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5e Gunslinger Full Class

by Snuggs

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Gunslinger

Gunslinger

"I'm telling you Kor, the Violet Gambler came to town yestermornin'. Was talking something fierce of vengeance or some such for his dead wife," The half-elf man claims to the human tavern keeper, "we'll be dead before sunrise if you don't close down shop."

The tavern keeper cocks an eyebrow in what could be perceived as curiosity, but is assuredly a poor attempt at faking interest, "The Violet Gambler ain't nothin' but an old wives tale. I wouldn't worry about nothin, Obbi."

Almost out of spite, the front door to the saloon swings open with a creak followed by the deliberately heavy, announcing footfalls of a man wearing protective hides and a bandolier. The pub silents as the stranger struts forward, his spurs thudding against the wood floor and a purple mask of porcelain across his face. The Violet Gambler sits at the bar and raps a knuckle twice on the wooden surface, "two shots, four copper for the trouble."

A half-orc man throws his cards down in rage, leveling a pistol at the dealer as the other three-dragon ante players recoil in fear.

Two human men stand back to back as a crowd of onlookers watch in apprehension. A gun is fired into the air as each of the two combatants take their steps apart, "One... two... three... Draw!" and they squeeze the trigger and send their rounds and wills across the duel site.

A torch is lit and thrown down a dried up well in an abandoned town. If there's treasure to be found, you'd be damn sure I'm the one to find it, the old halfling thought to himself as he placed a hand on his rifle and descended into the dusty aquifer.

The Gunslinger is one who takes matters into their own hands by using weapons few have heard of and even fewer can wield as they can. To be a Gunslinger is to take up a moral code and to inscribe into each and every bullet fired a purpose for the round being flung down range. Nothing is to be wasted, all is to be gained by these rough-and-tumble desperados.

Masters of an Obscure Craft

Firearms are a rarity in most 5th edition settings and as a master of such obscure weaponry, most Gunslinger's are hesitant to reveal their hand too quickly. In some ways they are tactically minded, in others their raw charisma and skill for manipulation keep them out of trouble. Gunslingers come in all shapes and creeds, some preferring to keep at range and fire round after round from the saftey of a piece of cover while others rush into danger, guns akimbo.

Lone Wolves

While plenty of Gunslingers do gang together, many others are alone in their tasks as they roam from town to town causing trouble and escaping by the skin of their teeth. When a Gunslinger does join a group, however, the bond between party members is normally the reason they choose to stick around. Good people are rare to find, good family is rarer still.

Creating a Gunslinger

As a Gunslinger, consider where you acquired and learned to wield such an obscure weapon type. Did you train with a master Gunslinger or did you steal the blueprints to create such a weapon and craft it yourself? Were you a part of the local military that began to adopt firearms as a legitimate combat option or were you part of the roving bands of vagabonds such a task force would be tasked to stop?

Quick Build

You can build a Gunslinger quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to use larger, closer ranged weaponry or whether you would like to keep an eagle's eye on the target from a distance. Your next highest score should be Intelligence or Charisma as either you cunning or your guile are key to keeping you alive.

Gunslinger
Level Proficiency Bonus Features Trick Shots Known
1st +2 Gunsmithing, Helpful Gunplay, Fighting Style
2nd +2 Trick Shots 2
3rd +2 Gunslinger Code 2
4th +2 Ability Score Increase, Expertise 2
5th +3 Fan or Focus, Code Feature 2
6th +3 Quickdraw 2
7th +3 Additional Trick Shot 3
8th +3 Ability Score Increase 3
9th +4 Code Feature 3
10th +4 Brutal Knowhow, Additional Trick Shot 4
11th +4 Double-Tap 4
12th +4 Ability Score Increase 4
13th +5 Additional Fighting Style 4
14th +5 Code Feature 4
15th +5 Additional Trick Shot 5
16th +5 Ability Score Increase 5
17th +6 Ace up the Sleeve, 5
18th +6 Additional Trick Shot, Hemorrhaging Critical 6
19th +6 Ability Score Increase 6
20th +6 Code Feature, Rock and Rolling Thunder 6

Class Features

As a gunslinger, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per gunslinger level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per gunslinger level above 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, firearms
  • Tools: Tinker's tools, smith's tools

  • Saving Throws: Strength, Dexterity
  • Skills: Choose three from Acrobatics, Athletics, Deception, Insight, Intimidation, Persuasion, Sleight of Hand, Stealth, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a simple weapon and shield or (b) two simple weapons
  • (a) leather armor or (b) scale mail
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • (a) two palm pistols or (b) a six-shooter or (c) a repeating rifle or (d) a blunderbuss
  • 20 rounds that fit into your chosen firearm, tinker's tools, smith's tools
Multiclassing and the Gunslinger

If your group uses the optional rule of multiclassing in the Player's Handbook, here's what you need to know if you choose Gunslinger as one of your classes.
Ability Score Minimum. As a multiclass character, you must have at least a 13 in either Strength or Dexterity and a 13 in either Intelligence or Charisma to take a level in this class, or to take a level in another class if you are already a Gunslinger.
Proficiencies Gained. If gunslinger isn't your initial class, here are the proficiencies you gain when you take your first Gunslinger level: light armor, firearms, tinker's tools, and smith's tools.

Optional Class Features

Kit Guns

At 6th level, you have created your magnum opus: a customized fire arm. The rules for creating such a weapon are in the Kit Guns section at the end of the class description. Should you break your Kit Gun or be otherwise unable to retrieve it, you can recreate it over a workweek and spending a number of gold pieces equal to 100 x the gold piece cost listed for the weapon's ammunition. You may only have one Kit Gun created at any time. When you first create a Kit Gun and whenever you gain an Ability Score Increase in this class, you can also create one Attachment that takes up no more than one Attachment Slot. The list of attachments can be found at the end of the class description.

Experimental Feature: Kit Guns

The idea of a modularly customizable weapon is appealing to many, but its execution means the difference between creating a dinky peashooter whose efficacy is highly questionable to a minigun who rips through high level foes with too much ease. This feature is heavily experimental and should not be put into your games unless that is understood. I would appreciate any and all critique playtesting may bring.

Class Features

Gunsmithing

Also at 1st level, you can create and maintain your firearms. When you use your tinker's tools or smith's tools to create a firearm, an attachment, or firearm ammunition, the time required to make such items is halved.

Helpful Gunplay

Also at 1st level, you have grown more accustomed to using your firearms in more creative ways. You can use your firearms to do one of the following as an action by firing a round, so long as the target is within 5 feet of you:

  • Blast Lock. Automatically blast open a lock, harmlessly opening chests and doors.
  • Cauterize Wound. Fire a bullet into the ground and press the red hot barrel of the firearm against an unconscious creature's most grievous wound, stabilizing them.

Fighting Style

At 1st level, you adopt a particular style of gunfighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Breaking and Entering. When you hit a creature with a ranged attack from a firearm with the scatter property, the target is pushed 5 feet away from you in a straight line.

Duck and Dive. When an attack misses you, you can use your reaction to expend a hit die, roll it, and regain a number of hit points equal to the number rolled + your Constitution modifier.

Fire and Brimstone. When you spend Bravado points to perform a Trick Shot or to use a feature that deals damage to a creature, the trick shot deal an additional amount of damage equal to twice the number of Bravado points expended.

Love and Hate. While engaging in two-weapon fighting with at least one firearm, or when wielding a firearm and a shield, you can reload any firearms you are holding as a bonus action without having a free hand.

Trick Shots

At 2nd level, you can employ powerful techniques called trick shots to deceive and disable your foes.

Trick Shots. You learn two trick shots which are detailed under “Trick Shots” below. Each use of a tick shot requires you to make an attack with a firearm and must be declared before you roll to hit, unless otherwise stated. You may only use one trick shot per attack, unless otherwise stated.

You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you gain a level in this class, you can also replace one trick shot you know with a different one.

Bravado. You have a maximum number of Bravado points equal to your Charisma or Intelligence modifier (your choice; minimum 1). You regain 1 Bravado when you:

  • Reduce a creature to 0 hit points with a firearm
  • Score a critical hit on a creature with a firearm

You regain all expended Bravado points when you finish a long rest.

Saving Throws. Some trick shots require your target to make a saving throw. The saving throw DC is calculated as follows:

Trick Shot Save DC = 8 + your proficiency bonus +

your Charisma or Intelligence modifier (your choice)

Gunslinger Code

At 3rd level, you have taken on a Gunslinging Code; a series of guidelines that teach you how to better use your firearms and to whom you should point them at. Choose Constable, Desperado, Gambler, Gun Mage, Pirate, Ruin Seeker, or Spirit Medium.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.


Expertise

Also at 4th level, choose any two of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Fan or Focus

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Alternatively, you can forgo this extra attack and spend one Bravado point to make one attack with advantage. If you have disadvantage, this advantage overwrites that disadvantage rather than canceling out.

Quickdraw

At 6th level, your agility allows you to switch between firearms with ease. You can stow a firearm, then draw another firearm as a single object interaction on your turn. Additionally, you add your Charisma or Intelligence modifier (your choice) to your initiative.

Brutal Knowhow

At 10th level, the weak points of enemies seem all the more obvious. You score a critical hit on a d20 roll of 19-20 on attack rolls using your firearms.

Double-Tap

At 11th level, your lethality with your firearm has reached new heights. Once per round, when you reduce a creature to 0 hit points with a firearm, you can make an additional attack with a firearm.

Additional Fighting Style

At 13th level, versatility has become a core component of your combat game plan. You learn one additional Fighting Style from either the Fighting Style feature from this class or from the Fighter class.

Ace up the Sleeve

At 17th level, you are always prepared for a fight, no matter what. Choose one trick shot that you know which costs no more than 1 Bravado point and is not given to you by your Gunslinger Code. You can use that trick shot without expending Bravado.

Hemorrhaging Critical

Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally takes half of the damage from the attack at the start of its next turn.

Rock and Rolling Thunder

Upon reaching 20th level, legends of your deeds have been cast far and wide; few know not the sound of your thunderous gunfire. When you roll initiative, you regain 2 Bravado.

Constable

Those who take up the Code of the Constable are generally mounted gunslingers who have forged a pact with a deity that grants them divine abilities.

Constable Features
Gunslinger Level Features
3rd Strong with Steed, Channel Divinity: Hallowed Barrel
5th Defensive Duo, Voice of Authority
9th Violent Absolution
14th Heavenly Steed
20th Divine Avatar

Strong with Steed

When you take up this Gunslinger Code at 3rd level, you have become in expert at taking care of mounts and other animals. You gain proficiency in Animal Handling.

Additionally, mounting a willing beast only takes 5 feet of your movement and your patron deity has granted you the power to conjure a steed. You learn the find steed spell and can cast it once without expending a spell slot before you must take a short or long rest. The steed's creature type is always celestial when you cast find steed using this feature. When you cast the find steed spell, you gain 1 Bravado point.

Finally, you gain proficiency with heavy armor.

Channel Divinity: God Hammer

At 3rd level, you can call forth the wrath of your god. As an action, you create a 15-foot-diameter, 40-foot-high cylinder of radiant light centered on a point you can see within 60 feet of you. Each creature in the area must make a Wisdom saving throw or take 2d10 radiant and 2d10 thunder damage and be deafened until the end of their next turn. On a success, they take half as much damage and are not deafened. Additionally, the area at the bottom of the cylinder where the beam makes contact with the ground is covered in a 15-foot-diameter sphere of dust. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Once you use this feature, you can't do so again until you finish a long rest.

Defensive Duo

At 5th level, you can defend your mount in combat. When you or your mount are targeted by an attack, you can choose to switch who is targeted between you and your mount. Additionally, when you and your mount are in an instantaneous hostile area of effect, you can choose to have either you or your mount be affected by the effect, leaving the other unaffected. You can use this feature a number of times equal to your proficiency bonus and can't do so again until you finish a long rest.

Voice of Authority

Also at 5th level, you can use an action and expend a Bravado point to invoke the authority of your patron deity to do one of the following:

  • Obey. You cast the command spell, the DC for which is your Trick Shot save DC.
  • Formation. Up to a number of allies equal to your Intelligence or Charisma modifier can use their reaction to move up to their movement speed.

Violent Absolution

At 9th level, you carry out the will of your god with fanatic zeal. When you use your Channel Divinity while mounted, the damage increases to 4d12 radiant and 4d12 thunder. Additionally, you can call forth two beams of light so long as their areas don't overlap.

Heavenly Steed

At 14th level, your god of choice has bolstered the power of your conjured mount. You learn the find greater steed spell and can cast it once without expending a spell slot before you must take a long rest. The steed's creature type is always celestial when you cast find greater steed using this feature.

Divine Avatar

At 20th level, your patron deity has granted you an aspect of themselves. As an action, you can transform into an avatar of your god and for 1 minute you gain the following properties:

  • Angelic wings sprout from your back and you gain a flying speed 30 feet faster than your walking speed. If you are mounted, your steed instead grows these wings and gains a flying speed 30 feet faster than its walking speed for the duration of your transformation. If the steed already has a flying speed, its flying speed instead increases by 20 feet.
  • Attacks with your firearms deal an additional 2d8 radiant damage.
  • Your creature type becomes celestial and you have resistance to radiant and necrotic damage. If you are mounted, your steed also gains these resistances for the duration of your transformation.

Once you use this feature, you can't do so again until you finish a long rest.

Desperado

Those who follow the Code of the Desperado generally fall into two camps: duelists and dangerous villains. They are excellent combatants whose skill with quick, agile gunmanship force foes onto their back foot through use of dirty tricks and decleration of duel.

Desperado Features
Gunslinger Level Features
3rd Dangerous Duel (1d4)
5th Dangerous Duel (1d6), Vandal's Shot, Quick Call-Out
9th Dangerous Duel (1d8), Draw!
14th Dangerous Duel (1d10), Fan the Hammer
20th Dangerous Duel (1d12), High Noon

Dangerous Duel

When you take up this Gunslinger Code at 3rd level, you've become an accomplished duelist who excels in single combat. You can use an action to challenge a creature you can see within 60 feet of you to a duel. They must make a Wisdom saving throw against your Trick Shot Save DC, or have disadvantage on attack rolls made against creatures other than you as you taunt them into a duel. When you hit the dueling creature with a weapon attack, you deal an additional 1d4 of your weapon's damage and you gain an additional Bravado point if you reduce the affected creature to 0 hit points (2 points total). The creature is compelled to duel you in this way for 1 minute and attempting to duel another creature while already dueling someone causes the ongoing duel to end. The affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

The additional damage increases as you gain levels in this class. The damage becomes 1d6 at 5th level, 1d8 at 9th, 1d10 at 14th and 1d12 at 20th.

You can use this feature a number of times equal to your proficiency bonus. You regain all uses of this feature when you finish a long rest.

Vandal's Shot

At 5th level, you learn a new trick shot. This trick shot does not count against your number of trick shots known. When you make a ranged attack with your firearm, you can expend 1 Bravado point to cause the attack to deal double damage to objects and structures. The shot has enough power to punch down a door, create a small crack in a stone wall, or destroy a small piece of cover. Alternatively, you can target an object that a creature is holding. On a hit, the target takes damage as normal and must make a Strength saving throw. On a failure, 1 nonmagical object they are carrying of your choice is destroyed. Such objects can include weapons or shields.

Quick Call-Out

Also at 5th level, you can use your Dangerous Duel feature as a bonus action instead of an action.

Draw!

At 9th level, you can draw and fire your firearms with extreme speed. When you roll initiative, you can immediately move up to your speed and make an attack with your firearm.

Fan the Hammer

At 14th level, when you take the attack action on your turn to make an attack with your firearm against a creature affected by your Dangerous Duel feature, you can make an additional attack with your firearm against that creature as a part of the action.

High Noon

At 20th level, you have become a paragon of the archetypal gunslinger. You score a critical hit against creatures affected by your Dangerous Duel feature on a d20 roll of 18-20 with attack rolls using your firearm.

Gambler

Those who take up the Code of the Gambler have a seemingly supernatural luck that follows them. They can tug and nudge fate in themselves and others to grant personal advantage in combat or social situations.

Gambler Features
Gunslinger Level Features
3rd Wicked Bet, Gambler's Guile
5th Exchange Luck
9th Roll them Stones
14th Shield of Fate
20th Royal Flush

Wicked Bet

When you take up this Gunslinger Code at 3rd level, you can store your luck for later. When you make an attack roll, ability check, or saving throw, you can give yourself disadvantage and gain a Bravado point. If you would have advantage, this disadvantage overwrites that advantage rather than canceling out. If you use this feature for an attack, you can't gain advantage from Fan or Focus when you reach 5th level. You can use this feature a number of times equal to your proficiency bonus, regaining all uses after a long rest.

Gambler's Guile

Also at 3rd level, you gain proficiency in two gaming sets of your choice. Your proficiency bonus is doubled for any ability check you make using either of these gaming sets.

Exchange Luck

At 5th level, you can tug at fate. You can expend one Bravado point to give yourself advantage on an attack roll, ability check, or saving throw. You can't use this feature again until you have used your Wicked Bet feature at least once.

Roll them Stones

At 9th level, you can siphon luck from other creatures. When a creature you can see within 30 feet of you makes an attack roll or ability check, you can use your reaction to give them disadvantage on the roll. When you do so, it counts as a use of Wicked Bet for the purpose of recharging Exchange Luck.

When you reach 14th level in this class, you can use this feature to impose disadvantage on another creature's saving throw.

Once you use this feature, you can't do so again until you finish a long rest.

Shield of Fate

At 14th level, your luck and the misfortune of others can grant you protection. When you give yourself advantage on an attack roll, ability check, or saving throw using Exchange Luck, you gain a number of temporary hit points equal to your gunslinger level.

Royal Flush

At 20th level, your unexplainable luck has surpassed mortal limitation. When you miss an attack or fail a saving throw, you can choose to critically hit or automatically succeed instead. If succeeding the saving throw allows you to take only half damage, you instead take no damage. Once you use this feature, you can't do so again until you finish a long rest.

Gun Mage

Those who follow the Code of the Gun Mage have learned unearthly magics and use it to bolster their firearms.

Gun Mage Features
Gunslinger Level Features
3rd Spellcasting, Animated Firearm, Mana Reserve
5th Spell Shot
9th Bullet Gate
14th Animated Firearm Improvement, War Magic
20th Mythic Gunmetal

Spellcasting

When you take up this Gunslinger Code at 3rd level, you can enhance your analog fire power with an arcane flair.

Cantrips

You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 9th level.

Spell Slots

The Gun Mage Spellcasting table shows how many spell slots you have to cast your wizard 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.

Spells Known of 1st-Level and Higher

You know three 1st-level wizard spells of your choice.

The Spells Known column of the Gun Mage Spellcasting shows when you learn more wizard spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

When you take this Gunslinger Code, you choose whether your spellcasting ability is Intelligence or Charisma for your wizard spells. You use your chosen ability score whenever a spell refers to your spellcasting ability. In addition, you use your chosen ability's modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your chosen ability modifier

Spell attack modifier = your proficiency bonus +

your chosen ability modifier
Gun Mage Spellcasting
Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2
4th 3 4 3
5th 3 4 3
6th 3 4 3
7th 3 5 4 2
8th 3 6 4 2
9th 4 6 4 2
10th 4 7 4 3
11th 4 8 4 3
12th 4 8 4 3
13th 4 9 4 3 2
14th 4 10 4 3 2
15th 4 10 4 3 2
16th 4 11 4 3 3
17th 4 11 4 3 3
18th 4 11 4 3 3
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1

Animated Firearm

Also at 3rd level, you can animate your firearms. As a bonus action, you can expend a spell slot to cause a firearm you are holding to hover within your control. Your firearm can travel up to a number of feet away from you equal to 10 * the level of the spell slot expended and floats for 1 minute, if you are ever more than its maximum distance apart, or until concentration ends (as if concentrating on a spell). You can see through the barrel of the animated gun, acting as an additional eye. If a creature tries to grab the gun, they must make a Strength check against a check made with your spellcasting ability. When the effect ends, the firearm falls if it is not held and you lose control over it. While the firearm is floating, you can fire it as normal with the attack originating from the firearm. As a part of an attack action or as a bonus action, you can move the firearm up to 60 feet within your area of control.

When you reach 14th level, you can animate two firearms simultaneously in this way, still only expending one spell slot.

Mana Reserve

Finally at 3rd level, you can use a bonus action to expend up to 4 Bravado points to regain an expended spell slot of that level, assuming you have such a spell slot. Additionally, you can use a bonus action to expend a spell slot and regain a number of Bravado points equal to the spell slot's level. You can gain Bravado points in this way once and can't do so again until you finish a long rest.

Spell Shot

At 5th level, you learn a new trick shot. This trick shot does not count against your number of trick shots known. When you make a ranged attack with your firearm, you can expend any number of Bravado points to cause arcane energy to spark upon your bullets. On a hit, you can choose to change the damage type to be one of the following: acid, cold, fire, lightning, or poison. The attack deals an additional number of d6s of that damage type equal to the number of Bravado points expended.

Bullet Gate

At 9th level, you can infuse not just the elements but your physical essence into your rounds. When you hit a target with a ranged attack with your firearm, you can expend 2 Bravado points to create two portals on the ground, one within 30 feet of the target and the other within 10 feet of your firearm, that are linked and behave like the arcane gate spell. These portals disappear at the beginning of your next turn.

War Magic

At 14th level, when you use your action to cast a spell, you can make an attack with a firearm as a bonus action.

Mythic Gunmetal

At 20th level, your mastery of magic has been perfectly combined with your gunplay. When you gain Bravado points, you can also regain all your expended spell slots. Once you use this feature, you can't do so again for 1d4+1 long rests.

Pirate

The dread pirates that roam the waters of this world are well known for their skills with a firearm in addition to the songs they sing to encourage their crew. Those who take up the Code of the Pirate learn these sea shanties and bolster their crew who can raise their voices in kind.

Pirate Features
Gunslinger Level Features
3rd Sea Shanties, Hoist the Sails!, Singing Steel
5th Come Join in Rhyme
9th A Health to the Company, Mighty Lungs
14th Bones in the Ocean
20th Call of the Tides

Sea Shanties

Finally at 3rd level, you have learned various sea shanties that you sing in battle to inspire your allies. As an action, you can expend 1 Bravado point to begin singing a sea shanty. You continue to sing the sea shanty for 1 minute, until you decide to stop singing on your turn (no action required), or if you lose concentration (as if concentrating on a spell). While singing, each friendly creature within 20 feet of you (including yourself) gains the sea shanty's benefits so long as they remain within range and can hear you. When you begin a sea shanty, you choose one of the following shanties to sing:
Push the Wind Back A song about overcoming the wind itself. Creatures affected by this shanty gain a bonus to the Strength, Dexterity, and Constitution saving throws equal to your Intelligence or Charisma modifier. Additionally, they have advantage on Strength, Dexterity, and Constitution ability checks.
Remember ol' Dandy A song reminiscing about a beloved sunken ship. Creatures affected by this shanty gain a bonus to the Intelligence, Wisdom, and Charisma saving throws equal to your Intelligence or Charisma modifier. Additionally, they have advantage on Intelligence, Wisdom, and Charisma ability checks.
Fielding Far Seas A song about traveling to distant waters. Affected creatures' movement speed increases by 10 feet, they gain a swimming speed equal to their movement speed, and their movement does not provoke opportunity attacks.
Run the Galley, Boys! A song about oaring water away together. Once per round, when a creature affected by this sea shanty sees an ally make an attack or cast a damaging spell they can use their reaction and make an attack against the same target if it is within range.
Warmer Tides Yonder A song sung in hope of better water. Creatures affected by this sea shanty gain 1d8 temporary hit points at the start of each of their turns.
Scourge o' Flying Buckland A song about defending a ship from the dread pirate Buckland. Creatures affected by this sea shanty can use a reaction when they are targeted by an attack to gain a bonus to their AC equal to your Intelligence or Charisma modifier until the start of their next turn.

Hoist the Sails!

At 3rd level, your seafaring has taught you the ins and outs of operating a ship. You are proficient with water vehicles and gain a climbing and swimming speed equal to your movement speed.

Singing Steel

Also at 3rd level, you gain proficiency in martial melee weapons. Once on your turn when you hit a creature with a ranged attack with your firearm, you can make an attack with a one-handed martial weapon you are holding (no action required). When you reduce a creature to 0 hit points with a melee martial weapon, you gain 1 Bravado point.

Come Join in Rhyme

At 5th level, you can call your allies to join your lead. As a bonus action, a friendly creature affected by your sea shanty can begin singing in kind. They sing for as long as you sing, until they are unaffected by the sea shanty, or until they decide to stop singing (no action required). You can have a number of allies equal to half your proficiency bonus (rounded up) singing with you at once. You can increase this maximum by expending 1 Bravado point per additional singer per round (no action required).

While an ally is singing with you, they gain a bonus to ability checks and damage rolls equal to your Intelligence or Charisma modifier, and friendly creatures within 20 feet of them gain the benefits of the sea shanty.

A Health to the Company

At 9th level, your shanties bring health to your crew. Each creature singing your sea shanty through your Come Join in Rhyme feature can use an action to regain 1d10 + your Gunslinger level hit points.

Mighty Lungs

Also at 9th level, you have trained your lungs to accept more air and hold it for longer. You gain the following benefits:

Hold Breath. You can hold your breath three times as long.

Projected Voice. The range for you sea shanties increases to 30 feet. Additionally, you can project your voice to be heard and understood up to 1 mile away.

Bones in the Ocean

At 14th level, your combat style's rhythm has increased in tempo. While singing a sea shanty, when you take the attack action on your turn you can make an additional weapon attack as a part of that action.

Call of the Tides

At 20th level, your legacy as a raider and leader have reached far beyond your home waters. When you begin singing a sea shanty, you can expend 1 Bravado Point and choose a second sea shanty's benefit to grant simultaneously to all affected creatures.

Ruin Seeker

Those who take up the Code of the Ruin Seeker search for ancient antiquity for purposes unique to the individual. These natural historians utilize various tools for their dungeoneering purposes.

Ruin Seeker Features
Gunslinger Level Features
3rd Artifact Knowledge, Scurry Away
5th Dungeoneering Shots
9th Sunder Spectacle
14th Archive of the Ancients
20th Dungeoneering Mastery

Scurry Away

When you take up this Gunslinger Code at 3rd level, your reflexes have been trained to evade traps. When you succeed a Strength or Dexterity saving throw, you gain a Bravado and when you make an ability check to perceive or disarm a trap, you can add double your proficiency bonus to the roll.

Additionally, once on your turn, when you hit with an attack using your firearm, you can immediately move 10 feet. This movement does not provoke opportunity attacks.

Finally, you have a climbing speed equal to your walking speed.

Artifact Knowledge

Also at at 3rd level, you have great knowledge of the artifacts and relics you seek. By spending 1 minute inspecting and observing an object, you can learn information about it as if you had cast the identify spell.

Dungeoneering Shots

At 5th level, you have created many tools that assist your dungeoneering efforts. You can use your action and expend 1 Bravado point to do one of the following:

Flare. You can fire a glowing round that sticks into a point on a solid surface within your firearm's range. Light emanates from the point for 1 minute and produces bright light for 60 feet and dim light for an additional 60 feet. When you reach 9th level, this light becomes daylight.

Bolas. You can make a ranged attack with your firearm against a creature within range. On a hit, the creature takes the normal damage and is grappled. A creature can use an action to remove the bolas, ending the grappled condition. Dealing 5 slashing damage to the Bolas (AC 10) also frees the creature and destroys the bolas.

Grappling Hook. You fire a rope dart from your gun that anchors into a solid surface within 60 feet of you. When you do, you can immediately fly to a point within 60 feet of the anchor, falling to 60 feet directly below the anchor at the end of your turn. The anchor remains in place until you tug it free as a bonus action, the rope is severed, you move more than 60 feet away from the anchor, or more than 500 pounds is hung from it.

Sunder Spectacle

At 9th level, your knowledge of the arcanum of the world allows you to exploit the weaknesses of magic practitioners. When a creature within your firearm's first range increment casts a spell, you can expend 2 Bravado points and use your reaction to make a range attack with your firearm against the creature. On a hit, the target must make a concentration check against the damage or fail to cast the spell, but still expend a spell slot.

Archive of the Ancients

At 14th level, your ability to unearth great hidden knowledge bases has reached near impossible heights. You can spend an hour consulting your notes, attempting to recall information, or researching in a knowledge center such as a library to gain information as if you had cast the legend lore spell.

Once you use this feature, you can't do so again until you finish a long rest.

Dungeoneering Mastery

At 20th level, you have mastered your myriad tools. You can use your Dungeoneering Shots without expending Bravado points.

Spirit Medium

Those who take up the code of the Spirit Medium commune with the departed souls who exist between the realms of life and death.

Spirit Medium Features
Gunslinger Level Features
3rd Ghostly Apparitions, Rite of Soul Binding
5th Spirit Sight, Occult Séance
9th Step Within Shadows
14th Greater Soul Binding
20th Deathwalker

Ghostly Apparitions

When you take up this Gunslinger Code at 3rd level, you learn your choice of two of the following cantrips: dancing lights, minor illusion, and thaumaturgy. Your Intelligence or Charisma modifier is your spellcasting ability for these spells.

Rite of Soul Binding

Also at 3rd level, you can bind the souls of the departed into physical objects. During a 10 minute ritual that utilizes the dead body of a creature that was slain no longer than 1 day ago, you infuse the dead creature's soul into one of the items listed below. The item then becomes soul-infused and infers benefits to the creature utilizing the item as listed below. Alternatively, when you conduct this ritual you can instead regain 1 Bravado point.

  • Ranged Weapon or Firearm. Ranged attacks made with the weapon ignore cover. Additionally, the ammunition fired from the weapon can travel harmlessly through objects and full cover and target a creature behind it at disadvantage, assuming the attacker knows where the target is.
  • Melee Weapon. When a creature is reduced to 0 hit points from an attack with the weapon, the attacker gains a number of d6 temporary hit points equal to 1/3 your gunslinger level (rounded up).
  • Armor. As a reaction to being targeted by an attack, the wearer becomes partially intangible and gains a bonus to their armor class for the attack equal to your Intelligence or Charisma modifier (your choice).
  • Trinket. As a bonus action, the wearer can consume the spiritual energies within the trinket, gaining a number of d6 temporary hit points and regaining a number of d6 hit points equal to 1/3 your gunslinger level (rounded up). When this property is used, the trinket becomes mundane and loses its soul-infused property.

You can only have one item soul-infused at a time. If you attempt to conduct this ritual while an item is already soul-infused, the old item loses its soul-infused properties.

Once you use this feature, you can't do so again until you finish a short or long rest.

When you reach 5th level in this class, you can have two items soul-infused at once, three items at 14th level, and four items at 20th level.

Spirit Sight

At 5th level, you can extend your vision into the realms beyond. As an action, you can expend 2 Bravado points and be able to see into and through solid matter, you can see invisible creatures, and you can see into the Ethereal plane. This vision has a radius of 10 feet and lasts for 1 minute or until concentration ends (as if concentrating on a spell).

The vision's radius increases to 15 feet at 9th level, 20 feet at 14th level, and 30 feet at 20th level. Additionally, at 14th level you also gain Truesight out to the ability's range when you use Spirit Sight.

Once you use this feature, you can't do so again until you finish a short or long rest.

Occult Séance

Also at 5th level, you can conduct a séance to commune with the dead. You can expend 2 Bravado points to cast the speak with dead spell. When you cast speak with dead in this way, you and the target understand each other even if you do not speak the same language.

Step Within Shadows

At 9th level, your exposure to ethereal forces has affected you greatly, offering you ghastly abilities. When you are in dim light or darkness, you can use your action to become invisible until the end of your next turn or until you enter bright light. You can use an action on consecutive turns to maintain your invisibility. While invisible in this way, you can move through other creatures and objects as if they were difficult terrain, as well as see and affect creatures and objects on the Ethereal Plane. You take 1d10 force damage if you end your turn inside an object. If you are inside an object when this feature ends, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you moved.

Greater Soul Binding

At 14th level, your Rite of Soul Binding has grown more powerful. The benefits a soul-infused item confers has changed to be that of the corresponding item below. Additionally, you can choose to target a willing creature's body with the Rite of Soul Binding which grants the corresponding property.

  • Ranged Weapon or Firearm. Ranged attacks made with the weapon ignore cover. Additionally, they ammunition fired from the weapon can travel harmlessly through objects and target a creature behind it at disadvantage, assuming the attacker knows where the target is. Attacks made with the ranged weapon have a +1 bonus to attack and damage rolls.
  • Melee Weapon. When a creature is reduced to 0 hit points from an attack with the weapon, the attacker gains a number of d10 temporary hit points equal to 1/3 your gunslinger level (rounded up). Additionally, attacks made with the melee weapon have a +1 bonus to attack and damage rolls.
  • Armor. As a reaction to being targeted by an attack, the wearer becomes partially intangible and gains a bonus to their armor class until the start of their next turn equal to your Intelligence or Charisma modifier (your choice).
  • Trinket. As a bonus action, the wearer can consume the spiritual energies within the trinket, gaining a number of d10 temporary hit points and regaining a number of d10 hit points equal to 1/3 your gunslinger level (rounded up). When this property is used, the trinket becomes mundane and loses its soul-infused property.
  • Body. A creature with a soul-infused body can use an action to meld with the spiritual energies kept within them and take on a ghostly form for 1 minute. For the duration, the creature has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks and can move through other creatures and objects as if they were difficult terrain as per your Step Within Shadows feature. At the end of this transformation, the creature gains a point of exhaustion and is no longer soul-infused.

Deathwalker

At 20th level, the howls of the pale surround you. When you are reduced to 0 hit points, you can choose to have your soul emerge from your body and continue fighting. Your soul has your statistics and equipment and is under your control. Your soul has a number of hit points equal to half your hit point maximum. If your soul is reduced to 0 hit points or if you die, your soul is dispersed and disappears. Your soul has resistance to acid, fire, lightning, thunder; bludgeoning, piercing, and slashing damage and is immune to cold, necrotic, and poison damage. Your soul has the benefits of your Spirit Sight feature (no concentration required) and your Step Within Shadows feature even if you are in bright light.

Once you use this feature, you can't do so again until you take a long rest.

Trick Shots

Acute Shot

When you make a ranged attack with your firearm, you can expend one Bravado point to score a critical hit on a d20 roll of 19-20 for that attack. If your critical strike threshold has already been increased, you instead increase it by 1 more. For example, if you already score a critical hit on a 19-20, the range becomes 18-20 when you use this trick shot.

Blinding Shot

When you make a ranged attack with your firearm, you can expend one Bravado point to attempt to briefly blind a creature. On a hit, the target takes the normal damage and they must make a Dexterity saving throw or become blinded until the end of their next turn.

Curving Shot

When you make a ranged attack with your firearm, you can expend one Bravado point to curve the bullet. Your shot ignores half and three-quarters cover.

Deflecting Shot

As a reaction to seeing a creature within 15 feet of you (including possibly yourself) being targeted by an attack, you can expend two Bravado points and use your reaction to make an attack with your firearm against the attacking creature if they are within range. On a hit, they take the normal damage and must make a Dexterity saving throw against your Trick Shot Save DC or automatically miss the attack.

Disabling Shot

When you make a ranged attack with your firearm, you can expend a Bravado point and target a specific point on a creature's body, debilitating them. On a hit, the target takes the normal damage and must make a Dexterity saving throw. On a failure, they have a penalty to attack rolls equal to your Intelligence or Charisma modifier (your choice) until the end of the target's next turn.

Disarming Shot

When you make a ranged attack with your firearm, you can expend a Bravado point and attempt to disarm your target. On a hit, you can choose whether the target takes the normal damage or no damage at all and the target must make a Strength saving throw. On a failure, the target drops 1 held object of your choice and that object is flung to a space within 20 feet of the target.

Piercing Shot

When you make a ranged attack with your firearm, you can expend a Bravado point to attempt to shoot through several targets. On a hit, the target takes the normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment.

Ricocheting Shot

You can expend one Bravado point when you miss a ranged attack with a firearm. When you do so, you can make an additional attack with the same weapon against either your target or a creature within 15 feet of your target. This additional attack does not consume ammunition. You can use another trick shot with this additional attack, expending Bravado as normal.

Startling Shot

When you make a ranged attack with your firearm, you can expend one Bravado point to startle the target. Attacks against that creature have a bonus to hit equal to your Intelligence or Charisma modifier (your choice) until the end of the target's next turn.

Stumbling Shot

When you make a ranged attack with your firearm, you can expend one Bravado point to attempt to cause the target to lose their footing. The target takes the normal damage and must make a Strength saving throw or be knocked prone or pushed up to 10 feet directly away from you (your choice).

Sundering Shot

When you make a ranged attack with your firearm, you can expend one Bravado point to force the bullet through layers of your foes armor. You gain a bonus to hit equal to your Intelligence or Charisma modifier.

Warning Shot

When you make a ranged attack with your firearm, you can expend one Bravado point to attempt to scare the target. That creature must make a Wisdom saving throw or be frightened of you for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Feats

Firearm Adept

Prerequisite: proficiency in at least one ranged weapon

You have learned how to utilize firearms to dangerous effect:

  • You gain proficiency in firearms.
  • Additionally, you gain 1 Bravado point to spend on Trick Shots (if you already have Bravado points, your maximum number of Bravado points increases by 1). You regain all expended Bravado points when you finish a long rest.
  • You learn one Trick Shot option of your choice from the gunslinger class that costs no more than 1 Bravado point. Your Trick Shot Save DC is equal to 8 + your proficiency bonus + either your Intelligence or Charisma modifier.

Gun Rules

Firearm Properties

Loud. Ranged attacks made with this weapon are audible for up to 1 mile away.
Scatter. The weapon makes an attack roll against a target within range. Each creature other than you within 5 feet of, but not including, the target, hit or miss, takes the amount of the weapon's damage equal to the Scatter score.
Slotted Chamber. When reloading this weapon, you roll a die with a maximum roll equal to its reload score, loading that many rounds into the firearm.
Strong-Arm. When making an attack with a Strong-Arm, you use your Strength modifier for the attack and damage rolls.
Reload. The weapon can be fired a number of times equal to its Reload score before you must spend a bonus action to reload it. You must have one hand free to reload a firearm.



Why no Misfire?

Bluntly, my group does not enjoy it as a balancing mechanism; the penalties misfire brings can make a player feel cheated as they have little control over it's function. If misfire works in your group, consult this table:

Firearm Misfire Score
Palm Pistol 1
Six Shooter 1
Repeating Rifle 2
Sharp Rifle 3
Firearm Misfire Score
Blunderbuss 1
Double-Barreled Shotgun 2
Sawed-Off Shotgun 2
Hand Mortar 3
Firearms
Weapon Name Cost Ammunition Damage Weight Range Attachment Slots Properties
Palm Pistol 50gp 2gp (20) 1d8 piercing 1 lb. (40/100) 1 light, reload 3, loud
Six-Shooter 200gp 5gp (20) 1d10 piercing 3 lb. (60/120) 1 light, reload 6, slotted chamber, loud, special
Repeating Rifle 300gp 6gp (20) 1d12 piercing 5 lb. (90/240) 2 two-handed, reload 4, slotted chamber, loud
Sharp Rifle 1,000gp 10gp (5) 2d12 piercing 9 lb. (200/800) 3 heavy, two-handed, loading, reload 1, loud
Blunderbuss 250gp 5gp (10) 2d8 bludgeoning 6 lb. (20/40) 2 two-handed, reload 1, strong-arm, scatter (1d6), loud
Double-Barreled Shotgun 500gp 10gp (10) 3d6 bludgeoning 5 lb. (30/60) 2 two-handed, reload 2, slotted chamber, strong-arm, scatter (1d6), loud
Sawed-Off Shotgun 500gp 10gp (10) 2d6 bludgeoning 3 lb. (20/60) 1 light, reload 2, slotted chamber, strong-arm, scatter (1d6), loud
Hand Mortar 1,000gp 10g (1) 2d8 fire 10 lb. (30/60) 2 heavy, two-handed, reload 1, scatter (2d8), loud, special

Six-Shooter

As an action, you can fire every round loaded into this weapon, making an attack roll for each. You have a penalty to all the attack rolls equal to the number of rounds being fired. Each shot deals 1d6 + your Dexterity modifier piercing damage.

Hand Mortar

Ranged attacks with this weapon deal double damage to objects and structures.

Firearm Attachments

Attachments are accessories that can be affixed to a firearm, granting it additional features. A firearm can have a number of attachments equal to its number of attachment slots as seen on the Attachment Slots column of the Firearms table. Some attachments are more powerful than others and may require more than one attachment slot to affix to the firearm. You can only attach one type of attachment once to a single firearm unless otherwise stated.

Firearm Attachments
Attachment Cost Weight Attachment Slots
Arcane Darklight 500gp 1 lb. 1
Bayonet 20gp 1 lb. 1
Climbing Implement 50gp 2 lb. 1
Flare Stone 150gp 1 lb. 1
Muffle Sleeve 250gp 1 lb. 1
Rifle Wall 3,000gp 5 lb. 2
Ringing Barrel 250gp 1 lb. 1
Scoped Lens 300gp 1 lb. 1
Silvered Barrel 100gp 1 lb. 1
Spell Driver 5,000gp 1 lb. 2
Steadier 250gp 1 lb. 1
Tempest Chamber 10,000gp 1 lb. 3
Widened Barrel 300gp 1 lb. 1
Arcane Darklight

A ruby placed in a compartment on the barrel of a firearm. You can open a latch which produces a 10 foot cone of dim light. If the light touches a magic object or magical effect, the object or effect glows and becomes visible to you if it isn't already.

Bayonet

A blade affixed to the barrel of a firearm. You can make a melee weapon attack with this simple weapon. It has the finesse property and deals 1d6 piercing damage.

Climbing Implement

A hook or claw affixed to the barrel of a firearm. You can make a melee weapon attack with this simple weapon. It has the light property and deals 1d4 slashing damage. Additionally, you have advantage on ability checks made to climb while holding a firearm with this attachment.

Flare Stone

As an action, you can open a latch at the front of your gun which produces a 40 foot cone of light, the first 20 feet is bright light and the final 20 feet is dim light.

Muffle Sleeve

A sleek, fire resistant fabric sleeve that extends from the barrel of a firearm. Ranged attacks with this firearm are only audible for 100 feet.

Rifle Wall

A stone shield affixed to the body of a firearm. While you are not holding a shield, you gain a +1 bonus to your AC while you are holding a firearm affixed with this attachment.

Ringing Barrel

A metal barrel that amplifies the noise of a firearm it is affixed to. Ranged attacks with this firearm are audible for up to 5 miles. Additionally, when you make a ranged attack, each creature within 10 feet of you (including yourself) must make a Wisdom saving throw against your Trick Shot save DC or become deafened until the end of their next turn. Wearing earmuffs or other sound-muffling devices makes a creature immune to this effect.

Scoped Lens

Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls made with this firearm.

Silvered Barrel

A silver-coated gun barrel etched arcane runes that is affixed to the end of a firearm. Ranged attacks made with the firearm are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Spell Driver

A small runic stone placed within the firing mechanism of a firearm with a small latch that allows access to it. A creature can cast a spell of 3rd level or lower into the Spell Driver, expending a spell slot as normal. As an action, a creature holding the firearm can cast the spell using the original caster's spell attack bonus and spell save DC. The spell remains in the Spell Driver for 8 hours or until you cast it. Only one spell may be in the Spell Driver at a time.

Steadier

You have a +1 bonus to hit with attacks made with the firearm.

Tempest Chamber

A mote of magical thunder that hums with the power of a storm. A firearm with this attachment does not need to reload and loses the loading property if it normally has it, as magical rounds are automatically loaded into it when the chamber is emptied. When this attachment creates ammunition, ranged weapon attacks made with the firearm deal thunder damage instead of its normal weapon damage. Magical ammunition can be loaded and fired as normal.

Widened Barrel

An enlarged barrel that modifies launching mechanism of a firearm. This attachment can only be affixed to firarms with the scatter property. The area scatter affects increases by 5 feet.

Kit Guns
Ver 0.1

Kit Guns are custom-made firearms. Creating a Kit Gun is an intensive process that pushes one's gunsmithing skills to the limit, but also grants the most creativity. Kit Guns commonly hold magic properties, have enhanced range and/or damage, and normally have an array of utility attachments such as scopes or small lights.

Creating a Kit Gun

Once you reach 6th level as a Gunslinger, you will gain the Kit Gun feature. It is assumed that you have been collecting resources and drafting prototypes throughout your time as a gunslinger.

Anatomy of a Kit Gun

Kit Guns have 4 main parts that are required for it to function - the body, the loading mechanism, the barrel, and the grip - and all Kit Guns can be equipped with attachments.

Kit Gun Assembly

When creating a Kit Gun, it is imperative that you follow the following steps in the correct order:

Step 1: The Fantasy

A good blueprint is everything for Kit Gun creation, knowing whether you want to end up with a high-powered explosive sniper or a battleaxe-shotgun hybrid is a good first step. In this example, a human gunslinger named Avery who wants to make a two-handed rifle that shoots frost explosives. Avery has everything they need to move on to the next step.

Step 2: Body

Now that you know what kind of firearm you want to make, now we actually begin making it. Begin by selecting the body of your kit gun. The body is arguably the most important part of this process as it determines the number of attachments your firearm can be equipped with, the damage dice you deal when you make a Ranged Weapon attack with your Kit Gun, and the different weapon properties it will have. Note the Range Modifier column on the Kit Gun Bodies table; this number determines the starting minimum and maximum range your Kit Gun will be able to comfortably fire in. Different stages of the Kit Gun assembly process will add or subtract from this value.

Avery knows they want a two-handed rifle, meaning that their options are either the Long or Cannon body. They decide that they want to be able to shoot more than one projectile per turn so they choose the Long body.

Step 3: Loading Mechanism

The loading mechanism modifies almost as much as the body, adding to the Kit Gun's range, determining the number of damage dice rolled per hit, and adding properties related to reloading. It is important to mention at this step that any multiplicative bonuses accrued along the assembly line are applied the moment the step is reached, not at the end after any later, additive bonuses are applied

Avery enjoys the range the Repeating loading mechanism offers them and selects that. Now they have a Kit Gun with the Long Body and the Repeating Loading mechanism.

Step 4: Barrel

Now is where we find out what, exactly, it is that you are shooting. The barrel of the Kit Gun continues to modify the weapon's range and also determines the price of the weapon's ammunition and whether it has the Scatter property or not.

Avery chooses the Artillery barrel and chooses cold damage. They now have what is effectively a grenade launcher, good for pelting targets with deadly snowballs from a little under 300 feet away. Excellent.

Step 5: The Grip

This stage is extremely simple; does your character have high Strength? If not, it is likely best for you to choose the Agile grip. If you want to strong-arm enemies into submission, however, then perhaps your Strength can support the Sturdy grip.

Avery is a bit waifish and would likely not fair well with the Sturdy grip, so they choose Agile. And it is complete! Able to be fit with 2 attachments, dealing 2d10 cold damage to their targets and an additional 2d10 to surrounding enemies from hundreds of feet away, Avery has successfully created their first Kit Gun! Now all there is to do is give it a terrifying name and raise hell upon their enemies.

Body

The body of a Kit Gun forms the main structure of the firearm and determines what kind of and how many attachments can be put onto the firearm.

Kit Gun Bodies
Body Type Weight Modifier Range Modifier Number of Attachments Damage Die Properties
Light 1 lb. (+10/+30) 1 d8 light, loud
Medium 3 lb. (+30/+90) 2 d10 loud
Heavy 6 lb. (+30/+120) 2 d12 heavy, loud
Long 4 lb. (+60/+240) 2 d10 two-handed, loud
Cannon 9 lb. (+100/+300) 3 d12 two-handed, heavy, loud, special
Melee Weapon - (+10/+20) 1 d10 special, loud

Melee Weapon Body

Choose a melee weapon that does not have the light or special properties. Your Kit Gun functions as both your chosen melee weapon and a firearm. When you make an attack with your Kit Gun, you can choose whether you are shooting it, using its firearm statistics, or using it as a melee weapon. The Kit Gun takes on any properties your chosen melee weapon has.

Cannon Body

A Kit Gun with the Cannon body has a maximum reload score of 1.

Loading Mechanism

Kit Gun Loading Mechanisms
Loading Mechanism Range Modifier Number of Damage Dice Properties
Bolt-Action (x2/x3) 3 loading, reload 1
Magazine (+10/+20) 1 reload 4
Repeating (+25/+60) 2 slotted chamber, reload 2
Revolving (+10/+20) 1 slotted chamber, reload 6

Barrel

Kit Gun Barrels
Barrel Weight Modifier Range Modifier Ammunition Properties
Artillery +3 lb. (-15/-25) 10g (1) scatter (2dx), special
Rifled +1 lb. (+20/+60) 6gp (10) reload +4
Wide Bus +2 lb. (-10/-20) 10gp (10) scatter (1dx), reload +2

Artillery Barrel

The damage this weapon deals with its attacks and scatter property are one of the following damage types: poison, acid, fire, cold, lightning, or thunder.

Scatter

The damage dice for Kit Guns with the fire property is the same damage dice as the firearm's attacks.

Reload Scores

A barrel with the reload property changes the Kit Gun's total reload score by the listed modifier.

Grip

Kit Gun Grips
Grip Weight Modifier Properties
Agile - -
Sturdy +1 lb. strong-arm

Magic Items

Barrel of Sorcery

Firearm (any), very rare (requires attunement)

You have a +2 bonus to attack and damage rolls made with this magic weapon.

The firearm has 20 charges and recharges 3d6 charges daily at dawn. If you expend the last charge, the firearm maintains its +2 bonus to attack and damage rolls, but loses all other magical properties.

Barrel of Arcane Flame. When you hit a creature with a ranged attack made with this firearm, you can expend between 1 and 4 charges, dealing a number of d6s of additional force damage equal to the number of charges expended.

Spells. While holding this firearm, you can use an action to expend 1 or more of its charges to cast one of the following spells from it (Spell Attack Bonus +10, Spell Save DC 18): lightning bolt (3 charges), misty step (2 charges), magic missile (5th-level version, 5 charges), scorching ray (2 charges), wall of fire (4 charges), witch bolt (5th-level version, 5 charges)

Screaming Obliteration. As an action, you can push the Barrel of Sorcery to its limits. You can expend all remaining charges to fire a beam of obliterating energy. The beam is a 10 ft. wide 60 ft. long line that deals an amount of force damage equal to 8 * the number of charges expended. A creature reduced to 0 hit points from this damage is obliterated, not even ash remains. When you use this feature, roll 1d20. On a 1 to 10, you are teleported to a random plain of existence. On an 11 to 20, you are instead pushed 20 feet away from the line. Regardless, the Barrel of Sorcery explodes and is destroyed and if you are holding the firearm you take an amount of force damage equal to 16 * the number of charges expended.

Bloodied Bandolier

Wondrous Item, uncommon

This leather bandolier carries a stench of human viscera and bloody stains that cannot be removed.

While wearing this bandolier, you can keep up to 6 individual rounds stored within it. If a round is stored within this bandolier for at least 1 hour, once fired the ammunition has a +1 bonus to attack and damage rolls so long as it is fired within 1 minute of being removed from the bandolier.

Firearm, +1, +2, +3

Firearm (any), varies

These magical firearms come in three rarities derived from their bonus to attack and damage rolls.

Rarity Bonus
Uncommon +1
Rare +2
Very Rare +3
Gambit Gun

Firearm (any), uncommon (requires attunement)

When you make an attack with this firearm, you can choose to "wager" an attack bonus of +0 to +4. When you do so, you gain a bonus to the attack roll equal to the bonus wagered. If the attack misses, however, you have a penalty to the next attack you make with the Gambit Gun equal to the bonus wagered.

You can successfully wager an attack bonus three times and can't do so again until the next dawn.

Gate Gun

Firearm (any), legendary (requires attunement)

This sleek white gun has two metal prongs near the end of its barrel.

You have a +2 bonus to attack and damage rolls made with this magic weapon.

While attuned to this weapon, you can use it to cast the arcane gate spell at will.

Holy Round

Firearm Ammunition (any), uncommon

These silver bullets are shrouded in a roiling mist of holy radiance. Attacks with these rounds deal an additional 1d8 radiant damage, or an additional 2d8 radiant damage if the target is an undead or fiend.

Potion of Sharpshooting

potion, rare

This vial is filled with an extremely viscous orange liquid that smells of rust. Small bubbles slowly rise from the bottom of the glass container before bursting in a small puff of smoke at the top of the liquid's surface.

After drinking this potion, you have advantage on attack rolls made with firearms for 1 minute.

The Mint

Firearm (repeating rifle), very rare

This golden rifle has a strange, circular loading slot. This weapon does not shoot normal repeating rifle rounds and instead uses coins as ammunition. The bonus to attack and damage rolls and the attack's damage type changes depending on what value of coin is loaded.

Coin Type Attack Bonus Damage Bonus Damage Type
Copper +0 +0 Poison
Silver +1 +1 Cold
Gold +2 +2 Fire
Electrum +3 +3 Lightning
Platinum +5 +5 Force
The Ruiner's Rifle

Firearm (sharp rifle), rare (requires attunement)

You have a +1 bonus to attack and damage rolls made with this magic weapon. This weapon has 4 charges which recharge daily at dawn. By expending charges, you can do the following:

Rotting Round. When you hit a creature with a ranged attack with this firearm, you can expend a charge to deal an additional 3d8 necrotic damage.

Raising Round. When you reduce a humanoid to 0 hit points with a ranged attack with this firearm, you can expend a charge to raise the creature as an undead thrall as if the animate dead spell had been cast on them. You can expend a charge as an action to maintain their animation.

Ol' Betsy

Firearm (blunderbuss), legendary (requires attunement)

Once wielded by Cast Coalsmoke, this blunderbuss is ornately made, featuring a golden dragon's head at the end of its barrel through which superheated rounds are sent down range. Additionally, a long, serrated blade has been affixed to the edge of this weapon.

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

Dragon's Maw. This blunderbuss deals 3d8 fire damage instead of its normal piercing damage. Additionally, it lacks the reload property as magical flame is automatically conjured and loaded into its chamber instead of bullets. Magical bullets can still be manually loaded in as if it were a normal blunderbuss, however.

Executioner's Blade. You can make a melee attack with this weapon, dealing 1d10 slashing damage and 2d8 fire damage on a hit. If you score a critical hit with this attack, you deal an additional 6d10 slashing damage.

Draconic Insight. You can speak, read, and write Draconic. Additionally, you have advantage on Intelligence checks to recall information about dragons and Charisma checks when interacting with dragons.

Ol' Betsy's Promise. While attuned to Ol' Betsy, you can use an action to cause gold draconic wings to sprout from your back, giving you a flying speed equal to your walking speed.

Breath Weapon. As an action, you can cause Ol' Betsy to emit one of two 90-foot cone effects:

  • Fire Breath. Each creature in the cone must make a DC 19 saving throw or take 12d8 fire damage, half as much on a success.
  • Weakening Breath. Each creature caught in the cone must make a DC 19 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Sentience. Ol' Betsy, known as Betsithaax, the Golden Shepherd, is a lawful good ancient gold dragon that has been permanently polymorphed into this firearm. Ol' Betsy has an Intelligence of 18, a Wisdom of 17, and a Charisma of 28. It has hearing and darkvision out to a range of 120 feet.

The weapon communicates telepathically with its wielder and can speak, read, and understand Common, Draconic, Dwarvish, Elvish, and Infernal.

Personality. Betsithaax was once a guardian of an ancient kingdom. Legends tell of her having assisted the monarchs of old rise to their elevated status, granting her the moniker the Golden Shepherd. However, a rival regent to one of her client kingdoms saw fit to rid their kingdom of the golden scourge and magically turned her into a harmless ingot of gold. This ingot, centuries later, was found by accomplished blacksmith and gunslinger, Cast Coalsmoke who forged it into his magnum opus: Ol' Betsy.

Now that Betsithaax is but a tool of man, she wishes to rid herself of such a condition and bring draconic hellfire upon the progeny of the regent that made her such.

Despite such violent ambition, Betsithaax generally has the highest hopes for humanoid kind, being a patron of their endeavors for so long has caused her to grow somewhat fond of certain mortals.

Changelog

Ver. 1.0-1.2

  • First release and Subsequent Modifications
  • (Link has formatting issues, apologies)

Ver. 2.0

  • Added a Changelog!
  • Added Kit Guns
  • Added rules for firearm attachments and the following attachment options: Arcane Darklight, Bayonet, Climbing Implement, Flare Stone, Muffle Sleeve, Rifle Wall, Ringing Barrel, Scoped Lens, Silvered Barrel, Spell Driver, Steadied Grip, Tempest Chamber, Widened Barrel
  • Added new trick shots: Piercing Shot, Sundering Shot
  • Added new subclasses: Pirate, Ruin Seeker, Spirit Medium
  • Added new magic items: Gate Gun, The Mint, Barrel of Sorcery, Gambit Gun
  • Changed Helpful Gunplay's range to be 5 feet
  • Changed the Trick Shot Disarming Shot to allow the shooter to choose whether it deals damage or not.
  • Changed Fan or Focus's alternative ability to cost 1 Bravado point
  • Changed the damage type of shotguns to bludgeoning damage
  • Changed scatter: no longer requires saving throw and scatter damage has been reduced across the board
  • Changed hand mortar: added heavy and two-handed
  • Changed the expertise given in Gunsmithing to be in the expertise feature
  • Changed Curving Shot to not be able to shoot around full cover
  • Changed Double Tap to no longer require a bonus action and instead be limited to once per round.
  • Changed Acute Shot to increase critical hit threshold by 2
  • Renamed Tripping Shot to Stumbling Shot and gave it additional functionality as a sort of ranged 'shove' action.
  • Fixed Trick Shots: added "you regain all expended Bravado points when you finish a long rest."
  • Fixed Scatter: no longer hits shooter
  • Reworked the fighting styles entirely
  • Reworked Gun Mage: removed Arcane Aim, Supernatural Panache, and Inscribed Bullet; reworked Spell Shot and added Animate Firearm and Bullet Gate; and made Mana Reserve a 3rd level ability.
  • Changed the Six-Shooter's special property to deal 1d6 + Dex damage instead of 1d8 + Dex. Removed the possibility of gaining Bravado from this weapon.
  • Changed the Trick Shot Ricochet to be Ricocheting Shot
  • Myriad of formatting improvements including the movement of images, the rewriting of flavor text, and improvements to the space-efficiency of mechanical text.
  • Improved the wording of Desperado's Dangerous Duel and made it prof times a long rest.
  • Changed Strong-Arm property to only use Strength, not Strength or Dexterity

Practice

Safe

Homebrewing

Was 5th edition D&D ever really meant for a proper gunslinger? Probably not, but God damn if there isn't something so fascinating and fantastically appealing about being a rough-and-tumble desperado equipped with nothing but his wit and pistol. This niche is one that has been filled in places by some classes, like artificer or rogue, but has been tackled so head-on only in homebrewed content. I figured that I'd try to give it a spin.

This document is the culmination of dozens of hours of work which consisted of conceptualizing, play-testing, balancing, and seeking assistance from outside sources like friends on discord. I hope that this is something you can enjoy at your own table. Thank you for playing!

Did I do something wrong? Have critique? I want to hear it! Comment or message me on Reddit: u/_Snuggs_

General Credits

Created by u/_Snuggs_
Help from u/flopadoops44 and others from our campaign discord

Art Credits

Cover Art: godchased
Page 2 Art: Mikeypetrov
Page 3 Art: DrawingNightmare
Page 5 Art: fantasio
Page 6 Art: Paizo
Page 7 Art: Paizo
Page 8 Art: Joseph Descallar
Page 9 Art: Paizo
Page 11 Art: Ben Maier
Page 12 Art: Graey Erb
Page 13 Art: Svetlin Velinov

Inspiration

Matthew Colville
Matthew Mercer's Gunslinger
Indestructoboy

 

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