Gunslinger - Reworked

Class Features

As a gunslinger, you gain the following class features:

Hit Points


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

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, Firearms
  • Tools: Gunsmith’s Kit

  • Saving Throws: Strength, Dexerity
  • Skills: Choose two skills from Acrobatics, Athletics, Deception, Medicine, Perception, and Sleight of Hand.


Equipment

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

  • (a) a pistol or (b) a rifle
  • any simple melee weapon
  • leather armor
  • an explorer’s pack, an ammo bandolier, a holster, 50 bullets, and a gunsmith’s kit.


Alternatively, you can ignore the equipment here and in your background, and buy 5d4 × 10 gp worth of equipment from chapter 5 in the Player’s Handbook.


The Gunslinger
Level Proficiency Bonus Features Grit
1st +2 Grit, Deadeye, Gunslinger Dodge, Quick Clear 1
2nd +2 Quick Draw 2
3rd +2 Gunslinger Archetype, Utility Shot 3
4th +2 Ability Score Improvement 4
5th +3 Extra Attack 5
6th +3 Gunslinger Archetype 6
7th +3 Dead Shot 7
8th +3 Ability Score Improvement 8
9th +4 Evasive, Startling Shot 9
10th +4 Gunslinger Archetype 10
11th +4 Extra Attack 11
12th +4 Ability Score Improvement 12
13th +5 Grievous Injury, Menacing Shot 13
14th +5 Gunslinger Archetype 14
15th +5 Bullseye 15
16th +5 Ability Score Improvement 16
17th +6 Death Shot, Stun Shot 17
18th +6 Cheat Death 18
19th +6 Ability Score Improvement 19
20th +6 True Grit 20

1

Grit

As a gunslinger, you make your mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have Grit Points. Your gunslinger level determines the number of points you have, as shown on the Grit Points column of the Gunslinger table.

You can spend these points to fuel various grit features. You start knowing three such features: Deadeye, Gunslinger Dodge, and Quick Clear. You learn more grit features as you gain levels in this class.

When you spend a grit point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended grit back into yourself.

You can also regain grit by performing daring acts. The Dungeon Master has the ultimate say as to whether an act constitutes a daring act, but as a general guideline, a daring act should be risky and dramatic. It should take a good deal of guts, and its outcome should have a low probability of success. If it is successful, the gunslinger regains 1 grit point. Before undertaking an action, the player can not ask the Dungeon Master if it will qualify as a daring act - the action should not be done just for safe gain. (This is just a suggestion as every DM can rule it differently)

You can never have more grit points than your levels in the gunslinger class.

Deadeye

You can spend 1 grit point to avoid suffering disadvantage on an attack roll when you attack a target beyond normal range with a firearm.

Gunslinger Dodge

When you are hit by an attack, you can use your reaction to spend 1 grit point and force the attacker to reroll its attack roll and take the lower of the two results.























Quick Clear

You can spend 1 grit point to use a bonus action to unjam a firearm that has misfired.

Quick Draw

Beginning at 2nd level, you can always ready a single firearm on your turn without spending an action (even if you have already interacted with another object that round). Further, you can spend 1 grit point to gain advantage when rolling Initiative.

Gunslinger Archtype

At 3rd level, you choose an archetype that specializes and focuses your skill with guns. Choose Musketeer, Pistolero, or Spellslinger, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 6th, 10th, and 14th level.

Utility Shot

Starting at 3rd level, You can spend 1 grit point to take a shot with a firearm that creates a dramatic effect, rather than causing damage. This can blast open a lock that is not sealed by magic, scoot an unattended object of 10 pounds or less, sever a rope, or any other suitably dramatic effect that the DM approves. In combat this abillity uses a free object interaction and the abillity uses a piece of ammunition which blasts upon impact and cannot be recovered.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class.

Dead Shot

Starting at 7th level, when you take an Attack action, you can spend 2 grit point to combine all your attack potential into a single, deadly shot. When you do this, you make all of your possible attack rolls (including those from your Extra Attack and your Archetype abilities, but not those that you may gain from two-weapon fighting) against a single target, and then combine the damage rolls for each of those shots that hit into one, single damage roll that uses only one unit of ammunition. If one or more of those rolls is a critical hit, treat the combined damage roll as if it was a single damage roll, and roll all the dice twice and add them all together. Further, unless you roll a misfire on all of the attacks, your firearm does not misfire.

Evasive

Starting at 9th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

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Dead Shot - Variant

"...To do so you spend an amount of grit points up to the amount of attacks combined (minimum of 1)...If the amount of misfires rolled is smaller than the amount of grit points spent your firearm does not misfire, However, if the amount of misfires is greater than grit points spent the weapon misfires and the bullet is ruined."

Designer Insight

"This ability was the one I found most problematic and the one that encouraged me to rework the gunslinger class, the abillity is neat but is a monstrously strong crit fishing tool, I considered this variant change but decided to go for a grit increase instead to avoid free Dead Shots at level 20. A DM can use this version if they wish - in order to do so decrease the grit cost to 1 and change "When you do this..." to the first part and add the "If the amount of misfires..." part at the end"

Startling Shot

At 9th level, you can spend 1 grit point to purposely miss a creature you could normally hit with one of your attacks in order to grant advantage on all attack rolls on the target until the start of your next turn (including any other attack rolls you may make this round). You can use this ability once per round.

Grievous Injury

At 13th level, you gain the ability to inflict a lingering wound on your targets. When you hit a target with an attack with a firearm you can spend 1 grit point to cause the target to take 1d6 additional damage at the start of each of its turns. The target can make a Constitution saving throw at the end of its turn to end this effect. The saving throw DC is equal to 8 + your proficiency bonus + your Dexterity modifier.

Menacing Shot

Beginning at 13th level, as an action, you can spend 1 grit point to shoot a firearm in the air. All enemies within 30 feet of you must make a Wisdom saving throw or be frightened as if affected by the fear spell. If an affected creature ends it turn in a location where it doesn’t have line of sight to you, it can make a Wisdom saving throw to end the effect. The saving throw DC is equal to 8 + your proficiency bonus + your Dexterity modifier.







Bullseye

Beginning at 15th level, you have the ability to target a specific part of a target’s body by spending 1 grit point. The effect on the target on a failed saving throw depends on the part of the body targeted, as set out below. The saving throw DC is equal to 8 + your proficiency bonus + your Dexterity modifier.

Body Part Effect on a Hit
Arms The target takes no damage, but drops an item carried in its hands if it fails a Strength saving throw.
Head The target is blinded until the start of your next turn if it fails a Dexterity saving throw.
Legs The target is knocked prone if it fails a Constitution saving throw.
Torso The target takes damage as normal, but you score a critical hit on a roll of 19 or 20.
Wings If the target is flying, the target falls 20 feet if it fails a Dexterity saving throw.

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Death Shot

At 17th level, when you score a critical hit on an attack roll with a firearm, you can spend 3 grit point to force the target to make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency). If it fails the saving throw and has 50 hit points or fewer, it dies. Otherwise, it suffers the normal effect of a critical hit.

Stun Shot

Beginning at 17th level, when you hit a target with an attack roll with a firearm, you can spend 1 grit point to force the target to make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency). If it fails the saving throw, it is stunned until the start of your next turn.

Cheat Death

Starting at 18th level you gain the ability to evade certain death through sheer force of will. When you are reduced to 0 hit points, you can spend 6 grit points to drop to 1 hit point instead.

True Grit

At 20th level, you select two of your other abilities that require you to spend grit points. The cost of both of those abilities is reduced by 1 grit point, to a minimum of 0 grit points (in which case it makes those abilities free). In addition, when you perform a daring act, you now regain 2 grit points.

Gunslinger Archetype - Musketeer

Careful Marksman

Beginning when you choose this gunslinger archetype at 3rd level, you gain the ability to make unerringly deadly shots. Once per turn, when you take the Attack action and attack with a firearm, you can spend 1 grit point to deal an extra 1d6 damage to one creature hit by your attack. This damage increases to 2d6 at 6th level, 4d6 at 10th level, and 6d6 at 14th level. In addition attacking at long range while using this abillity doesn't impose disadvantage on your ranged firearm attack roll.

Taking Aim

At 3rd level, you gain the ability to spend a bonus action lining up your shot to gain advantage on your next attack roll.





























Lock and Load

Starting at 6th level, you can ignore the loading property of firearms. In addition, at the beginning of every turn you gain a special grit point that can be used for the deadshot abillity. At 15th level you can also use this ability on the Bullseye ability and at 17th level you can use the special point on the deathshot ability. You regain the special point at the start of every turn and can only have 1 at a time.

Surprising Shot

Starting at 10th level, when you hit a target with your Careful Marksman ability, the target must make a Wisdom saving throw (DC 8 + your Dexterity modifier + your proficiency) or lose their next bonus action.

Threading the Needle

At 14th level, you gain the ability to line up your shots with an uncanny level of precision. Once per turn, when you take the Attack action and attack with a firearm, you can spend 1 grit point to attack all enemies in a line, out to the maximum range of the firearm. You still suffer disadvantage on attack rolls on any targets outside the firearm’s normal range, unless you also use your Deadeye or Careful Marksman abilities.

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Gunslinger Archetype - Pistolero

Fanning the Hammers

Beginning when you choose this gunslinger archetype at 3rd level, you gain the ability to spend 1 grit point to make two attacks with a firearm as a bonus action. At 6th level this increases to three attacks and, at 14th level, it increases to four attacks.

Fanning the Hammers - Variant

Beginning when you choose this gunslinger archetype at 3rd level, you become a master of two weapon fighting. After you make an attack with a main hand firearm you can spend 1 grit point to make two attacks with an offhand firearm as a bonus action. At 6th level this increases to three attacks and, at 14th level, it increases to four attacks.

Designer Insight

"When I redesigned the gunslinger class I felt that the original ability (the non variant version) was contradictory to the theme of the subclass - dual wielding firearms. In the end I decided to make this version a variant because this is a nerf to the class and makes this abillity incompatible with deadshot. A DM can use this version if they wish."




























Fists Full of Fire

Starting at 3rd level, when you engage in two-weapon fighting with firearms, you can add your Dexterity modifier to the damage of the second attack.

Fast As Lightning

At 6th level, you gain the ability to ready and/or drop as many firearms as you are able to attack with in a round, so long as those firearms are within your reach, without spending an action. For example, a 10th level pistolero who has a maximum of six possible attacks in a round, with four pistols in a gun brace and two pistols in waist holsters, can ready and/or drop all six pistols in one round.

The Weight of Hot Lead

Starting at 10th level, when you hit a single target with one or more attacks with a firearm in a single round, the target must make a Strength saving throw (DC 8 + your Dexterity modifier + your proficiency) or be knocked prone.

Hail of Bullets

At 14th level, you gain the ability to fill a cone shaped area with hot lead. Once per turn, when you take the Attack action and attack with a firearm that has at least five shots left, or when you have firearms within reach that have a combine minimum of five shots, you cause all enemies within a cone the size of the shortest normal range of those firearms to make a Dexterity saving throw (DC 8 + your Dexterity modifier + your proficiency) or take damage as if hit by an attack with the most damaging firearm used to make this attack, or half that amount on a successful save. For example, if a pistolero had a coat pistol in one hand and a repeating pistol in the other, the cone created by this ability would be 15 feet long (the normal range of the coat pistol) and damage taken on a failed saving throw would be 1d10 piercing (the damage of the repeating pistol).

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Gunslinger Archetype - Spellslinger

Spellcasting

When you select this gunslinger archetype at 3rd level, you gain the ability to cast spells. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and chapter 11 of the Player’s Handbook for the wizard spell list.

Cantrips. You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.


Spell Slots. The Spellslinger Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spellslinger Spellcasting
Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1


Spells Known of 1st level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the evocation and illusion spells on the wizard spell list.

The Spells Known column of the Spellslinger Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an evocation or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st level or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation or illusion spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.


Spellcasting Ability. Charisma is your spellcasting ability for your spellslinger spells, since you learn your spells through force of personality. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spellslinger spell you cast and when making an attack roll with one.


Spell save DC = 8 + your proficiency bonus + your Charisma modifier


Spell attack modifier = your proficiency bonus + your Charisma modifier

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Gun Bond

At 3rd level, you learn a ritual that creates a magical bond between yourself and one firearm. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the firearm and forge the bond.

Once you have bonded a weapon to yourself, you can’t be disarmed of that firearm unless you are incapacitated. If it is on the same plane of existence, you can summon that firearm as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded firearms, but can summon only one at a time with your bonus action. If you attempt to bond with a third firearm, you must break the bond with one of the other two.







Arcane Shot

Starting at 6th level, you gain the ability to infuse your firearms attacks with magical power. Once per turn, you can spend 1 grit point to make an arcane shot attack when you make an attack roll with a firearm. If you hit with the attack, the target is also affected as if hit by one of the cantrips you know. If this attack is a critical hit, roll all the dice twice and add them all together. For example, a 5th level spellslinger that knows the ray of frost cantrip could use this ability to cause a target hit by an attack with a firearm to also take 2d8 cold damage and have its speed reduced by 10 feet until the start of the spellslinger’s next turn.

At 10th level, you can use this ability with your spells as well as your cantrips. If the spell has an area effect, such as a cone or sphere, the spell effect originates at the target. For instance, if a spellslinger uses this ability to cast the burning hands spell, the spell affects a 15 foot cone that spreads out from, and includes, the target.

Reactive Translocation

At 14th level, you gain the ability to spend 1 grit point as a reaction when you are hit by an attack to teleport up to 30 feet to an unoccupied space you can see and you do not suffer damage or other effects from the triggering attack.

Misc

Multiclass Gunslinger

For characters who wish to multiclass as a gunslinger, the minimum ability score to do so is Dexterity 13.

Further, when you multiclass into the gunslinger class you gain proficiency in firearms and gunsmith’s kits.

Multiclass gunslingers with the Spellslinger feature add one third of their levels (rounded down) when calculating their available spell slots.

























Firearms Two-Weapon Fighting

When you take the Attack action and attack with a light firearm that you’re holding in one hand, you can use a bonus action to attack with a different light firearm 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. You can combine Firearms Two-Weapon Fighting with other forms of Two-Weapon Fighting.

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New Feats

If your DM allows feats from Chapter 6 of the Player's Handbook, you have access to the following feats:

Firearms Expert

Thanks to extensive practice with firearms, you gain the following benefits:

  • You ignore the loading property of non-heavy firearms with which you are proficient.
  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
  • When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a loaded firearm you are holding (note that this can be the same weapon).

Dual Wielder (Reworked)

You master fighting with two weapons, gaining the following benefits:

  • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
  • You can use two-weapon fighting even when the one handed weapons you are wielding aren’t light unless the weapon is heavy.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

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Firearms, Ammo, Gear & Propreties

Firearms are the main focus of the class, as expected. Thus this document offers a wide range of firearms. Firearms are intentionally expensive to balance out their power. If a DM is very generous with gold the costs might need to be increased or guns should be nerfed.


Firearms
Weapon Properties Damage Weight Cost
Blunderbuss Ammunition (range 15/45), heavy, loading, misfire, scatter 15 ft., two-handed 1d10 8 lb. 500gp
Cannon Shield Ammunition (range 15/45), cannon, heavy, loading, misfire, special 1d12 15 lb. 750gp
Carbine Ammunition (range 40/120), loading, misfire, versatile (1d10) 1d8 6 lb. 400gp
Coat Pistol Ammunition (range 15/45), loading, misfire, special, light 1d6 1 lb. 200gp
Double-barreled Pistol Ammunition (range 30/90), misfire, reload (2 shots), light 1d10 5 lb. 425gp
Double-barreled Rifle Ammunition (range 40/120), heavy, misfire, reload (2 shots), two-handed 1d12 12 lb. 800gp
Double Hackbut Ammunition (range 50/150), cannon, heavy, misfire, reload (2 shots), two-handed 2d12 20 lb. 1000gp
Dragon Pistol Ammunition (range 15/45), heavy, loading, misfire, scatter 15 ft. 1d8 3 lb. 250gp
Hand Cannon Ammunition (range 30/90), cannon, heavy, loading, misfire, scatter 30 ft., two-handed 2d10 40 lb. 1000gp
Pepperbox Ammunition (range 30/90), misfire, reload (4 shots) 1d10 5 lb. 750gp
Pepperbox Rifle Ammunition (range 40/120), heavy, misfire, reload (4 shots), two-handed 1d12 12 lb. 1500gp
Pistol Ammunition (range 30/90), loading, misfire, light 1d10 3 lb. 250gp
Repeating Carbine Ammunition (range 40/120), misfire, reload (5 shots), versatile (1d10 ) 1d8 6 lb. 2000gp
Repeating Pistol Ammunition (range 30/90), misfire, reload (5 shots), light 1d10 3 lb. 1250gp
Repeating Rifle Ammunition (range 40/120), heavy, misfire, reload (5 shots), two-handed 1d12 10 lb. 2500gp
Rifle Ammunition (range 40/120), heavy, loading, misfire, two-handed 1d12 10 lb. 500gp
Slug Gun Ammunition (range 25), cannon, heavy, loading, misfire, special 2d10 20 lb. 1000gp

Properties

Firearms deal piercing damage. Firearms use special ammunition, and some of them have the cannon, misfire, reload, or scatter properties.

Cannon. A weapon that has the cannon property is designed to be fired only when braced on a bipod, gun carriage, or a hard, stationary surface, such as a low wall. A character must use an action or a bonus action to brace the weapon. If the character moves after bracing the weapon, the weapon is no longer considered to be braced (though see the rules for the gun carriage below). If the character fires a weapon with the cannon property that is not braced, he must make a DC 15 Strength saving throw or suffer disadvantage on the attack roll and be knocked prone. Weapons with the cannon property use cannon shots, instead of bullets.



Misfire. A weapon that has the misfire property becomes jammed when you roll a natural 1 on the attack roll. Until the jam is cleared, by spending an action or bonus action to use a Gunsmithing Kit to make a DC 10 Intelligence ability check, attacks with the weapon are made at disadvantage. If you roll a natural 1 on an attack roll with a jammed weapon, the weapon explodes , dealing its damage to the wielder and destroying the weapon.

Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action

Ammunition. The ammunition of a firearm is destroyed upon use. Most firearms use bullets.

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Scatter. A weapon with the scatter property potentially deals damage to all creatures within a cone equal to the indicated length. All creatures within the cone must succeed on a DC 15 Dexterity saving throw or take the weapon’s normal damage. Weapons with the scatter property can use normal ammunition, as opposed to scatter ammunition, in which case they are treated as a normal weapon attack against a single target.

Special Firearms

Cannon Shield. The cannon shield also grants +2 to Armor Class. In adition the cannon shield uses bullets, its cannon proprety comes from its bulky size rather then its firepower.

Coat Pistol. The coat pistol grants advantage on any Sleight of Hand or Stealth rolls made to conceal the weapon.

Slug Gun. The slug gun has a maximum effective range of 25 feet. It cannot be used to hit targets past its normal range.

Ammunition
Weapon Cost Weight
Bomb 150gp 1 lb.
Bullets (10) 3gp 2 lb.
Cannon Shots (10) 100gp 20 lb.
Dragon’s Breath Shots (10) 150 gp 2 lb.
Entangling Shots (10) 150gp 2 lb.
Flare Shots (10) 150gp 2 lb.
Frost Shots (10) 150gp 2 lb.
Gunpowder, keg 250gp 20 lb.
Gunpowder, powder horn 35gp 2 lb.
Salt Shots (10) 6gp 2 lb.
Scatter Rounds (10) 3gp 2 lb.

Ammunition

Bomb. As an action, a character can light this bomb and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must succeed on a DC 12 Dexterity saving throw or take 3d6 fire damage.


Dragon’s Breath Shots. These alchemical rounds can only be used in a weapon with the scatter property. They function as scatter rounds, affecting all creatures in a cone with a size equal to the weapon’s scatter, but instead of weapon damage, all creatures within the cone must succeed on a DC 15 Dexterity saving throw or take the 2d6 fire damage and half on a successful save.


Scatter Rounds. These rounds are used in weapons with the scatter property.



















Entangling Shots. These alchemical rounds can only be used in a weapon with the scatter property. They function as scatter rounds, affecting all creatures in a cone with a size equal to the weapon’s scatter, but instead of weapon damage, all creatures within the cone must succeed on a DC 15 Dexterity saving throw or be restrained and take half weapon damage.


Flare Shots. These alchemical rounds can be used in any firearm. A creature hit by a flare shot takes half weapon damage and must succeed on a DC 15 Dexterity saving throw or be blinded until the start of the attacker’s next turn. These shots can also be used as signal flares.


Frost Shots. These alchemical rounds can only be used in a weapon with the scatter property. They function as scatter rounds, affecting all creatures in a cone with a size equal to the weapon’s scatter, but instead of weapon damage, all creatures within the cone must succeed on a DC 15 Dexterity saving throw or take the 1d6 cold damage and have their speed reduced by 10 feet until the start of the attacker’s next turn. On a successful save the targets in the cone take half damage and their speed is unaffected.


Gunpowder, keg. Setting fire to a keg of gunpowder can cause it to explode, dealing 7d6 fire damage to creatures within 10 feet of it. A successful DC 12 Dexterity saving throw halves the damage. Setting fire to an ounce of gunpowder causes it to flare for 1 round, shedding bright light in a 30 foot radius and dim light for an additional 30 feet.


Gunpowder, horn. Setting fire to a horn of gunpowder can cause it to explode, dealing 3d6 fire damage to creatures within 10 feet of it. A successful DC 12 Dexterity saving throw halves the damage.


Salt Shots. These alchemical rounds can only be used in a weapon with the scatter property. This weapon does normal weapon damage, but, if you reduce a creature to 0 hit points, it is knocked out, rather than dying.

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Firearms Gear
Name Cost Weight
Ammo Bandolier 5gp 1 lb.
Bipod 50gp 5 lb.
Grenadier’s Bandolier 5gp 1 lb.
Gun Brace 5gp 1 lb.
Gun Carriage 100gp 40 lb.
Gunsmith’s Kit 50gp 6 lb.
Holster 5gp 1 lb.
Wrist-Spring Holster 50gp 1 lb.

Ammo Bandolier. This simple leather cross-belt features twelve leather loops suitable for holding bullets or cannon shots, enabling easy access to them. A character can wear up to two bandoliers or braces.


Bipod. A bipod can be attached to any firearm with the two-handed or versatile property by using a Gunsmith’s Kit and making a DC 10 Intelligence ability check. As an action or a bonus action (the character’s choice), a character can set up the bipod so that the attached weapon counts as being braced until the weapon is moved. In addition, once a weapon is braced, a character can use a bonus action to gain advantage on their next attack roll with that weapon.


Grenadier’s Bandolier. This heavy leather cross-body belt can hold up to six bombs and a character can wear up to two bandoliers or braces.


Gun Brace. This is effectively a heavy leather bandolier for pistols. A gun brace has enough sleeves to hold up to four pistols (including repeating pistols) and a character can wear up to two bandoliers or braces.


Gun Carriage. This light, wheeled carriage uses a pair of struts to brace a weapon with the cannon property. As an action, a character can attach the gun carriage to a weapon with the cannon property. Until the gun carriage is detached as an action, the weapon counts as being braced. However, while the gun carriage is attached and the character is carrying the attached weapon, the character moves at half his normal speed and cannot move through difficult terrain.


Gunsmith’s Kit. A gunsmith’s kit contains all the tools needed to construct bullets, cannon shots, and firearms. Proficiency with this kit lets you add your proficiency bonus to any ability check you make to create or repair and such items (including clearing jams on firearms that have misfired).


Holster. This leather container is used to protect a firearm from the elements. It can be worn on the belt or across the back.


Wrist-Spring Holster. These holsters are leather bracers fitted with a spring-arm mechanism that holds a dagger or coat pistol in place and can project it immediately into the wearer’s hand when triggered. This allows the wearer to draw the weapon without spending any actions on their turn. The nature of this device enables it to be easily concealed beneath a loose, billowy sleeve, and grants advantage on Sleight of Hand and Stealth checks related to concealing the holstered weapons.

Gunslinger - Reworked

Created by Yacabolet, November 2017
Version 1.0

Credits

Artwork

1st Page - Rifle
2nd Page - Clockwork Gunslinger
3rd Page - Skeleton Gunslinger
4th Page - Bald Musketeer
5th Page - Shifty Pistolero
6th & 7th Page - Spellslinger
8th Page - The Sheriff of Nottingham
9th Page Footer - Bullets & 9th Page Top - Bomb

Content

Pistoleers & Powderhorns by The Dungeon Muser

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