Gunslinger
Base Class: Gunslinger

You`re a spellcaster, maybe a wizard that likes guns. Or you were born with magic. Either way, you have an affinity for guns, and you're decent at magic. Youve learned to infuse groups of ammo(and at later levels, how to make it out of thin air) with less powerful magic to give them more minor but still powerful effects. You can really have fun with your creativity with this class. How you cast spells and learned how to is up to you. Perhaps you shoot spells out of your guns, or you use magic like a sorcerer. Either way your magically inclined and like to shoot people. 

Level 3: Spellcasting

Sling spells with your guns. Guns count as Spellcasting focuses for you. Chromatic Orb and Magic Missile are recommended spells. After a long rest, you may swap any spells you have prepared for spells that you have spell slots for, and you may replace any cantrips you have prepared for any other cantrips on the given list.

Level 3: Bullet infusions

As a bonus action you can role a d4 to determine how many bullets you infuse with magic, the number is the number rolled on the dice. you infuse the bullets with the damage type of a spell you have prepared. this damage completely replaces the damage of the weapon used to fire your magical bullets. on a hit roll the same die used to determine the bullets you infused and add the damage. If you chose chromatic orb you may choose any of the available damage types associated with it. the die increases at certain levels, 5d6 at lvl 6, 6d8 at lvl 10, 7d10 at lvl 14, and 8d12 at lvl 20. You can expend a spell slot of any level to recover 1 Infusion Die. 

Level 3: More Maneuvers

You learn two new maneuvers.

[Maneuver 1] Trigger happy. 

When you`re hit with an attack you can expend one risk die as a reaction to make a ranged attack with disadvantage against the attacker with an infused bullet. but don`t add the extra die damage. other effects still apply.

[Maneuver 2] Extra bullet

You can expend one risk die and roll it, if you get half the total possible number, then an extra magic bullet in front of the first one appears in the gun. roll the damage twice. if you get below half the total possible amount, the risk die is expended and nothing happens

Level 6: Endless ammunition

You learned how to create magical bullets without needing physical ammunition. You simply create the magical bullets out of thin air. You ignore the reload property if your weapon has it and your using your infused ammo. Your infused ammo now magically appears in your weapon whenever you choose to fire with it.

Level 10: Magical Gut Shot

When you cause Gut Shot with an infused bullet, the bullet causes an additional effect. Use the following Table to determine the effect

Acid Damage: Causes the Poisoned condition until the end of their next turn

Cold Damage: Causes them to lose an additional 5 feet of Speed

Fire Damage: Causes them to burn for 1 round dealing 1d6 of fire damage at the start of their next turn.

Lightning Damage: Causes them to make a constitution save against your spell DC. on a successful save, nothing happens. On a failed save they have the Paralyzed condition until the start of their next turn.

Poison Damage: Causes the Poisoned Condition until the end of their next turn

Thunder Damage: Causes them to be deafened for until the end of your next turn due to the thundery sound of your bullet.

Force Damage: Causes the Stunned condition until the end of their next turn.

Radiant Damage: Causes the Blinded condition until the start of your next turn

Necrotic Damage: Causes one level of Exhaustion.

Level 14: Magically Adept

You`ve become so adept at making magical ammo that they can now pierce even the hardest skin. All of your Infused Bullets overcome Immunity and resistance. And you gain resistance to all magical damage

Previous Versions

Name Date Modified Views Adds Version Actions
1/20/2026 10:55:35 PM
1
0
1
Coming Soon
1/21/2026 1:19:07 AM
1
0
2
Coming Soon
1/21/2026 1:21:51 AM
1
0
3
Coming Soon
1/21/2026 1:26:20 AM
1
0
--
Coming Soon
2/2/2026 2:28:30 AM
2
0
1
Coming Soon
2/2/2026 3:14:38 AM
2
0
2
Coming Soon
2/2/2026 3:31:22 AM
4
0
--
Coming Soon
2/2/2026 6:35:14 PM
5
2
Still working on it
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes