Really excited for the Gunslinger class to be added. Love the Valda's book so I'm glad to see more content from it being added. However I've noticed a few things regarding the class that seem to be broken.
1. The class's weapon proficiencies are suppose to be "Simple weapons and Martial Ranged weapons". But rather than giving them "Martial Ranged Weapons" as their proficiency, they were given every individual martial ranged weapon in the phb and the gunslinger book. But then also left out the firearms in the DMG.
It's not even a complete list. The Gunslinger's starting class weapon "Revolver" is not included in that list. And because it lacks the actual broader category, it's also missing the other Martial Ranged Weapons.
As a workaround, you will have to manually add any martial ranged weapon you need to your proficiency list. You can also add "Revolver" to your proficiency list and it will give you the Gunslinger version if you do it manually. I am assuming that, because beyond does not allow you to add duplicate proficiencies, and they're just listed by their name, that because there are 2 different "Revolvers" in the list, the original revolver is added first when it tries, removes that one from the list, leaving the gunslinger option still there and allowing you to also add that one.
2. On the subject of the Revolver, there seems to be some conflict in the class regarding this item. There is already a "Revolver" weapon in the default weapon list (2d8 damage). The Valda's book added a second "Revolver" with different properties, weapon mastery, and damage.
The Revolver that DDB gives you when you select the starting gear of the Gunslinger is the PHB version of the weapon, not the Valda's version of the weapon.
In addition to that, when you create your character and you select your weapon mastery... If you select "Weapon Mastery (The Gunslinger class)" and pick "Revolver (Slow)", you are given the Mastery for the PHB Revolver instead on your character (indicated by the Star next to the weapon's name on your equipment list).
As far as the mastery goes, there's nothing you can do about it currently as far as I can tell. You simply have to remember which one you have. In terms of starting gear, the simple answer is just to remove the incorrect revolver and give yourself the correct one.
3. And on the subject of Weapon Masteries, the Weapon Mastery options for the new firearms are only available to gunslingers. There are other classes in the games capable of wielding guns, and nothing about these new firearms indicates they can only be used by a gunslinger, so there shouldn't be any reason for a Fighter, a Ranger, an Artificer, etc, to select these weapons, but the Weapon Mastery selection list doesn't let you pick from them on any other class.
Workaround Solution for this currently is, if you wish to add a Mastery for a Firearm to a class other than a gunslinger, rather than selecting one from the drop-down menu, give your character the feat "Weapon Mastery (The Gunslinger Class: Valda’s Spire of Secrets) " which was added along with the class.
4. Also regarding the Weapon Masteries. For Gunslinger, when you select your weapon mastery, because they were implemented as a separate list instead of being added to the weapon mastery list like items typically are with things like proficiencies, you're forcing players to pick one or the other when it comes to the masteries. What I mean by this is, if I create a Gunslinger, and want to have mastery in a Dagger and a Revolver, which are both weapons a Gunslinger has proficiency with, and both weapons in their starting gear kit, I cant select both of them. If I pick "Weapon Mastery (Player's Handbook)" from the dropdown menu, I am locked out from picking any of the firearms from the gunslinger book so I cant pick my Revolver, but if I pick "Weapon Mastery (The Gunslinger Class)" I am locked out of all the weapons from the PHB so I cant pick Dagger.
Workaround Solution for this, like for using the masteries on a non-gunslinger, is to give yourself the "Weapon Mastery (The Gunslinger Class: Valda’s Spire of Secrets) " feat. Use your class feature, give yourself only 1 mastery for a PHB weapon, and then give yourself the feat to give yourself the Gunslinger weapon mastery. Once you hit 4th Level, this stops being an issue as you gain another Weapon Mastery at 4th Level and can rearrange your masteries appropriately using the 2nd entry available.
5. The class's lv1 feature that lets fighting styles for melee weapons apply to ranged weapons is non-functional. For example, taking the dueling fighting style does not add a bonus to ranged weapons damage rolls.
You can manually add any modifications to hit/dc or damage to the weapons that your fighting styles apply to.
6. The firearms property on the new weapons says you don't add your dex modifier to your damage rolls, until lv11 when you get the overkill feature on gunslinger. But beyond adds the modifier regardless.
If you customize your weapons, you can apply a negative "Damage Bonus" to them equal to your dex modifier. This will offset the incorrect bonus and make it a flat roll. This has to be done individually to every firearm you get and has to be removed at lv11.
7. On the subject of the overkill feature, it is also non-functional. The modifier is being added to firearms by default already as mentioned, and for weapons without the property it's not adding 1d8 to their damage rolls or giving us an option to roll a 1d8 anywhere. Everything has to be done manually.
The modifier addition for this feature is non-functional due to the firearm property being non-functional. It requires no workaround. The extra 1d8 is listed in the "OTHER" tab of your "ACTIONS" list as "Overkill" allowing for a 1d8 roll. For convenience sake though, I would recommend creating a custom action that has its activation type listed as an action to make the roll a bit more easy to use in games to avoid flipping through tabs when attacking with a weapon.
Another issue. All the new firearms with the firearms property add your dex modifier to your damage rolls regardless of your level. The weapons with this property are suppose to ignore your modifier for damage until you hit lv11 on gunslinger and get the overkill feature
I was wondering why the modifiers were showing up in my character sheet when I put a character together last night. I could have sworn that they weren't supposed to since it's a firearm.
The lack of proficiency in each weapon, and even missing masteries for other firearms is super frustrating. I know this is a partnered content subclass, but D&D Beyond really dropped the ball on this release for their character sheets.
I've been speaking with my DM for the last 3/4 hours about this, and it is insane.
They have a lot of experience with implementing this and it can be easily streamlined with having people actually working on the cross over of 2014 and 2024 rules consitently, then the release of further 2024 content will be compatible and correct, not half done, there is so much that can be done to avoid issues like these
Weapon Masteries on Core Classes. At this time D&D Beyond cannot support selecting third party weapon masteries from the character builder for classes from the Player’s Handbook. The feat "Weapon Mastery (The Gunslinger Class: Valda’s Spire of Secrets)" has been created to allow users to add weapon masteries from this source to the core classes.
#7 can't currently be done automatically. There's a separate roll for Overkill in the Actions tab under "Other", or you could add a custom action (by clicking Manage Custom in the top-right corner of the Actions tab) if you want a clickable roll under "Actions" instead.
What about #4 was addressed in that thread? Unless I'm missing something, I'm not seeing a resolution to picking from two different weapon masteries. Please advise.
I've updated this list to include various workarounds for the problems I've encountered so far. If anyone finds any other issues, or has a better option for a workaround, feel free to share. I haven't done a deep dive on all the subclasses yet to explore any potential issues there.
Spells added by the Gun-Mage Adept feat do not account for spellcasting ability modifiers and are raw proficiency bonus only on "To Hit" (as denoted by "Finger Guns"), I'm not sure if this is a bug or simply because it is a spell that is being added by a feat and not directly tied to the class that acquires the feat. There is also no drop downs to select the proper number of spells based on proficiency bonus, and it just provides all of them all at once.
Gunslinger's subclass "Spellslinger" somehow has its spell table messed up for level 11.
At level 11, the subclass should be able to prepare 8 spells per the table. But DDB only allows it to select 7.
This is extremely odd because it's following the same spell table as other third casters like Eldritch Knight, and Eldritch Knight does get 8 spells at level 11.
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Really excited for the Gunslinger class to be added. Love the Valda's book so I'm glad to see more content from it being added. However I've noticed a few things regarding the class that seem to be broken.
1. The class's weapon proficiencies are suppose to be "Simple weapons and Martial Ranged weapons". But rather than giving them "Martial Ranged Weapons" as their proficiency, they were given every individual martial ranged weapon in the phb and the gunslinger book. But then also left out the firearms in the DMG.
It's not even a complete list. The Gunslinger's starting class weapon "Revolver" is not included in that list. And because it lacks the actual broader category, it's also missing the other Martial Ranged Weapons.
As a workaround, you will have to manually add any martial ranged weapon you need to your proficiency list. You can also add "Revolver" to your proficiency list and it will give you the Gunslinger version if you do it manually. I am assuming that, because beyond does not allow you to add duplicate proficiencies, and they're just listed by their name, that because there are 2 different "Revolvers" in the list, the original revolver is added first when it tries, removes that one from the list, leaving the gunslinger option still there and allowing you to also add that one.
2. On the subject of the Revolver, there seems to be some conflict in the class regarding this item. There is already a "Revolver" weapon in the default weapon list (2d8 damage). The Valda's book added a second "Revolver" with different properties, weapon mastery, and damage.
The Revolver that DDB gives you when you select the starting gear of the Gunslinger is the PHB version of the weapon, not the Valda's version of the weapon.
In addition to that, when you create your character and you select your weapon mastery... If you select "Weapon Mastery (The Gunslinger class)" and pick "Revolver (Slow)", you are given the Mastery for the PHB Revolver instead on your character (indicated by the Star next to the weapon's name on your equipment list).
As far as the mastery goes, there's nothing you can do about it currently as far as I can tell. You simply have to remember which one you have. In terms of starting gear, the simple answer is just to remove the incorrect revolver and give yourself the correct one.
3. And on the subject of Weapon Masteries, the Weapon Mastery options for the new firearms are only available to gunslingers. There are other classes in the games capable of wielding guns, and nothing about these new firearms indicates they can only be used by a gunslinger, so there shouldn't be any reason for a Fighter, a Ranger, an Artificer, etc, to select these weapons, but the Weapon Mastery selection list doesn't let you pick from them on any other class.
Workaround Solution for this currently is, if you wish to add a Mastery for a Firearm to a class other than a gunslinger, rather than selecting one from the drop-down menu, give your character the feat "Weapon Mastery (The Gunslinger Class: Valda’s Spire of Secrets) " which was added along with the class.
4. Also regarding the Weapon Masteries. For Gunslinger, when you select your weapon mastery, because they were implemented as a separate list instead of being added to the weapon mastery list like items typically are with things like proficiencies, you're forcing players to pick one or the other when it comes to the masteries. What I mean by this is, if I create a Gunslinger, and want to have mastery in a Dagger and a Revolver, which are both weapons a Gunslinger has proficiency with, and both weapons in their starting gear kit, I cant select both of them. If I pick "Weapon Mastery (Player's Handbook)" from the dropdown menu, I am locked out from picking any of the firearms from the gunslinger book so I cant pick my Revolver, but if I pick "Weapon Mastery (The Gunslinger Class)" I am locked out of all the weapons from the PHB so I cant pick Dagger.
Workaround Solution for this, like for using the masteries on a non-gunslinger, is to give yourself the "Weapon Mastery (The Gunslinger Class: Valda’s Spire of Secrets) " feat. Use your class feature, give yourself only 1 mastery for a PHB weapon, and then give yourself the feat to give yourself the Gunslinger weapon mastery. Once you hit 4th Level, this stops being an issue as you gain another Weapon Mastery at 4th Level and can rearrange your masteries appropriately using the 2nd entry available.
5. The class's lv1 feature that lets fighting styles for melee weapons apply to ranged weapons is non-functional. For example, taking the dueling fighting style does not add a bonus to ranged weapons damage rolls.
You can manually add any modifications to hit/dc or damage to the weapons that your fighting styles apply to.
6. The firearms property on the new weapons says you don't add your dex modifier to your damage rolls, until lv11 when you get the overkill feature on gunslinger. But beyond adds the modifier regardless.
If you customize your weapons, you can apply a negative "Damage Bonus" to them equal to your dex modifier. This will offset the incorrect bonus and make it a flat roll. This has to be done individually to every firearm you get and has to be removed at lv11.
7. On the subject of the overkill feature, it is also non-functional. The modifier is being added to firearms by default already as mentioned, and for weapons without the property it's not adding 1d8 to their damage rolls or giving us an option to roll a 1d8 anywhere. Everything has to be done manually.
The modifier addition for this feature is non-functional due to the firearm property being non-functional. It requires no workaround. The extra 1d8 is listed in the "OTHER" tab of your "ACTIONS" list as "Overkill" allowing for a 1d8 roll. For convenience sake though, I would recommend creating a custom action that has its activation type listed as an action to make the roll a bit more easy to use in games to avoid flipping through tabs when attacking with a weapon.
Yeah, I also saw the same issue with the revolver and the mastery tags issue. Hope it gets fixed.
Found another issue. The lv1 feature to let melee fighting styles work with ranged weapons doesn't work
Another issue. All the new firearms with the firearms property add your dex modifier to your damage rolls regardless of your level. The weapons with this property are suppose to ignore your modifier for damage until you hit lv11 on gunslinger and get the overkill feature
I was wondering why the modifiers were showing up in my character sheet when I put a character together last night. I could have sworn that they weren't supposed to since it's a firearm.
The lack of proficiency in each weapon, and even missing masteries for other firearms is super frustrating. I know this is a partnered content subclass, but D&D Beyond really dropped the ball on this release for their character sheets.
I've been speaking with my DM for the last 3/4 hours about this, and it is insane.
They have a lot of experience with implementing this and it can be easily streamlined with having people actually working on the cross over of 2014 and 2024 rules consitently, then the release of further 2024 content will be compatible and correct, not half done, there is so much that can be done to avoid issues like these
#3 and 4 are addressed in the official Gunslinger issues thread:
#7 can't currently be done automatically. There's a separate roll for Overkill in the Actions tab under "Other", or you could add a custom action (by clicking Manage Custom in the top-right corner of the Actions tab) if you want a clickable roll under "Actions" instead.
Need help with D&D Beyond? Come ask in the official D&D server on Discord: https://discord.gg/qWzGhwBjYr
What about #4 was addressed in that thread? Unless I'm missing something, I'm not seeing a resolution to picking from two different weapon masteries. Please advise.
I'd select one PHB mastery through the class feature, then use that feat to add a Gunslinger mastery.
Need help with D&D Beyond? Come ask in the official D&D server on Discord: https://discord.gg/qWzGhwBjYr
I've updated this list to include various workarounds for the problems I've encountered so far. If anyone finds any other issues, or has a better option for a workaround, feel free to share. I haven't done a deep dive on all the subclasses yet to explore any potential issues there.
Spells added by the Gun-Mage Adept feat do not account for spellcasting ability modifiers and are raw proficiency bonus only on "To Hit" (as denoted by "Finger Guns"), I'm not sure if this is a bug or simply because it is a spell that is being added by a feat and not directly tied to the class that acquires the feat. There is also no drop downs to select the proper number of spells based on proficiency bonus, and it just provides all of them all at once.
Found another issue...
Gunslinger's subclass "Spellslinger" somehow has its spell table messed up for level 11.
At level 11, the subclass should be able to prepare 8 spells per the table. But DDB only allows it to select 7.
This is extremely odd because it's following the same spell table as other third casters like Eldritch Knight, and Eldritch Knight does get 8 spells at level 11.