Gunslinger
Base Class: Gunslinger

You know what they say about knife fights; bring a gun. In the olden days a highwayman was someone who committed highway robbery, often by stopping a carriage at gunpoint before approaching with a knife. Recently the term has broadened to mean anyone with an equal propensity and proficiency with swords and firearms. Whether they keep their opponents at a distance before closing in for the kill, or rapidly swap between blades and bullets, when a highwayman is close, life is short.

Level 3: Close Quarters Combat

You find that sometimes an arm's length is the perfect distance. You gain proficiency Martial Melee weapons that have the Light property and you can use the mastery property of one kind of Melee weapon that has the Light property.

Additionally, being within 5 feet of an enemy doesn't impose Disadvantage on your attack rolls with firearms while you are holding a Melee weapon with the Light property.

Level 3: Combined Arms

Your versatility allows you to keep up the pressure, granting the following features.

Open Vein. Whenever you damage a creature with an attack using a firearm, the next time you hit a creature other than a Construct or Undead with a Melee weapon attack before the end of your next turn, they start bleeding until the start of their next turn. A bleeding creature takes Necrotic damage equal to one roll of your risk die at the start of its next turn. A creature can receive multiple instances of bleeding. This damage ignores Resistance to necrotic damage.

Direct Blowback. Whenever you damage a creature with a Melee weapon attack, the next time you hit a creature with an attack using a firearm before the end of your next turn, they must succeed on a Wisdom saving throw against your Maneuver save DC or have Disadvantage on attack rolls against creatures other than you until the start of your next turn. A creature makes this save only once per turn.

Level 6: Rugged Endurance [Manuever]

When a creature that you can see deals damage to you, you can take a Reaction and spend a Risk Die to activate Rugged Endurance until the start of your next turn. While Rugged Endurance is active, whenever you take damage from a creature you can see, the damage is reduced by an amount equal to one roll of your Risk Die.

Level 10: Wicked Slice

When you spend a Risk Die you gain a stack of Honed Steel. You can have a number of stacks up to your Proficiency Bonus. When you hit a creature with a melee attack, you can spend all your stacks to perform a Wicked Slice. The attack deals an additional amount of damage equal to one roll your Risk Die per stack spent.

Additionally, when you reduce a hostile creature to 0 Hit Points, regain a Risk Die.

Level 14: Point Blank Shot

While you are wielding a firearm, you maintain a perimeter in a 10-foot Emanation that originates from you. The perimeter is inactive while you have the Incapacitated condition. When a creature you can see willingly enters or leaves the perimeter, you can make an Opportunity Attack against that creature using a firearm.

Level 14: Sharpened Blade

Your Overkill and Critical Shot features now apply to Melee weapons with the Light property while you are holding a Ranged weapon.

Previous Versions

Name Date Modified Views Adds Version Actions
6/19/2026 6:25:24 PM
5
0
1
Coming Soon
6/24/2026 12:18:12 PM
12
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes