Base Class: Fighter
The gunslinger is an accurate and lethal ranged attacker. Using pistols or rifles with equal proficiency, he can empty his weapons with blinding speed and deadly accuracy. When enemies close the distance, he may resort instead to the trusty knife concealed in his boot or even to the butt of his gun. His accuracy with firearms is unmatched, his melee skills are sharp as his knife, and his quickdraw is the fastest in the West. [Adapted from Michael Long's Gunslinger class to be a Fighter subclass]
Firearm Proficiency
Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
Unarmored Defense
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Fighting Style
You forsake your original fighting style and adopt one centered around firearms.
Close Quarters
You have trained yourself for close combat. When you are five feet from an enemy, you do not gain disadvantage (even when attacking other targets or using long guns).
Crack Shot
You gain a +1 bonus to attack rolls with ranged weapons and a +1 to damage.
Distraction
Your weapons cause hostile creatures to be on edge. When a creature you can see attacks a target other than you, you can use your reaction to impose disadvantage on their attack roll.
Double Pistol Fighting
As a bonus action, you can fire an off-hand pistol without penalty.
Dueling
When you have a single ranged weapon in hand, and no other weapons, you gain a +2 bonus to damage rolls with that weapon
Fast Draw
You can ready any weapons, and/or switch weapons as a bonus action. You gain a +2 to Initiative. If you attack before everyone else, then you receive advantage on your first attack.
Long Distance Shooting
When you are firing with a rifle at a creature that is over 90 feet away, you gain advantage. Before firing, you must take your time and prepare your shot for at least 1 round. You gain a +1 to hit for each round you prepare before firing.
Born Killer
Starting at 3rd Level, if you take a creature below ½ of its maximum hit points on your turn, then that creature will take an additional 1d8 of damage once.
Shuffle the Deck
At 7th level, opportunity attacks against you are made with disadvantage.
Additional Fighting Style
At 10th level, add another fighting style.
Close Quarters
You have trained yourself for close combat. When you are five feet from an enemy, you do not gain disadvantage (even when attacking other targets or using long guns).
Crack Shot
You gain a +1 bonus to attack rolls with ranged weapons and a +1 to damage.
Distraction
Your weapons cause hostile creatures to be on edge. When a creature you can see attacks a target other than you, you can use your reaction to impose disadvantage on their attack roll.
Double Pistol Fighting
As a bonus action, you can fire an off-hand pistol without penalty.
Dueling
When you have a single ranged weapon in hand, and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Fast Draw
You can ready any weapons, and/or switch weapons as a bonus action. You gain a +2 to Initiative. If you attack before everyone else, then you receive advantage on your first attack.
Long Distance Shooting
When you are firing with a rifle at a creature that is over 90 feet away, you gain advantage. Before firing, you must take your time and prepare your shot for at least 1 round. You gain a +1 to hit for each round you prepare before firing.
Fan the Hammer
Starting at 15th level, once per day, you are able to make an attack against every creature within sight up to your limit on the ammunition loaded in a revolver.
Lightning Reload
Starting at 15th level, you can reload any firearm as a bonus action.
Vicious Intent
At 18th level, your firearm attacks score a critical hit on a roll of 19-20.
Hemorrhaging Critical
Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.
Previous Versions
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Coming Soon
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I dig it. Seems flavorful but balanced. Nothing overpowered.