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Credits
Credit to /u/SeekerofDreams for the Spellshooter
Gunslinger trail. (Originally Called Spellslinger)
Inspired from Matthew Mercer and Taliesin Jaffe from Table Of Contents
Critical Role, as well as Firaxis games' XCOM - Rules For Firearms (pg. 3)
Credit to The Hawthorne Guild for helping me revise the
Gunslinger and Arcane Artillery proper. Join their Discord - Firearm List (pg. 5)
if you want some D&D RP fun! Link Here
- Giving Classes Guns (pg. 7)
Art Credits - New Feats (pg. 8)
Magic Gunslingers on the Cover: Privateer Press, - The Gunslinger (pg. 11)
Warmachine
Vintage Rifles & Steampunk Sniper: Source Unknown
Caster: Takehiko Itō's Outlaw Star
Gunslinger Girl: MAX (Marvel Comics) Apache Skies
Old West Saloon http://danielwachter.deviantart.com/
The Dark Tower Gunslinger: Michael Whelan
NCR Ranger: Bethesda Studios
Gunslinger: Kereymbit
Gunslinger Girl: Psycho-Fish on DeviantArt
Old West Town: Found on Pintrest, Source Unknown
Prophet Pistols: Psyonix and Square Enix's Nosgoth
No Mercy Percy http://captainkato.deviantart.com/

Link To Expanded Version


This link leads to a much larger version for those
that want more guns and more fun. Click at your
own risk, this document is 47 pages long and
expands even more on the firearm, including
expanded archetypes, spells, magic items, and a
new artifact, all based around guns and
ammunition.. With that in mind, click here to
continue.

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General Rules Firearm Properties
These are universal rules for every gun found in this book. The following properties will not be featured universally on
Misfire (Optional Rule). This rule is made only for games every firearm and will vary from gun to gun.
where firearms are prominent and you wish to emphasize Automatic. Automatic firearms can make a separate attack
inferiority of Primitive Firearms. These rules only apply to that releases a salvo of bullets per pull of the trigger. As an
them in this instance. action, you can force any creatures of your choice in a 25-foot
If you make an attack roll and the roll matches or is lower square centered on a point within your firearm's maximum
than a firearm's misfire number, (such as 2, for example), your range to make a Dexterity saving throw, taking the gun's
gun jams. You cannot make an attack with it again until you automatic damage (listed in parenthesis) on a failed save, and
spend an action to clear the chamber. Your firearm's misfire half that damage on a success. This action subtracts 10
number then goes up by 1, to a maximum of 5. You can spend rounds from your gun. You can use this action only if you
1 minute and make a DC 10 + your firearm's misfire number have the ammunition available to do so.
Dexterity(Tinker's tools) or Intelligence(Tinker's tools) check Firearms with the automatic property always expend six
to reduce your gun's misfire number by 1, to a minimum of its ammunition per attack.
original misfire number. Automatic Save DC (Proficient) = 8 + Dexterity modifier
Primitive Guns (Optional Rule). In games where firearms Automatic Save DC (Proficient) = 8 + Dexterity modifier +
are prominent, you can use this optional rule. Primitive Profiicency Bonus
Firearms are not properly built for combat. If you make more
than two attacks with these weapons on your turn, the Burst Fire. Burst fire firearms are able to make a special
firearm's misfire number goes up by 1, to a maximum of 10. attack that releases a stream of multiple bullets. As an action,
Reload. Some ranged weapons can be fired a number of you can force up to 6 creatures of your choice in a 15-foot
times before they must be reloaded. Ranged weapons with square centered on a point within your gun's maximum range
the reload property take an action (player's choice) to reload to make a Dexterity saving throw, taking your gun's burst fire
its ammunition. damage (listed in parenthesis) on a failed save, and half that
If you wield two light ranged weapons with the reload damage on a success. This action subtracts 6 rounds from
property, you can reload them both at once as an action your gun. You can use this action only if you have the
during your turn. ammunition available to do so.
Mundane Ammo Types Additionally, guns with the burst fire property always
Name Cost Usable with Weight Properties
expend 3 rounds per attack.
Musketball 2gp(20) Primitive 1 lb Piercing Burst Fire Save DC (Not Proficienct) = 8 + Dexterity
firearms modifier
without Burst Fire Save DC (Proficient) = 8 + Dexterity modifier +
scatter Profiicency Bonus
Spreadshot 2gp(20) Blunderbusses 1 lb Bludgeoning
Cartridge 3gp(10) Advanced 1 lb Piercing Scatter. Firearms with the scatter property have two types of
firearms damage, a regular damage roll and a scatter damage roll.
without When you hit a creature with a firearm that has the scatter
scatter property, creatures within 5 feet of the target take scatter
Buckshot 2gp(20) Shotguns 2 lbs Bludgeoning damage if the attack would hit them. The original target does
Slug 3gp(10) Shotguns 3 lbs Removes the
not take this damage.
scatter You gain resistance to the scatter damage dealt from your
property. firearm attacks.
functions like
a Cartridge
Round. Proficiency with Firearms
Firearms are not typical weapons. The nature of their
construction and the complexity of their use and care make a
special kind of training required to become proficient with
them. Unless otherwise specified by the DM, firearms count
as a separate proficiency from martial and simple weapons.
There are two types of proficiencies associated with firearms.
Longarms, which include Two-Handed firearms, and
Sidearms, which include every other kind of firearm.
Sidearms can be wielded in one hand.

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Primitive Firearms
Name Damage Cost Weight Properties
Sidearms
Flintlock Pistol d6 piercing 250gp 3 lbs Ammunition (range 30/90), Loading, Light, Misfire 3
Dragoon d8 bludgeoning 300gp 4 lbs Ammunition (range 10/30), Loading, Scatter (1d4), Misfire 3
Pepperbox d8 piercing 800gp 4 lbs Ammunition (range 40/120), Reload 4, Shell Loading, Misfire 1
Longarms
Musket d12 piercing 500gp 10 lbs Ammunition (range 70/200), Two-Handed, Loading, Misfire 2
Arquebus 3d4 piercing 200gp 13 lbs Ammunition (range 60/150), Two-Handed, Loading, Heavy, Misfire 4
Blunderbuss d12 900gp 7 lbs Ammunition (range 15/45), Two-Handed, Loading, Scatter (1d6), Misfire 3
bludgeoning
Wheellock d10 piercing 400gp 5 lbs Ammunition (range 50/160), Two-Handed, Loading, Misfire 2
Gun

Firearms (Gunsmith DC 8 + max damage/2)


Name Damage Cost Weight Properties
Sidearms
Pistol d6 piercing 1,000gp 2 lbs Ammunition (range 40/120), Reload 8, Light
Heavy Pistol d8 piercing 1,150gp 3 lbs Ammunition (range 40/140), Reload 8
Sawn-Off Shotgun 2d4 bludgeoning 1,200gp 4 lbs Ammunition (range 20/40), Reload 4, Scatter (1d4)
Longarms
Rifle d12 piercing 1,500gp 10 lbs Ammunition (range 90/300), Two-Handed, Reload 6
Carbine d10 piercing 1,350gp 6 lbs Ammunition (range 60/200), Two-Handed, Reload 8
Shotgun d12 bludgeoning 2,000gp 7 lbs Ammunition (range 30/60), Two-Handed, Scatter(1d6), Reload 6
Heavy Rifle 3d8 piercing 2,900gp 18 lbs Ammunition (range 200/1,000), Two-Handed, Loading, Heavy

For You Technophobic Plebs, Here's Some Crossbow Variants or Whatever


Name Damage Cost Weight Properties
Martial Ranged
Weapons
Repeating Crossbow d10 100gp 18 lbs Ammunition (range 100/400), Heavy, Two-Handed, Reload 6
piercing
Automatic Crossbow d8 piercing 200gp 20 lbs Ammunition (range 100/400), Heavy, Two-Handed, Automatic (d10),
Reload 20
Reloading Hand d6 piercing 350gp 3 lbs Ammunition (range 30/120), Light, Reload 4
Crossbow
Splinterfire Crossbow d12 400gp 21 lbs Ammunition (range 30/60), Heavy, Two-Handed, Scatter (1d6), Reload
piercing 6

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Special Firearm Examples (Gunsmith DC 8 + max damage)
Use these guns only when firearms and technology are prominent in your world. These are made to give options to gun using
players who wish to grow in power. They are not and will not be properly balanced in a world that uses more primitive weapon
technology. Implement these guns into those games with caution.
Name Damage Cost Weight Properties
Sidearms
Automatic Pistol 2d4 Piercing 2,100gp 3 lbs Ammunition (range 40/120), Light, Reload 24, Automatic(6d4)
Burst Pistol d8 Piercing 2,100gp 3 lbs Ammunition (range 30/90), Light, Reload 24, Burst Fire(3d8)
Revolver d8 Piercing 2,200gp 3 lbs Ammunition (range 50/180), Light, Reload 6
Hand Cannon d10 Piercing 2,700gp 4 lbs Ammunition (range 60/200), Reload 6
Longarms
Automatic Rifle 2d6 Piercing 3,500gp 8 lbs Ammunition (range 90/300), Two-Handed, Reload 30, Automatic(6d6)
Burst Rifle 1d12 Piercing 3,500gp 8 lbs Ammunition (range 90/300), Two-Handed, Reload 24, Burst Fire(3d12)
Double Barrel 2d6 2,400gp 11 lbs Ammunition (range 90/300), Two-Handed, Scatter (1d8) Loading,
Shotgun bludgeoning Special
Anti-Material Rifle 3d12 Piercing 4,500gp 18 lbs Ammunition (range 300/1,800), Two-Handed, Loading, Heavy
Shoulder Cannon 4d10 6,500gp 30 lbs Ammunition (range 60/200), Two-Handed, Loading, Bulky, Special
Bludgeoning
Rifleblade d12 Piercing 5,000gp 10 lbs Ammunition (range 90/300), Two-Handed, Reload 6, Bayonet(1d6
Piercing/Slashing)
Gunlance 2d6 Piercing 6,000gp 16 lbs Ammunition (range 70/230), Two-Handed, Reload 6, Bayonet(1d12
Piercing, Reach), Special
Nock Gun d12 Piercing 5,500gp 20 lbs Ammunition (range 70/210), Two-Handed, Loading, Special

Shoulder Cannon Special Rules


You can make a special attack with a Shoulder Cannon that targets any creature within a 5 wide foot line out to its maximum
range. Any target in the path of this special attack must succeed a DC (8 + your Dexterity modifier + your proficiency bonus)
Strength saving throw or take it's damage roll and be knocked prone. They take half damage on a success and are not knocked
prone. Shoulder Cannons are considered siege weapons for the purposes of damage. Shoulder Cannons use a special type of
ammo known as a Mini-Cannonball, which weighs 2 lbs and costs 5gp per round.
Nock Gun Special Rules
You can use your action to fire all 7 barrels of this gun at once. Make an attack roll with disadvantage. If you succeed, roll 7d12
damage. This attack deals 7d4 bludgeoning damage to you and forces you to succeed a DC 10 Strength saving throw or be
knocked prone.
Gunlance Special Rules
You have disadvantage when you use the lance to attack a target within 5 feet of you. You can wield the lance one handed when
mounted.
Double Barrel Shotgun Special Rules
Double Barrel shotguns can be fired twice per attack. When you make an attack roll with a double barrel shotgun, you can make
two attack rolls at the same creature. The second attack roll is made with disadvantage, and on a hit, you do not add your ability
score modifier to the damage of that attack, unless your modifier is negative.

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Expanded Fighting Styles
You can't take the same Fighting Style more than once, even
if you get to choose again. Giving Classes Guns
Akimbo Shooter These proficiencies are also gained if a class gains
weapon proficiencies when mutliclassed into.
When you take the attack action with a light weapon, you can
use a bonus action to make an attack with a light ranged Artificers and Clerics start with proficiency in
weapon you are holding. You do not add your ability score sidearms and firearms with the scatter property.
modifier to the damage of this attack, unless that modifier is
negative. Barbarians, due to their primitive nature and lack of
understanding of complex technology, such as
Breacher guns, cannot start with proficiency in firearms
When you make a ranged attack at a creature within 15 feet unless already given from another class, archetype,
of you and you roll a 1 or 2 on the damage die, you can reroll feat or special training, unless otherwise approved
the damage die and must take the new roll, even if the by the DM.
number is a 1 or a 2. The weapon must have the scatter
property in order to gain this benefit. Bards start with proficiency in sidearms, muskets,
rifles and carbines.
Deadeye
Druids cannot be proficient in firearms, as they are
You get a +2 bonus to attack rolls you make with martial and always made from metal in some measure. The DM
simple ranged weapons, as well as longarms which do not can make exceptions to this. A character that
have the bulky or scatter property. multiclasses into a druid with proficiency in
firearms can only do so if the DM approves it.
Dueling Edit
When wielding a one-handed weapon in one hand and no Fighters start with proficiency in longarms and
other weapons, you get a +2 bonus to your damage rolls with sidearms. Fighters can choose from the breacher,
these weapons. deadeye, dueling edit, and phalanx fighting styles.
Sniper Monks start with proficiency in sidearms, but they
You gain a +2 bonus to damage rolls if you attack a creature do not count as monk weapons.
further than 60 feet away from you with a ranged weapon or a
firearm that does not have the scatter property. Mystics, Sorcerers, Warlocks, and Wizards get
proficiency in pistols, sawn-off shotguns, dragoons,
Phalanx and flintlock pistols.
You can now wield a two-handed melee weapon, heavy Paladins start with proficiency in longarms and
crossbow, light crossbow, or a longarm with a shield, but you sidearms. Paladins can use firearms for Divine
must use an action to brace the weapon against the shield in Smite, Improved Divine Smite, and any spells that
order to attack with it. The weapon stays braced in this way would require them to take an attack with a melee
as long as you move no more than 10 feet during your turn. weapon before taking effect, but you must be
The weapon loses any benefits you gain from using it with within at least 10 feet of the creature attacked to
two hands while braced. do so. Paladins can choose from the breacher,
dueling edit, and phalanx fighting styles.
Rangers start with proficiency in longarms and
sidearms. Rangers can choose from the akimbo
shooter, deadeye, dueling edit and sniper fighting
styles.

Rogues start with proficiency in sidearms, muskets,


wheellock guns, carbines, and rifles.

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Buccaneer
New Feats You have mastered the art of dueling with gun and sword, and
Akimbo Master gain the following benefits:
You master the art of wielding two ranged weapons at once. When you use the attack action with a one-handed melee
You gain the following benefits: weapon, you can spend a bonus action to fire a light
You can draw or holster two sidearms when you would firearm you wield in your other hand. You can use this
normally be able to draw or holster only one. bonus action to attack with a one handed melee weapon if
If you are wielding two ranged weapons with the loading you use your attack action with a light firearm.
property, you can ignore the loading property for those While wielding a light firearm and a one-handed melee
weapons, and do not need a free hand to reload them. weapon, you gain a +1 bonus to your AC.
You can wield two one-handed ranged weapons at once, Ignore the loading time and reload action for light
even if they do not have the light property. firearms. You do not need a free hand to load in the
ammunition.
Archaic Gunmaster Heavy Weapons Guy
Prerequisite: Primitive & Misfire Rules implemented Prerequisite: Strength 15
You have become well trained with primitive firearms. You You have strengthened yourself to be able to use large and
gain the following benefits: unwieldy firearms more effectively. If you have the Extra
When you make more than two attacks with a primitive Attack feature, you can use a single one of those attacks
firearm during your turn, the firearm's misfire count does when you use those features with a heavy firearm that has
not increase by 1. the loading property.
These weapons only misfire for you if you roll a 1,
regardless of its misfire number. Mounted Shooting
Ignore the loading property for non-heavy firearms You wield guns with deadly efficiency on mounts. While you
Gunmaster are mounted and aren't incapacitated, you gain the following
benefits:
You are a veritable master with guns, and gain the following
benefits: You get a +1 bonus to attack rolls with firearms while
mounted.
Ignore the loading property for non-heavy firearms. Being within 5 feet of a hostile creature when making an
If you are disarmed, you can use your reaction to draw and attack roll with firearms while mounted does not impose
fire a light sidearm. disadvantage on the attack roll as long as the creature's
Increase the normal range of all firearms you wield by 10. size is smaller than your mount.
You have advantage on attacks rolls against any
Bayoneteer unmounted creature smaller than your mount within your
Prerequisite: Proficiency in firearms firearm's normal range.
You have mastered the art of fighting with weapons attached
to the barrel of your gun. You gain the following benefits: Pistol Whipper
You gain a +1 bonus to damage rolls with bayonets. You are skilled in using guns as melee weapons when and if
You gain proficiency in improvised weapons. they run out of bullets. You increase your Strength or
Firearms with bayonets attached gain a reach of 10 feet. Dexterity ability score by 1, to a maximum of 20, and are now
When you take the attack action with a firearm that has a considered proficient with firearms you use as melee
bayonet attached to it, you can use a bonus action to make weapons. The damage die for these firearms is as follows:
a melee attack with the bayonet at a creature within 5 feet sidearms are d6, and they are considered finesse weapons,
of you. longarms are d8, and heavy longarms are d10. The damage
type for these attacks is bludgeoning.
Close Quarters Shooter
Rifle Master
You have trained yourself in the delicate art of using ranged
weapons in close quarters combat. You gain the following Rifles are complex weapons, but you know just how to make
benefits: every shot count. You gain the following benefits when
wielding a rifle, carbine, or a musket and wheellock gun with
Making an attack with a ranged weapon while within 5 the rifling property:
feet of a hostile creature does not impose disadvantage on
the attack roll. You gain a +1 bonus to damage rolls with these weapons.
You cannot make a ranged attack roll with disadvantage at You can reroll 1s and 2s to damage with these weapons.
any target within 30 feet of you. However, if you would If you roll a critical hit or deal a killing blow with these
normally have disadvantage when making an attack roll weapons, you can use your reaction to take an additional
within this range, such as a magical effect or obscured shot at a creature within 10 feet of the creature hit.
vision, you cannot get advantage on the attack roll either. The normal range of these weapons increases by 10, and
You can make opportunity attacks with ranged weapons. the long range increases by 30.
Your reach for these attacks is 15 feet.

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Scattershot Master Creatures within the area can only move at half speed and
cannot Dash.
You have mastered getting the most effect out of firearms If any creatures move or take an action within the area or
with the scatter property. You get the following benefits: moves into its area for the first time, you can make an
You gain a +1 to attack rolls with these weapons attack against them. You can make this attack for a
Your scattershot damage can target any creature of your number of times equal to half your proficiency bonus. You
choosing within the scatter range of your target. cannot make this attack at the same creature more than
You can reroll 1s and 2s to your scatter damage. once. This attack does not expend ammunition.
Sidearm Master
You have mastered the art of wielding a sidearm with delicate
precision. You gain the following benefits:
You gain a +1 bonus to attack rolls made with these
weapons.
When you take the attack action with a sidearm can use a
bonus action to make an attack roll at a creature within 10
feet of you.
When you roll initiative and are not surprised, you can use
your reaction to draw a sidearm and attack a creature
within its normal range.
Six-Gun Ace
You have perfected the art of shooting with your revolver or
hand cannon. You gain the following benefits:
You gain a +1 bonus to attack rolls with these weapons.
You cannot be disarmed while wielding a revolver or hand
cannon in one hand and your other hand is free.
When you make an attack with your revolver or hand
cannon and are not holding anything in your other hand,
you can use your bonus action to make two additional
attacks against creatures within its normal range. You do
not add your ability score modifier to the damage of these
attacks, unless that modifier is negative.
Superior Marksman
You have perfected the art of the slow, steady kill. You gain the
following benefits when wielding a ranged weapon with the
heavy property:
You gain a +1 to attack rolls with these weapons.
You can use a bonus action to steady your aim. You can
then make an attack roll that can neither have advantage
or disadvantage. On a hit, deal double the weapon’s
damage die.
If you make a ranged attack roll with advantage, you can
reroll one of the attack rolls once.
Suppressive Fire
When you have a firearm with the automatic or burst fire
property drawn, you can use an action to suppress a field of
fire within a 10 foot radius at any point within your weapon's
normal range. This ability expends a number of bullets equal
to half your firearm's total reload count when used. You
cannot take bonus actions if you take this action. You must
have at least half your gun's reload count loaded into your
weapon to use this ability. When you use this ability, you gain
the following benefits until the beginning of your next turn.
Creatures within the area have disadvantage on attack
rolls and Dexterity Saving Throws.

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The Gunslinger
A Human finishes loading rounds into her gun and and runs
straight into a pack of angry kobolds that are threatening her
town. She tumbles and spins, her weapon burping out salvo
after salvo of hot lead against the poorly armed draconians
with naught but simple spears to use against her.
Setting his perch up at the top of a tree, a Half Elf begins to
train the custom built sights of his homemade rifle on his
prize. Amidst the roaming herd of goblins and hobgoblins,
there stands a single, massive fire giant shouting commands
to the monsters near the edge of a cliff. As he lets out a
haughty guffaw, the half-elf sees his opening. His lips curl into
a grin, and he pulls the trigger.
The sound of rapid clops echoes across the battlefield. A
group of goblins tries to close in on a tiefling and her horse.
One of them throws a bomb at her horses feet, but in a flash,
the horse and its rider suddenly dart to the side, and the
bomb explodes among the crowd of pursuers instead, leaving
the tiefling unharm
A half orc examines a strange puzzle before him, holstering
his gun after checking that the coast is clear. He looks
befudded at it for a moment, before shrugging and messing
around with it. With a click, the puzzle opens, and the half-orc Born for Adventure
smiles a giddy smile.
Whether outlaws from a distant land trying to redeem Most adventurers seek adventure out. Others have it thrust
themselves, swashbucklers with an eye for the explosive, or upon them. Gunslingers seem to have been born with a
smiths that wish to show off their talents to the world in the natural affinity and curiosity for exploration and dealing with
heat of battle, gunslingers come from many backgrounds, but the problems out in the wild. You'll find them at the job board
all have one thing in common. They’re all very good with before any paladin or fighter, and they'll be eager to take on
guns, and use unique fighting styles and speed to strike down the challenges of the darkest and most dangerous dungeons.
any foe that challenges them with less advanced weaponry. The more challenging the encounter, the greater use they'll
get out of their pride and joy.
Using Unique Weapons With Style
Though this is heavily dependent on the adventure being run, Creating a Gunslinger
guns are considered very rare in most adventures, and few When creating a gunslinger, consider two major things.
know how to operate them. Their exotic nature can lead to Firstly, consider how rare guns are in the adventure your DM
confusion and panic among those at the business end of is running, and then consider how your character came
these tools. Gunslingers take advantage of this and combine across their knowledge of how to make and use them? Did
the usage of these guns with a stylistic grace and speed very they have a eureka moment in a time of renaissance? Did they
few can comprehend. A Gunslinger will hone their skills with train with a mentor before deciding to go on their own path?
these distributors of supersonic lead death and become Or did they form a pact with a dark entity for this knowledge?
nearly impossible to track as they strike targets with nearly Either way, their background should lead them to come
impossible shots across these deadly tools for use in their adventures.

9
Weapons: Longarms, sidearms, simple weapons, crossbows,
The Gunslinger shortswords, scimitars, rapiers, whips
Proficiency
Tools: A vehicle or musical instrument of your choice
Level Bonus Features Saving Throws: Dexterity, Charisma
Skills: Choose two from: Arcana, Acrobatics, Animal
1st +2 The Tongue, Gun Stunts, Handling, History, Insight, intimidation, Investigation,
Quickdraw Perception, Performance, Persuasion, Sleight of Hand, or
2nd +2 Fighting Style, Knack Survival
3rd +2 Slinger's Trail, Lucky Item
Equipment
4th +2 Ability Score Improvement You start with the following equipment, in addition to the
5th +3 Extra Attack equipment granted by your background:
6th +3 Bullet Time (a) scale mail or (b) leather, a flintlock pistol and 10
7th +3 Evasion musketballs
(a) a wheellock gun and 20 musketballs, (b) a blunderbuss
8th +3 Ability Score Improvement and 20 spreadshot rounds, or (c) a pepperbox and 20
9th +4 Trail Feature musketballs
(a) two simple weapons, (b) a flintlock pistol and 10
10th +4 Knack musketballs, or (c) a shield
11th +4 Shootout Sense (a) a dungeoneer’s pack, (b) an explorer’s pack, or (c) a
12th +4 Ability Score Improvement scholar’s pack
13th +5 Trail Feature, Lucky Item
Improvement
Variant Rule: Firearms are Prominent
14th +5 Overwatch
If firearms are prominent in your world, you may
15th +5 Final Stand instead choose the following equipment variations.
16th +5 Ability Score Improvement (b) leather, a pistol and 10 cartridge rounds
17th +6 Trail Feature (a) a carbine and 20 cartridge rounds, (b) a
shotgun and 20 buckshot rounds, or (c) a heavy
18th +6 Superhuman Reflexes pistol and 20 cartridge rounds
19th +6 Ability Score Improvement (a) a shortsword, (b) a pistol and 10 cartridge
rounds, or (c) a shield
20th +6 Gunslinging Supreme

The Tongue
Quick Build Starting at 1st level, you learn an ancient and ritualized
language, practiced often by gunslingers and certain secretive
To quickly build a gunslinger, make Dexterity your highest societies of old. It is a deliberate and ritualized code of speech
ability score. Secondly, choose an ability score of your choice patterns and dialect, each syllable containing complex
to be the second highest. This could be Constitution if you nuances and multiple meanings. Nowadays, only gunslingers
want a hardier gunslinger with more health, Charisma if you and certain guilds opened by the people of the past still know
want a fast talking slinger that can play a mean tune, and actively teach this language. This language can only be
Intelligence if you want a gunslinger that's well learned and understood by those that know the tongue.
booksmart, or Wisdom if you want a worldy and perceptive Additionally, you understand and can write in a set of
master of firearms. Lastly, choose the Folk Hero background. ancient symbols and written jargon that conveys the
messages of the tongue in deceptively short inscriptions. This
writing is generally used to tell stories or to write down spells
Class Features and rituals, and books containing the tongue are treasures
As a Gunslinger, you get the following class features. often sought out by linguists and wizards alike due to the
potential of finding lost magic or rich historical lore
Hit Points contained within in their text.
Hit Dice: 1d8 per Gunslinger level
Hit Points at 1st level: 8 + your Constitution modifier Quickdraw
Hit Points at Higher Levels: 1d8 or 5 + your Constitution Also at 1st level, your hands are fast as lightning in a
modifier per Gunslinger level after 1st shootout. You can stow one weapon and/or draw another as
Proficiencies part of your movement or action before needing to take the
Armor: Light armor, medium armor, shields Use Object action. Additionally, you do not need a free hand
to reload weapons with the loading property.

10
Gun Stunts The weapon stays braced in this way as long as you move
no more than 10 feet during your turn. The weapon loses any
Starting at 1st level, you have developed a set of stunts you benefits you gain from using it with two hands while braced.
can use to give you an edge in combat. You gain the following
options: Slinger’s Trail
Run ‘N Gun. You can use Dash as a bonus action. At 3rd level, you begin to train your slinging to go down a
Slinger’s Senses. You can make a Wisdom(Perception) particular style of emulation. You can choose from either
check as a bonus action if you have a weapon drawn. Myth Breaker, Virtuoso, Vaquero, or Delver, all detailed at the
Stock Strike. When you make a melee weapon attack using end of the class description. The trail you choose grants you
a firearm on your turn, you use your choice of your Strength features at 3rd level, and again at 9th, 13th, and 17th level.
or Dexterity modifier for the attack and damage rolls.
Additionally, if the attack hits, you can use your bonus action
to not provoke opportunity attacks from the target of the Lucky Item
attack until the end of your turn. When you reach 3rd level, you have taken up a personal effect
that grants you uncanny luck in certain situations and says
Knack something interesting about you. This can take the form of a
At 2nd level, choose a skill or tool you are proficient in. lucky hat that you never take off, a scarf given to you by a lost
Double your proficiency bonus to checks you make with those lover, or a cigar that seems to never run dry. Choose a benefit
skills. and a quirk from the table. You can use the benefit’s feature
When you reach 10th level, you can choose an additional once per long rest. If your lucky item is lost or destroyed, it
skill or tool proficiency to gain this benefit. mysteriously reappears on you at the end of your next long
rest. When you reach 13th level, you can choose one
Fighting Style additional benefit and quirk. You can use either of the
benefits twice before you complete a long rest.
At 2nd level, you adopt a particular style of fighting. Choose
one of the following options. You cannot choose the same
fighting style twice, even if you get to choose again. Name Bonus
Akimbo Shooting Benefit
When you take the attack action with a light weapon, you can Deft(Delver) You get the identify and locate object
use a bonus action to make an attack with a light ranged spells and can cast them as rituals.
weapon you are holding. You do not add your ability score
modifier to the damage of this attack, unless that modifier is Fearless You can use an action to end one effect
on yourself that is causing you to be
negative. frightened.
Breacher Relief You can spend one minute meditating
When you hit with a ranged attack roll, you roll a 1 or 2 on the with your item in hand, after which you
damage die, you can reroll the damage die and must take the regain hit die equal to one third your
new roll, even if the number is a 1 or a 2. The weapon must gunslinger level (rounded down).
have the scatter property in order to gain this benefit. Rider(Vaquero) You gain the beast bond spell, and can
cast it as a ritual.
Deadeye (Archery Edit)
Seeker(Myth You get the hunter's mark spell, and can
You get a +2 bonus to attack rolls you make with martial and Breaker) cast it once per long rest without
simple ranged weapons, as well as longarms which do not expending a spell slot.
have the bulky or scatter property. Sly (Virtuoso ) You gain one Battlemaster Maneuver and
Dueling Edit treat it as a Virtuoso Trick.
When wielding a one-handed weapon in one hand and no Quirk
other weapons, you get a +2 bonus to your damage rolls with Adept You gain proficiency in two weapons of
these weapons. This additional damage only applies for your choosing.
ranged attacks made at creatures within 30 feet of you. Eloquence You learn two languages of your
Sniper choosing.
You gain a +2 bonus to damage rolls if you attack a creature Socialite You gain proficiency in two gaming sets
further than 30 feet away from you with a ranged weapon or a of your choosing.
firearm that does not have the scatter property. Erudite You gain proficiency in one skill or tool
of your choice.
Phalanx
You can now wield a two-handed melee weapon, heavy
crossbow, light crossbow, or a longarm with a shield, but you
must use an action to brace the weapon against the shield in
order to attack with it.

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Ability Score Improvement If the attack was triggered by the creature casting a spell, At lev
it must make a Cosntitution save. On a failed save, the gunfi
When you reach 4th level, and again at 8th level, 12th level, target(s) of the spell have advantage on the saving throw to more
16th level, and 19th level, you can increase one ability score resist the effects of the spell, in addition all targeted the M
of your choice by 2, or you can increase two ability scores of creatures gain resistence to the spells damage. If the spell
your choice by 1. As usual, you can’t increase an ability score requires a spell attack roll it would be made with
above 20 using this feature. disadvantage.
Extra Attack
Final Stand
At 5th level, you can attack twice, instead of once when you
take the attack action on your turn. Starting at 15th level, when you are reduced to 0 hit points
Additionally, when you take the Attack action on your turn, and don’t die outright, you can use your reaction before you
you can forgo one of your attacks to reload your weapon. fall unconscious to make an attack roll at an enemy. This
attack is made with disadvantage. If the attack hits, you gain
Bullet Time hit points equal to 1d8 + your gunslinger level. Once you use
this feature, you cannot use it again until you complete a
Beginning at 6th level, you've honed your senses to avoid short or long rest.
attacks effortlessly. You can now take the Dodge action using
a bonus action. You can do this a number of times equal to Superhuman Reflexes
your Dexterity modifier. You regain the uses of this feature
when you complete a short or long rest. At 18th level, a you have sharpened your reflexes to
supersonic proportions. You now get the following benefits:
Evasion You can use Disengage as a bonus action.
At 7th level, your reflexes are as fast as any bullet you fire Once per short rest, when you are hit by a ranged attack,
from your gun. When you make a Dexterity Saving Throw to you can reduce the damage of that attack to 0.
take half damage from a damaging effect, such as a shotgun's You can use two gun stunts as a bonus action once per
scattering shells or a black dragon's acid breath, you take no short or long rest.
damage on a successful save and only half damage on a failed
save. Gunslinging Supreme
By the time you reach 20th level, you have become an
Shootout Sense undisputed slinger extraordinare. Add your proficiency bonus
By 11th level, you are ready to react to danger at a moment's to damage rolls you make with your firearms, except when
notice. You gain advantage on initiative rolls. making an attack that does not normally apply your ability
Additionally, you can't be surprised while you are score modifier to it's damage. (For example, making an
conscious. offhand attack.)
Additionally, if you use the automatic or burst fire area of
Overwatch effect action, you can make one weapon attack as a bonus
action.
At 14th level, you can use an action to lie in wait to take an
action against any enemy that reveals itself. If a creature Class Starting Wealth
moves, makes a weapon attack, or casts a spell while within Class Funds
your firearm's range, you can use your reaction to make an Gunslinger 5d4 x 10 gp
attack against them.
Saving Throws. Overwatch requires targets to make a
saving throw to resist the penalites imposed on them. The If a Gunslinger is playing in a game where they can exchange
Saving throw DC is as follows: equipment for wealth, the cost for primitive firearms is
Overwatch Save DC = 8 + your proficiency bonus + your (orignal price)/10, and the cost for advanced firearms is
Dexterity modifier. (original price)/20.
On a hit, the following effects are imposed in addition to the Multiclassing
attack's normal effects.
If the attack was triggered by the target's movement, it In order to multiclass as a Gunslinger, you must have a
must make a Dexterity saving throw. On a failed save, its minimum Dexterity and Charisma ability score of 13.
movement speed is reduced by half until the end of your Multiclassing Proficiencies
next turn. On a successful save, their speed is only Class Proficiencies Gained
reduced by 10 until the end of your next turn.
If the attack was triggered by the creature making a Gunslinger Light armor longarms, sidearms, one vehicle of
your choice
weapon attack, it must make a Constitution saving throw.
On a failed save, it has disadvantage on attack rolls until
the start of your next turn. On a successful save, it only
has disadvantage on the triggering attack.
Gunslinging Trails

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Myth Breaker Mythical Guardian. When keeping track of legendary
creatures, your hunter's senses heighten your defense. You
Myth Breakers specialize in hunting down and dealing with can end one effect on yourself causing you to be charmed or
the most dangerous of beasts. They hunt down anything from poisoned.
ancient dragons to beholders with extreme precision and Slayer's Discipline. You are stalwart in the face of any
skill. Determined and well researched in a variety of lore, kind of danger. You get proficiency in a saving throw of your
myth breakers are experts in hunting down that which makes choice.
the average person tremble in fear.
Strength In Knowledge
Myth Breaker's Tactics At 13th level, you have augmented your mind and
When you choose this trail at 3rd level, you can choose from strengthened your resolve against the horrors out in the great
one of the following tactics that help you slay various beyond. You have advantage on saving throws against being
monstrosities. charmed, petrified, paralyzed or poisoned.
Crowd Control. Your quick trigger finger lends itself well
to killing hordes of creatures. Once per turn, when you make Legendary Overwatch
a firearm attack roll against a creature, you can make an Once you reach 17th level, you are able to stop the most
additional attack against a creature that's within 5 feet of the fearsome creatures right in their tracks with nothing but your
targeted creature and in range of your firearm. bullets. If you make a successful overwatch attack against a
Legendary Buster. The crack of your gunshot is a symbol creature, you can make it suffer the following effects:
of teamwork as you mark powerful targets for death. When
you succeed a firearm attack roll against a creature, the next If the creature is moving, it is stunned until the end of your
attack made against the offending creature deals an extra d8 next turn.
damage on a hit. You can only use this ability on one creature If the creature is making an attack roll, it automatically
per turn. fails that attack roll and cannot make any more attacks
Leviathan Feller. Your skill with a gun can send even big until the end of your next turn.
monstrosities reeling. When you hit with a firearm attack roll If it is casting a spell or forcing a creature or creatures to
against a creature, you can push them back 10 feet from you make a saving throw, the spell or area of effect attack
in the direction you hit them. This forced move can only be automatically fails, dealing no damage if it would normally
done once per turn. do so. If the creature was casting a spell, the spell slot is
Varmint Slayer. You have a knack for landing precision wasted.
shots that help you hit small or dodgy pests. You get Once you use this feature, you cannot use it again until you
advantage with firearm attacks on creatures that have moved complete a short or long rest.
further than 15 feet or taken the dodge or disengage action
before your turn.
Showstopper. Creatures with exotic movements are no
match for your expertly placed shots. If you hit with a firearm
attack roll on a creature, it must succeed a Strength saving
throw or have its flying speed, swim speed, climbing speed,
walking speed and burrowing speed reduced by half, or
become 0 if it was 5 feet until the end of its next turn. You can
only use this ability once per turn.
Gunslinger Save DC = 8 + your proficiency bonus + your
Dexterity or Intelligence modifier.
Monstrous Defense
When you reach 9th level, you can learn one of the following
defensive tactics that add to your monster hunting skillset.
Critter Sense. Your dedication to tracking dangerous pests
has allowed you to develop senses to help hunt them down.
You gain 15 feet of blindsight and tremorsense, and creatures
cannot get advantage on attack rolls or benefit from being
hidden or invisible while within 15 feet of you, as long as you
are not incapacitated.
Uncanny Dodge. You always keep your eyes about you,
making surprise attacks from above and below difficult.
When a creature damages you with an attack, you can use
your reaction to halve that damage against you.
Into the Fray. Creatures that crowd upon you find it quite
hard to attack you. When a hostile creature makes an attack
roll against you while another hostile creature is within 5 feet
of you or it, the creature makes the roll with disadvantage.
Delver
In the darkest tombs, the most cursed catacombs, and the Reflavor: Arbalest
deepest of dungeons, Delvers are right at home. Skilled
navigators and experts at finding and procuring artifacts, they To reflavor the gunslinger to be more medieval,
have a nose for trouble, and the right set of skills and know make the following changes.
how to get out of any scrape. Any ability referencing firearms, change to
reference crossbows.
Catacomb Crawler Remove the reference to gun prices in the Class
When you choose this trail at 3rd level, your talent for raiding Starting Wealth.
dungeons begins to truly surface. You gain darkvision out to
60 feet if it do not have it already, and you can move while Equipment
squeezed into a space smaller than yourself without spending (b) Leather, a repeating hand crossbow and 10
extra movement. bolts
Additionally, you gain proficiency in thieve’s tools and (a) A repeating crossbow and 20 bolts, (b) a
navigator’s tools, and get a climb speed of 20 feet. scatter crossbow and 20 bolts(c) a light
crossbow and 20 bolts
Slapdash Ploy (a) a shortsword, (b) a repeating hand crossbow
At 9th level, you seem to perform your best work when you and 10 bolts, or (c) a shield
have no idea what you're doing. When you use a skill, make a Multiclass Proficiencies
saving throw, or make an attack roll with a weapon you are Class Proficiencies Gained
not proficient with, you can choose to add your proficiency
bonus to the roll. You can do this before or after the roll is Arbalest Light armor, medium armor, crossbows,
made, but before it is determined to be a success or failure. one vehicle of your choice
Once you use this feature, you cannot use it again until you
finish a short or long rest.
One Step Ahead
Starting at 13th level, you gain a knack for dealing with the
dangers of dungeons and their eldritch inhabitants. You are
resistant to damage dealt by traps. Additionally, you have
advantage on checks you make to disarm traps or identifying
creatures.
Ace in the Hole
Once your reach 17th level, you have a trick up your sleeve
that you can pull out the moment it is needed. At any time
during another creature’s turn, you can use your reaction to
immediately take an extra turn, interrupting the current turn.
Once you use this feature, you can’t use it again until you
complete a long rest.

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