Gunslinger

A glass falls, clattering to the floor, and the tavern grows silent. A dwarf with a deep scowl, dripping with freshly spilled beer, leers at a drunken nearby orc and fingers for a pair of revolvers at his waist.

High on a hillside, carefully concealed beneath foliage and stones, a rifleman steadies her breathing and adjusts her scope, acquiring her target and patiently awaiting the moment to strike.

Risk is in a gunslinger’s blood. They are bold renegades, bucking tradition and forging a new path with dangerous and inelegant firearms. Gunslingers are infamous for surviving by their wits, relying on split-second timing and a considerable amount of luck to survive.

 
Guts and Gunpowder

Black powder is not for the faint of heart. Its thunderous applause is volatile and imprecise—a barely controlled explosion directed at an enemy. Only the truly fearless seek to master it, for one must be mad or have nerves of steel to weather the risk of its use. But those who call themselves gunslingers are fearless combatants, hurling death from their guns in a roaring cacophony. Adapted for shootouts, gunslingers are mobile and daring, knowing that life or death hangs on snap decision-making and one’s own mettle.

 
Dangerous Outsiders

A gunslinger’s explosive lifestyle lends well to wandering and adventuring. Gunslingers will often shoot first and ask questions later, an attitude which earns them few friends and bountiful enemies. In their travels, most gunslingers are secretive and take great lengths to go unnoticed, lest they be spotted by old foes with scores to settle.

Yet, their skills are not unneeded. Anyone requiring protection or revenge of their own can count on a gunslinger to be in need of an odd job when they roll into town. After all, skill with a gun is always in demand somewhere.

 
Creating a Gunslinger

When creating your gunslinger, consider where firearms fit in the campaign’s world and what the common perceptions are of those who use them. If firearms are the norm, your gunslinger might be a mercenary or militia fighter. If firearms are rare, your gunslinger might be one of a kind, a trailblazer in new types of warfare.

It’s also not unusual for a gunslinger to be haunted by their past. Did some event drive you to the gun and motivate you to travel? Is there a bounty on your head in one or more areas? Do you have any old enemies that seek you for revenge?

 
 

Gunslinger Class Features

As a gunslinger, you gain the following class features when you reach the specified Investigator levels.  
Gunslinger Class Features
 

Level 1: Fighting Style

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.

 
Akimbo

When you engage in two-weapon fighting with firearms, you don’t take a penalty to the damage of the second attack.

Bullseye

You gain a +2 bonus to ranged attack rolls you make with firearms. The weapon must have the Sighted property or have a normal range of 80 feet or longer to gain this benefit. This benefit doesn’t stack with the Archery fighting style.

Duelist

While you are wielding a firearm in one hand and nothing in the other, if you make a ranged weapon attack and exceed the target’s AC by 5 or more, you deal one extra die of weapon damage. You can only use this ability once per round.

Shotgunner

When you hit with a ranged weapon attack using a firearm that has the Scatter property, you can reroll the lowest damage die, and you must use the new roll, even if the new roll is worse than the original.

 

Level 1: Quick Draw

Gunslingers have twitch reflexes and can pull a gun in the blink of an eye. You have advantage on initiative rolls. Additionally, you can draw or stow up to two weapons when you roll initiative and whenever you take an action on your turn.

 

Level 2: Critical Shot

Your ranged firearm attacks score a critical hit on a roll of 19 or 20. Starting at 9th level, your ranged firearm attacks score a critical hit on a roll of 18–20, and at 17th level your ranged firearm attacks score a critical hit on a roll of 17–20.

 

Level 2: Poker Face

You have advantage on ability checks and saving throws made to prevent others from sensing your motives, perceiving your emotions, or reading your thoughts.

 

Level 2: Risk

You can perform incredible feats of daring that are fueled by special dice called risk dice.

 
Risk Dice

You have four risk dice, which are d8s. You gain additional risk dice, and your risk dice change as you gain levels in this class, as shown in the Risk Dice column of the Gunslinger table. You regain all expended risk dice when you finish a long rest.

 
Using Risk Dice

Once per turn, you can expend a risk die to perform a deed of your choice. Your deed options are detailed at the end of the class description.

 
Saving Throws

Some of your deeds require your target to make a saving throw to resist the deed’s effects. The saving throw DC is calculated as follows:

Deed save DC = 8 + your proficiency bonus + your Dexterity modifier

 

Level 3: Gunslinger’s Creed

They embrace a way of living, known as their creed, which guides their judgments and their unique brand of gunslinging. Your choice grants you features at 3rd level and again at 7th, 10th, and 14th level.

 

Level 4: Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, and 16th 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.

 

Level 5: Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

 

Level 6: Gut Shot

Whenever you score a critical hit against a Large or smaller creature with a firearm, the bullet lodges itself in the target. Until the creature uses its action to dislodge the bullet, it moves at half speed and has disadvantage on attack rolls and ability checks. Elementals, Oozes, and Undead are immune to this effect.

 

Level 7: Evasion

You can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

 

Level 11: Mankiller

When you make one or more firearm attacks as part of an action, you can add your ability modifier to the firearm’s damage rolls. Note that firearms do not normally add your ability modifier to their damage rolls.

 

Level 13: Dire Gambit

Whenever you score a critical hit, you regain one expended risk die.

 

Level 15: Cheat Death

You have a knack for evading the grave. When you drop to 0 hit points and don’t die outright, you can use your reaction and expend one risk die to remain standing. You instead drop to a number of hit points equal to the number rolled on the die.

Once you use this feature, you can’t use it again until you finish a short or long rest.

 

Level 18: Maverick

You have become unshakable. You have advantage on Constitution checks and saving throws.

 

Level 19: Epic Boon

You gain an Epic Boon feat or another feat of your choice for which qualify. Boon of Truesight is recommended.  

Level 20: Head Shot

When you score a critical hit against a creature with a firearm, you can choose for the shot to be a head shot. If the creature has less than 100 hit points, it dies. Otherwise, it takes an extra 10d10 damage from the hit. Elementals, Oozes, Undead, and creatures that lack nervous systems or vital organs take no extra damage from this feature. Once you use this feature, you can’t use it again until you finish a short or long rest.  


 
 
Gunslinger's Creed

Articles under Gunslinger


Comments

Please Login in order to comment!