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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
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PDF compiled, edited and designed to resemble the official Players Handbook by /u/Barkalot
Natural Talent
The Gunslinger Beginning at 1st level, choose one of your skill
proficiencies. Your proficiency bonus is doubled for any
Proficiency Maximum
Level Bonus Features Grit ability check you make that uses your chosen proficiency.
In addition, you gain a +1 bonus to attack rolls and
1st +2 Tinkerer, Natural Talent -
damage rolls you make using firearms.
2nd +2 Grit, Aimed Shot 2
3rd +2 Gunslingers Trail 2
4th +2 Ability Score Improvement 2 Grit
5th +3 Extra Attack 3 You, like every gunslinger, have something which allows
6th +3 Trail Feature 3 you to remain cool and collected, even in the most dire
7th +3 Trick Shot 3 situations. Starting at 2nd level, you gain a number
8th +3 Ability Score Improvement 3 of Grit points equal to your proficiency bonus. The
number of Grit points you have can never exceed your
9th +4 Evasion 4
proficiency bonus.
10th +4 Trail Feature 4 You can spend these points to fuel various class
11th +4 Violent Shot 4 features. You start knowing one such feature: Aimed
12th +4 Ability Score Improvement 4 Shot. You learn more such features as you gain
13th +5 Personal Effects 5 additional levels in this class.
14th +5 Trail Feature 5 Any expended Grit points refill at the end of a short or
15th +5 Trick Up Your Sleeve 5 long rest. In addition, you regain 1 Grit point, up to your
+5 current maximum, whenever you roll a critical hit with a
16th Ability Score Improvement 5
firearm attack, or you use a firearm to reduce a creature
17th +6 Trail Feature 6
to 0 or fewer hit points. If you reduce a creature to 0 or
18th +6 Slingers Luck 6 fewer hit points with a critical hit, you regain only 1 Grit
19th +6 Ability Score Improvement 6 point, not 2.
20th +6 True Grit 6 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:
Tinkerer
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
firearms.
Classes | Gunslinger
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Trick Shot than one. While wearing your Comfortable Duster,
you never make an ability check or saving throw with
Starting at 7th Level, you can target a specific location
disadvantage.
on a foes body, so long as the foes body has the location
Lucky Hat. This hat has been with you since the
you want to target. When making an attack with a
beginning, and no matter how many times you lose
firearm, you may spend a Grit point to add an additional
it, it always seems to find its way back. When you are
effect based on the targeted location.
hit with an attack while wearing your Lucky Hat, you
Armshot. On a hit, the target must make a
may turn that attack into a miss, even if that attack is a
Constitution saving throw or drop a single held item of
Critical Hit. You may use this feature once between each
your choice.
long rest.
Headshot. On a hit, the target must make a
Quality Cigar. No matter where you draw on it, this
Constitution saving throw or have disadvantage on
cigar always gives you a quiet moment to reflect. As an
attacks made until the start of your next turn.
action, you make take a draw on your Quality Cigar to
Legshot. On a hit, the target must make a Constitution
regain 1 Grit point. You may take a draw on the Quality
saving throw or fall prone.
Cigar up to 2 times between each long rest.
Bodyshot. On a hit, the target must make a
Tinkers Goggles. Tinkering has always kept you up
Constitution saving throw or have disadvantage on
at night, and these goggles have been a tinkers best
Strength and Dexterity ability checks and saving throws
friend. While wearing your Tinkers Goggles, you can
until the start of your next turn.
see normally in darkness, both magical and nonmagical,
Wingshot. On a hit, the target must make a
up to a distance of 120 feet, and you are immune to
Constitution saving throw or fall 60 feet. Creatures of
the blind condition. In addition, you have advantage on
Huge size or larger automatically succeed on saving
Tinkers Tools ability checks to repair a broken gun.
throws made against this shot.
Classes | Gunslinger
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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.
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. One-
handed 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.
Classes | Gunslinger
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Modifications
Classes | Gunslinger
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PDF compiled, edited and designed to resemble the official Players Handbook by /u/Barkalot
Firearms
Explosive Round. The round detonates on impact Misfire. If your natural roll for a gun attack falls at or
with a target, dealing fire damage in a 10 radius sphere. below the misfire score of the gun you are using, you
Creatures in this area of effect must make a Dexterity suffer a misfire. Your attack misses, any ammo you used
saving throw or take an additional 3d8 fire damage, or in the attack is expended, and your gun becomes broken.
half that on a successful save. This damage increases by You must repair a broken gun before using it.
an additional 2d8 at the 17th and 20th levels. Range. Most firearms have two range increments,
Drill Round. The round becomes sheathed in a short and long. Firing at short range has no negative
piercing arcane aura. When you use these rounds effect. Firing at long range imposes disadvantage on
to make an attack against a target with half or three- the attack. Guns cannot be fired outside of their long-
quarters cover, you make the attack as if the target had range increment. Some guns have only a single range
no cover. In addition, this round deals an additional increment. In that case, the gun cannot be fired out
3d6 damage on a hit. This damage increases by an outside of its single range increment.
additional 2d6 at 17th and 20th levels. Reload. Reloading a gun replaces your next attack you
Flash Round. The round doesnt deal any damage, but would make with the firearm, refilling the ammunition
instead creates a blinding flash of light emanating in a in the gun to its capacity. If you prefer, you may instead
30 cone from the barrel of the gun. Any creature within use an action to reload your firearm.
the cone must make a Constitution saving throw or Scatter. Firearms with this property shoot pellets in
become blind until the end of your next turn. a cone out to their long range increment. All creatures
Stun Round. This round doesnt deal any damage, within the cone must make a Dexterity saving throw
but any creature which is hit must succeed on a (DC equal to the 8 + the shooters Dexterity modifier +
Constitution saving throw or fall prone and become the shooters Proficiency modifier), taking full damage
stunned until the end of your next turn. Constructs on a failed save, or half damage on a successful one.
and undead creatures are immune to the effects of this Creatures outside of the firearms short range have
round. advantage on this saving throw. If the shooter is not
proficient with firearms, all creatures attempt the saving
Masterwork Guncrafting throw roll with advantage.
Starting at the 17th level, your long, hard hours at a Silenced. When fired, a silenced weapon makes no
workbench and in the field have paid off, giving you a more noise than a bowshot.
masters grasp of tinkering and guncrafting. Whenever Special - Derringer. A small pistol created for surprise
you would suffer a misfire, you may choose to ignore it. attacks at close range, the derringer is an assassins
You must complete a short or long rest before using this best friend. Derringers grant their wielder advantage
ability again. on Sleight of Hand checks to draw, and can attack from
within 5 feet without disadvantage.
Firearm Properties
Credit to /u/raynfalldown for firearm attribute ideas.
Other Rules
Ammunition. You can make a ranged attack with a Ammunition and Water. If your ammunition becomes
firearm only if you have ammunition to fire with. Each wet, there is a 50% chance it becomes a blank. You roll
time you attack with the firearm, you expend one piece d100 to determine if a wet piece of ammo is a blank
of ammunition. Drawing the ammunition from a belt, when it is fired. On a 1-50, its a blank and doesnt fire.
case, or other container is part of the attack (you need Firearms and Water. If your firearm becomes wet,
a free hand to load a one-handed weapon). You cannot you must use your Tinkers Tools to disassemble
recover spent ammunition. Once fired, it is gone. the gun and clean it before it is operational again.
Broken. A broken firearm cannot be fired until it is Disassembling your gun does not require an ability
repaired. To repair a broken firearm, you may use an check, but it does require a set of Tinkers Tools. You
action to attempt a Tinkers Tools ability check with a cannot load or fire a firearm underwater without
DC equal to 10 plus the weapons base misfire score. On magical aid, unless otherwise stated.
a success, the weapon is no longer considered broken. Noise. When fired, a firearm makes a loud sound,
Capacity. A firearms capacity is the number of shots much like two stones crashing together at high speed.
it can hold at one time. When a firearm has been fired This sound is easily heard by any creature within mile
a number of times equal to its capacity, it must be of the gunshot.
reloaded before firing again.
Classes | Gunslinger
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Gunslinger Class by
/u/Ujio21 and /u/xQF13
Classes | Gunslinger
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PDF compiled, edited and designed to resemble the official Players Handbook by /u/Barkalot