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Gunslinger 5e Class - GM Binder

The Gunslinger class for Dungeons & Dragons 5e introduces a unique character archetype focused on firearms and combat skills. Players can customize their Gunslinger by choosing backgrounds, shooting styles, and special abilities as they level up, including options for magic use. The class features include grit points, skill shots, and various trails that enhance gameplay, allowing for diverse playstyles such as Grenadier, Head Hunter, and Spellslinger.

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0% found this document useful (0 votes)
40 views10 pages

Gunslinger 5e Class - GM Binder

The Gunslinger class for Dungeons & Dragons 5e introduces a unique character archetype focused on firearms and combat skills. Players can customize their Gunslinger by choosing backgrounds, shooting styles, and special abilities as they level up, including options for magic use. The class features include grit points, skill shots, and various trails that enhance gameplay, allowing for diverse playstyles such as Grenadier, Head Hunter, and Spellslinger.

Uploaded by

l.thommegay
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Gunslinger

A 5e Class by u/platinumsketch
Creating a Gunslinger
Gunslinger When creating a Gunslinger, there are a few important
A small halfling man stands with an empty revolver. In front of questions to ask. One of the most important would be where
him stands a once angered, now dead, half orc man who drew did they learn how to use firearms? Were they taught from an
his arm too slow. ex soldier? Or did they learn while hunting for food?
Behind the front lines stands a female tiefling, holding Furthermore, where did they learn the skills they gain as
down a fort and a coehorn with two others. As enemies they level? If they are a Spellslinger, is a member of the party
advance and her allies attempt to load the artillery piece, she also a spellcaster who taught them magic? Did they pray and
aims it, and then quickly fires her rifle off to the side at an follow gods, becoming a Holy Avenger? Was their parent a
advancing foe, intent on holding her position. Ranger, who taught them the importance of law and how o
With nothing but her own thoughts and the sound of her protect others? Did they perform an apprenticeship under a
hammer clinking, a dwarvish woman sits hunched over an smith for money to feed their family, only to learn a lifelong
anvil and forge, crafting her allies firearms. trade and friend?
Hidden on the rooftop of a saloon, outnumbered and out
gunned, a lone ranger hides. Counting his ammunition and Quick Build
biding his time, the human man aims a single, deadly shot at You ca make a gunlinger quickly by following these
th leader, waiting for the time to strike. suggestions. First, Dexterity should be your highest score,
As he steps slowly down Main Street, a man carrying his followed by constitution. If you plan to be a Bounty Hunter,
two revolvers calls for his foe. The man knows everything Head Hunter, or Holy Avenger, instead make Wisdom your
about him, and readies for a showdown. Yet when the time second highest score. If you plan to be a Spellslinger, make
comes, the man puts twelve shots in his bounty before he can your second highest score Intelligence.
even draw, having used each click and every part of his
personality against him to gain the upper hand.
Slowly trotting around the grasslands with his warhorse, a
half orc man comes across small bandit encampment. Having
lacked any excitement for the past few weeks, he decides to
rush in and take them himself. As he rides through
unexpectedly, he fires off two shots with his coach guns,
meanwhile his warhorse easily tramples a man herself.
Holding her rifle and aiming down at a demon dashing
towards her, an aasimar woman focuses divine energy into
her firearm. As the fiend nears her, flanked by his allies, the
woman unleashes a blast of divinely imbued lead, spraying
down many of the demons before they can get anywhere near
her.
Quickly dropping a fireball and then firing her two pistols,
an elvish woman hides behind a brick wall, thinning out the
rangers and cowboys swarming her alike.
Officers and Outlaws
Though they are often good, a gunslinger can easily be bad,
becoming an outlaw through violent use of their firearm and
occasional magic proficiencies. However, the gunslinger is
more often a wandering hero or lawmen of some sort,
dispensing justice where they go.
Gun and Spell Slingers Alike
A vast majority of gunslingers use their firearms almost
exclusively, but a few will pick up magic, be it arcane or divine.
Often these abilities are learned from a greater user of such
magics, and then slowly mastered to a point of adeptness
where they can bused alone in combat.
The use of magic doesn't keep gunslingers from utilizing
their firearms however, as those that practice magics can
often cast spells and then quickly switch to using firearms.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Wary
Gun fights and ambushes have taught you one thing, and
Gunslinger that's to be alert and watchful. You can't be surprised while
Level Proficiency Bonus Features Grit Point
you're conscious, and you ignore difficult terrain.
1st +2 Wary, Skill Shot 2 Grit
2nd +2 Shooting Styles 2 Your way of live has caused you to develop a particular
3rd +2 Gunslinger's Trail 3 hardiness to your person called grit. This is represented by
the number of Grit points you have, which can be seen on the
4th +2 Ability Score Increase 4 Gunslinger class table. You can expend Grit Points to perform
5th +3 Extra Attack 5 abilities called Skill Shots, with you regaining all expended
Grit at the end of a short or long rest. At 1st level you know 2
6th +3 Ability Score Increase 6 Skill Shots, and you learn 2 more at 9th, and 17th levels.
7th +3 Trail Feature 7 Some Skill Shots may call for an enemy to make a saving
throw, if that is the case, the following is the DC for the saving
8th +3 Ability Score Increase 8 throw called. Additionally, only one Skill Shot may be
9th +4 Skill Shot (2) 9 performed per turn.
10th +4 Bullet Time 10 Skill Shot Save DC = 8 + your proficiency bonus +
11th +4 Trail Feature 11 your Dexterity modifier

12th +4 Ability Score Increase 12 Shooting Styles


13th +5 Extra Attack (2) 13 At 2nd level, you develop a particular style of shooting and
14th +5 Ability Score Increase 14 using firearms. Choose one of the styles below. You can't
choose a Shooting Style again, even if you later get to choose
15th +5 Trail Feature 15 again.
16th +5 Ability Score Increase 16
Two Weapon Fighting
17th +6 Skill Shot (3) 17 When you engage in two-weapon fighting, you can add your
18th +6 Trail Feature 18 ability modifier to the damage of the second attack so long as
the attack is made by a firearm.
19th +6 Ability Score Increase 19
20th +6 Boundless Grit 20 Explosive
When you use an explosive, grenade, or a weapon with the
Explosive property, you can reroll 1s and 2s on the damage
die, though you must take the new rolls even if they are 1s and
2s.
Class Features Heavy Caliber
As a Gunslinger, you gain the following class features Attacks you make with two-handed firearms deal +2 bonus
damage.
Hit Points
Hit Dice: 1d8 per Gunslinger level Marksman
Hit Points at 1st Level: 8+Constitution modifier You have a +2 bonus to attack rolls made with firearms.
Hit Points at Higher Levels: 5 (1d8)+Constitution modifier Gunslinger's Trail
Proficiencies By 3rd level, your specialized way of fighting and life becomes
Armor: light armor, medium armor evident and grants its own specific skills. These are
Weapons: simple weapons, pistols, revolvers, rifles, shotguns represented by the Gunslinger's Trail, which you choose one
Tools:* none of from. They are Grenadier, Gunsmith, Head Hunter, Outlaw,
Saving Throws: Dexterity, Wisdom Ranger, Saddle Tramp, and Spellslinger. You gain features
Skills: Choose two from Acrobatics, Athletics, Perception, from your trail at 3rd, 7th, 11th, 15th, and 18th level.
Sleight of Hand, Stealth and Survival.
Ability Score Increase
Equipment
You start with the following equipment, in addition to the When you reach 4th level, and again at 6th, 8th, 12th, 14th,
equipment granted by your background: 16th and 19th level, you can increase one ability score of your
choice by 2, or two ability scores of your choice by 1. As
(a) two Pistols, (b) a Rifle, (c) or a Shotgun normal, you can't increase an ability score above 20 using this
(a) a Revolver or (b) a Pistol feature.
an Explorer's Pack

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Extra Attack Destructive Blasts Once
When you reach 15th level, the explosives and grenades you track
Beginning at 5th level, you can attack twice, instead of once, use are highly effective at damaging structures. Objects and that y
when you take the Attack action on your turn. structures in the radius of your Explosives and Grenades take are c
The number of attacks increases to three when you reach double damage, with any creatures that would have otherwise made
13th level in this class. been behind cover having to save from the blast or take half them
damage, taking no damage on a success. one w
Bullet Time
Starting at 10th level, your senses become so honed that you The Biggest Boom
can momentarily perceive time slower. Once per long rest, you At 18th level, the small concoctions you add to the explosives
can use your bonus action to enter Bullet Time. For the next you use becomes perfected. The radius of any explosive you
round, you gain advantage on Dexterity saving throws and use is considered 5 feet larger, and deals an additional 1d6
Perception checks, and can use your reaction to make a Fire damage. This is in addition to the effects of Bigger Boom.
number of attacks equal to your Dexterity modifier. Once you Gunsmith
use this feature you can't use it again until you finish a long
rest. Often taking it slower than most, Gunsmiths are dedicated to
not only the firing bu also the crafting of firearms.
Boundless Grit
Apprentice Craftsmen
At 20th level, the number of horrible events and terrible fights Once you choose this Trail at 3rd level, you can craft and
that you have seen hardened you beyond compare. When you modify firearms. Choose one modification that is not an
roll for initiative and have no grit left, you regain 4 Grit Points. Enchantment, you can apply this to one firearm you or an ally
owns. Additionally, by expending half the cost and 6 hours of
Gunslinger Trails work, you can create any Firearm Frame or apply any
Each gunslinger walks their own path, and each can be Modification that is not an Enchantment.
markedly different form one another. Here, the major paths Improved Firearms
are listed, with each path representing a gunslingers past, Beginning at 7th level, you can create firearms at a higher
capabilities, and often beliefs or attitudes about the world and quality than most others. By expending a days worth of work
those around them. and twice the base price of the Firearm Frame, you can make
Grenadier a +1 Firearm, though it is considered non magical.
Masters of explosives and grenades, Grenadiers go out of Adept Workings
their way to use the largest explosives they possibly can. Starting at 11th level, your knowledge of firearm crafting is
nearly complete. By expending a weeks worth of work and
Artillerist three times the base price of the Firearm Frame, you can
Once you choose this Trail at 3rd level, you become proficient make a +2 Firearm, though it is considered non magical.
with Grenades, and Explosives, adding your Proficiency
bonus to any attack rolls made with them. Additionally, if you Runic Knowledge
use your action to make an attack with a piece of Artillery, By 15th level, you learn the basics of arcane lore and spells.
Explosive, or Grenade you can use your bonus action to make You can now apply Modifications that are Enchantments,
one attack using a firearm. though they are full price and take a week of work.
Special Fuse Master Gunsmith
Beginning at 7th level, you can place a special fuse on your At 18th level, the items you easily craft high quality firearms.
explosives. When you use a Grenade, you can declare that you Whenever you create a firearm frame or modification other
want it to explode up to a number of rounds equal to your than Enchantments it costs one fourth of the base price.
Dexterity modifier after you've thrown it. Alternatively, you can Additionally, making +1 and _2 firearms costs half as much.
place an Explosive under the ground over the course of 1
minute, causing it to act like a Land Mine with the exception Head Hunter
that it deals the same damage and has the same explosion Lawmen, wanderers, or even outlaws themselves, Head
radius it would otherwise. Hunters often track and find their target, intent on collecting
Bigger Boom
their bounty.
By 11th level, you begin to introduce your own homemade Bounty
agents to the recipe of your explosives. The radius of any
explosive you use is considered 5 feet larger, and it deals an
additional 1d6 Fire damage.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
First Shot Spells Known of 1st-Level and Higher. You know three
Starting at 7th level, you prepare yourself for fighting at all 1st-level cleric spells of your choice, two of which you must
times. You add your Wisdom modifier to initiative rolls. choose from the abjuration and evocation spells on the cleric
Additionally, you deal bonus damage equal to your Wisdom spell list.
modifier against your Bounty on the first round of combat. The Spells Known column of the Holy Avenger Spellcasting
table shows when you learn more spells of 1st level or higher.
Showdown at Sundown Each of these spells must be an abjuration or evocation spell
Beginning at 11th level, you can challenge a creature you have of your choice, and must be of a level for which you have spell
a bounty against to a duel. If the creature has an Intelligence slots.
of 6 or higher, you can use an action to challenge them to a The spells you learn at 8th, 14th, and 20th level can come
duel, forcing them to make a saving throw against your Grit from any school of magic.
Save DC, though they may choose to fail the effect instead of Whenever you gain a level in this class, you can replace one
making the saving throw. If the creature fails, they have of the wizard spells you know with another spell of your
disadvantage on all attack rolls that aren't made against you, choice from the cleric spell list. The new spell must be of a
and you have disadvantage on all attack rolls that aren't made level for which you have spell slots, and it must be an
against them. Additionally, you may attack the creature as a abjuration or evocation spell, unless you're replacing the spell
bonus action with your Firearm so long as you ammunition you gained at 8th, 14th, or 20th level.
necessary and it is loaded. This attack deals additional Spell Casting Ability. Charisma is the spellcasting ability
damage equal to your Wisdom modifier. These effects last for for your Cleric spells, as your magic comes from divine force
1 minute. If the creature succeeds instead, you and the of will. You use your Charisma whenever a Cleric spell refers
creature have disadvantage on attack rolls against creatures to your spellcasting ability. In addition, you use your Charisma
other than each other for a number of rounds equal to your modifier when setting the saving throw DC for a cleric spell
Wisdom modifier (minimum of 1). If a creature that is friendly you cast and when making an attack roll with one.
to you damages the creature targeted, then the effect Spell Save DC = 8 + your proficiency bonus +
automatically ends.
your Charisma modifier
Collecting
By 15th level, defeating your bounty grants you the boost you Spell attack modifier = your proficiency bonus +
need to defeat the crew that so often accompanies them. your Charisma modifier
When you kill or drop your Bounty to 0 hit points, you gain a
number of temporary hit points equal to your Gunslinger level, Holy Avenger Spellcasting
and all attacks you make for the next round deal additional Level Cantrips Known Spells Known 1st 2nd 3rd 4th
damage equal to your proficiency bonus. 3rd 2 3 1 — — —
Deadeye 4th 2 4 3 — — —
At 18th level, you can hone in on your target and fire a 5th 2 4 3 — — —
debilitating shot. Once per long rest, you can use your action
to fire a single shot. On a hit, the attack automatically counts 6th 2 4 3 — — —
as a critical hit and deals bonus damage equal to your 7th 2 5 4 2 — —
Wisdom modifier. If this attack is against your Bounty, it has
advantage and deals an additional die of damage. 8th 2 6 4 2 — —
9th 2 6 4 2 — —
Holy Avenger
10th 3 7 4 3 — —
Sent to destroy the unholy, Holy Avengers are often religious
zealots who use firearms to impart the will of the gods. 11th 3 8 4 3 — —
12th 3 9 4 3 — —
Spellcasting
Once you choose this Trail at 3rd level, you gain the ability to 13th 3 10 4 3 2 —
cast spells, given to you by the gods or taught by some 14th 3 10 4 3 2 —
powerful cleric or paladin.
Cantrips. You learn two cantrips of your choice from the 15th 3 11 4 3 2 —
cleric spell list. You learn additional cleric cantrip of your 16th 3 11 4 3 3 —
choice at 10th level. 17th 3 11 4 3 3 —
Spell Slots. The Holy Avenger Magic Spellcasting table
shows how many spell slots you have to cast your spells of 1st 18th 3 11 4 3 3 —
level and higher. To cast one of these spells, you must expend 19th 3 12 4 3 3 1
a slot of the spell's level or higher. You regain all spell slots
when you finish a long rest. 20th 3 13 4 3 3 1

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Divine Blast Aimed Shot
Once you choose this Trail at 3rd level, you can focus holy By 11th level, you can hone in on a specific target. Using your
energy into a bullet. When you make an attack, you can action, you can aim at a specific target. You have advantage on
choose to expend a 1st-level spell slot to deal an additional all attacks against this target and critically hit on an 18-20
1d6 Radiant damage on the attack. This damage increases by against that target until the end of your next turn.
1d6 if it's made against a fiend or undead, as well as when you
expend a spell slot higher than 1st-level, with it increasing by Spellwatch
1d6 for every level above 1st. You can choose to do this after Beginning at 15th level, you can target spellcasters who are
you have rolled an attack, but before you know the result. casting. Covering Fire is now triggered when a creature casts
a spell that deals damage at one of your allies.
Concussive Shot
Beginning at 7th level, you are granted a modicum of the Overwatch
powers a cleric holds, enhancing your firearms. Using your At 18th level, your skill allows you to guard all those around
action, you can fire an extremely powerful shot. This forces all you. By using your action to watch over all allies, you can use
creatures in a line that's 5 feet by your weapon's first range Covering Fire a number of times equal to your Dexterity
increment, extending from you to, to make a Dexterity saving modifier (minimum of 1), though you can't take any other
throw against your Spell Save DC or take four times your reaction. This effect lasts until the beginning of your next turn.
weapon's normal damage as Thunder damage. On a success Saddle Tramp
the creature takes half damage. You can do this once per long
rest. Traditional cowboys and wanderers, Saddle Tramps roam the
lands on horse back, drifting from saloon to saloon.
Hallowed Aura
By 11th level, palpable, holy aura constantly surrounds you. Trusty Steed
You project a 20 foot aura, which deals Radiant damage equal Once you choose this Trail at 3rd level, you develop a special
to your Charisma modifier (minimum of 1) to all enemies that bond with a steed, and a way of life. You gain proficiency in
enter it. When creatures with the fiend or undead typing Animal Handling and Nature. Additionally, choose a creature
enters within 30 feet of you, they take twice your Charisma that is CR 1/2 or lower, and medium or larger. Ordinarily a
modifier (minimum of 2) in Radiant damage. Trusty Steed would be a Camel, Horse, Mule, Pony, or any
creature that you can ride. The creature you have chosen
Holy Barrage retains all of its ordinary statistics, with the exception that it
Starting at 15th level, you gain additional clerical powers. You uses your proficiency bonus. It adds this proficiency bonus to
can use your action to fire your weapon as if it had the everything it normally would in addition to its AC and damage
automatic property, with its damage being Radiant damage. rolls.
You can do this a number of times per long rest equal to your Your Trusty Steed gains proficiency with two skills of your
Charisma modifier (minimum of 1). choice. Additionally, it gains proficiency in all saving throws.
For every level you gain after 3rd, your Trusty Steed acts as
Avenging Blast if it levels too, gaining a hit die and adjusting its hit points
At 18th level, you can release a devastating blast when you die. accordingly.
Once per long rest, when you drop unconscious or die, you When you would get an Ability Score Increase, so does your
can choose to release a blast of radiant energy. This forces all Trusty Steed. As normal, its Ability Scores can't be increased
creatures within 20 feet of your body to make a Dexterity above 20 using this feature unless it is specifically stated
saving throw, or take 8d6 Radiant damage and be blinded for otherwise.
a number of rounds equal to your Charisma modifier. One a Your Trusty Steed can act on its own initiative in combat,
success they take half damage and are not blinded. doing as it pleases. Alternatively, you can have it act on your
turn, commanding it to take the Attack, Dash, Disengage, or
Ranger Dodge action in addition to moving up to its speed. No matter
As lawmen themselves, most Rangers spend their lives what though, your Trusty Steed does not benefit from
protecting innocent and hunting criminals. multiattack even if it otherwise would.
You and your Trusty Steed have the same alignment, and it
Covering Fire has its own personality trait and flaw. You Trusty Steed always
Once you choose this Trail at 3rd level, you can actively guard has the following Bond, "My Gunslinger is my lifelong
others by firing at their foes. If a creature within your companion for whom I'd give my life."
weapon's range attacks one of your allies with a weapon or If your Trusty Steed dies, you can spend one week and 50
unarmed strike, you can use your reaction to attack that gp to find a new one. The new Trusty Steed acts as if its one
creature. level lower than you, with you adjusting its statistics
accordingly. It can not have its statistics reduced below the
Keen Eyes base statistics seen in its stat block.
Starting at 7th level, your keen sight allows you to better fire
on targets. Attacks you make ignore half and three quarters
cover, as well as the disadvantage imposed by firing a weapon
at a target in its second range increment and by dim lighting.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Skilled Rider The Spells Known column of the Spellslinger Spellcasting
By 7th level, you become adept in riding your Trusty Steed. table shows when you learn more spells of 1st level or higher.
When you are mounted on your Trusty Steed, you have Each of these spells must be an abjuration or evocation spell
advantage on saving throws and checks made to direct it, of your choice, and must be of a level for which you have spell
calm it, and to stay mounted on it. Additionally, when you slots.
move at least 20 feet in a straight line while mounted on your The spells you learn at 8th, 14th, and 20th level can come
Trusty Steed, both you and your Trusty Steed gain a bonus to from any school of magic.
AC equal to half your proficiency bonus (rounding down). Whenever you gain a level in this class, you can replace one
of the wizard spells you know with another spell of your
Life in the Wilds choice from the wizard spell list. The new spell must be of a
Beginning at 11th level, your extensive tie in the wilderness level for which you have spell slots, and it must be an
grants you many benefits. You become immune to disease, abjuration or evocation spell, unless you're replacing the spell
and have advantage on saves against poison. Additionally, you you gained at 8th, 14th, or 20th level.
can forage food for you and your Trusty Steed, and can Spell Casting Ability. Intelligence is the spellcasting ability
memorize the layout of any natural terrain. for your wizard spells, as your magic comes from divine force
of will. You use your Intelligence whenever a wizard spell
Expert Rider refers to your spellcasting ability. In addition, you use your
At 15th level, you become a master in riding your Trusty Steed. Intelligence modifier when setting the saving throw DC for a
When mounted on your Trusty Steed, you can command it to wizard spell you cast and when making an attack roll with
take two actions, with the options being Attack, Dash, one.
Disengage, and Dodge, using your bonus action. Additionally,
Spell Save DC = 8 + your proficiency bonus +
while mounted on your Trusty Steed you can use your
reaction to attack any creature that makes an attack against your Intelligence modifier
your Trusty Steed so long as it's within your weapon's range.
Spell attack modifier = your proficiency bonus +
Lifelong Companions your Intelligence modifier
Starting at 18th level, the time you have spent with your Trusty
Steed forms a magical bond between the two of you. When Spellslinger Spellcasting
your Trusty Steed is attacked you can use your reaction to fire Level Cantrips Known Spells Known 1st 2nd 3rd 4th
a shot at its attacker, whether you're mounted or not.
Additionally, when you or your Trusty Steed is knocked 3rd 2 3 1 — — —
unconscious, the other goes into a frenzy, moving its turn to 4th 2 4 3 — — —
that part of the initiative order, and taking two actions. If you 5th 2 4 3 — — —
or your Trusty Companion dies, and its killer dies by the end
of the turn of whichever died the next round, it comes back to 6th 2 4 3 — — —
life with 1 hit point and is unconscious. You and your Trusty 7th 2 5 4 2 — —
Steed can only enter this frenzy once per long rest.
8th 2 6 4 2 — —
Spellslinger 9th 2 6 4 2 — —
Casters and gunfighters alike, Spellslingers utilize their 10th 3 7 4 3 — —
arcane knowledge to enhance their firearms.
11th 3 8 4 3 — —
Spellcasting 12th 3 9 4 3 — —
Once you choose this Trail at 3rd level, you gain the ability to
cast spells, often learned by studying wizards. 13th 3 10 4 3 2 —
Cantrips. You learn two cantrips of your choice from the 14th 3 10 4 3 2 —
wizard spell list. You learn additional wizard cantrip of your
choice at 10th level. 15th 3 11 4 3 2 —
Spell Slots. The Spellslinger Magic Spellcasting table 16th 3 11 4 3 3 —
shows how many spell slots you have to cast your spells of 1st 17th 3 11 4 3 3 —
level and higher. To cast one of these spells, you must expend
a slot of the spell's level or higher. You regain all spell slots 18th 3 11 4 3 3 —
when you finish a long rest. 19th 3 12 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 20th 3 13 4 3 3 1
choose from the abjuration and evocation spells on the wizard
spell list.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Novice Enchanter
Once you choose this Trail at 3rd level, you gain the ability to
enchant weapons. You can place an Enchantment
Modification on one firearm you or an ally owns for no cost
instantly, and you can place Enchantment Modifications on
firearms for half the price and 8 hours of work. Additionally,
you bond with a firearm over the course of an hour, this
firearm to acts as an arcane focus for you. You can sever this
bond at anytime and go through the hour long ritual with
another weapon to bond with it instead if you so choose.
Quick Shot
Starting at 7th level, you learn how to quickly switch from
magic to gun fire. When you use your action to cast a cantrip,
you can make a single attack with a firearm as your bonus
action.
Slinger's Sense
Beginning at 11th level, your knowledge of magic and
ambushes combines to tell you when you are being watched
magically. When a creature casts a divination spell such as
Scrying on you, you are able to tell, and can expend a spell slot
of 2nd level or higher to tell where the creature is, though you
are only given a mile radius as to where they may be.
Additionally, creatures that are invisible do not gain any
benefits for being such, and you may expend a 1st-level spell
slot when attacking a creature to remove invisibility if it
otherwise would stay, or to return a creature to its original
form.
Master Enchanter
By 15th level, you have mastered enchanting firearms. You
can place Forced Enchantments one firearms, though it takes
one week of work and is at full price. Additionally, if you make
a Forced Shot with a firearm that has an Enchantment, the
Forced Shot is not at disadvantage, and still only takes a
bonus action to clear if you misfire again.
Improved Quick Shot
At 18th level, you've mastered casting and using your firearm
in quick succession. When you use your action to cast a spell,
you can make a single attack with a firearm using your bonus
action.

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Lucky Shot. You can force out a jammed shot just as you
Skill Shots might a normal one. By spending 1 Grit Point when
The following is a list of all Skill Shots, which are in performing a Forced Shot, you can make the shot without the
alphabetical order. initial disadvantage.
Cauterizing Shot. You can use the heat of your firearm to Piercing Shot. You can fire a shot that pierces through
cauterize your wounds. After firing your firearm successfully, multiple creatures. By spending 2 Grit Points when you make
you can expend 1 Grit Point to heal yourself for 1d10 + your an attack, you can make attacks at disadvantage to all
Gunslinger level as a bonus action. creatures behind your target out to the weapons furthest
range, with the bullet going for the target nearest to the one it
Cheap Shot. You can fire a shot at the more tender areas of most recently hit. On the first miss, this effect ends as the
an enemy. By expending 2 Grit Points when you make an bullet fails to pierce through another target.
attack, you can force the creature to make a Constitution Pinning Shot. You can fire a shot at the targets limbs,
Saving throw against your Grit Save DC or be Stunned for 1 forcing them to pause to recover. By expending 1 Grit Point
round if the attack hits. when you fire a shot, you can force the target to make a
Concussive Blast. You can fire off a deafening shot against Dexterity or Constitution Saving throw, their choice, against
an enemy. By expending 1 Grit Point, you can fire at an enemy your Grist Save DC or have their speed reduced to 0 for 1
within 10 feet of you as a bonus action with the intent to round.
deafen them, forcing them to make a Constitution Saving Pure Luck. That grit you've developed over time grants you
throw against your Grit Save DC or be Deafened for a number unbelievable luck. By expending 4 Grit Points, you can reroll
of rounds equal to your Dexterity modifier if the attack hits. any attack roll, skill check, or saving throw, and choose from
Cover Breaker. You can launch a barrage of ammunition at any of the die rolled for that specific check.
piece of covering, destroying it in the process. By using your
action and 2 Grit Points, you can target a piece of cover,
making full cover three quarters cover, three quarters cover
half cover, and half cover no cover.
Covering Fire. You can fire with the intent of aiding an ally.
By using your reaction and 1 Grit Point you can fire at a
creature who casts a spell or attacks an ally of yours within
the range of your weapon.
Disarming Shot. You can fire at the opponents hand,
forcing them to drop an item. By expending 1 Grit Point when
you attack a creature, you can force them to make a Strength
or Dexterity Saving throw, their choice, against your Grit Save
DC, or drop one item of your choice if the attack hits.
Distracting Shot. You can fire off at an opponent
attempting to distract them. By expending 1 Grit Point when
you attack a creature, you can force them to make a Wisdom
Saving throw against your Grit Save DC or lose their reaction
and one legendary action if the attack hits.
Disorienting Fire. You can attack an enemy by firing at
their head, disorienting them. By expending 1 Grit Point when
you attack a creature, you can force it to make a Constitution
Saving throw against your Grit Save DC or make their next
attack roll or saving throw at disadvantage if the attack hits.
Disruptive Shot. When a creature casts a spell or attacks,
you can attempt to interrupt that action. by expending 2 Grit
Points and using your reaction, you can attempt to fire at a
creature within your weapon's range that is making an attack
or casting a spell. If the attack lands, they must make a
Constitution Saving throw against your Grit Save DC or they
waste their action.
Forceful Shot. You can fire off a powerful shot, dropping
foes to their knees. By expending 1 Grit Point when you
attack a creature, you can force it to make a Constitution
saving throw against your Grit Save DC or be pushed back 10
feet and fall prone if the attack hits.
Hemorrhaging Fire. You can fire a devastating shot,
dealing extra damage with a well placed bullet. By expending
2 Grit Points when you fire a shot, you make the attack deal
an extra die of damage and critically hit on a 19-20.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Feat
This is a simple feat to make playing a gunslinger more
enticing, alongside giving players who want that flavor the
basic feel of a gunslinger without needing them to choose or
multiclass into Gunslinger.
Slinger's Life
Your experiences throughout life and adeptness with firearms
grant you grit and trick shots much like a Gunslinger would
have, granting you the following benefits:
You have 2 Grit. Grit is expending on the use of Skill
Shots, with each Skill Shot telling you how much grit is
necessary to use them. Some Skill Shots may call for a
saving throw, which is called your Grit Save DC, the
following is how you determine such:
Skill Shot Save DC = 8 + your proficiency bonus +
your Dexterity modifier
You learn 2 Skill Shots from the Gunslinger Skill Shot list.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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