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The Gunslinger

Perhaps drawn by innovation and curiosity, or by the potential for controlled destruction, some fighters have opted hone their abilities in combat with a new technology: the firearm. Aptly named for the seemingly endless barrage of fire that escapes the barrel with each salvo of attacks, fighters who utilize firearms have become known as gunslingers. No matter the reason for taking this path, gunslingers combine their ammunition with the dance of combat to strike their enemies at a variety of ranges with deadly force.

Fighting Style

Upon adopting this archetype, you can choose one of the following fighting styles as your specialty. These options replace the fighting styles normally available to Fighters. You can't take the same fighting style more than once, even if you get to choose again.

Akimbo Shooting

When you engage in two weapon fighting with firearms, you can add your ability modifier to the damage of the off hand weapon attack.

Up Close and Personal

Being within 5 feet of a hostile creature doesn't impose disadvantage on your firearm attack rolls.

Deadeye

You gain a +2 bonus to attack rolls made with two-handed firearms that do not have the scatter property. This effect does not stack with the archery fighting style.

Mono A Mono

While you are wielding a one-handed firearm, and nothing in the other hand, if you make a firearm attack roll and exceed the target's AC by 5 or more, you deal an additional die of weapon damage.

Poke and Prod

When you take the Attack action to make a firearm attack, you can use the Hide action as a bonus action.

Firearm Proficiency

Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.

Gunslinger's Trail

When you choose this archetype at 3rd level, you choose a gunslinger trail that reflects your own personal style and credo. Following one of these trails separates a mere gun-toting adventurer from a legendary gunslinger. Choose the Trail of the Desperado or the Trail of the Gunsmith. Your choice grants you a unique feature when you choose it at 3rd level. It also grants you additional benefits at 7th, 10th, 15th, and 18th levels.

Trail of the Desperado

The desperado fights with skill, reflexes, and a quick trigger finger. Their movements are crisp and sharp, able to quickly adapt to changing combat conditions. Those following this trail drill their motions until they surpass normal mortal limits.

Natural Talent

Upon choosing this trail at 3rd level, you gain proficiency in one of the following skills of your choice: Acrobatics, Animal Handling, Athletics, Performance, or Sleight of Hand. Alternatively, you can learn one language or tool proficiency of your choice.

Maneuvers

When you choose this trail at 3rd level, your keen mind has allowed you to learn various maneuvers than can help you in combat.

You learn four maneuvers of your choice, which are detailed under “Maneuvers” below. You can use only one maneuver per attack. You must declare the use of a maneuver before making an attack roll. You learn an additional maneuver of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one.

Grit

Desperados have something which allows them to remain cool and collected, even in the most dire situations. Starting at 3rd level, you gain a number of Grit points equal to twice your proficiency bonus. Grit is used to fuel your maneuvers. You regain all expended Grit points after a long rest.

Saving Throws. Some of your maneuvers require your targets to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Grit save DC = 8 + your proficiency bonus + Strength or Dexterity modifier (your choice).

Quick Hands

When you choose this trail at 3rd level, you can stow a firearm, then draw another firearm as a single object interaction on your turn. In addition, you may use your bonus action to reload a weapon in your possession.

Desperado's Intuition

By 7th level, you’ve learned to keep a close eye on your surroundings, and a close hand on your gun. You add your proficiency bonus to your initiative. You also gain advantage on Wisdom (Insight) checks to determine if a creature is planning on becoming hostile.

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Firearm Expert

At 10th level, your experience with a variety of firearms has given you a new advantage in combat. You can choose a second option from the Fighting Style class feature.

Surge of Opportunity

Upon reaching 15th level, you've realized that in the heat of a battle, sometimes you have to make your own opportunities. When you action surge, you can either instantly reload one firearm in your possession or immediately move half your movement speed without provoking opportunity attacks.

Ace up the Sleeve

At 18th level, you are always prepared for a fight, no matter what. Choose one maneuver that you know. Once per turn, you can use that maneuver without expending Grit. If the chosen maneuver would allow you to spend multiple Grit points, treat this ability as if you had spent 1 Grit point.

Maneuvers


Run and Gun. You can spend 1 Grit point to make an attack with a firearm you are wielding as a bonus action. This maneuver cannot be used with firearms that have the loading property.


Wanted. When you make a firearm attack against a creature, you can spend 1 Grit point to curve the bullet or blast through an object. Your next attack ignores half and three-quarters cover.


Violent Blast. When you make a firearm attack against a creature, you can spend 1 Grit point to enhance the volatility of the attack. If the attack hits, you can roll one additional weapon damage die when determining the damage.


Riposte. When a creature hits you with a melee attack, you can use your reaction and spend 1 Grit point to make an attack with a firearm you are holding against the creature. This maneuver cannot be used with firearms that have the mounted property.


Duck and Dive. When an attack misses you, you can use your reaction and spend 1 Grit point to expend a hit die, roll it, and regain a number of hit points equal to the number rolled + your Constitution modifier.


Snipe. When you take the Attack action, you can use a bonus action to steady your aim. You can spend 1 Grit point per attack made as part of the Attack action to gain advantage on those attacks. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.


Evasive Footwork. You can spend 1 Grit point to take the Disengage action as a bonus action.


Double Tap. When you make a firearm attack, you can spend 1 Grit point to make two attack rolls as part of the same attack. You must target the same creature for both rolls. You do not add your ability modifier to the damage of the second attack. You must have sufficient ammunition remaining in your firearm to use this maneuver.


Ricochet. When you make a firearm attack against a creature, you can spend 1 Grit point to attempt to ricochet the bullet to strike another creature. On a hit, a second creature within 30 feet of your original target makes a Dexterity saving throw, taking the damage rolled against the original target on a failed save. This maneuver can only be used with firearms that have bullet ammunition.


Quickdraw. During the first round of combat in which you are not surprised, you can spend 1 Grit point to move up to half your speed and make a single attack with a one-handed firearm at your initiative + 10. Afterward, initiative proceeds as normal.


Intercept. When you or an ally within the normal range of your firearm is targeted by a ranged attack or ranged spell attack, you can spend 1 Grit point as a reaction to attempt to shoot the incoming projectile. Make a firearm attack against the missile or spell. The incoming attack has an AC equal to the attack roll of the creature who shot or cast it. If you succeed, the attack automatically fails as you strike it and either interrupt its effect or knock it off course.


Concussive Blast. When you make a firearm attack against a creature, you can spend 1 Grit point to attempt to daze your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on the next ability check or saving throw it makes before the end of your next turn. This maneuver can only be used with firearms that have pellet or shell ammunition.

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Trail of the Gunsmith

A gunsmith is an eccentric arcane tinkerer, unafraid of taking risks or personally modifying their firearms. They learn by improving their existing creations and building new guns. Each new creation is a stepping stone to something greater. Those following this Trail use their intelligence to forge weapons and ammunition unparalleled in the rest of the world.

Apprentice Guncrafting

Upon choosing this trail at 3rd level, you gain proficiency with Tinker's Tools. You can use Tinker’s Tools to craft ammunition at half its normal cost. You can also attempt to craft basic firearms, detailed at the end of the class description.

Tinkerer

When you choose this trail at 3rd level, you can also begin to modify your firearms, creating your own unique arsenal. You can modify one firearm during a long rest. You may modify a firearm a number of times based on your level in this class. You can apply one modification at 3rd level. You can apply an additional modification at 7th, 10th, 15th, and 18th level.

Every modification falls into a category. You may only place a single modification from each category on a given firearm. Modifications for firearms are shown on the Modifications table.

Maintenance. Modifications require constant tuning and maintenance in order to remain in working order. During a long rest, you may maintain a number of modified firearms up to your Proficiency bonus. If a modified firearm is not maintained during a long rest, any attack roll made with that firearm has disadvantage.

Walking Armory

When you choose this trail at 3rd level, you craft a mechanism which allows you to easily store and equip your personal firearms. You may draw any firearm within arm’s reach without using your object interaction.

Journeyman Guncrafting

When you reach 7th level, your skills at modifying and creating weapons have noticeably grown. You can modify two firearms during a long rest. Additionally, your proficiency bonus is doubled for any ability check which uses Tinker’s Tools.

Specialty Ammunition

Beginning at 7th level, you can craft special ammunition for your firearms with an arcane crystal core, which can be imbued with certain magical effects when fired. Each round of specialty ammunition must be crafted during a long rest, and only retains its special effects until your next long rest. You can craft and store a number of specialty rounds equal to your Proficiency bonus during a long rest.

Upon loading or reloading a firearm, you must declare how many specialty rounds (if any) that you are loading into the gun. Once a piece of specialty ammunition has been loaded into a firearm, you may expend it as part of any attack you make with that firearm. You may only use one piece of specialty ammunition per attack action.

Saving Throws. If your specialty ammunition requires your targets to make a saving throw to resist that round's effects, the saving throw DC is calculated as follows:

Specialty Ammo save DC = 8 + your proficiency bonus + Intelligence modifier.

When you fire the round, you may imbue it with any effect from the following list:


Explosive Round. This round violently explodes on impact. When you hit with this round, every creature within 5 feet of the target must make a Dexterity saving throw or take 3d8 fire damage, or half as much on a successful save. The fire damage increases by 2d8 at 10th and 15th levels.


Lightning Round. This round is charged with electrical seeking energy. Upon a hit, the target takes an additional 3d8 lightning damage and you can use a bonus action to cause the electrical energy to chain to a different target within 30 feet of the original target. The second target makes a Dexterity saving throw, taking the rolled lightning damage on a failed save. The lightning damage increases by 2d8 at 10th and 15th levels.

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Modifications
Modification           Effect Category
Long Barrel The firearm can make attacks up to its long range without disadvantage. Barrel
Snubnose Barrel The firearm can only make attacks up to its normal range. However, it gains the scatter property and its scatter damage is equal to its base damage + 1d4. Barrel
Elemental Barrel Damage dealt with the firearm is considered Acid, Cold, Fire, or Lightning for the purpose of overcoming resistance and immunity. You choose the damage type when you make this modification. Barrel
Light Alloy One-handed firearms gain the light property and two-handed firearms with the heavy property are no longer heavy. Body
Dampening Alloy When fired, the firearm makes no more noise than a bowshot. Body
Modular Design You can modify this firearm during a short rest. Body
Auto-Loader If you do not use the firearm to make an attack during your turn, the firearm is reloaded to full capacity without requiring an action. Reloading Mechanism
Mechanical Reloader The firearm automatically reloads itself when your ammunition count drops to 0. After it reloads itself in this manner, the Mechanical Reloader must be reset before it is usable again. Resetting the Mechanical Reloader requires an action. You may still manually reload the gun. Reloading Mechanism
Vampiric Weapon You no longer have to reload the firearm, but you take necrotic damage for each round fired. One-handed firearms deal 1 necrotic damage to you per round and two-handed firearms deal 2 necrotic damage per round. Reloading Mechanism
Iron Sight You have a +1 bonus to hit with attacks made within the normal range of the firearm. Attachments
Telescopic Sight When you make a ranged Attack roll with the firearm, you can use your bonus action to take aim through the scope to ignore half cover and three-quarters cover. Attachments
Rifle Wall The firearm gains the heavy property. While you are not holding a shield, you gain a +1 bonus to your AC while you are holding a firearm affixed with this attachment. This modification can only be applied to two-handed firearms. Attachments
Bayonet You can attach a one-handed melee weapon that lacks the versatile property to the end of the firearm. One-handed firearms can only attach simple, light melee weapons. Two-handed firearms gain the heavy property if the melee weapon is not light. Attachments
Rune of Hardening The firearm no longer needs to be maintained in order to function properly. Personal Touches
Wrist Strap You cannot be disarmed of this firearm. Personal Touches
Mounting Kit The firearm gains the mounted property. Once per turn when you hit with this weapon, you deal an additional die of weapon damage. This modification can only be applied to two-handed firearms that do not already have the mounted property. Personal Touches
Camouflage Kit You have advantage on Dexterity (Stealth) checks made to Hide while wielding the firearm. Personal Touches

Frezing Round. When this round hits a target, a burst of ice spreads from the point of impact. A creature hit by a freeze round takes an additional 3d6 cold damage and must make a Constitution saving throw or become restrained until the start of your next turn. The cold damage increases by 1d6 at 10th and 15th levels.


Acid Round. This round splatters the enemy with acid that ruins the integrity of their armor. When you hit with this round, you deal an additional 3d6 necrotic damage and the target’s AC is decreased by 2 until the start of your next turn (this effect cannot stack). The necrotic damage increases by 1d6 at 10th and 15th levels.


Noxious Round. This round produces a noxious gas on impact. A creature hit by a noxious round takes an additional 3d6 poison damage and must make a Constitution saving throw or begin coughing profusely, suffering disadvantage on attacks until the start of your next turn. The poison damage increases by 1d6 at 10th and 15th levels.

Blast Packs

Beginning at 10th level, your experiments with arcane technologies led you to an explosive, yet useful, discovery. When a creature moves within 5 feet of you, you can use your reaction to detonate a shaped explosive charge between you and the creature. The creature loses its reaction,

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and must make a Dexterity saving throw or be knocked prone by the blast, while you ride the shockwave 15 feet directly away from the creature. You cannot use this feature while prone.

You can create one shaped explosive charge during a short or long rest. You can create an additional charge at 18th level. Unfortunately, the chemicals within each charge are volatile, and only retain their potency until the beginning of your next short or long rest.

Master Guncrafting

When you reach 15th level, your craftsmanship has become next to none. You can modify any number of firearms during a long rest. Additionally, you craft firearms at double the normal speed.

Enhanced Specality Ammunition

At 18th level, you have mastered the effects that you imbue into your specialty ammunition. Each round now has an enhanced effect, detailed below:


Explosive Round. The explosion is now a 10ft radius sphere centered on the target.


Lightning Round. Upon a hit, you can chain the lightning damage to an additional target.


Freezing Round. Upon a failed save, the target suffers the paralyzed condition.


Acid Round. Upon a hit, the target's AC is reduced by 4.


Noxious Round. Upon a failed save, the target also has their speed halved and suffers disadvantage on Strength and Dexterity saving throws.


Using Attached Weapons

If you have a melee weapon attached to your firearm, you can choose to make a ranged weapon attack or a melee weapon attack for each attack you make as part of the Attack action. A firearm with a melee attachment counts as an improvised melee weapon and has a range of 5 feet. When you make a melee attack with an attached weapon, you do not add your proficiency bonus to the attack roll unless you have proficiency with improvised weapons. On a hit, it deals the original melee weapon's listed damage.


Crafting Firearms

Creating a firearm is a complicated process that requires time and experimentation. If you have proficiency with Tinker's Tools, you can attempt to create firearms, found on the chart below. Once per long rest, you can make a Tinker Tools check with your Intelligence bonus added. If you succeed, you manage to draft the blueprints for the gun. If you fail, the DC goes down by 1 for subsequent checks (Minimum of 10). When the blueprints are created, you can then make the firearm. You craft these items at a rate of 10gp per hour until the firearm is complete.

New Firearms

Sometimes, a gunslinger simply needs a new toy. If you are proficient with Tinker's Tools, you can attempt to craft new firearms (DM's discretion). The process for drafting the blueprint is the same as detailed above, but you craft new firearms at a rate of 5gp per hour due to being unfamiliar with the weapon. Work with your DM to determine what properties your new firearm has and how much it costs to craft. Consider using one of the basic firearms below as a starting point and adding positive or negative properties to balance the design.

Crafting Ammunition

Crafting ammunition is a straightforward process. In order to craft ammunition, you must be proficient with Tinker's Tools. Each type of ammunition requires a mold that costs 50gp. Once you have the mold, you can craft a number of batches equal to your Intelligence modifier after you finish a long rest (minimum of 1). Each batch costs 20gp in materials and produces one of the following depending on the type of ammunition you are crafting:

  • 20 Bullets
  • 10 Pellets
  • 5 Shells

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Firearms
Name                   Damage            Cost Weight Properties Crafting DC
Palm Pistol 1d6 piercing 50gp 0.5 lbs Ammunition (bullet, range 40/80), Reload 2, Concealable, Light 11
Pistol 1d8 piercing 150gp 1 lbs Ammunition (bullet, range 40/120), Reload 8, Light 12
Pepperbox 1d10 piercing 200gp 3 lbs Ammunition (bullet, range 50/150), Reload 6 13
Revolver 1d8 piercing 200gp 2 lbs Ammunition (bullet, range 40/120), Reload 6, Slotted Chamber, Special 13
Blunderbuss 2d4 piercing 300gp 7 lbs Ammunition (pellet, range 30/60), Reload 4, Scatter (3d4), Two-Handed, Strong-Arm 14
Duck's Foot 2d4 piercing 350gp 3 lbs Ammunition (pellet, range 20/40), Reload 2, Scatter (3d4), Strong-Arm 13
Repeating Rifle 2d6 piercing 300gp 9 lbs Ammunition (bullet, range 80/240), Reload 5, Two-Handed 14
Elephant Gun 2d10 piercing 400gp 11 lbs Ammunition (bullet, range 100/300), Reload 1, Two-Handed, Recoil 15
Artillery Rifle 3d12 piercing 600gp 25 lbs Ammunition (shell, range 80/240), Loading, Two-Handed, Strong-Arm, Mounted, Heavy, Recoil 18

Revolver - Fan the Hammer

As an action, you can rapidly fire the entire chamber of a Revolver. Make a separate attack roll for each round and you may choose a different target for each shot. You do not add your ability modifier to the damage of these attacks and you must have a free hand to use this feature.

Firearm Properties

Ammunition. Firearms require ammunition to make their attack, which must be reloaded per the firearm’s reload score. Ammunition can be bought or crafted depending on the rarity of the rounds used and the particular firearm.

Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.

Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

Slotted Chamber. When reloading this weapon, you roll a die with a maximum roll equal to its reload score, loading that many rounds into the firearm.

Concealable. You have advantage on Dexterity (Sleight of Hand) checks made to hide this weapon.

Scatter. If you make an attack against a target that is within half this weapon’s normal range, you deal the damage value listed in parentheses instead of the weapon’s normal damage dice.

Mounted. This weapon is normally used while attached to a rail, structure, or other bracing mount. You can mount or unmount this weapon as an action. While it is mounted, it can't be moved. Attacks made with this weapon while unmounted are at disadvantage.

Heavy. While carrying or wielding this weapon, if you have a Strength score less than 15, your speed is reduced by 5 feet and you have disadvantage on Dexterity saving throws.

Strong-Arm. When you make an attack with this weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Recoil. When you make an attack with this weapon, if you have a Strength score less than 15, make a DC 10 Strength saving throw. On a failed save, you are pushed back 5 feet. If you fail the save by 5 or more, you are also knocked prone.

Loud. Firearms have this property unless otherwise specified. When fired, a firearm makes a loud sound, much like two stones crashing together at high speed. This sound is easily heard by any creature within ¼ mile of the gunshot.

Ammunition Types

Bullets. Firearms that use bullets are the most common choice for gunslingers. These guns work best at medium to long range, are the most versatile, and deal consistent damage.


Pellets. Gunslingers who choose firearms that use pellets want to get in their opponent's face. These guns have short range and don't require high accuracy to be effective.


Shells. When you want to shoot something and leave nothing behind, shell firearms are your best bet. These guns are typically heavy and require mounting before use, but they have immense single attack damage.

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Gunslinger Feats

These feats are meant to replace similar feats normally available, such as Gunner and Sharpshooter.

Gunslinger Initiate

You have learned how to use firearms in combat, granting you the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with firearms
  • You learn one Firearm Fighting Style option of your choice. If you already have a style, the one you chose must be different. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one that you don't have.

Desperado's Training

You have firearm training that allows you to perform special combat maneuvers. You gain the following benefits:

  • You learn two maneuvers of your choice from among those available to the Desperado. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + Strength or Dexterity modifier (your choice).
  • You gain two Grit points (these points are added to any Grit points you have from another source). Grit is used to fuel your maneuvers. A Grit point is expended when you use it. You regain your expended Grit points when you finish a long rest.

Gunsmith Apprentice

Studying under master gunsmiths, you have learned how to enhance your firearms. You gain the following benefits:

  • You gain proficiency with Tinker's Tools.
  • You learn one modification from the Gunsmith's modification table and you can apply it to one of your firearms. When you gain a level, you can replace the modification with a different one. You learn a second modification at 7th level. Every modification falls into a category. You may only place a single modification from each category on a given firearm.

Versatile Marksman

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

  • Increase your Dexterity score by 1, to a maximum of 20.
  • Your ranged weapon attacks ignore half cover and three-quarters cover.
  • Attacking at long range with a firearm that uses bullet ammunition doesn't impose disadvantage on your ranged weapon attack rolls.






Close-Quarters Shooter

You have honed your skills with short range weaponry and gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You can use your reaction to make a firearm attack with a firearm you are wielding when a creature leaves your reach. You are considered to have a reach of 5 feet when using this ability.
  • Once per turn, when you hit a creature with a ranged attack from a firearm that uses pellet ammunition, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.

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Artillerist:

Your training with powerful firearms gives you the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You can mount or unmount firearms as a bonus action.
  • Once per turn, when you roll damage for a firearm attack using shell ammunition, you can reroll the weapon's damage dice and use either total.

Akimbo Master

You master the art of wielding two ranged weapons at once. You gain the following benefits:

  • You can wield two one-handed firearms at once, even if they do not have the light property.
  • You do not need a free hand to reload one-handed firearms you are wielding.
  • You can draw or stow two one-handed firearms when you would normally be able to draw or stow only one.
  • Before you make an attack while wielding at least two different firearms, you can choose to take a -5 penalty to the attack roll. If you do, you may make that attack against two different opponents in range, one with each weapon. The attack with the off-hand firearm does not add your ability score modifier to the damage from that weapon, unless you also have the Akimbo Shooting fighting style.

Six-Shooter Ace

When it comes to a game of draw, you have the quickest hands. You gain the following benefits:

  • When reloading a Revolver, you reload 1d6 + 1 bullets.
  • You can apply half your proficiency bonus (rounded down) to the damage from attacks made using the "Fan The Hammer" ability.
    
    

Bayonetter

You have mastered the art of fighting with weapons attached to the barrel of your gun. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with improvised weapons.
  • When you take the Attack action with a firearm that has an attached weapon, you can use your bonus action to make a single melee attack with an improvised weapon.

Buccaneer

You have learned how to duel with a gun and a sword, gaining the following benefits:

  • You gain a +1 bonus to AC while wielding a light one-handed firearm and a one-handed melee weapon in each hand.
  • You do not need a free hand to reload one-handed firearms you are wielding.
  • When you take the Attack action with a one-handed melee weapon, you can use a bonus action to make a single attack with a light one-handed firearm you are wielding in your off-hand. Alternatively, you can take the Attack action with a light one-handed firearm and use a bonus action to make a single attack with a one-handed melee weapon in your off-hand. You do not add your ability modifier to the damage of the off-hand attack unless you have the Two-Weapon Fighting or Akimbo Shooting fighting style.

Big Game Hunter

You are adept at using powerful firearms and have learned where to strike larger creatures.

  • You ignore the recoil property of firearms.
  • Your firearm attacks score a critical hit on a roll of 19-20 against creatures of size large or bigger.
  • If you fail a saving throw against becoming frightened, you can choose to succeed instead. You must finish a long rest to use this ability again.

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Credits

Content Credits

Art Credits

  • Page 2: Hallowed Ground Cover by Robert Sammelin
  • Page 3: Gunslinger by kerembeyit
  • Page 5: Percy from Critical Role by Chandra Pandhita @PhotonBetamax as credited here
  • Page 6: Revolver on page 48 of Arcane Artillery
  • Page 7: Gunslinger by Joseph Descallar
  • Page 8: The Outlaw by DrawingNightmare
  • Page 10: Gunslinger by Paizo
    
    

A Note to the Player and DM

This brew was created for one of my players at my table who wanted to play a gunslinger. I have combined a lot of existing ideas, as well as added in a few of my own, to create what I feel is a unique archetype. My goal was to give my player a variety of firearm playstyle options to choose from, along with the ability to specialize into one (or more) of those options. While I have tried to balance everything in this document as much as possible, I'm sure there are things that were overlooked.

That said, there is one potential balance issue I'd like to point out. The Artificer's Repeating Shot infusion completely breaks many of these firearms and features because I have heavily balanced a lot of this content on each firearm's reload score. However, I knew that my specific player had no interest in taking Artificer levels, and I was happy with the gameplay that this brew offers. Nonetheless, I felt it worthwhile to point out for future DMs and players as a topic of interest if you choose to use this document in its entirety.

Change Log

1.0

  • Initial Release

1.1

  • Added a Changelog!
  • Proofreading and editing
  • Violent Blast no longer requires bonus action
  • Made the blunderbuss' double tap ability a Desperado maneuver that requires Grit
  • The Artillery Rifle now has the "loading" property instead of "reload." The intent with this weapon is to use it once per turn, but each hit does very high damage
  • Added/changed gunsmith modifications to better accommodate the above changes
  • Added crafting DCs to the firearm chart
  • Added the "loud" property. Firearms have this property by default
  • You now craft one batch of ammunition per 2 hours while in cities or towns
  • Removed the disengage bonus action from the close-quarters specialist feat

1.2

  • Added a bayonet attachment to the gunsmith modifications
  • Added/reworded various rules clarifications
  • Added the Bayonetter feat
  • Added the Buccaneer feat
  • More editing and reformatting

1.3

  • Removed the personal effects feature. Reworked various abilities for each gunslinger trail to compensate for this change
  • Reworked most feats. The feats specific to each ammunition type are now half-feats
  • Adjusted the reload scores on most firearms
  • Added saving throw calculation for specialty ammunition
  • Added the "recoil" property
  • Added the Elephant Gun
  • Added the Big Game Hunter feat
  • Removed crafting mechanics specific to cities and towns
  • More editing, proofreading, and formatting.