Gunslinger

There's a man going 'round, taking names. He decides who to free and who to blame. Everybody won't be treated all the same. There'll be a golden ladder reachin' down. When the man comes around.

The gunslinger is defined by one thing: that cold weapon in his hand. It's a piece of crafted iron, tossing hot chunks of lead propelled by black powder and fire, aimed by a steady hand and a keen eye. The rest is for you to decide.

So will you use that boom-stick to distribute justice, or will you become the horseman of death?

Gunslinger
Level Proficiency Bonus Features
1st +2 Firearm Generalist, Deadeye
2nd +2 Firearm Expertise
3rd +2 Gunslinger Ballad
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Improved Critical
7th +3 Gunslinger Ballad feature
8th +3 Ability Score Improvement
9th +4 Rough and Tumble
10th +4 Gunslinger Ballad feature
11th +4 Deadeye Boost
12th +4 Ability Score Improvement
13th +5 Nowhere to Run
14th +5 Ability Score Improvement
15th +5 Bullseye
16th +5 Ability Score Improvement
17th +6 Gunslinger Ballad feature
18th +6 Superior Critical
19th +6 Ability Score Improvement
20th +6 End of the Line

Class Features

As a gunslinger, you gain the following class features.

Hit Points

  • Hit Dice: 1d10 per gunslinger level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per gunslinger level after 1st

Proficiencies

  • Armor: Light armor
  • Weapons: Simple weapons, two martial weapons, firearms
  • Tools: Tinker's Tools
  • Saving Throws: Dexterity, Strength
  • Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, Insight, Intimidation, Perception, Sleight of Hand, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) padded armor or (b) leather armor
  • (a) two revolvers and 30 bullets or (b) one lever action rifle and 30 bullets or (c) one flintlock pistol, one musket and 30 minie balls or (d) three flintlock pistols and 30 minie balls
  • (a) one dagger and one handaxe or (b) one shortsword
  • an explorer's pack, tinker’s tools, and a bandolier

Credit: Call of Juarez

1

GUNSLINGER | Class Features

Firearm Generalist

You are generally familiar with the inner workings and operation of firearms. You may forge and repair firearms and ammunition with tinker’s tools.

Additionally, gain the Archery Fighting Style, but only when making ranged attacks with firearms.

Deadeye

As a gunslinger, you have developed a particularly deadly aim with your firearms. Gain a number of Deadeye Points equal to your Wisdom modifier, Intelligence modifier, or Charisma modifier (whichever is highest). Gain an additional Deadeye Point at 5th, 11th, and 17th levels. These are restored after finishing a short or long rest. You also regain 1 Deadeye Point when scoring a critical hit with an attack, and when reducing a dangerous, hostile creature to zero hit points.


Deadeye Shots save DC = 8 + your proficiency bonus + your dexterity modifier


You may spend 1 Deadeye Point and choose to make any of these Deadeye Shots after you’ve scored a successful attack with a firearm. You can only use 1 Deadeye Shot per attack.

Deadeye Shots

  • Body Shot. The target must make a Strength saving throw. If failed, the target moves away from you. If the target is tiny, it moves 25 feet, if the target is small, it moves 20 feet, if the target is medium, it moves 15 feet, if the target is large, it moves 10 feet, if the target is huge, it moves 5 feet, and gargantuan targets are not moved. If the saving throw is failed by 5 or more, the target is knocked prone and moved away an additional 5 feet.
  • Hand Shot. The target must make a Strength saving throw. If failed, they drop one item they are holding, and that item moves up to 10 feet in any direction (up to 20 feet if failed by 5 or more). You may forgo dealing damage with this attack to give the target disadvantage on their saving throw. The target gains advantage to their saving throw if holding an item in two or more hands.
  • Head Shot. The target must make a Constitution saving throw. If failed, this attack deals and additional die of weapon damage. If the saving throw is failed by 5 or more, then the target is incapacitated until the end of their next turn.
  • Leg Shot. The target must make a Strength saving throw. If failed, their next movement is reduced by 20 feet, or by 10 feet is succeeded. If they fail by 5 or more, they are also knocked prone.
  • Wing Shot. The target must make a Constitution saving throw. If failed, they descend 60 feet. If the saving throw is failed by 5 or more, the target falls up to 120 feet, and their flying speed is reduced to zero until the end of their next turn.

Firearm Expertise

Starting at 2nd level, you adopt a particular style of gunslingin' as your specialty. Choose one of the following options. You can't take a Firearm Expertise more than once, even if you get to choose again.

Duelist

You may forgo moving on your turn to instead do one of the following: give Advantage to a one-handed firearm attack, give Disadvantage to a creature making a saving throw against a Deadeye Shot, or repair a held firearm suffering from misfire without making an ability check.

Gambler

Gain proficiency in one gaming set of your choice. Then, gain proficiency in Sleight of Hand. If you already have proficiency in Sleight of Hand, gain Expertise in Sleight of Hand.

Additionally, you may spend a reaction and 1 Deadeye Point to reroll any failed ability check or saving throw. You must use the new result. If the ability check or saving throw is a success, regain 1 Deadeye Point.

Guns Akimbo

When making a ranged attack with a one-handed firearm, you may also make an attack with a one-handed firearm held in the other hand without using a bonus action, or as a bonus action. If used as a bonus action, the second attack's damage is increased by your Dexterity modifier.

You can draw or stow two weapons when you would normally be able to draw or stow only one.

Rifleman

Your ranged two-handed firearm attacks deal additional weapon damage equal to your proficiency bonus.

Additionally, you may use a Bonus Action to double the range and long range of your two-handed firearms until the end of your turn.

Rough Rider

Gain proficiency in Animal Handling. If you already have proficiency in Animal Handling, gain proficiency in one other skill of your choice. Mounting a creature only requires 5 feet of movement, instead of half your speed in movement.

Also while mounted, you may use 1 Deadeye Point and a reaction to give your mount and yourself a bonus to AC and Dexterity saving throws equal to your proficiency bonus until the start of your next turn.

Tough Guy

Gain proficiency in Intimidation. If you already have proficiency in Intimidation, gain proficiency in one other skill of your choice.

Additionally, gain temporary hit points after a long rest equal to your gunslinger level + Xd6, where X is your Strength modifier. While you have these temporary hit points, unarmed and improvised weapon damage is increased by +1d4. You may regain these temporary hit points with a bonus action by spending 1 Deadeye Point.

Trick Shooter

Gain proficiency in Performance. If you already have proficiency in Performance, gain proficiency in one other skill of your choice.

When attacking with a firearm, ignore all cover of targets that aren’t in full cover. Additionally, your ranged firearm weapon attacks against prone targets do not have Disadvantage.

2

GUNSLINGER | Class Features

Gunslinger Ballad

It's more than just a gun. It's a way of life. At 3rd level, choose between the the Ballad of the Gunfighter, Ballad of the Gunsmith, the Ballad of the Scallywag, or the Ballad of the Sniper, all detailed at the end of the class description. The Ballad you choose grants you features at 3rd level, and again at 7th, 10th, and 17th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 14th, 16th, and 19th 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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You may also now reload as an attack action.

Improved Critical

At 6th level, your weapon attacks score a critical hit on a roll of 19 or 20.

Rough and Tumble

Upon reaching 9th level, you’ve learned that sometimes you need to get your hands dirty. If you successfully shove or grapple a hostile creature, or if a friendly creature lands an attack when you’re using the Help action to assist them, regain 1 Deadeye Point.

Deadeye Boost

At 11th level, your deadly aim becomes even deadlier. When making a Deadeye Shot, you deal an additional die of weapon damage with the attack. Reduce the target’s saving throw against the Deadeye Shot by the same amount as the result on this additional die of damage.

Guns? In a Fantasty setting?!

The Gunslinger Class is unique in that it's main focus is technology, much of which may not fit into traditional fantasy settings. Here are some circumstances that could permit a gun-weilding character to fit nicely within a traditional fantasy game:

-Your character is a savant, creating firearms where none existed before.

-Guns exist, but aren't common. Maybe the cost to make guns and ammunition has prevented widespread use in combat, as often happens with new weapons technologies.

-Firearms are an ancient, lost technology. Perhaps your character is part of an organization that keeps this rare, ancient technology from fallling into the wrong hands.

Nowhere to Run

At 13th level, the gunslinger may use a reaction to make a ranged firearm attack against a creature moving out of or into the firearm’s normal range.

Bullseye

At 15th level, you may spend 1 Deadeye Point to reroll any ranged attack roll with a firearm. You must use the new result.

Superior Critical

Starting at 18th level, your weapon attacks score a critical hit on a roll of 18-20.

End of the Line

At 20th level, your gunslinging prowess is unmatched. Your Dexterity score increases by 4. Your maximum for those scores is now 24.

In addition, when scoring a critical hit with a ranged firearm attack, choose one of the following: move up to your movement speed without provoking attacks of opportunity, regain 2 Deadeye Points instead of 1, or make an additional attack with disadvantage. This may only be used once per turn.

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GUNSLINGER | Class Features

Gunslinger Equipment
Name Cost Damage Weight Properties
Ranged Weapons
Double Barrel Shotgun 35 gp 2d6 piercing 8 lb. Ammo (slug or bird shot), devastating critical, range (15/45), misfire (2), reload (2), two-handed
Flintlock Pistol 30 gp 1d12 piercing 2 lb. Ammo (minie balls), range 30/90), devastating critical, light, misfire (1), reload (1)
Lever Action Rifle 220 gp 1d8 piercing 10 lb. Ammo (bullets), range 100/300), devastating critical, misfire (1), reload (1), two-handed
Musket 60 gp 1d12 piercing 20 lb. Ammo (minie balls), range 80/240), devastating critical, misfire (1), reload (1), two-handed
Revolver 100 gp 1d8 piercing 3 lb. Ammo (bullets), range 50/150), devastating critical, light, misfire (1), reload (6)
Blunderbuss 20 gp 2d6 piercing 6 lb. Ammo (slug or bird shot), range 20/60), devastating critical, misfire (1), reload (1), two-handed
Ammo
Bird Shot (10) 5 sp - 2 lb. Spreading
Bullets (10) 2 gp - 1 lb. -
Minie Balls (10) 1 gp - 1 lb. -
Slugs (10) 1 gp - 2 lb. -
Misc
Bandolier 1 gp - 1/2 lb. Holds up to 50 ammo

    Ammo. This weapon must consume a specific Ammo type. Damage is determined by the Ammo.

Devastating Critical This weapon deals an additional die of weapon damage when scoring a critical hit on a weapon attack. If the weapon is ranged, then this effect only applies on ranged weapon attacks.

Misfire. When attacking, if the natural roll is less than or equal to the weapon's Misfire, the weapon must be repaired before further use. This may be done using an Action to make a DC 10 Dexterity check. If that check is failed, then the weapon is unusable until an hour is spent repairing it with Tinker's Tools out of combat.

Reload. When this number of ranged attacks is made with the weapon, the weapon must be reloaded before further use. Reloading takes a bonus action to perform if the weapon's ammo is kept in a bandolier and one hand is free, or an action if the ammo isn't kept handy, or if both hands are full.

Spreading. An ammo with this property cannot be used to make long ranged attacks. Instead, an attack with this ammo targets all creatures within 5-feet of a point within the weapon's normal range Make an attack roll against each target. Bonus damage from ability modifiers cannot be applied.

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GUNSLINGER | Equipment

Gunslinger Ballads

So, you've got a gun, and you're pretty good with it. Now it's time to decide what kind of gun-weilding warrior you want to become. Whichever Ballad you take, make it a good one, and keep your powder dry.

Ballad of the Gunfighter

As a gunfighter, you make your own path. Gunfighters can be mercenaries, rabble-rousers, lawmen, lone wolves, boisterous braggards, or anything in between. The only thing any two gunfighters are garunteed to have in common are their suprising adaptablility and versatility in battle.

Gunfighters are usually travellers, finding information on target bounties or picking up skills as they roam from town to town. To a gunfighter, natural instinct, reflexes, and sheer force of will is just as much of a weapon as the 'big iron' on their hip. So go ahead and draw your gun, grit those teeth, and carve your trail, cowboy.

Bonus Proficiency

When you choose this Ballad at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Investigation, Medicine, Perception, or Sleight of Hand. Additionally, gain proficiency in one gaming set, one instrument, or one tool set of your choice.

Gunfighter Talents

Also at 3rd level, choose 4 Gunfighter Talents from among the following, and choose 1 additional Gunfighter Talent at 7th, 10th, and 17th levels. If these Gunfighter Talents require a DC for a skill save, use your Deadeye Shots DC.

  • Dance, F#@er Dance. Using an Attack action and 1 Deadeye Point, you fire at the feet of a target creature within range. This deals no damage. That creature must make a Dexterity saving throw. If failed, the creature is restrained until the end of their next turn. You may choose to spend additional ammo (up to the amount of ammo the firearm is loaded with), increasing the DC for this saving throw by 1 per additional ammo spent.
  • Devil's Shot. When dealing damage with a firearm, you may spend 1 Deadeye Point to force the target and all hostile creatures within 30 feet of the target to make a Wisdom saving throw. If failed, a creature becomes frightened of the gunslinger until the end of their next turn.
  • Dive for Cover. You may spend 1 Deadeye Point and use a reaction to move up to half of your movement and go prone when targeted with a ranged attack or making a Dexterity saving throw. Gain the benefits of cover and prone before the attack roll is made against you. If you are out of the area of effect of a Dexterity saving throw, you don’t have to make that saving throw. Take half damage if a saving throw is failed, and no damage if a saving throw is successful.
  • Grit. When taking damage, you may spend 1 Deadeye Point and use your reaction to reduce the incoming damage by Xd6, where X is your Strength modifier + your Constitution modifier (minimum 1d6).

Credit: McCree / Cole Cassidy, Overwatch

  • Longshot. You may spend 1 Deadeye Point to increase the range of a ranged firearm attack by your proficiency bonus x 5 feet. In addition, this attack deals a bonus +1 to weapon damage for every 20 feet between you and the target (maximum +5 damage).
  • Piercing Shot. You may spend 1 Deadeye Point when making a ranged firearm attack to target any amount of creatures in a straight line equal to the firearm's normal range. Make a separate attack roll against each creature in that line, starting with the one closest to you.
  • Point Blank. You may spend 1 Deadeye Point to make a ranged firearm attack within 5 feet of a target creature without disadvantage. If successful, this deals an additional 1d10 weapon damage.
  • Quick Draw. You may spend 1 Deadeye Point when rolling for initiative to increase your initiative roll by your proficiency bonus, and reroll your initiative roll. You may use the highest result.
  • Rapid Reload. You may spend 1 Deadeye Point as a free action to reload a held firearm on your turn, or both firearms if holding two. In addition, this will repair any held firearms suffering from 'misfire'.
  • Run n' Gun. You may spend 1 Deadeye Point to use a Dash, Disengage, or Dodge action as a bonus action.
  • Staring Down the Barrel. You may spend 1 Deadeye Point to give advantage to a Charisma (intimidation) check when you are holding a firearm. Regain 1 Deadeye Point if the check is successful.

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GUNSLINGER | Ballad Features

Fan the Hammer

Upon reaching 7th level, you may use an Action and spend 2 Deadeye Points to Fan the Hammer when wielding a one-handed firearm in one hand, and nothing in the other hand. Make a number of ranged attacks with your firearm equal to your Dexterity modifier. This cannot exceed the amount of ammo currently loaded in the firearm, as each attack expends an ammo.

Each target dealt damage by Fan the Hammer must make a saving throw against your Deadeye Shots DC. If failed, choose a Deadeye Shot to apply to that target.

Each additional time you use this feature, it costs 1 additional Deadeye Point to use. This cost is reset upon finishing a long rest.

Bonus Firearm Expertise

Upon reaching 10th level in the Ballad of the Gunfighter, choose one more Firearm Expertise.

Lightning Reflexes

By 17th level, gunfighting has sharpened your reflexes. You gain advantage on initiative rolls.

Additionally, if your roll for initiative is twice or more the highest initiative roll of each hostile creature, you may declare a Lightning Reflexes round, where only you may take a turn. After this Lightning Reflexes round, combat continues as normal.

Custom Guns and Ammo!

Have an idea for a firearm augmentation or ammosmith enhancement? Go for it! The options listed here serve as a good base, but as a gunsmith, let your creativity go wild, and mould your modifications to your own desires. With the DM's permission, of course...

Oh, and you DMs reading this: feel free to offer blueprints for firearm augmentations and ammosmith enhancements as loot or items in shops. Your gunsmith player character will undoubtedly be drawn to collecting more blueprints, like a wizard to books!

Ballad of the Gunsmith

You're smart, kid; real smart. You don't just craft and maintain firearms, you understand them to a point where you can truly make them your own.

As a Gunsmith, you prioritize brains over animal instinct, and you're willing to work harder, smarter, and prepare your armaments in advance to have the edge in any situation.

You might be spending a bit more coin and effort to make custom guns and ammo than some other, lower-brow gunslingers, but for all of that extra work, you'll be rewarded with the raw power that only technology can provide.

Ingenuity

When taking this Ballad at 3rd level, you gain expertise with tinker’s tools. In addition, you may spend 1 Deadeye Point to add your Intelligence modifier to any ability check.

You may also use your Intelligence modifier to determine the maximum number of Deadeye Points instead of your Wisdom modifier.

Augmentation

At 3rd level with the Ballad of the Gunsmith, you may choose an amount of Augmentations from the following list to craft onto a firearm using tinker’s tools. The amount of learned Augmentations are equal to your Intelligence modifier. In addition, blueprints for Augmentations may be found and used to augment firearms.

An Augmentation takes a gunslinger 1 hour of work with tinker's tools to apply to a firearm, or remove from a firearm.

Only one Augmentation can be applied to a single firearm at once. Two Augmentations can be applied at 10th level, and three Augmentations at 17th level.

Creatures other than the gunsmith that created these augmentations on their own firearms have disadvantage to their attack rolls with an augmented firearm.

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GUNSLINGER | Ballad Features

Credit: Nosslak, deviantart


Augmentation (continued)

  • Bayonet. With this Augmentation, you may make a melee attack with the augmented firearm as if it were a lance, and as if you are proficient with it. A bayonet may only be applied to a two-handed firearm. Costs 2 gp worth of materials.
  • Darkvision Sights. When attacking with this augmented firearm, ignore any disadvantages from low light or darkness. Costs 15 gp worth of materials.
  • Double Barrel. When making a ranged attack with a double barrel augmented firearm, make two attack rolls against the same target. The second attack’s damage does not benefit from your Dexterity modifier. If a natural 1 is rolled with the second attack, the double barrel Augmentation is destroyed. Costs 30G worth of material.
  • Enhanced Rifling. This augmented firearm’s range is increased by 10 feet, and deals an additional 1d4 damage of the ammunition’s damage type. Costs 15 gp worth of material.
  • Extended Mag. This augmented firearm may hold 50% more ammunition than it’s base amount, rounded up. Costs 5 gp worth of material.
  • Hair Trigger. When rolling a natural 18, 19, or 20 when attacking with this augmented firearm, you may make another attack with it at the same target, if the firearm has sufficient ammo loaded. This second attack cannot benefit from hair trigger. Costs 15 gp worth of materials.
  • Pistol Grip. Increase the attack bonus of this augmented firearm by +1. If applied to a one-handed firearm, it may be used as a two-handed firearm instead, increasing its attack bonus by another +1. Costs 15 gp worth of materials.
  • Safety Mechanism. This augmented firearm’s misfire is reduced by 1. Creatures that are not familiar with your firearm must make an Intelligence (Investigation) skill check against your Deadeye Shots DC to operate this augmented firearm. Costs 5 gp worth of material.
  • Scope. Gain a bonus equal to your proficiency bonus when using the firearm’s scope to make a Perception check at a distance beyond your firearm's range. In addition, you don't have disadvantage when attacking targets with this weapon at long range. Costs 30 gp worth of materials.
  • Silencer. This augmented firearm becomes much quieter when fired. Creatures have disadvantage to their Perception rolls when trying to hear your gunshots with a silencer. Costs 5 gp worth of materials.
  • Tripod. This augmented firearm does not suffer disadvantage when firing from a prone position. In addition, you may use a bonus action to set this firearm on a short wall, box, barrel, or other prop to gain a +2 attack bonus to all ranged attacks with this firearm until you move from that position. Costs 15 gp worth of materials.

Ammo Enhancement

Upon reaching 7th level, the Gunsmith can engineer new ways for their bullets to pack a punch. Only one Ammo Enhancement may be applied to a piece of ammo at a time. An amount of Ammo Enhancements may be learned to apply to firearm ammunition using tinker’s tools equal to your Intelligence modifier.

An Ammo Enhancement takes a gunslinger 1 hour of work with tinker's tools to apply to a up to ten pieces of ammo.

In addition, blueprints for ammosmith enhancements may be found. Only one Ammo Enhancement can be applied to a piece of ammunition at once.

  • Elemental Ammo. When creating this ammo, choose a damage type: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. Firearms using this ammo deal damage of that type instead of piercing. Costs 2 sp worth of an appropriate material per ammo.
  • Explosive Shell. When dealing damage with this ammo, the target and all other creatures within 10 feet of the target must succeed on a Dexterity saving throw against your Deadeye Shots DC, or take 1d12 fire damage. Creatures take half damage on a successful save. Costs 1 gp worth of materials per ammo.
  • Hollow Point. When dealing damage with hollow point ammo, the target must make a Constitution saving throw against your Deadeye Shots DC. If failed, the target begins to bleed, taking 1d4 necrotic damage immediately, and 1d4 necrotic damage at the start of each of their turns until they restore any amount of hit points, or spend an action to stop the bleeding. Costs 1 sp worth of material per ammo.
  • Magnetic Point. Firearm attacks with this ammo gains advantage to hit targets that are at least half covered in metal, or targets that are at least half composed of metal. Costs 5 sp worth of materials per ammo.
  • Multi-Shot. Multi-shot ammo has the "spreading" property. Costs 3 sp worth of material per ammo.
  • Rubber Bullet. This changes the damage type of the ammo to blunt, and makes attacks using them deal non-lethal damage. All damage from a rubber bullet attack is reduced by half. The Deadeye Shots DC for a rubber bullet attack is increased by your Intelligence modifier (minimum 1). Costs 1 sp worth of material per ammo.
  • Silver Bullet. This ammo is silvered. When dealing damage with silver bullets against fiends, undead, or lycanthropes, do not roll damage dice, and instead choose the highest damage on the dice to deal. Costs 5 sp per ammo.
  • Tracer Round. If an attack using this ammo misses, your next ranged firearm attack on the same target gains advantage. Costs 5 sp worth of material per ammo.

Tinker Master

At 17th level, the gunsmith’s customized firearms are like an extension of their body. Augmentations on firearms may be applied or swapped in 1 minute. Ammo Enhancements may be applied in 1 minute.

In addition, you gain advantage on Intelligence (Investigation) checks to study, understand, or utilize mechanical devices, traps, or constructs.

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GUNSLINGER | Ballad Features

Ballad of the Scallywag

Pirates, banditos, raiders, and smugglers; where there’s treasure to be looted, a scallywag will fight tooth and nail to take it!

A gun to you is a means to an end- and an effective one at that! Combined with sharp steel, not much can stop a scallywag from hacking and blasting their way to their prize, whatever that may be. But don't be fooled, a scallywag is as cunning and crafty as they are deadly.

Although they don’t mind getting in close to danger, they excel at mitigating self-harm as they perform perilous feats, and turn seemingly bad situations into victories.

Pursuit of Booty

Upon taking this Ballad at 3rd level, you may choose two of the following proficiencies: Acrobatics, Deception, Investigation, Perception, Intimidation, Survival, or thieves’ tools. Also, gain +10 feet of climbing and swimming speed.

Gunpowder and Steel

With the Ballad of the Scallywag at 3rd level, you may use your Deadeye Shots feature when dealing damage with weapons you are proficient with that also have the Light or Finesse properties.

Also, attacks that spend your firearm's last loaded ammunition deal additional damage equal to your proficiency bonus.


Scallywag Talents

At 7th level, choose 3 Scallywag Talents from the following list. Choose 1 additional Scallywag Talent at 10th and 17th levels.

  • Blow the Man Down. When dealing damage with a ranged firearm attack, you may spend any number of Deadeye Points. The target must make a Strength saving throw against your Deadeye Shots DC, +1 per Deadeye Point spent. If failed, they are knocked prone and this attack deals an additional 1d4 weapon damage per Deadeye Point spent (1d6 at 10th level, 1d8 at 17th level). Creatures take half damage and are not knocked prone on a successful save.
  • Daring Corsair. You may spend 1 Deadeye Point and use a bonus action to gain temporary hit points equal to 1d4 + your Charisma modifier for each hostile creature within 5 feet of you (1d6 at 10th level, 1d8 at 17th level). Gain +2 AC while you have these temporary hit points.
  • Grog Tolerance When intoxicated, reduce all damage you take by 1 (2 at 10th level, 3 at 17th level). Also, taking this grants a bonus 1d4 to all Constitution skill checks and Constitution saving throws (1d6 at 10th level, 1d8 at 17th level).
  • Muzzel Flash. When making an attack with a firearm, you may spend 1 Deadeye Point to make the muzzle flash, forcing all creatures in a 10 foot cone in front of you to roll a Constitution saving throw. If failed, the creature takes 3d4 thunder damage (3d6 at 10th level, 3d8 at 17th level) and is blinded and deafened until the end of your next turn. If succeeded, they are just deafened until the end of your next turn and take half damage instead. The DC of this is equal to your Deadeye Shot DC. If a misfire happens while using Muzzle Flash, the targets have disadvantage to their saving throw.
  • Parlay. Upon failing a Charisma ability check or Charisma save, you may spend 1 Deadeye Point to reroll your check or save with a +1d4 bonus to the new roll (1d6 at 10th level, 1d8 at 17th level). This may only be used once per skill check or save.
  • Sailor's Savvy. Upon failing an Intelligence ability check or Intelligence saving throw, you may spend 1 Deadeye Point to reroll your check or save. Add 1d4 to the new roll (1d6 at 10th level, 1d8 at 17th level). This may only be used once per skill check or save.
  • Sea Legs. When being forced prone or forced to move, you may spend 1 Deadeye Point to remain standing and in place. Also, taking this grants a bonus 1d4 to all Dexterity (acrobatics) skill checks (1d6 at 10th level, 1d8 at 17th level).
  • Smooth Swagger. Upon failing a Dexterity (acrobatics) ability check or Dexterity saving throw, you may spend 1 Deadeye Point to reroll your check or save. Add 1d4 to the new roll (1d6 at 10th level, 1d8 at 17th level). This may only be used once per skill check or save.
  • Warning Shot. When missing a ranged firearm attack, you may spend 1 Deadeye Point to make the target roll a Wisdom saving throw. If failed, the target becomes frightened of you until the end of their next turn, and takes 2d4 psychic damage (2d6 at 10th level, 2d8 at 17th level). The DC of this is equal to your Deadeye Shots DC plus your Charisma modifier.

As a scallywag, you'll be expected to memorize some pirate jokes and puns... Arrrrrrrrrrrrre you ready, kids?!

Why do pirates have trouble learning the alphabet? Because they get stuck at 'c'!

What did the ocean say to the captain? Nothing, it just waved!

What do you call a boring pirate that calls it a draw? A stale-matey!

Have you heard any good pirate jokes lately? Neither have ayyyye!

8

GUNSLINGER | Ballad Features

Survy Dog

Life has toughened your body up to be prepared for any ailment. Except maybe scurvy… 10th level grants you proficiency on Constitution saving throws, and resistance to poison damage.

Slippery Scoundrel

At 17th level, you've learned to always stay on your toes, and adapt to any situation. Each time you finish a long rest, you can replace one Scallywag Talent you know with a different one.

Ballad of the Sniper

Why get close in combat to kill your target? Hell, why even let the other guy know you're there?

The sniper isn’t interested in flashy combat or a fair fight. The sniper is most comfortable far away from the action, hidden if possible, sipping a warm cup of tea as they pick off the targets, one by one.

As a gunslinger taking the Ballad of the Sniper, you'll be sure to use your firearms at their maximum efficiency.

Keen Vision

A Sniper’s vision is her greatest weapon. When taking this Ballad at 3rd level, gain proficiency in Perception. If you already have proficiency in Perception, gain proficiency in one other skill of your choice. Then, gain expertise in Perception, which means your proficiency bonus is doubled for any ability check you make with it.

Bounty Hunter's Mark

Also, upon taking this Ballad at 3rd level, the sniper may use a bonus action and expend 1 Deadeye point to cast a 1st level Hunter’s Mark as a bonus action. This Hunter’s Mark is not magical in nature. Unlike Hunter's Mark, you cannot mark a new creature when a marked creature is reduced to 0 hit points.

At 10th level, you may cast Hunter's Mark this way at 3rd level. At 17th level, you may cast Hunter's Mark this way at 5th level.

Eagleshot

The 7th level Sniper may spend 1 Deadeye Point to increase the normal range of a ranged firearm attack by your proficiency bonus x 10 feet. In addition, this attack deals a bonus +1 weapon damage for every 20 feet between you and the target creature (maximum +10 damage).

Rifleman Superiority

With the Ballad of the Sniper at 7th level, the sniper may reroll any 1s and 2s on weapon damage dice when dealing damage with two-handed firearm ranged attack rolls. You must use the new results.

Credit: Yama Orce

Marked for Death

At 10th level, the sniper gains the ability to acutely focus on her target. You may spend 1 Deadeye Point to target a creature you can see. That creature must be afflicted with a Bounty Hunter's Mark.

When doing so, choose one of the following effects: gain advantage on a ranged two-handed firearm attack against this creature, give disadvantage to a creature's saving throw against a Deadeye Shot, reveal a creature's weaknesses, resistances and immunities, or reveal its remaining hit points and armor class.

Like Fish in a Barrel

When reaching 17th level, you may spend 1 Deadeye Point to turn a missed ranged attack using a firearm into a hit, or a hit into a critical hit.

This may only be done if the target creature did not move on its last turn (or in the last 6 seconds if not in combat), has no coverage, and the attack does not have disadvantage. This may only be done once per turn.

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GUNSLINGER | Ballad Features

Notable Rules for Gunslingers

The following are some rules for D&D 5e that might apply to the gunslinger, and some potential house rules to make things more smooth or interesting.

Cover

Rules as written:

Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.

There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover.

A target with half cover has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.

A target with three-quarters cover has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.

A target with total cover can't be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.

Drawing / Stowing Weapons

Rules as written:

You may draw or sheath one weapon as a Free Action every turn. Drawing or sheathing any other weapons would then fall under the Use an Object Action, requiring a full Action to perform.

With the Dual Wielder Feat, "You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one."

Houserule:

Rules as written, a gunslinger couldn't draw two pistols and also attack in the same turn without the Dual Wielder Feat, or without taking the Guns Akimbo Firearm Expertise. I don't think the gunslinger's player would be at all upeset if these rules were bent a little to allow all gunslingers to draw 2 one-handed firearms as a free action.

Intoxication

Jeremy Crawford, 5e designer, on Twitter:

"There's no general rule for drunkenness in D&D.

In our adventure design, we use the poisoned condition for someone who's really blasted.

The poisoned condition works well for almost any toxin or intoxicant affecting a creature."

Houserule:

As there are no written rules for drunkeness, feel free to invent or copy another houserule for intoxication, so that it works best for your game. The scallywag can get a little hit point boost from being intoxicated, but other than that, its mainly for fun and flavor... like alcohol should be.

Melee Attacks with Firearms

Rules as written:

An object that bears no resemblance to a weapon deals 1d4 damage (the GM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage.

Houserule:

So, pistol-whipping a creature in melee range is a great option, dealing 1d4 damage, but what about whoppin' a varmint with the butt of your rifle? Maybe houserule two-handed firearms to deal 1d8 bludgeoning damage to compensate. Even then, rememeber- your firearms don't have the 'finesse' property, so Strength will be their melee modifier.

Two Weapon Fighting

Rules as written:

When you take the Attack Action and Attack with a light melee weapon that you’re holding in one hand, you can use a Bonus Action to Attack with a different light melee weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus Attack, unless that modifier is negative.

If either weapon has the Thrown property, you can throw the weapon, instead of making a melee Attack with it.

Houserule:

I don't think the designers of 5e had pistols and revolvers in mind when designing two-weapon fighting, and I don't blame them. To allow gunslingers to shoot with 2 guns at a time, you might allow light ranged weapons to also be used as a Bonus Action after an Attack Action is made, not just light melee weapons.

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GUNSLINGER | Rules

Feats

Listed are some feats that may be taken by a gunslinger for an extra kick of gun-slingin' flavor, or help another class get a taste of the gunslinger class without multi-classing.

Alert

Always on the lookout for danger, you gain the following benefits:

• You can’t be surprised while you are conscious.

• You gain a +5 bonus to initiative.

• Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.

Source: D&D 5e Player's Handbook

Cover Fire

You know to keep your friends close, and your enemies far, far away. To help your allies and supress your enemies from a distance, gain the following benefits:

• Increase your Dexterity or Wisdom score by 1, to a maximum of 20.

• You may expend 1 ammo or ammunition to use the Help Action against a target creature within range of your ranged weapon. When using the Help Action in this way, target creature also gains disadvantage to the first attack they make until the start of your next turn.

Credit: CosmicGadfly, reddit

Gambler

Spending countless hours winning and losing coin in alestained taverns has forged you into a consummate gambler and chance-seeking addict. You gain the following benefits and features:

• Increase your Charisma score by 1, to a maximum of 20.

• You gain proficiency with two types of gaming sets of your choice.

• You have advantage on Charisma (Deception) checks to bluff opponents in games of chance, and Charisma (Persuasion) checks to convince others to join you for a game.

• You have a reputation as a card shark in some circles. Some folks may avoid playing you for this reason, while other higher-stakes gamblers may seek you out specifically.

• When you take the Carousing downtime action, you may reroll your result once, but must keep the results of the second roll.

Source: Matt Mercer, Tal'dorei Campaign Setting Reborn

Gunner

You have a quick hand and keen eye when employing firearms, granting you the following benefits:

• Increase your Dexterity score by 1, to a maximum of 20.

• You gain proficiency with firearms (see “Firearms” in the Dungeon Master’s Guide).

• You ignore the loading property of firearms.

• Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.

Source: Tasha's Cauldron of Everything

Firearm Expert

Intense training with firearms has helped you develop a deadly technique. You gain the following benefits and features:

Prerequisite: Proficiency with firearms

• Increase your Dexterity score by 1, to a maximum of 20.

• Gain 1 Firearm Expertise of your choice. You can't take a Firearm Expertise more than once, even if you get to choose again.

Observant

Quick to notice details of your environment, you gain the following benefits:

• Increase your Intelligence or Wisdom score by 1, to a maximum of 20.

• If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.

• You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

Source: D&D 5e Player's Handbook

Piercer

You have achieved a penetrating precision in combat, granting you the following benefits:

• Increase your Strength or Dexterity by 1, to a maximum of 20.

• Once per turn, when you hit a creature with an attack that deals piercing damage, you can re-roll one of the attack’s damage dice, and you must use the new roll.

• When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.

Source: Tasha's Cauldron of Everything

Sharpshooter

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

• Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.

• Your ranged weapon attacks ignore half and three-quarters cover.

• Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage.

Source: D&D 5e Player's Handbook

Tavern Brawler

Accustomed to the rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

• Increase your Strength or Consititution score by 1, to a maximum of 20.

• You are proficient with improvised weapons.

• Your unarmed strike uses a d4 for damage.

• When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.

Source: D&D 5e Player's Handbook

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GUNSLINGER | Feats