Gunslinger Expansion

This supplement is designed to be used with the

Gunslinger class by u/Ujio21 and u/xQF13.

It includes two gunslinger Trails, the Trail of the Sniper and the Trail of the Marksmage, as well as additional Personal Effects for both.

Additional Personal Effects

The following Personal Effects can be added to those available at 13th level.

Camouflage Tarp (Sniper Only). Not only do the dirt stains and tears on this tarp help you blend in more with the environment, but they also give it character. Whenever you hit with a firearm attack that has benefitted from Lock On while you are hidden, you remain hidden. Once you use this feature, you can't use it again until you finish a short or long rest.

Keychain Talisman (Marksmage Only). You have a lucky charm that you hang off of the grip of your gun, which you can infuse with some of your magic. The Talisman has 2 charges. If you use Magic Bullet, you can instead absorb it into the Talisman as 1 charge. You can later expend 1 charge to use Magic Bullet from the Talisman. Using Magic Bullet this way does not cost grit or ammunition, as you have already done so to fill the Talisman.

Trail of the Sniper

The sniper uses analytical and observational skills to take out foes from afar. Snipers will patiently watch their targets for hours, waiting until all of the right conditions in the environment, positioning, and their own reflexes are ideal before making their move. When they do, they leave a splatter across the ground and thunderous sound through the air without ever being seen.

Watcher's Eye

When you follow this trail at 3rd level, you become adept at finding threats, even when they try to hide. Your ranged weapon attacks ignore half cover and three-quarters cover.

Additionally, you can take the Search action as a bonus action.



Lock On

At 6th level, you further hone your deadly accuracy. You can use an action or a bonus action to make a Wisdom (Perception) on a creature you see. The DC is equal to its Dexterity score. If you succeed, for the next minute your next ranged weapon attack against that target gains the following benefits.

  • On hit, the weapon deals additional damage based on half your gunslinger level (rounded up).

By taking an action to use this feature, the attack gains the following additional benefits.

  • The attack roll has advantage.
  • If a firearm misfires, you can ignore it.

Positional Shooting

At 10th level, you learn optimal and stable positions for firing. While prone, you gain advantage on making Dexterity (Stealth) checks and you are able to make ranged weapon attack rolls without disadvantage.

Also, when you are targeted by a ranged weapon attack by an enemy you are aware of, you can use a reaction to immediately drop prone, imposing disadvantage on the attack.

Terminal Shot

Starting at 14th level, you learn how to hit multiple targets with a single shot. You can spend 1 grit point before making an attack roll with a firearm that deals piercing damage. If the attack hits, you can make an attack roll against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.

Pink Mist

At 17th level, hitting your enemies’ vitals becomes natural to you. Your critical range with a firearm increases to 18-20.

Additionally, you no longer need to make a Wisdom (Perception) check to use your Lock On feature.

Trail of the Marksmage

To those unaware of the discovery of black powder, a firearm may seem mystical. An observer could see the fire bursting out of metal tubes, mistaking it for some kind of wizard's spell. Some gunslingers embrace this misconception, combining their marksmanship with arcane prowess.


When you reach 3rd level, you gain the ability to use spells.

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

Spell Slots. The Marksmage Spellcasting table shows how many spell slots you have to cast your spells at 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You can regain all expended spell slots when you finish a long rest.

Marksmage Spellcasting
1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 4
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 conjuration and transmutation spells on the wizard spell list.

The Spells Known column on the Marksmage Spellcasting table shows when you can learn more wizard spells of 1st level or higher. Each of these spells must be a conjuration or transmutation spell of your choice, and you 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 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 a conjuration or transmutation spell. This limitation does not apply if you’re replacing a spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You can use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you can use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency modifier + your Intelligence modifier.

Spell attack modifier = your proficiency modifier + your Intelligence modifier.



Flash Reload

When you join this trail at 3rd level, you are able to load your with gun with ammunition pulled from the aether. When you reload your firearm, you can instead choose to reload your it with temporary ammunition, which is only usable for one minute before fading away into nothing. This ammunition deals force damage instead of the firearm's regular damage type. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Magic Bullet

Beginning at 6th level, you have learned to shoot your opponents beyond the limits of natural law. If your firearm is ready to fire, you can choose to spend 1 grit point to cast magic missile at 1st level, consuming the readied round of ammunition as a spell component. The damage type of the spell is instead the damage type of the firearm used. This does not count against your list of learned spells and does not use up a spell slot.

Now You Don't

Starting at 10th level, you can disappear to escape harm's way and reappear to return fire. When you take damage, you can use your reaction to and teleport up to 30 feet to an unoccupied space you can see and may make one firearm attack with disadvantage. Once you use this feature, you can't use it again until you finish a short or long rest.

Scribing Grit

At 14th level, through your gun, you learn to mark your enemies with your essence. When you hit a creature with an Aimed Shot, Trick Shot, or Violent Shot, you have advantage on spell attacks against it and it has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Spell Blasting

Upon 17th level, you are able to infuse your bullets with spells. As an action, you can spend a number of grit points equal to the spell level used to imbue a spell of 1st level or higher into a round of ammunition you are holding. You cast the spell as normal, but the spell effect does not occur until after the ammunition is used in an attack. You can only imbue a spell that affects one creature or a spell that has an area such as a sphere, cloud, or cylinder. The ammunition holds the spell effect until the end of your next long rest or until it is used in an attack that hits.

If you cast a spell that affects one creature, the next time the imbued ammunition hits a creature with an attack, the attack deals damage as normal, and then you resolve the spell’s effect against the target. If you imbued a spell that has an area, the creature does not need to be hit for the spell to take effect. Instead, you resolve the spell’s effect from the space or creature you targeted. If the ammunition hits a creature, damage is dealt as normal. Once you resolve the spell’s effect, the spell vanishes from the ammunition.

  • The Gunslinger class was created by u/Ujio21 and /u/xQF13.
  • This expansion was created by /u/Lobstaris
  • Created with Homebrewery

Picture Credits

  • Snowy Mountain Background by Unknown
  • Path of the Outcast cover by Neil Roberts



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