The Lawman

The lone ranger faces the outlaw, both men know one them will not be walking away from this encounter.

"This is your last chance to come peacefully." Says the ranger, hand seeming casually resting on his six shooter.

The outlaw draws his gun, and 2 shots are fired in rapid succession. When the dust settles, the lone ranger holsters his weapon, and walks up to the now dead outlaw. Good thing this man was wanted Dead or Alive.

The Lawman is a class of warriors who have sworn to uphold the law, sometimes by operating outside of its boundaries. The process of becoming one of these fabled lone riders is unofficial at best, but always requires a firm devotion to the law of the land, a good firing arm, and nerves of steel.

Natural trick shooters

Outsmarting evil is not always enough to survive a life dedicated to hunting down outlaws. Therefore, all lawmen learn to use their exotic weapons with a level of skill that seems beyond that of mere mortals.

Tireless Vigilantes

All lawmen follow their path with a fervent drive to uphold the law of the land and defend the innocent from the wicked. All lawmen must be of the Good Alignment, and if their alignment changes they become marked as an outlaw and will have a bounty on their heads (price set by the DM) in any major city.

Disclaimer!

This class borrows heavily from the improved gunslinger class. Credit to u/Mood-Powerful.

This PDF was generated via The Homebrewery.



Making a Lawman

As you create your lawman, contemplate how they ended up in a life of a vigilante. Where did they learn to shoot as well as they do? What drives them to hunt down these dangerous criminals?

Quick Build

You can make a lawman quickly by following these suggestions. First make Dexterity your highest score, followed by Strength or Charisma. Then choose the Wanderer or Folk Hero background.

Class Features

Hit Points

Hit Dice: 1d8 per level
Hit Points at 1st Level: 8 + your Constitution Modifier
Hit Points at Higher Levels: 1d8 (or 5)+ your Constitution modifier per lawman level after first.

Proficiencies

Armor: Light armor
Weapons: Simple weapons, firearms
Tools: Tinker's Tools
Saving Throws: Dexterity, Strength
Skills: Choose three (3) from Acrobatics, Animal Handling, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, and Survival

Equipment

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

  • (a) a sawed-off shotgun, (b) a revolving musket, and 20 rounds of ammunition to the weapon of your choice
  • a revolver plus 10 rounds of ammunition
  • a dagger
  • (a) an explorer's pack or (b) a dungeoneer's pack.
  • Leather armor, traveler's clothes, and a set of Tinker's Tools





























credit: theDURRRRIAN

The Lawman
Level Proficiency Bonus Features Grit Points
1st +2 Grit, Gunsmith 2
2nd +2 Loyal Companion 2
3rd +2 Lawman's Trail, Lasso 2
4th +2 Ability Score Improvement 2
5th +3 Extra Attack 3
6th +3 Trail Feature 3
7th +3 Quickdraw 3
8th +3 Ability Score Improvement 3
9th +4 Lucky Shot 4
10th +4 Trail Feature 4
11th +4 Master Gunsmith 4
12th +4 Ability Score Improvement 4
13th +5 Lawman's Presence 5
14th +5 Trail Feature 5
15th +5 Extra Attack 5
16th +5 Ability Score Improvement 5
17th +6 Crackshot 6
18th +6 Trail Feature, Fan the Hammer 6
19th +6 Ability Score Improvement 6
20th +6 Feared Vigilante 7

Grit

You have an exceptional ability that allows you to act swiftly with ranged weapons in any situation. You gain 2 Grit points, which you can spend to perform Grit features as described below. You earn more Grit points by leveling up as a Lawman, as indicated by the "Maximum Grit" column of the Lawmaker table.

Any expended Grit points are recovered at the end of a short or long break. Additionally, you regain 1 expended Grit point each time you roll a natural 20 on a d20 attack roll with a ranged weapon, or reduce a creature to 0 hit points. If you reduce a creature to 0 hit points with a critical hit you regain 2 grit points instead of 1. Grit point abilities are explained later in this class description

Gunsmith

You have studied firearms for years and have learned how to craft and care for these exotic instruments. Your proficiency bonus is doubled for any ability check you make using tinker's tools related to firearms.

Additionally, if you attempt to craft a firearm without magical properties, you make progress in 50gp increments, instead of 25 gp, for every Dexterity (Tinker's Tools) success when crafting. You complete making a firearm when you reach half the market value or higher.

If one of your guns misfires, you may spend an action to make a Dexterity (Tinkerer's Tools) check to try and repair them. For simple firearms the DC is equal to 8 + misfire score, and for complex firearms the DC is equal to 10 + misfire score.

Loyal Companion

At second level, a minor deity of law has taken notice of your efforts and has granted you a loyal companion to aid you in your quest for justice as your mount.

You can spend 1 hour to summon a mount. While you are mounted, you can take the dash action as a bonus action. If you are not riding your mount, it will move on your action, and you can spend a bonus action to command it to take an action.

Your mount has the statistics of a riding horse or another CR 1/4 creature than can be ridden and does not fly (at your DM's discretion). Though if it is of celestial or infernal origin instead of its normal origin is up to you. Additionally, if this creature would have an intelligence below 6, it is now 6 and the two of you can communicate non-verbally (though not telepathically).

At level 15, your mount may take the form of a warhorse, or another CR 1/2 ridable creature. This does not affect the Wild Stallion attack stats if you take the Lone Rider path.

Finally, your mount uses your proficiency bonus instead of its own, and has bonus hitpoints equal to half your Lawman level, rounded down (Minimum of 0).

Lawman's Trail

At thje 3rd level, you choose a trail that reflects your personal style and worldviews. You may choose from the trail of the Lone Rider, the Bounty Hunter, and the Deadeye. All of these trails are detailed later in this class description. Your choice grants you a unique feature when you choose it at 3rd level. It also grants additional benefits at 6th, 10th, 14th, and 18th levels.

Lasso

By the time you have reached 3rf level, you have learned how to use rope to disable enemies from a distance. As an action you may throw a rope to attempt to lasso a creature within 30ft of up to one size category larger than you. You each make opposed Dexterity checks. If you win that creature is considered "lassoed."

A lassoed creature may still make attacks, but all of them are with disadvantage. Additionally, if a lassoed creature tries to move, it must first succeed on a Strength save (DC is equal to 8 + your Strength + Proficiency), or be knocked prone. If a lassoed creature manages to move more than 30 feet away from you, it is no longer considered lassoed and you lose hold of the rope. Additionally if you are mounted you must make a Dexterity save (DC is equal to 8 + creature's STR + distance traveled/5 rounded down) or be knocked prone.

When not mounted keepinga creature lassoed requires 2 hands. When mounted it can be done with only 1.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase 2 ability scores of your choice by 1, or you can take a feat.

No ability score may be raised above 20 by this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. At 15th level you may attack three (3) times whenever you take the Attack action on your turn.


Quickdraw

At the 7th level, your reflexes are much more honed than those of others. Your hands are fast, and your aim is true. You gain the following benefits:

  • When initiative is rolled, but before any turns are taken, you may use your reaction to make a single weapon attack.
  • Drawing or stowing a weapon does not consume your object interaction

Lucky Shot

At 9th level, your firearm attacks score a critical hit on a roll of 19 or 20. In addition to this, you regain 1 expended Grit point each time you roll a 19 or 20 on a d20 with a ranged weapon.

Master Gunsmith

Starting at 11th level, you have mastered the art of crafting and maintaining firearms. You are now able to create much more powerful designs and can use tinker's tools to craft complex firearms as detailed in the class description, an spend 1 hour to create up to 20 rounds of any firearm amunition. Additionally, all attacks with weapons you made are considered magical for the purpose of determining damage.

Complex firearms are only available through crafting, and only their creator is considered proficient with them.

Lawman's Presence

At 13th level you have a commanding aura around you. ou gain proficiency in Intimidation and Persuasion. If you already have proficiency with either of these skills, you may double the proficiency bonus with these skills instead.

Additionally, once per short or long rest, you may give all of your allies, including yourself, advantage on a roll against being feared or charmed, by giving either a stern look, or calming phrase.

Crackshot

Upon reaching the 17th level, whenever you score a critical hit on an attack with a ranged weapon, the target must make a Constitution saving throw (DC 8 + your Dex modifier + your proficiency) or take half the damage you just dealt at the start of each of its rounds.

This saving throw is repeated at the end of each of this creature's turns until it saves.

Fan the Hammer

Starting at 18th level, you learn how to make the most out of firearms. As a full turn action, you may spend 1 Grit point to "fan the hammer" to make one attack for every piece of ammo you have left in your firearm. These attacks must all be made against one creature, and even if it is slain before all ammo is used, all ammunition is consumed, and the revolver has to be reloaded. This skill can be used with all firearms that have the rapid fire property.

Feared Vigilante

At 20th level, the world has learned your name. Whenever you regain a grit point, all enemies that can see you must make a Wisdom saving throw (DC equals 8 + your intimidate score) or be frightened.

Additionally, all allies that can see you gain advantage on their next attack roll.

Lawman's Trails

The lawman has many paths in life they can go down. However, folks usually speak of Lawmen as being part of one of three groups.



Trail of the Lone Rider

During their harsh life on the road, a lone rider make meet many allies, but there will only be one creature they call a true friend: their steed. These noble creatures are a force to be reckoned with for most Lawmen, but for a lone rider they beyond anyone's imagination.

Lone riders specialize in mounted combat, and always staying just out of reach of their enemies. When riding, the two act almost like a single being, and anyone that tries to mount a lone rider's horse usually regrets it almost instantly.

Wild Stalion

When you pick this trail at 3rd level, your mount changes. When an enemy creature comes within melee range of your mount, it will automatically use its reaction to perform a kick attack.
Hooves Melee Weapon Attack + 5 to hit, one target
Hit: (2d4 + 3) bludgeoning damage. If the target is medium or smaller it is knocked prone and 5 feet away.

At 10th level this changes to Hooves Melee Weapon Attack + 6 to hit, one target
Hit: (3d4 + 4) bludgeoning damage. If the target is medium or smaller it is knocked prone and 5 feet away.

At 18th level: Hooves Melee Weapon Attack + 7 to hit, one target
Hit: (3d6 + 5) bludgeoning damage. If the target is large or smaller it is knocked prone and 5 feet away.

If you are mounted while this happens, you must make an Athletics Check DC 20 or be thrown from your mount and knocked prone.

Gone with the wind

At 6th level, while you are mounted, you and your mount may use a bonus action to dodge, dash, hide, or disengage.

Additionally while you are mounted, if you have a creature lassoed, you may choose to take a full movement action. This will give the creature disadvatage on it's save when it is no longer within 30 feet of you, and it is knocked prone and dragged to remain 30 feet of you. Additional damage done during the drag may be added at the DM's discretion.

Confident rider

At 10th level, if you are mounted and have an enemy lassoed, you do not need to make a saving throw if they manage to get away from you. Additionally, attacks against your mount while you are mounted have disadvantage.


Thunderous Charge

Starting at 14th level, you no longer need to make a saving throw when your mount makes a kick attack. Additionally, while mounted, you may now spend one (1) grit point to perform one of the following tactics:

  • Trampling Charge: You urge your mount to run forward in a straight line between 10 and 30 feet all medium and smaller creatures must make a Dexterity saving throw (DC 8 + your DEx + Proficiency) or take 4d6 bludgeoning damage and be knocked prone. On a successful check they just take 1d4 bludgeoning, and must move 5 feet in a direction of their choice, that does not end in your path.
  • Full Charge: Your mounts movement speed is doubled, and you only need to take the disengage action once to avoid all attacks of opportunity during this turn.

Powerful Stallion

At 18th level the bond between you and your mount is unbreakable. You no longer need to use a bonus action to command your mount while you are mounted. Additionally, while you two can see each other, you both have advantage on Wisdom saving throws against being charmed or frightened.

Finally, as a bonus action, your mount can gain a fly speed of 60 feet for the duration of one hour. This can be by growing shimmering wings, forming a trail of clouds, or just running in the air. Once this feature has been used once, it cannot be used again until you finish a short or long rest.





























Credit: deskridge

Trail of the Bounty Hunter

The tale of near supernatural bounty hunters are spoken in hushed whispers around bandit camps most nights. Legend has it, that when a real bounty hunter wants to catch you, there's not a place on this earth you can hide from them.

A bounty hunter is an expert tracker, grappler, and disabler. While he can kill a target with no problem, his real expertise lie in disarming and disabling a target, so that they can face the gallow's justice.

Enhanced Senses

At 3rd level, when you take this trail at 3rd level, if you did not already have darkvision, you gain darkvison of 60 feet. If you already had darkvision, it increases by 30 feet. Additionally, you gain proficiency with investigation and perception. If you already have proficiency, you may double your proficiency bonus with these skills.

Hog Tie

At 6th level, when you have a creature lassoed, they have disadvantage on all Strength checks. Additionally, when a lassoed creature within 5 feet of you is prone, you may spend a bonus action to hog tie this creature. A hog tied creature is considered restrained, and must succeed on a Strength (DC 8 + your DEX + your proficiency) to escape. If it does, it still is considered prone until it uses half its movement to stand up.

Non Lethal Measures

When you reach 10th level, you have learned how disable a target from range, using less than lethal methods. You may spend one (1) grit point to perform one of the following trick shots:

  • Maiming Shot: You take a minus 1 penalty to your next attack roll, but a creature that is hit by your next attack takes nonlethal damage and has its movement speed halved until it finishes a short or long rest.
    A creature suffering from the effects of a maiming shot may not be targeted by another maiming shot

  • Disarming Shot: You take a minus 1 penalty to your next attack roll, but a creature that is hit by attack takes nonlethal damage and has one of the weapons it is wielding (your choice) knocked out of its hands.

    • If the creature is wielding a two-handed weapon, one of its hands is now crippled.
    • If you chose a natural weapon, that weapon is now disabled (at the DM's discretion)

Smell Fear

By the time you reach 14th level, you can tell if a creature (At the DM's discretion) is close to death. If the lethal damage of an attack would kill a creature, you may choose to instead bring it down to only 1 hitpoint. Creatures brought down to 1 hitpoint in this way are unconscious for 1d4 minutes.

When that creature wakes up, you have advantage on your first intimidation check or Persuasion roll made against this creature.

Knockout shot

When you reach 18th level, whenever you knock a creature unconscious, instead of just reducing it to 0 hit points, you also regain a Grit point. When you knock a creature unconscious with a ranged attack roll of 19 or 20 on a d20 you regain 2 Grit points.

Additionally, as an action you may spend one grit point to knock a restrained creature that you are not currently grappling of size large or smaller unconscious for 2d4 minutes.












































Credit: incentccart

Trail of the Deadeye

The deadeye Lawbringer has often been mentioned both by sheriffs as a threat, and by outlaws as feared boogeyman. Wherever the deadeye walks, he purges the wicked, and acts as judge, jury, and executioner.

The deadeye excells in combat, finding weak spots, and using his firearm almost like an extension of his body. This is easily the most dangerous path a Lawman can walk down, and few who walk this path walk it for very long.

Exploit Weakspots

Begininng at 3rd level, when you take this subclass, you learn where to fire to deal the most damage to a single target. Once per turn, you may deal an extra 1d6 damage to a creature that you hit with an attack roll if you have advantage on the attack roll. This attack must be done by a firearm.

You don’t need advantage on the Attack roll if another enemy of the target is within 5 feet of it, the target's enemy isn’t Incapacitated, and you don’t have disadvantage on the attac⁠k roll.

The amount of damage that you deal is increased as you level up.

  • At 6th level it becomes 2d6
  • At 10th level it becomes 3d6
  • At 14th level it becomes 4d6
  • At 18th level it becomes 5d6
  • At 20th level it becomes 6d6

Cruel tug

Starting at 6th level, you can take an action to attempt to knock a creature that you have lassoed prone. You both make opposed Strength checks, but add your proficiency modifier. If you win, the lassoed creature is knocked prone, and takes 1d4 nonlethal bludeoning damage. If you lose you lose grip of the lasso, and if nobody grabs the lasso before the creature's next turn, it may free itsself as a bonus action.

If you are mounted, you may add 2x you proficiency modifier instead.

Speed Shooter

Starting at 10th level, you may take a full attack action instead of just a single attack when initiative is rolled. One of these attacks may include your exploit weakness damage if you have an eligable target.

Risky Tactics

At 14th level you learn a few uncouth weapon tactics. You may spend 1 grit point to perform one of the following trick shots:

  • Overloaded Shot: you increase your weapons misfire score by one, but if you hit, the damage die of the attack are doubled (1d6 => 2d6, 2d6 => 4d6, etc.). You may choose to apply your Exploit Weakness damage (if the target is elligable) for this attack, but it will not be doubled.
  • Piercing Shot: you take a -1 penalty to your attack roll, on a succesfull hit, you may make a second attack roll against another creature that is in a line behind it (curve is at the DM's discretion). All creatures hit during this attack take normal damage, and you may apply your Exploit Weakness damage to any elligable creature.

Fast Hands

At 18th level you may choose to target more than one creature when you use your "Fan the Hammer" ability. These targets must be declared before hits or damage are rolled. You may use your Exploit Weakness damage on one of these attacks if you hit an eligable target.














































Credit: alanrobinson

Grit Point abilities

All Lawmen are highly trained marksmen. How they use this training varies greatly between each lawmen, but can broadly be defined in 3 trails, as detailed in the previous section. However, even starting at level one, all Lawmen can already perform a few trick shots. Each of the following trick shots cost 1 Grit point to perform:

  • Lightning Reload: You can reload any firearm as a bonus action.
  • Rapid Repair: You may attempt to repair a misfiredfirearm as a bonus action.
  • Shooting stance: You take a steadier stance (both mounted and on your feet) and ignore disadvantage imposed on your next ranged attack roll. Additionally, when you take a shooting stance, you gain a bonus to your attack roll equal to half your proficiency bonus, rounded up.

    
    









    Credit: Santini

Firearm Properties

Firearms are a new and volatile technology, and as such include their own unique set of weapon properties.

Some of these weapon properties are followed by a number which signifies an element of that property as detailed in the property's description. These properties replace the optional rules presented in the Dungeon Master's Guide, but only for the weapons listed in this class. Firearms are ranged weapons.

Firearms cannot deal non-letha damage unless otherwise specified.

Capacity: A firearm's capacity is the amount of ammo that can be loaded into it at one time. Once a firearm has been fired (an attack roll has been made with this firearm) a number of times equal to its capacity, it must be reloaded before it can be fired again.

It takes an action to reload a firearm. If you can make make more than one attack as part of the Attack action (like from the Extra Attack Class Feature), a Lawman can instead choose to relaod the weapon instead of making an attack. You must have one free hand in order to reload a firearm.

Misfire: If your unmodified d20 roll for a firearm attach falls at or below the misfire score of the firearm you are using, the firearm suffers a misfire.

When a misfire occurs, your attack automaically misses, any ammunitionused in the attack is expeneded, and you must spend an action to try and repair it. To repair your firearm, you must use an action to to attempt a Dexterity (tinker's tools) check (DC equal to 8 + misfire score). On a success, the weapon is no longer misfired. Failure has no negative consequences to the firearm. Creatures who use a firearm they are not proficient in increase its misfire score by one (1).

Scatter: Firearms with this property in a cone up to their long range. All creatures within this cone must make a Dexterity saving throw (DC equal to 8 + shoother's ranged attack modifier), taking the full firearm damage on a failed save. Any instance that would grant the shooter Advantage or Disadvantage, will have the opposite effect on the targets' saving throws (IE if the shooter would have advantage, the target would have disadvantage).

When firing, roll a d20 to determine if the firearm misfires, or if the attack is a critical hit. If your roll causes a critical hit it is applied to all creatures in the target area, and all creatures in the target area have disadvantage on their saving throw.

On a successful saving throw, a creature takes 0 damage and is not considered hit for any on-hit effects.

Penetrative: After an attack is made with this firearm, you may make an attack roll with disadvantage against a single creature in a straight line directly behind the target within the short range of your firearm. Only the initial attack can misfire, but your first missed attack roll, the attack rolls end.

Ultra-Heavy: This weapon is too heavy to lift, and must be mounted on wheels or a tripod to use.

Multiattack: Each time you make an attack, you make additional attack rolls equal to this value

Rapid Fire: This firearm is designed in such a way that skilled shooter can perform a quickfire techinique. These weapons are eligable to be used with the "Fan the Hammer" trait.

DC: This property determines the difficulty of crafting a firearm.

AdditionalRules

Ammunition: You can make a ranged attack with a firearm only it it's loaded with ammunition. Each time you attack with the firearm, you expend one piece of the loaded ammunition. You cannot recover spent ammunition, but can craft additional amuunition as described in a previous section of this class definition.

Bayonet: A Bayonet is a simple, one-handed melee weapon with 1d6 piercing damage and the "light" and "Finesse" Properties. You may attack a bayonet to any two-handed firearm with two minutes of effort to make melee attacks with the bayonet while holding the firearm with two hands.

A character proficient with Tinker's Tools is capable of crafting a bayonet using any melee weapon with the "light" and "finesse" properties as material for this bayonette, while spending one (1) hour of work. This one (1) hour of work may be part of a short rest, but not part of a long rest.

Noise: When fired, a firearm will make a loud sound, that is easily heard, even from a great distance. This sound is easily heard by any creature within 1/4 mile of the gunshot.

Water: If your firearm gets wet, yopu must use Tinker's Tools (which you must be proficient in) to disassemble the firearm and clean it before it is operational again. You cannot load or fire a firearm underwater without magical help (as decided by your DM). If you load wet ammunition on a firearm, the firearm automatically misfires on your next attack.

Crafting a Firearm

Creating a Firearm is a slow and complicated process. To begin with, the character must have proficiency with both Tinker's Tools and Firearms. A character engaged in crafting a firearm must have a set of Tinker's Tools at hand during the entire process. Additionally, the character must succeed on an Intelligence (Tinker's Tools) check. The DC to craft every firearm is stated in the "Properties" column of the firearms table. At the end of each day, the player can make progress in 25 gp increments for every success, untill the market value of the firearm is reached (unless otherwise specified, such as in the gunsmith trait). Regardless of whether the check is a success or a failure, the 25 GP are spent every day of crafting.

The character will work for 8 hours on each of these days, however these hours do not need to be consecutive. Therefore, it would take 2 days, 50gp, and a success of 2 Intelligence (Tinker's Tools) checks with a DCof 10 to craft a Palm Pistol. The DM may adjust these costs as they see fit to fit their campaign.

Multiple characters can combine their efforts toward the crafting of a single firearm, provided:

  • All of these characters have proficiency with Tinker's Tools
  • One of them has has proficency with firearms
  • All character's are working in the same place

When working together to craft one firearm, only one character takes the Intelligence (Tinker's Tools) checks, and each additional character adds half their proficiency bonus rounded down (minimum of 1), and 25 gp worth of effort for every day spent helping to craft the firearm.

For example: three characters with the required proficiency can craft a revolver in 4 days ((250 / 25) /3 rounded up = 4), provided that the Intelligence (Tinker's Tools) checks are a success on all 4 days. If a tinker's tool check comes up as a failure, all resources are used, but no progress is made.

Characters may also craft ammunition for firearms as long as they have proficiency with Tinker's Tools and firearms. Using Tinker's Tools and enough material to meet the ammunition cost, a character can craft up to 5 gp worth of ammunition every hour. Ammunition is crafted in batches, as determined in the "ammunition" column of the firearms table.

Adding Magical Properties

A firearm with magical properties is the same as any other magical weapon. As an optional rule, if your DM allows crafting magic items, you can add magical properties to a firearm with crafting it. Adding magical properties when crafting a firearm is and expensive. When adding magical properties while crafting them:

  • The cost of creating the weapon is increased
  • The time required is increased
  • The Intelligence check (Tinker's Tools) DC is increased
  • The characters must meet a minimum level to craft the firearm.

    All of these changes are made as seen fit by the Dungeon Master.

    When crafting a firearm, a character can add several magical properties (at the DM's discretion), either by using magical materials or through the ability to cast spells, if they have it, in order to complete the firearm. The DM has has the final decision on what will be necessary to add each property.

    For example: using mithril to add the "light" property to a firearm, or getting the blessing from a lightning elemental to add the "of Lightning" property. Getting an exotic material or the help of a powerful wizard in your campaign can be the beginning of a great adventure for your character(s).









































credit: YamaOrc

Firearms

Firearms come in many shapes and sizes. While there are many other classes that define firearms, this class will focus on the "Wild West" style firearms.



Firearms
Name Cost Ammunition Damage Weight Range Properties
Palm Pistol 5sp (20) 50gp 1d6 piercing .5 lb (40/80) Capacity 1, Misfire 1, light, DC 10
Revolving Musket 200gp 3gp (20) 1d10 piercing 3lb (60/120) Capacity 4, Misifre 2. Two-Handed, DC 15
Blunderbuss 250 gp 3gp (10) 2d4 piercing 5 lb (10/20) Capacity 1, Misfire 3, Scatter, Two-Handed, DC 15
Musket 150 gp 3gp (20) 1d0 piercing 3 ln (60/120) Capacity 1, Misifre 1, Two-Handed, DC 10
Advanced Firearms
Name Cost Ammunition Damage Weight Range Properties
Rifled Musket 250gp 5gp (20) 1d12 piercing 3 lb (120/280) Capacity 1, Misfire 2, Two-Handed, DC 20
Revolver 250 gp 6gp (20) 1d10 piercing 1lb (40/80) Capacity 6, Misifre 1, Rapid Fire, DC 25
Repeating Rifle 300 gp 8gp (20) 2d6 piercing 3lb (60/120) Capacity 8, Misfire 2, Two-Handed, Rapid Fire, DC 25
Shotgun 300 gp 8gp (20) 1d12 piercing 3lb (15/30) Capacity 4, Misfire 2, Scatter, Two-Handed, Rapid Fire, DC 25
Sawed-off Shotgun 250 gp 8gp (20) 1d10 piercing 2lb (10/20) Capacity 3, Misfire 2, Scatter, DC 20
Puckle Gun 500 gp 8gp (20) 1d6 piercing 50 lb (60/120) Capacity 9, Misfire 3, Ultra-Heavy, Multiattack 3, Two-Handed, DC 30)
Heavy Repeating Rifle 350 gp 10 gp (20) 2d8 piercing 5lb (60/120) Capacity 4, Missfire 2, Two handed, Penetrative, Rapid Fire, DC 27

Mluticlassing

The following information functions as additions to those listed on pages 163 and 164 of the Player's Handbook.

Class Ability Score Minimum
Gunslinger Dexterity 13

Proficiencies

Class Proficiencies Earned
Gunslinger Firearms, Light Armor, Tinker's Tools, One skill from the class's skill list

Additional Credits

I would like to give my thanks to all the kind users that have given constructive feedback on v1.0 of this build: including