared
elsewhere.

To my memory, the gunslinger was the first class


I added to my class list outside of the base 5e
classes, and has been a favourite since day one!

Over time the gunslinger has gone through a


variety of changes to its abilities, but has
remained largely the same mechanically, with
the firearms themselves being far more of a pain
in the ass than the class itself ever was.

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