Gunslinger Credits Credit to Zow aka /u/ZowJr for the creation of the original class. Properties Inspired from Matthew Mercer and Taliesin Jaffe from These are some of the specific rules regarding the properties Critical Role, as well as Firaxis games' XCOM of a firearm. Scatter. When you hit a creature with a firearm that has the scatter property, creatures within 5 feet of the target take General Rules scatter damage if the attack would hit them. The original These are universal rules for every found in this book. target does not take this damage. Misfire. Whenever you make an attack roll with a firearm You have resistance to the scatter damage dealt from your and the dice roll is 1, the misfires. The attack misses firearm attacks. and the weapon cannot be used again until you spend an Loading. Because of the time required to load this weapon, action to repair your firearm. To do so, you must use a set of you can fire only one piece of ammunition from it when you Tinker's Tools to perform this action. use an action, bonus action, or reaction to fire it, regardless Reload. Some ranged can be fired a number of of the number of attacks you can normally make. times before they must be reloaded. Ranged weapons with Heavy. Small creatures have disadvantage on attack rolls the reload property take an action to reload its ammunition. with heavy weapons. A heavy weapon's size and bulk make it Alternatively, when you take the attack action on your turn too large for a Small creature to use effectively. with the Extra Attack feature, you can forgo one of those attacks to reload your weapon. If you wield two light ranged weapons with the reload property, you can reload them both at once as an action during your turn.

Firearms Name Damage Cost Weight Properties Light 1d6 piercing 600gp 2 lbs Ammunition (range 40/120), Reload 8, Light, Misfire Pistol 1d8 piercing 850gp 3 lbs Ammunition (range 40/140), Reload 8, Misfire Scattergun 2d4 bludgeoning 900gp 4 lbs Ammunition (range 20/40), Reload 4, Scatter (1d4), Misfire 1d12 bludgeoning 1,400gp 7 lbs Ammunition (range 30/60), Two-Handed, Scatter(1d6), Reload 6, Misfire Light 1d10 piercing 1,350gp 6 lbs Ammunition (range 60/200), Two-Handed, Reload 6, Misfire Rifle 1d12 piercing 1,100gp 10 lbs Ammunition (range 90/300), Two-Handed, Reload 4, Misfire Heavy Rifle 3d8 piercing 2,100gp 18 lbs Ammunition (range 200/600), Two-Handed, Reload 1, Heavy, Misfire

1 Did they train with a mentor before deciding to go on their The Gunslinger own path? Or did they form a pact with a dark entity for this knowledge? Either way, their background should lead them to A Human finishes loading rounds into her gun and and runs come across these deadly tools for use in their adventures. straight into a pack of angry kobolds that are threatening her town. She tumbles and spins, her weapon burping out salvo after salvo of hot lead against the poorly armed draconians with naught but simple to use against her. The Gunslinger Setting his perch up at the top of a tree, a Half Elf begins to train the custom built sights of his homemade rifle on his Proficiency prize. Amidst the roaming herd of goblins and hobgoblins, Level Bonus Features there stands a single, massive fire giant shouting commands 1st +2 Gun Stunts, Quickdraw to the monsters near the edge of a cliff. As he lets out a 2nd +2 Fighting Style, Upgrade haughty guffaw, the half-elf sees his opening. His lips curl into a grin, and he pulls the . 3rd +2 Gunslinging Trail, Lucky Item A band of orcs move in and surround a Tiefling and her 4th +2 Ability Score Improvement disarmed friends, calling for their surrender. Undeterred, the tiefling turns her steely gaze to the firearms within her hands, 5th +3 Extra Attack and imbues them with a mysterious arcane force. Suddenly, 6th +3 Moment of Focus she starts to twirl about, firing a multitude of magically 7th +3 Evasion charged shots towards her now baffled foes. Whether outlaws from a distant land trying to redeem 8th +3 Ability Score Improvement themselves, swashbucklers with an eye for the , or 9th +4 Trail Feature smiths that wish to show off their talents to the world in the heat of battle, gunslingers come from many backgrounds, but 10th +4 Upgrade all have one thing in common. They’re all very good with 11th +4 Shootout Sense , and use unique fighting styles and speed to down 12th +4 Ability Score Improvement any foe that challenges them with less advanced weaponry. 13th +5 Trail Feature, Lucky Item Using Unique Weapons With Style Improvement Though this is heavily dependent on the adventure being run, 14th +5 Overwatch guns are considered very rare in most adventures, and few 15th +5 Final Stand know how to operate them. Their exotic nature can lead to 16th +5 Ability Score Improvement confusion and panic among those at the business end of these tools. Gunslingers take advantage of this and combine 17th +6 Trail Feature the usage of these guns with a stylistic grace and speed very 18th +6 Superhuman Reflexes few can comprehend. A Gunslinger will take nearly any opportunity they feel appropriate to show off with their 19th +6 Ability Score Improvement weapons of choice, and as they hone their skills with these 20th +6 Gunslinging Supreme distributors of supersonic lead death, they become speedy, nearly impossible to track and able to hit a target with their guns under nearly impossible circumstances. Born for Adventure Most adventurers seek adventure out. Others have it thrust upon them. Gunslingers seem to have been born with a natural affinity and curiosity for exploration and dealing with Quick Build the problems out in the wild. You'll find them at the job board To quickly build a gunslinger, make Dexterity your highest before any paladin or fighter, and they'll be eager to take on ability score, followed by Intelligence. Second, choose the the challenges of the darkest and most dangerous dungeons. Investigation and Acrobatics skills. Lastly, choose the Folk The more challenging the encounter, the greater use they'll Hero, Guild Artisan, or Soldier background. get out of their pride and joy. Creating a Gunslinger Class Features As a Gunslinger, you get the following class features. When creating a gunslinger, consider two major things. Firstly, consider how rare guns are in the adventure your DM is running, and then consider how your character came Hit Points Hit Dice: 1d8 per Gunslinger level across their knowledge of how to make and use them? Did Hit Points at 1st level: 8 + your Constitution modifier they have a eureka moment in a time of renaissance? Hit Points at Higher Levels: 1d8 or 5 + your Constitution modifier per Gunslinger level after 1st

2 Proficiencies Breacher Armor: Light Armor, Medium Armor, Shields When you roll a 1 or 2 on a damage die for an attack you Weapons: Simple Weapons, , Firearms make with a firearm, you can reroll the die and must use the Tools: Tinker’s Tools or Smith's Tools new roll. The firearm must have the scatter property for you Saving Throws: Dexterity, Intelligence to gain this benefit. Skills: Choose two from Arcana, Acrobatics, History, Insight, Investigation, Perception, Persuasion, Sleight of Hand. Gun Duelist When wielding a firearm in one hand and no other weapons, Equipment you get a +2 bonus to your damage rolls with these weapons. You start with the following equipment, in addition to the equipment granted by your background: Shield You can now wield a two-handed firearm, heavy , or (a) leather armor or (b) scale mail. a light crossbow with a shield, but you must use an action to (a) 2 light , (b) a scattergun or (c) a rifle. brace the weapon against the shield in order to attack with it. (a) a dungeoneer’s pack or (b) a scholar’s pack. The weapon stays braced in this way as long as you move no (a) a simple weapon or (b) a shield. more than 10 feet during your turn. a personal effect and 30 pieces of ammunition. Sniper Gun Stunts When you make an attack with a two-handed firearm against a target further than 30 feet away from you, you get a +2 Gunslingers learn unique skills that set them apart from bonus to damage roll for that attack. The firearm cannot have anyone else who can point and shoot a gun. At 1st level, you the scatter property in order to gain this benefit. can perform various different daring feats with your firearms. You can use the following abilities during your turn. Analytical Shot. You can use a bonus action to train your Upgrade firearm's sights on a creature's vitals before you fire. When At 2nd level you have finally finished customising an you do so, you add your Intelligence modifier to the damage attachment for your firearm and have learnt how to craft it. roll for your next weapon attack you make using a firearm Choose the attachment from the list of 2nd-level items below. before the end of your turn. You complete another attachment of your choice when you Pistol Whip. When you make a attack using a reach 10th level. The item you chose can be from any of the firearm on your turn, you can use Dexterity instead of list options. Strength for the attack and damage roll of the attack. When attached to a firearm it gains the benefits of the Additionally, if the attack hits, you can use your bonus action attachment, if you wish to transfer this attachment to another to not provoke opportunity attacks from the target of the firearm you must spend 1DTP and 1/10th of the receiving attack until the end of your turn. firearms cost to transfer the attachment. If your attachment Run 'N Gun. You can now take the Dash action as a bonus breaks or you’d like to make another one, please refer to the action. attachment table. Slinger's Senses. While holding a gun, you can make a 2nd Level: Magnified Sight, Advanced Sight, Foregrip, Wisdom (Perception) check as a bonus action. Bipod, Reinforced Pommel, Suppressor 10th Level: Expanded Chamber, Light Frame, Wide Quickdraw Choke, Heavy Frame, Pistol Grip, Heavy Barrel At 1st level, your hands are fast as lightning in a shootout. When you take the Attack Action and both of your hands are Gunslinging Trail free you can draw one firearm. At 3rd level, you can choose from one of two Gunslinging Trails to begin training in. You can choose from either Myth Fighting Style Breaker or the Virtuoso, all detailed at the end of the class description. The trail you choose grants you features at 3rd At 2nd level, you adopt a tactic with your guns that level, and again at 9th, 13th, and 17th level. emphasizes your unique skill with them. You can’t take a Fighting Style more than once, even if you get the option to choose again. Lucky Item When you reach 3rd level, choose a personal effect, such as a cigar, a trenchcoat or a ten gallon hat, has become a defining You gain a +2 bonus to attack rolls you make with ranged aspect of your personality. If your lucky item is lost or weapons. destroyed, it mysteriously reappears on you at the end of your next long rest. While your lucky item is not in your Quick Shot possession you keep any benefits it has given you until you When you use the Attack action and attack with a one handed find it again. Choose from one of the following traits below. weapon, you can use a bonus action to attack with a firearm You cannot choose the Gunslinging Trail specific Lucky Item with the light property that you are holding. You don't add options until 13th level. your ability modifier to the damage of the bonus attack, When you reach 13th level, you can choose one additional unless that modifier is negative. trait.

3 Overwatch Name Bonus Starting at 14th level, you can use your action to lie in wait and prepare to shoot and enemy when they move, attack or Savvy Choose two skills you are proficient in. Your proficiency bonus is doubled for any cast a spell. Once before the start of your next turn while ability check you make that uses either of holding a firearm, when a creature that you can see moves, the chosen skills. makes an attack or casts a spell while within your firearm’s range you can use your reaction to make an attack against Eloquent You learn two languages of your choosing. them with your firearm. When you do so you can also use one Adroit You learn a tool proficiency of your Gun Stunt. choosing, or double your proficiency bonus Saving Throws. your Overwatch penalties require your for one tool proficiency. target to make a saving to lessen the penalties effects. Erudite(Myth You gain the hunter's mark spell, and can The saving throw DC is calculated as follows: Breaker cast it once per long rest(at 1st level) Only) without expending a spell slot. Gunslinger Save DC = 8 + your proficiency bonus + your Dexterity or Intelligence modifier. Sly(Virtuoso You gain one Battlemaster Maneuver and Only) treat it as a Virtuoso Trick. If this attack hits, it has the following effects in addition to the attack's normal effects: If the reaction is triggered by the target's movement, it must make a Dexterity saving throw. On a failed save, its speed is reduced to 0 until the start of your next turn. Ability Score Improvement If the reaction is triggered by the target making an attack, When you reach 4th level, and again 8th level, 12th level, 16th it must make a Constitution saving throw. On a failed save level, and 19th level, you can increase one ability score of your they have disadvantage on attack rolls until the start of choice by 2, or you can increase two ability scores of your your next turn. choice by 1. As usual, you can’t increase an ability score above If the reaction is triggered by the casting of a spell the 20 using this feature. target(s) of the spell have advantage on the saving throw to resist the effects of the spell, in addition all targeted creatures gain resistence to the spells damage. If the spell Extra Attack requires a spell attack roll it would be made with Beginning at 5th level, you can attack twice, instead of once, disadvantage. whenever you take the Attack action on your turn. Final Stand Moment of Focus Starting at 15th level, when your hitpoints are reduced to 0 Beginning at 6th level, your reflexes are as fast as any bullet you can make one attack with disadvantage against an enemy you fire from your gun. You can now take the Dodge action befire you fall unconscious. If the attack hits, you gain using a bonus action. You can do this a number of times hitpoints equal to your gunslinger level. equal to your Dexterity modifier. You regain the uses of this Once you use this feature, you can’t use it again until you feature when you complete a short or long rest. finish a short or long rest. Evasion Reflex Mastery Beginning at 7th level, you can nimbly dodge out of the way of At 18th level, you have sharpened your reflexes to supersonic certain area effects, such as a red dragon's fiery breath or an proportions. You get the following benefits: ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half You can take the Disengage action as a bonus action. damage, you instead take no damage if you succeed on the Once per short rest, if you are hit by a ranged attack, you saving throw, and only half damage if you fail. can reduce the damage of that attack to 0. Once per short rest, you can use two Gun Stunts as a Shootout Sense bonus action. By 11th level, you are ready to react to danger at a moment's Gunslinging Supreme notice. You gain advantage on initiative rolls. By the time you reach 20th level, you have become an Additionally, you can't be surprised while you are undisputed expert with firearms. You add your proficiency conscious. bonus to your firearm's damage rolls, except when making an attack that does not apply your ability score modifier to its damage rolls. (For example, making an offhand attack with a light firearm.)

4 Critter Sense. Your dedication to tracking dangerous pests Gunslinging Trails has allowed you to develop senses to help hunt them down. You gain 15 feet of blindsight, and creatures cannot get Gunslingers at level 3 begin to train themselves toward advantage on attack rolls or benefit from being hidden or various principles of gunfighting. These choices are less like invisible while within 15 feet of you, as long as you are not classical training and more like a lifestyle decision. They're incapacitated. what Gunslingers attempt to devote themselves to as a part of Uncanny Dodge. You always keep your eyes about you, their adventuring lifestyle. You may choose from the Myth making surprise attacks from above and below difficult. Breaker or the Virtuoso trails. These principles grant you When a creature damages you with an attack, you can use various features to enhance your gunslinging ability to your reaction to halve that damage. legendary levels. Into the Fray. Creatures that crowd upon you find it quite hard to attack you. When a hostile creature makes an attack Myth Breaker roll against you while another hostile creature is within 5 feet Myth Breakers specialize in using their firearms to hunt of you, the creature makes the roll with disadvantage. down the most dangerous of beasts. They hunt down Mythical Guardian. When keeping track of legendary anything from ancient dragons and beholders with extreme creatures, your hunter's senses heighten your defense. You precision and skill. You use various features to enhance your can use your action to end one effect on yourself that is gunslinging ability to legendary levels. Determined and well causing you to be charmed or frightened. researched in a variety of lore, myth breakers are experts in Slayer's Discipline. You are stalwart in the face of any hunting down that which makes the average person tremble kind of danger. You gain proficiency with a type of saving in fear. throw of your choice.

Myth Breaker's Tactics Strength In Knowledge When you reach 3rd level, you can choose from one of the At 13th level, you have augmented your mind and following tactics that help you slay various monstrosities. strengthened your resolve against the horrors out in the great Crowd Control. Your quick trigger finger lends itself well beyond. You have advantage on saving throws against being to killing hordes of creatures. Once per turn, when you make charmed, paralyzed or poisoned. a ranged attack with a firearm against a creature, you can make an additional attack against a creature that's within 5 Legendary Overwatch feet of it and within range of your firearm. When you reach 17th level, you are able to stop the most Legendary Buster. The crack of your gunshot is a symbol fearsome creatures right in their tracks with nothing but your of teamwork as you mark powerful targets for death. When bullets. If you make a successful overwatch attack against a you hit a creature with a weapon attack made using a firearm, creature, you can make it suffer the following effects: the next weapon attack made against that creature deals an If the creature is moving, it is stunned until the end of your extra 1d8 damage on a hit. you can only use this ability on next turn. one creature per turn. If the creature is making an attack, it automatically misses Leviathan Feller. Your skill with a gun can send even big and cannot make any more attacks until the end of your monstrosities reeling. When you hit a creature with a weapon next turn. attack made using a firearm, you can push them back 10 feet If the creature casts a spell or uses an ability that forces from you in a straight line. You can only use this ability once multiple creatures to make a saving throw to resist its per turn. damage, it deals no damage to creatures that succeed the Varmint Slayer. You have a knack for landing precision saving throw, and half damage to creatures that fail. shots that help you hit small or dodgy pests. You have advantage on the first weapon attack you make on your turn Once you use this feature, you cannot use it again until you against a creature that has moved further than 15 feet or complete a short or long rest. taken the dodge or disengage action since your last turn. Show Slower. If you hit a creature with a weapon attack made using a firearm that creature must make a Strength Virtuoso saving throw, on a failed save, its flying speed, swim speed, Virtuosos don’t see guns as just a mere tool of destruction, climbing speed, walking speed and burrowing speed is they see them as an art form that they wish to master. Those halved, or becomes 0 if it was 5 feet until the end of its next who chose to train as virtuosos collect and train with as many turn. You can only use this ability once per turn. guns as possible in to become more versatile and powerful shooters whose skill and showmanship is unrivaled. Show Slower DC = 8 + your proficiency bonus + your Dexterity modifier The Art of Lead Starting at level 3, Virtuosos get a bevy of special skills enhanced by special dice called superiority dice. Monstrous Defense Tricks. You learn three tricks of your choice, which are When you reach 9th level, you can learn one of the following detailed under "tricks" below. Many tricks enhance an attack defensive tactics that add to your monster hunting skillset. or assist allies/debilitate enemies in some way, shape or form. You can use only one trick per attack.

5 You learn two additional tricks at level 9, level 13, and level 17. Disorienting Attack. When you hit a creature with a Each time you learn a new trick, you can also replace one weapon attack, you can expend one superiority die to distract Trick you know with a different one. the creature, giving your allies an opening. You add the Superiority Dice. You have four superiority dice, which superiority die to the attack’s damage roll. The next attack roll are d8s, to spend on Tricks. You regain all your superiority against the target by an attacker other than you has dice when you finish a short or long rest. You get an advantage if the attack is made before the start of your next additional superiority die at 9th level, and one more at 17th turn. level. Dodge Roll. When a creature you can see hits you with an Superiority Dice Improvements. Superiority dice turn attack, you can use your reaction to expend a superiority die into d10s at 9th level and d12s at 17th level. to deftly roll out of the way to lessen the blow. The damage of Saving Throws. Some of your Tricks require your target to the attack is reduced by an amount equal to the number make a saving throw to resist the trick's effects. The save DC rolled on your superiority die, and you can move up to 10 feet is calculated as follows: in any direction without provoking opportunity attacks. Explosive Jump. When you make a jump, you can spend a Gunslinger Save DC = 8 + your proficiency bonus + your superiority die to make the jump with vim and vigor, adding Dexterity modifier. the number rolled + your Dexterity modifier to that jump's distance. Presence of Mind Intercept. When an enemy you can see makes a ranged At 9th level, you are always ready for action. You can use one weapon attack while within your firearms range, you can use Gun Stunt without using a bonus action. Once you use this your reaction to expend a superiority die to use a reaction to feature, you cannot use it again until you complete a short or attempt to shoot it out of the air. Make a ranged weapon long rest. Additionally, you gain proficiency with Wisdom attack against the . These have an AC equal saving throws. to the attack roll of the creature that shot them. If you succeed, the attack automatically misses as you strike it and Skilled & Witty either interrupts its effects or knocks it off course.You can use Starting at 13th level, you have become an epitome of this trick after the attack roll is made, but before you know if expertise and sheer skill, both on and off the battlefield. you it hits. gain proficiency with two skills, tools, or languages of your Piercing Attack. When you hit a creature with a ranged choice. Alternatively, you can choose two of your skill weapon attack, you can expend a superiority die to have the proficiencies, or one of your skill proficiencies and your shot continue on through the target after hitting it in order to proficiency with Tinkers or Smith's tools. Your proficiency attempt to damage an additional creature. If the creature bonus is doubled for any ability check you make that uses within range of your shot and in the same line as your shot either of the chosen proficiencies would have been hit by your attack roll, they take damage Additionally, you get advantage on Persuasion and equal to the number rolled on your superiority die. The Intimidation checks when trying to defuse a fight. damage is the same as the type dealt by the original attack. This trick cannot be used with a firearm with the Scatter Trick Prodigy property. Starting at 17th level, when you roll initiative and have no Precision Attack. When you make a weapon attack roll superiority dice remaining, you regain 1 superiority die. against a creature, you can expend one superiority die and add the number rolled to the roll. You can use this trick before or after making the attack roll, but before any effects of Tricks the attack are applied. These tricks will be listed in alphabetical order. Sarge's Order. When you take the Attack action on your Break Cover. When you attack a creature that has half or turn, you can forgo one of your attacks and use a bonus three quarters cover from your attack you can expend a action to direct one of your companions to strike. When you superiority die to ignore this cover until the start of your next do so, choose a friendly creature who can see or hear you and turn. You add the superiority die to the attack’s damage roll. expend one superiority die. That creature can immediately Concussive Attack. When you hit a creature with a use its reaction to make one weapon attack, adding the weapon attack you can expend a superiority die to cause the superiority die to the attack's damage roll. target to become discombobulated. When you do so, it has Slinger's Luck. When your firearm misfires, you can disadvantage on the next attack roll it makes before the start expend a superiority die to have the weapon not misfire. of your next turn. You add the superiority die to the attack’s Tactical Retreat. When you move, you can expend one damage roll. superiority die, rolling the die and adding the number rolled Disarming Attack. When you hit a creature with a weapon to your AC until you stop moving. attack, you can expend one superiority die to attempt to Trip Attack. When you hit a creature with a weapon attack, disarm the target, forcing it to drop one item of your choice you can expend one superiority die to attempt to knock the that it’s holding. You add the superiority die to the attack’s target down. You add a superiority die to the attack’s damage damage roll, and the target must make a Strength saving roll, and if the target is Large or smaller, it must make a throw. On a failed save, it drops the object you choose. The Strength saving throw. On a failed save, you knock the target object lands at its feet. prone.

6 Warning Attack. When you miss a creature with a weapon Ammunition attack, you can expend a superiority die to attempt to frighten Name Cost the target as the shot whizzes past them. The target must make a Wisdom saving throw. On a failed save, it is Bullet (20) 5 gp frightened of you until the end of your next turn.

Attachment List Name Weight Usable with Cost Properties Magnified .5 lbs All Firearms 500gp The firearm's normal and maximum range increase by 10 feet. Sight Advanced .5 lbs All Firearms 500gp +1 to damage rolls at creatures within 30 feet. Sight Foregrip 1 lbs One-handed Firearms 600gp You cannot be disarmed as long as you have a free hand to hold the foregrip. Bipod 2 lbs All Firearms 1,000gp You do not have disadvantage on attack rolls when prone. Reinforced 2 lbs All Firearms 1,200gp You become proficient with attacks dealt with this Pommel firearm. Pistol Grip .5 lbs Pistols 3,000gp +1 to attack rolls. Suppressor .5 lbs All Firearms 1,500gp This firearms attacks are only audible out to 30 feet. Heavy Barrel 1 lbs 4,000gp Increases the normal range of the gun by 20 feet and the maximum range by 30 feet. Wide Choke 2 lbs 4,000gp The range for your firearm's Scatter damage roll is now 10 feet around Barrel the original target. Expanded .5 lbs All firearms (Except 7,000gp The firearms reload score doubles. Chamber the Heavy Rifle) Light Frame -2 lbs All Firearms 5,000gp The firearms “heavy” property is removed, in addition the weight is of the firearm is also reduced. Heavy 5 lbs All Firearms 4,000gp The weight of the firearm increase, in addition that firearm now deals Frame 1d6 damage when used as an improvised weapon.