You are one of the last of a dying breed—knights of the old world, wielders of guns forged in legend. Trained from childhood in honor, aim, and the art of war, you are a figure out of time. Your path is long, lonely, and bound by ka... the wheel of fate turns, and you chase its echo.
- Ability Scores:
+2 to DEX
+2 to CON
- Feat:
Line of Eld
You carry the legacy of Arthur Eld in your blood, and with it, the authority of a Gunslinger bound by ka.
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Increase your Wisdom or Charisma by 1, to a maximum of 20.
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Gain the "He Who Follows the Line of Eld" feature (see above).
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You also gain proficiency in Insight or Persuasion (your choice), if you don’t already have it.
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When you invoke the title of Gunslinger to sway others, you may reroll a Persuasion or Intimidation check once per long rest.
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- Skill Proficiencies:
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Insight (for reading people and sensing lies)
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Survival (you’ve walked the wastelands and know how to live through hell)
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- Tool Proficiencies:
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Tinker’s Tools (to clean and maintain your weapons or make minor mods)
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Firearms (optional if your DM allows firearms as a tool proficiency; otherwise swap for Smith’s Tools)
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- Languages: You speak Common, Celestial and, One of your choice (you’ve wandered far; maybe picked up something strange or long-dead)
- Equipment:
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A small token from home (a faded photo, shell casing, or a child's toy)
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A long, weathered duster
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Tinker’s tools or smith’s tools
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A belt holster or gun harness
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A pouch with 10 gp
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You are no mere wanderer with a gun—you are a Gunslinger, and your blood carries the line of Eld. Kings of old, knights of forgotten oaths, and the white fire of the Tower itself burns in your soul. Whether folks know who you are doesn’t matter. They feel it in their bones. In the way you walk, in the silence before you speak, in the stillness of your aim.
Wherever you go, your presence carries weight.
You gain the following benefits:
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Respect of the Common Folk: People in rural towns, frontier outposts, and crumbling cities treat you with a mix of awe, fear, and reverence. You can often find free lodging, meals, or basic supplies, and merchants may offer you discounts (typically 10–25%). You don’t even need to introduce yourself—just wearing the iron and walking like a Gunslinger is enough.
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Authority of Eld: When speaking with nobles, rulers, ancient beings, or those bound to tradition (like clerics, paladins, druids, or old monsters), you can invoke your bloodline or the Creed of Eld to gain audience, demand respect, or ask for parley where others would be turned away.
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Invoking the Creed (1/long rest): You can channel your lineage and title as a Gunslinger of Eld to:
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Gain advantage on a Charisma (Persuasion or Intimidation) check when asserting your authority, recounting prophecy, or enforcing the Creed.
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Or force a hostile creature who can understand language to make a Wisdom saving throw (DC = 8 + your Charisma modifier + proficiency bonus). On a failed save, they hesitate—refusing to attack you or speak lies for 1 round. This only works on creatures capable of fear, doubt, or reverence.
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Suggested Characteristics
Gunslingers are haunted by past sins, driven by purpose, and often cut off from others by the burdens they carry. They are loyal to few, but deathly loyal to those they choose.
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I speak little, but my eyes say enough.
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Every morning I clean my weapon like a holy ritual.
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I’ve seen things that no one should have survived.
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I have no patience for those who talk without acting.
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I quote strange proverbs from a land that no longer exists.
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I count every bullet. Every one has a name.
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I don’t get jokes. Or if I do, I never laugh.
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I take nothing on faith but the weight of my weapon.
Ideals
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Ka. Fate guides the hand. We must follow the path, no matter how dark. (Lawful)
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Justice. Wrongdoers must pay their price, whether by rope or by lead. (Lawful Neutral)
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Redemption. Even I might find peace… one day. (Good)
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Freedom. No law but my own, no master but death. (Chaotic)
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Legacy. I am the last. My story must mean something. (Any)
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Obsession. The Tower calls. Nothing else matters. (Any)
Bonds
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I lost someone I loved, and I will never stop hearing their voice.
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I protect a single item with my life—it's all I have left.
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I once had a ka-tet. I still carry their burdens.
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I saw the Tower in a dream. Now I follow its pull.
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My guns were forged from a knight’s sword. I must be worthy of them.
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I carry the sins of my family and will make them right.
Flaws
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I can’t let go of the past. It owns me.
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I will do anything—anything—to reach my goal.
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I speak in riddles or old sayings, which confuses everyone.
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I push people away. Getting close only leads to pain.
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I don’t know if I’m a hero or a monster anymore.
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I see omens everywhere… and I believe them.
| d8 | Personality Trait |
|---|---|
| 1 | I speak little, but my eyes say enough. |
| 2 | Every morning I clean my weapon like a holy ritual. |
| 3 | I’ve seen things that no one should have survived. |
| 4 | I have no patience for those who talk without acting. |
| 5 | I quote strange proverbs from a land that no longer exists. |
| 6 | I count every bullet. Every one has a name. |
| 7 | I don’t get jokes. Or if I do, I rarely laugh. |
| 8 | I take nothing on faith but the weight of my weapon. |
| d6 | Ideal |
|---|---|
| 1 | Ka. Fate guides the hand. We must follow the path, no matter how dark. (Neutral) |
| 2 | Justice. Wrongdoers must pay their price, whether by rope or by lead. (Lawful Neutral) |
| 3 | Redemption. Even I might find peace… one day. (Good) |
| 4 | Freedom. No law but my own, no master but death. (Chaotic) |
| 5 | Legacy. I am the last. My story must mean something. (Any) |
| 6 | Obsession. The Tower calls. Nothing else matters. (Any) |
| d6 | Bond |
|---|---|
| 1 | I lost someone I loved, and I will never stop hearing their voice. |
| 2 | I protect a single item with my life—it's all I have left. |
| 3 | I once had a ka-tet. I still carry their burdens. |
| 4 | I saw the Tower in a dream. Now I follow its pull. |
| 5 | My guns were forged from Excalibur sword. I must be worthy of them. |
| 6 | I carry the sins of my family and will make them right. |
| d6 | Flaw |
|---|---|
| 1 | I can’t let go of the past. It owns me. |
| 2 | I will do anything—anything—to reach my goal. |
| 3 | I speak in riddles or old sayings, which confuses everyone. |
| 4 | I push people away. Getting close only leads to pain. |
| 5 | I don’t know if I’m a hero or a monster anymore. |
| 6 | I see omens everywhere… and I believe them. |
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