The Gunslinger
Level Proficiency Bonus Features Enchantments Known
1st +2 Magic Item Analysis, Thunder Cannon, Arcane Magazine
2nd +2 Master Crafter
3rd +2 Infuse Magic 3
4th +2 Ability Score Improvement 3
5th +3 Superior Attunement 4
6th +3 Upgrade Gun 4
7th +3 5
8th +3 Ability Score Improvement 5
9th +4 6
10th +4 Fan the Hammer 6
11th +4 7
12th +4 Ability Score Improvement, Upgrade Gun 7
13th +5 8
14th +5 Electrum Bullets 8
15th +5 Superior Attunement 9
16th +5 Ability Score Improvement 9
17th +6 Upgrade Gun 10
18th +6 10
19th +6 11
20th +6 11

The Gunslinger

Living under a terrible government, Oznah spends his days creating weapons and explosives for the five families who rule through fear. A magical tool enables him to easily merge magic into precious metals, at least temporarily. After saving an enemy of the families, Oznah is on the run. He grabs his two prototype pistols and escapes using a top secret timetravel macguffin 300 years into the past.

Class Features

As a gunslinger, you gain the following class features.

Hit Points

Hit dice: 1d8 per gunslinger level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per gunslinger level after 1st


Proficiencies

Armor: Light armor
Weapons: Simple weapons, firearms
Tools: Thieves’ tools, smith's tools, gunsmith's tools, artificer's stylus
Saving Throws: Constitution, Intelligence
Skills: Choose three from Arcana, Deception, History, Investigation, Medicine, Nature, Religion, Sleight of Hand

Equipment

You start with the following equipment, in addition to the equipment granted by your background:
• (a) a handaxe and a light hammer or (b) any two simple weapons
• a light crossbow and 20 bolts
• leather armour
• thieves’ tools, dungeoneer's kit

Magic Item Analysis

Starting at 1st level, your understanding of magic items allows you to analyse and understand their secrets. You can cast the spells detect magic and identify as rituals. You don’t need to provide a material component when casting identify with this class feature.

Thunder Cannon

At 1st level, you forge a deadly firearm using a combination of arcane magic and your knowledge of engineering and metallurgy. This firearm is called a Thunder Cannon. It is a ferocious weapon that fires leaden bullets that can punch through armor with ease.

You are proficient with the Thunder Cannon. The firearm is a one-handed ranged weapon that deals 1d6 piercing damage. Its normal range is 80 feet, and its maximum range is 320 feet. The thunder cannon has 4 barrles that can be loaded independently. You can use a bonus action to reload one barrel, or an action to reload 4.

An enchantment exists on the Thunder Cannon, causing ammunition to return to you occasionally. Regardless of if an attack with the Thunder Cannon hits or not, roll a d6 as if you were dealing damage. On a roll of 1 or 2, the bullet returns to your Arcane Magazine, intact. Any enchantment on the bullet is expended, unless the enchantment requires the bullet to hit a target and it did not.

If you lose your Thunder Cannon, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of metal and other raw materials.

Arcane Magazine

At 1st level, you craft a leather bag used to carry your tools and ammunition for your Thunder Cannon. Your Arcane Magazine includes the powders, lead shot, and other materials needed to keep that weapon functioning.

You can use the Arcane Magazine to produce ammunition for your gun. At the end of each long rest, you can magically produce up to 40 rounds of ammunition with this magazine. After each short rest, you can produce up to 10 rounds.

You can also create ammunition using precious metals. These bullets are softer but are enchantable with certain effects. A copper bullet costs 1 copper piece and takes twice as long to craft than regular ammunition. A silver bullet costs 1 silver piece and takes three times as long to craft than regular ammunition. A golden bullet costs 1 gold piece and takes four times as long to craft than regular ammunition. A platinum bullet costs 1 platinum piece and takes eight times as long to craft than regular ammunition.

If you lose your Arcane Magazine, you can create a new one as part of a long rest, using 25 gp of leather and other raw materials.

Master Crafter

Starting at 2nd level, your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class, and you learn the mending cantrip.


Infuse Magic

Using the specially crafted artificer's stylus, it is made much easier to imbue objects with temporary magical power.

At 3rd level, you learn three such enchantments of your choice. Your enchantment options are detailed at the end of the class description. You gain an additional enchantment at every second level after 3rd. When you gain a level in this class, you can choose one of the enchantments you know and replace it with another enchantment that you could learn at that level.

Enchantments can be placed upon precious metals, usually coins. A copper coin will hold an enchantment for up to 1 minute, a silver coin will hold an enchantment for up to 1 hour, a golden coin will hold an enchantment for up to 24 hours, and a platinum coin will hold an enchantment for up to 7 days. It takes 1 minute to place an enchantment on a coin. It costs an action to use the enchantment on a coin.

Some enchantments are designed for use with the Thunder Cannon. In these cases, a bullet will hold an enchantment for the same duration as the equilvalent coin.

Each enchantment uses up some of the stylus's power. The stylus has a number of charges equal to 4 times your level. Some enchantments will require more charges than others. The stylus regains all of its charges back at the end of a long rest.

Ability Score Improvement

When you reach 4th, 8th, 12th, 16th, and 18th 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.

Superior Attunement

At 5th level, your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time.

At 15th level, this limit increases to five magic items.

Upgrade Gun

You manage to layer an additional enchantment on the Thunder Cannon. At 6th level, your Thunder Cannons become +1 weapons. This bonus increases to +2 at 12th level and +3 and 17th level.

Fan the Hammer

At 10th level, you gain the ability to disable the safety mechanisms in your guns that prevent them from jamming. As an action, you can choose to make up to 8 attacks with your Thunder Cannons. Upon rolling a 1 or a 2, the gun jams and cannot be used until a long rest is taken, and a repair check is made using your gunsmith's tools. One repair attempt can be made per long rest, and the DC is 15 if the gun failed on a 2, or DC20 if it failed on a 1. Regardless, this ability can only be used once per long rest.

Electrum Bullets

Previously, alloys would not hold enchantments, but after careful study and experimentation, you have succeeded in enchanting electrum, with interesting results. Starting at 14th level, you can spend 1 electrum coin to make an electrum bullet using the Arcane Magazine feature. An electrum bullet takes three times as long to craft than regular ammunition and can hold an enchantment for up to 24 hours. When fired from the Thunder Cannon, electrum bullets deal an additional 1d4 lightning damage.

Enchantments

If an enchantment has prerequisites, you must meet them to learn it. You can learn an enchantment at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. An enchantment that requires a saving throw has a DC of 8 + your Dexterity modifier + your Proficiency modifier. Using a coin requires an action.

Armour Coin

Used on: Coin
Charges: 5
While on person: Grants +1 to AC.

Charm Shot

Prerequisite: 9th level, Wisdom 13 or higher
Used on: Ammunition
Charges: 8
On hit: Target makes a Charisma saving throw or be charmed by you for 1 minute. The target can remake the saving throw at the end of its turns as well as whenever it takes damage.

Charming Coin

Used on: Coin
Charges: 5
When making a Charisma (Persuasion) check to bribe someone, this coin will give advantage provided it is part of the bribe.

Cold Shot

Used on: Ammunition
Charges: 1
On hit: Reduces the speed of the creature by half until the start of your next turn.

Confusing Shot

Prerequisite: 5th level, Wisdom 11 or higher
Used on: Ammunition
Charges: 5
On hit: Target makes a Wisdom saving throw or be confused as if the confusion spell was cast on it.

Contact Coin

Prerequisite: 17th level, Intelligence 13 or higher
Used on: Coin
Charges: 50
On use: Initiates a two way conversation with any creature you can name for up to 10 minutes.


Detect Life Coin

Used on: Coin
Charges: 5
On use: Grants the ability to sense living creatures as if you could see them, even if they are invisible or you are in darkness. Your view of the creature must not be obstructed, but if only a small part of them is visible, you can see the full outline. Lasts 10 minutes.

Dirty Shot

Used on: Ammunition
Charges: 1
On hit: Deals 1d4 poison damage to the target. The target makes a Constitution saving throw, if it fails it takes 1d4 poison damage at the start of its turns and repeats the saving throw. When the creature succeeds, the effect ends.

Disguise Self Coin

Used on: Coin
Charges: 5
On use: You cast the disguise self spell on yourself.

Enlarge/Reduce Coin

Prerequisite: 9th level
Used on: Coin
Charges: 15
On use: You cast the enlarge/reduce spell on yourself.

Explosive Shot

Prerequisite: 9th level, Shrapnel Shot
Used on: Ammunition
Charges: 8
On hit: Explodes into a ball of flame. Every creature within 10 feet of the target must make a Dexterity saving throw, taking 5d6 fire damage on a failed save or half as much on a successful one.

Flaming Coin

Used on: Coin
Charges: 5
This coin can be set on fire using an action. The fire does not hurt the holder and cannot be smothered. This fire can be toggled on and off as long as the enchantment lasts on the coin.

Flare Shot

Used on: Ammunition
Charges: 1
Travels slower than normal bullets but glows brightly and leaves behind a smoke trail. The bullet expires after travelling 400 feet and the bright light can be seen from up to 50 miles away. If used to attack a creature, the attack has disadvantage and deals fire damage instead of piercing.

Food and Water Coin

Used on: Coin
Charges: 5
While on person: You don't need to eat or drink.
On use: Conjures enough food to satisfy one person for a single day and up to 2 gallons of water. The food spoils after 24 hours.

Freezing Shot

Prerequisite: 5th level, Cold Shot
Used on: Ammunition
Charges: 5
On hit: Target makes a Constitution saving throw or is paralysed for 1 minute. Creature can attempt the saving throw at the end of each of its turns.

Gravity Coin

Prerequisite: 17th level
Used on: Coin
Charges: 50
On use: Casts the reverse gravity spell, centered on yourself.

Healing Coin

Prerequisite: Wisdom 10 or higher
Used on: Coin
Charges: 5
On use: Heal yourself for 1d8 + Wisdom modifier.

Healing Shot

Prerequisite: 5th level, Wisdom 13 or higher
Used on: Ammunition
Charges: 5
On hit: Tnstead of dealing damage, restore that much health to the target. Does not work on constructs or undead.

Homing Shot

Prerequisite: 17th level
Used on: Ammunition
Charges: 30
You can choose a target within range, and provided there is a path for the bullet to take, the bullet will hit without requiring an attack roll. Cannot crit.

Illuminate Shot

Prerequisite: 5th level, Wisdom 13 or higher
Used on: Ammunition
Charges: 5
On hit: Target glows slightly, negating the effects of invisibility and granting advantage to all attack rolls made against the target. Lasts for 1 minute.

Invisibility Coin

Prerequisite: 5th level
Used on: Coin
Charges: 10
On use: Casts the invisibility spell on yourself.

Jump Coin

Used on: Coin
Charges: 5
On use: Casts the jump spell on yourself.

Kickback Shot

Used on: Ammunition
Charges: 1
On hit: Target makes a Strength saving throw or is knocked 5 feet backwards or prone.


Lightning Chain Shot

Prerequisite: 5th level
Used on: Ammunition
Charges: 5
On hit: If there is a creature within 10 feet, make another attack roll against it. Cannot hit a creature previously hit by this lightning chain.

Nervous Overload Shot

Used on: Ammunition
Charges: 1
On hit: Target makes an Intelligence saving throw or is deafened until the end of its next turn, and a Wisdom saving throw or is blinded until the end of its next turn.

Oracle Shot

Prerequisite: 9th level
Used on: Ammunition
Charges: 8
For 10 minutes after firing, you can use an action to project your sight through the bullet. The bullet has no darkvision even if you do.

Penetration Shot

Prerequisite: 17th level
Used on: Ammunition
Charges: 30
On hit: Target loses all resistances and immunities to damage that it has and gains vulerability to piercing damage for 1 minute.

Piercing Shot

Used on: Ammunition
Charges: 1
On hit: Passes through the target, provided it is soft enough to do so. Any creature directly behind the target takes half damage, the creature behind that takes quarter damage and so on.

Quick Work Coin

Prerequisite: 9th level
Used on: Coin
Charges: 15
On use: Casts the haste spell on yourself

Radiantball Shot

Prerequisite: 17th level
Used on: Ammunition
Charges: 30 On hit: Every creature within 30 feet of the target must make a Dexterity saving throw or take 10d6 radiant damage, taking half damage on a success.

Randomise Coin

Prerequisite: 5th level
Used on: Coin
Charges: 10
While holding: Whenever you would add an ability modifier to a roll, roll a d6. On a 1, use your Strength modifier instead. On a 2, use your Dexterity modifier instead. On a 3, use your Constitution instead. On a 4, use your Intelligence modifier instead. On a 5, use your Wisdom modifier instead. On a 6, use your Charisma modifier instead.

Returning Shot

Used on: Ammunition
Charges: 1
On hit: deals an additional 1d4 piercing damage and returns the bullet to your Arcane Magazine.

Revivify Coin

Prerequisite: 5th level
Used on: Coin
Charges: 10
Touching the coin to a creature will attempt to cast the revivify spell on them, provided they are eligible for the spell. Consumes 300gp on use.

Shrapnel Shot

Used on: Ammunition
Charges: 1
On hit: Explodes into pieces of jagged metal. Every creature within 5 feet of the target must make a Dexterity saving throw, taking 1d6 piercing damage on a failed save or half as much on a successful one.

Stone Shape Coin

Prerequisite: 9th level
Used on: Coin
Charges: 15
On use: Casts the stone shape spell.

Summon Beast Coin

Prerequisite: 5th level
Used on: Coin
Charges: 10
While holding: You have proficiency in Wisdom (Animal Handling) and you gain advantage on checks using Wisdom (Animal Handling). On use: Summons a random beast, with a challenge rating of 1 or lower. The beast does not listen to your commands but is not hostile towards you.

Swimming Coin

Used on: Coin
Charges: 5
While holding: Grants a swimming speed equal to your speed and lets you breathe underwater.

Translating Coin

Used on: Coin
Charges: 5
While holding: Grants the ability to understand any spoken or written language, provided you know what language it is.

Trap Coin

Prerequisite: 5th level
Used on: Coin
Charges: 10
When enchanting this coin, you can specify any number of creatures who will not trigger the enchantment on this coin. Any creature that is not named, upon touching the coin, will cause it to explode. Any creature within 10 feet of the coin must make a Dexterity saving throw or take 4d8 fire damage, or half as much damage on a success. The creature that touched the coin automatically fails the saving throw.


Weather Coin

Prerequisite: 17th level
Used on: Coin
Charges: 50
While holding: You know what the weather will be like in your location over the next 24 hours. On use: Cast the control weather spell.

Weathering Shot

Used on: Ammunition
Charges: 1
On hit: Target makes a Constitution saving throw or takes 25 percent of its current health as necrotic damage.