All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
Reload
Firearms are only able to hold a certain number of rounds in their clip, and once emptied must be reloaded. This process takes some time, use a bonus action to reload the clip.
Firearms
Name
Ammo
Damage
Range
Rounds/Reload
Properties
Pistol
2g (20)
1d10
(60/120)
6
Light, Finesse
Rifle
5g (20)
1d12
(120/480)
1
Finesse
Shotgun
5g (5)
2d8
(15 cone/30 cone)
2
Quick Build
You can make a gunslinger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Constitution. (Some gunslingers who focus on shotguns make Strength or Wisdom for Desert Walkers higher than Dexterity.) Second, choose the outlander or soldier background.
Level
Proficiency Bonus
Features
1
2
Fighting Style, Ammo Crafting
2
2
Quick Shooting
3
2
Gunslinger Archetype Feature
4
2
Ability Score Improvement
5
3
Extra Attack (1)
6
3
Special Ammunition
7
3
Gunslinger Archetype Feature
8
3
Ability Score Improvement
9
4
—
10
4
Evasion
11
4
Gunslinger Archetype Feature
12
4
Ability Score Improvement
13
5
—
14
5
Quick Step
15
5
Gunslinger Archetype Feature
16
5
Ability Score Improvement
17
6
—
18
6
Extra Attack (2)
19
6
Ability Score Improvement
20
6
Haemorrhaging Critical
Class Features
As a gunslinger, you gain the following class features
Hit Points
Hit Dice: 1d10 per gunslinger level
Hit Points at 1 Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1
Skills: Choose three from Athletics, Insight, Intimidation, Investigation, Perception, Slight of Hand, Stealth, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) scale mail or (b) leather armour
(a) two simple melee weapons or (b) a short bow and a quiver of 20 arrows or (c) a light crossbow and 20 bolts
(a) a dungeoneer’s pack or (b) an explorer’s pack
(a) 2 pistols (b) a rifle or (c) a shot gun
tinker’s tools
Fighting Style
Beginning at 1 level, you adopt a particular style of fighting 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.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armour, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon or gun in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Ammo Crafting
You have the ability to craft ammo once per long rest at half the cost.
Quick Shooting
Starting at 2 level you have mastered the art of pulling the trigger faster than your enemies can react, allowing you to be faster on the battlefield. Add your proficiency bonus to your initiative roll.
Gunslinger Archetype
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Desperado, Marksman, Close Quarter Combatant, or Desert Walker all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 11th, and 15.
Ability Score Improvement
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.
Extra Attack
Beginning at 5th level, due to the quickness of a firearm you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 18th level in this class.
Special Ammunition
Beginning at 6 level, you have mastered the ability to craft ammo and can imbue your ammo with the elements. When crafting ammo you can spend twice the cost to imbue the round with your choice of Poison, Fire, Lightning or Cold and deal an additional 1d6 of that type of damage.
Evasion
Beginning at 10th level, you can nimbly dodge out of the way of certain area effects, such as an ancient 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.
Quick Step
Beginning at 11 Level, you become incredibly fast and nimble with the time you save from the quickness of firing a gun. Increase your speed by 10feet, and you may take the disengage action as a bonus action.
Haemorrhaging Critical
At 20 level you have mastered the ability to expertly target an enemies weak points and cause them to excessively bleed. On a critical hit the target suffers half the damage from the attack at the end of its next turn. The Creature also makes a Constitution Saving Throw DC 12, on fail deal 1d6 piercing damage from blood loss.
Gunslinger Archetypes
Desperado
Gunslinger Level
Feature
3
Double Shot
7
Blind Shot
11
Fearless
15
Taunt
Double Shot
Starting at 3 level, you are able to shoot twice on your first attack action of each round, without expending additional ammo.
Blind Shot
Starting at 7 level, you are able to shoot through cover, and easily detect where an enemy is hiding. Gain advantage on targets that are hidden or behind half cover, and are able attack enemies behind full cover.
Fearless
Starting at 11 level, you've become so inured to danger that nothing really scares you anymore. Even surrounded by enemies and under constant heavy fire, you still manage to keep your head cool. You become immune to the frightened condition.
Taunt
Starting at 15 level, you gain a knack for pissing folks off just right so that their aim and focus is spoiled. You can use an action to taunt a creature within 60 feet of you that can see or hear you. The creature must make a Wisdom saving throw. On a failure, you taunt the creature for 1 minute. While the creature is taunted by you, it has disadvantage on attack rolls against you. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to your Taunt feature for the next 24 hours.
Marksman
Gunslinger Level
Feature
3
Fast Reload
7
Sharp Eyes
11
High Velocity Rounds
15
Weak Point Targeting
Fast Reload
Starting at 3 level, you have gained the ability to reload your clip incredibly fast. You no longer need to use a bonus action to reload your weapon.
Sharp Eyes
Starting at 7 level, you have gained the ability to see from greater distances and control your breath to have more precision in your shots. This allows you to add +2 to your attack rolls.
High Velocity Rounds
Starting at 11 level, you have gained superior rifling technology, to cause a higher level of damage. This allows you to add your proficiency bonus to your damage rolls.
Weak Point Targeting
Starting at 15 level, you know the exact weak points of your targets, and can more easily achieve headshot to inflict critical damage. Natural 19s also inflict critical damage.
Close Quarter Combatant
Gunslinger Level
Feature
3
Armoured Brute
7
Second Wind
11
Juggernaut
15
Explosive Rounds
Armoured Brute
Starting at 3 level, you gain +1 to your AC as long as you are wearing armour. You also become proficient in heavy armour.
Second Wind
Starting at 7 level, you have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your gunslinger level. Once you use this feature, you must finish a short or long rest before you can use it again.
Juggernaut
Starting at 11 level, you can enter into a frenzy as a bonus action once per long rest. While in this state, you have resistance to bludgeoning, piercing, and slashing damage.
You have resistance to bludgeoning, piercing, and slashing damage.
Your frenzy lasts for 1 minute. It ends early if you are knocked unconscious. You can also end your frenzy on your turn as a bonus action.
Explosive Rounds
Starting at 15 level, your round explode on impact, dealing an additional 1d6 fire damage, and any creature 10feet from the explosion makes a DC14 Dexterity saving throw or also receive 1d6 fire damage.
Desert Walker
Gunslinger Level
Feature
3
Spellcasting
7
Dangerous Terrain
11
Battlefield Magic
15
Desert Strom
Level
Cantrips Known
Spells Known
1st
2nd
3rd
4th
3
2
3
2
-
-
-
4
2
3
3
-
-
-
5
2
3
3
-
-
-
6
2
4
3
1
-
-
7
2
4
4
1
-
-
8
2
4
4
1
-
-
9
2
5
4
2
-
-
10
3
5
4
2
-
-
11
3
5
4
2
-
-
12
3
6
4
3
-
-
13
3
6
4
3
1
-
14
3
6
4
3
1
-
15
3
7
4
3
2
-
16
3
7
4
3
2
-
17
3
7
4
3
2
-
18
3
8
4
3
3
-
19
3
8
4
3
3
1
20
3
8
4
3
3
1
Spellcasting
When you reach 3rd level, you augment your gunsmith prowess with the ability to cast spells.
Cantrips
You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots
The Desert Walker Spellcasting table shows how many spell slots you have to cast your 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.
For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.
Spells Known of 1st Level and Higher
You know three 1st-level wizard spells of your choice, two of which you must choose from the illusion and evocation spells on the wizard spell list.
The Spells Known column of the Desert Walker Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an illusion or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
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, and it must be an illusion or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Wisdom is your spellcasting ability for your wizard spells, since you learn your
spells through you’re survival of the harsh desert and mediation. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom 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 Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Desert Walker Spells
Gunslinger Level
Desert Walker Spells
3rd
Blur, Silence
5th
Create Food and Water, Protection from Energy
7th
Blight, Hallucinatory Terrain
9th
Insect Plague, Wall of Stone
Dangerous Terrain
Starting at 7th level, moving through non-magical difficult terrain costs you no extra Movement. You can also pass through non-magical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on Saving Throws against Plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.
Battlefield Magic
Beginning at 11th level, when you use your action to cast a cantrip, you can make one ranged weapon attack as a bonus action.
Desert Storm
Starting at 15rh level, once per day you can transform your body into a sandstorm for 6 seconds. In this form you are immune to all damage and any creature's space you enter must make a Dexterity saving throw, on fail they take 1d6 force damage. You are able to move your regular speed, and can use this to enter multiple creatures space in the round.
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Gunslinger
Ammunition
All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
Reload
Firearms are only able to hold a certain number of rounds in their clip, and once emptied must be reloaded. This process takes some time, use a bonus action to reload the clip.
Firearms
Name
Ammo
Damage
Range
Rounds/Reload
Properties
Pistol
2g (20)
1d10
(60/120)
6
Light, Finesse
Rifle
5g (20)
1d12
(120/480)
1
Finesse
Shotgun
5g (5)
2d8
(15 cone/30 cone)
2
Quick Build
You can make a gunslinger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Constitution. (Some gunslingers who focus on shotguns make Strength or Wisdom for Desert Walkers higher than Dexterity.) Second, choose the outlander or soldier background.
Level
Proficiency Bonus
Features
1
2
Fighting Style, Ammo Crafting
2
2
Quick Shooting
3
2
Gunslinger Archetype Feature
4
2
Ability Score Improvement
5
3
Extra Attack (1)
6
3
Special Ammunition
7
3
Gunslinger Archetype Feature
8
3
Ability Score Improvement
9
4
—
10
4
Evasion
11
4
Gunslinger Archetype Feature
12
4
Ability Score Improvement
13
5
—
14
5
Quick Step
15
5
Gunslinger Archetype Feature
16
5
Ability Score Improvement
17
6
—
18
6
Extra Attack (2)
19
6
Ability Score Improvement
20
6
Haemorrhaging Critical
Class Features
As a gunslinger, you gain the following class features
Hit Points
Hit Dice: 1d10 per gunslinger level
Hit Points at 1 Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1
Proficiencies
Armour: Light armour, medium armour
Weapons: Pistol, Rifle, Shotgun, Simple Melee Weapons, Simple Ranged Weapons
Tools: Tinker’s Tools
Saving Throws: Strength, Dexterity
Skills: Choose three from Athletics, Insight, Intimidation, Investigation, Perception, Slight of Hand, Stealth, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Fighting Style
Beginning at 1 level, you adopt a particular style of fighting 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.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armour, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon or gun in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Ammo Crafting
You have the ability to craft ammo once per long rest at half the cost.
Quick Shooting
Starting at 2 level you have mastered the art of pulling the trigger faster than your enemies can react, allowing you to be faster on the battlefield. Add your proficiency bonus to your initiative roll.
Gunslinger Archetype
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Desperado, Marksman, Close Quarter Combatant, or Desert Walker all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 11th, and 15.
Ability Score Improvement
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.
Extra Attack
Beginning at 5th level, due to the quickness of a firearm you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 18th level in this class.
Special Ammunition
Beginning at 6 level, you have mastered the ability to craft ammo and can imbue your ammo with the elements. When crafting ammo you can spend twice the cost to imbue the round with your choice of Poison, Fire, Lightning or Cold and deal an additional 1d6 of that type of damage.
Evasion
Beginning at 10th level, you can nimbly dodge out of the way of certain area effects, such as an ancient 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.
Quick Step
Beginning at 11 Level, you become incredibly fast and nimble with the time you save from the quickness of firing a gun. Increase your speed by 10feet, and you may take the disengage action as a bonus action.
Haemorrhaging Critical
At 20 level you have mastered the ability to expertly target an enemies weak points and cause them to excessively bleed. On a critical hit the target suffers half the damage from the attack at the end of its next turn. The Creature also makes a Constitution Saving Throw DC 12, on fail deal 1d6 piercing damage from blood loss.
Gunslinger Archetypes
Desperado
Gunslinger Level
Feature
3
Double Shot
7
Blind Shot
11
Fearless
15
Taunt
Double Shot
Starting at 3 level, you are able to shoot twice on your first attack action of each round, without expending additional ammo.
Blind Shot
Starting at 7 level, you are able to shoot through cover, and easily detect where an enemy is hiding. Gain advantage on targets that are hidden or behind half cover, and are able attack enemies behind full cover.
Fearless
Starting at 11 level, you've become so inured to danger that nothing really scares you anymore. Even surrounded by enemies and under constant heavy fire, you still manage to keep your head cool. You become immune to the frightened condition.
Taunt
Starting at 15 level, you gain a knack for pissing folks off just right so that their aim and focus is spoiled. You can use an action to taunt a creature within 60 feet of you that can see or hear you. The creature must make a Wisdom saving throw. On a failure, you taunt the creature for 1 minute. While the creature is taunted by you, it has disadvantage on attack rolls against you. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to your Taunt feature for the next 24 hours.
Marksman
Gunslinger Level
Feature
3
Fast Reload
7
Sharp Eyes
11
High Velocity Rounds
15
Weak Point Targeting
Fast Reload
Starting at 3 level, you have gained the ability to reload your clip incredibly fast. You no longer need to use a bonus action to reload your weapon.
Sharp Eyes
Starting at 7 level, you have gained the ability to see from greater distances and control your breath to have more precision in your shots. This allows you to add +2 to your attack rolls.
High Velocity Rounds
Starting at 11 level, you have gained superior rifling technology, to cause a higher level of damage. This allows you to add your proficiency bonus to your damage rolls.
Weak Point Targeting
Starting at 15 level, you know the exact weak points of your targets, and can more easily achieve headshot to inflict critical damage. Natural 19s also inflict critical damage.
Close Quarter Combatant
Gunslinger Level
Feature
3
Armoured Brute
7
Second Wind
11
Juggernaut
15
Explosive Rounds
Armoured Brute
Starting at 3 level, you gain +1 to your AC as long as you are wearing armour. You also become proficient in heavy armour.
Second Wind
Starting at 7 level, you have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your gunslinger level. Once you use this feature, you must finish a short or long rest before you can use it again.
Juggernaut
Starting at 11 level, you can enter into a frenzy as a bonus action once per long rest. While in this state, you have resistance to bludgeoning, piercing, and slashing damage.
Explosive Rounds
Starting at 15 level, your round explode on impact, dealing an additional 1d6 fire damage, and any creature 10feet from the explosion makes a DC14 Dexterity saving throw or also receive 1d6 fire damage.
Desert Walker
Gunslinger Level
Feature
3
Spellcasting
7
Dangerous Terrain
11
Battlefield Magic
15
Desert Strom
Level
Cantrips Known
Spells Known
1st
2nd
3rd
4th
3
2
3
2
-
-
-
4
2
3
3
-
-
-
5
2
3
3
-
-
-
6
2
4
3
1
-
-
7
2
4
4
1
-
-
8
2
4
4
1
-
-
9
2
5
4
2
-
-
10
3
5
4
2
-
-
11
3
5
4
2
-
-
12
3
6
4
3
-
-
13
3
6
4
3
1
-
14
3
6
4
3
1
-
15
3
7
4
3
2
-
16
3
7
4
3
2
-
17
3
7
4
3
2
-
18
3
8
4
3
3
-
19
3
8
4
3
3
1
20
3
8
4
3
3
1
Spellcasting
When you reach 3rd level, you augment your gunsmith prowess with the ability to cast spells.
Cantrips
You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots
The Desert Walker Spellcasting table shows how many spell slots you have to cast your 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.
For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.
Spells Known of 1st Level and Higher
You know three 1st-level wizard spells of your choice, two of which you must choose from the illusion and evocation spells on the wizard spell list.
The Spells Known column of the Desert Walker Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an illusion or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
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, and it must be an illusion or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Wisdom is your spellcasting ability for your wizard spells, since you learn your
spells through you’re survival of the harsh desert and mediation. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom 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 Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Desert Walker Spells
Gunslinger Level
Desert Walker Spells
3rd
Blur, Silence
5th
Create Food and Water, Protection from Energy
7th
Blight, Hallucinatory Terrain
9th
Insect Plague, Wall of Stone
Dangerous Terrain
Starting at 7th level, moving through non-magical difficult terrain costs you no extra Movement. You can also pass through non-magical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on Saving Throws against Plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.
Battlefield Magic
Beginning at 11th level, when you use your action to cast a cantrip, you can make one ranged weapon attack as a bonus action.
Desert Storm
Starting at 15rh level, once per day you can transform your body into a sandstorm for 6 seconds. In this form you are immune to all damage and any creature's space you enter must make a Dexterity saving throw, on fail they take 1d6 force damage. You are able to move your regular speed, and can use this to enter multiple creatures space in the round.