Gunslinger, Variant

The clash of sword against shield is overcome by a new thunderous noise – it is not the evocation of magic people are used to but the sound of a firearm. Held in the hand of a charming or gritty adventurer the firearm can be a new invention years ahead of its time or the product of a recent surge of technology. Gunslingers can be few or many in a world, and can come from all walks of life.

This class was created as a hybrid of various gunslinger class ideas including Pathfinder’s Gunslinger class and other classes found on the internet. Pathfinder Special Ammunition Source The Peace Keeper archetype is/was based on a feature from the Pathfinder Inquisitor class

Creating a Gunslinger

The first thing to determine when creating a gunslinger is the origin of firearms which would be discussed with your DM. Are they common or a recent invention? Is your character their inventor or the apprentice of the inventor? What is driving you to be an adventurer?

Quick Build
You can make a gunslinger quickly by following these suggestions.
First, put your highest ability score in Dexterity, followed by Charisma. Second, choose the Folk Hero background. Other good backgounds that may better fit the setting or way your gunslinger will play is charlatan, criminal, hermit, outlander, or soldier.

Class Features
As a you gain the following class features.
Hit Dice: 1d8 per level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per level after 1st

Armor: Light armor, Medium armor
Weapons: Simple weapons, Firearms
Tools: Tinker’s tools, Two gaming sets
Saving Throws: Dexterity, Charisma
Skills: Choose three (Acrobatics, Athletics, History, Perception, Sleight of Hand, and Stealth)

You start with the following equipment, in addition to the equipment granted by your background:
One of the following;
Revolver: Firearms
Rifle: Firearms
Blunderbuss: Firearms
Duster: 5gp 2lb.
(a) A shortsword or (b) Two daggers
(a) Leather armor or (b) Scale Mail
(a) dungeoneer’s pack or (b) an explorer’s pack

Table: The Gunslinger

<. />

Level Proficiency Bonus Features
1st +2 Gunsmith, Grit, Deeds, Gunslinger Archetype, Archetype Grit Regain
2nd +2 Defensive Cover
3rd +2 Colossus Slayer, Dodge Projectiles, Archetype Feature
4th +2 Ability Score Improvement
5th +2 Extra Shots, Focused Aim
6th +3 Archetype Feature
7th +3 Deadshot, Evasion
8th +3 Ability Score Improvement, Special Ammunition Upgrade
9th +4 Clipping Shot
10th +4 Extra Shots, Fast Reload
11th +4 Archetype Feature, Improved Grit
12th +4 Ability Score Improvement
13th +5 Cheat Death
14th +5 Special Ammunition Upgrade
15th +5
16th +5 Ability Score Improvement
17th +6 Archetype Feature
18th +6
19th +6 Ability Score Improvement
20th +6 Extra Shots

At the 1st level, you can create firearms, craft bullets, and mix gunpowder for all types of firearms. You are not limited by the normal 5gp per day rule for crafting firearms and bullets.
Crafting Firearms: You can craft a firearm for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 100 gp of the firearm’s total price.
Crafting Ammunition: You can craft bullets, pellets, and gunpowder for a cost in raw materials equal to 10% of the price. Crafting bullets takes 1 day of work for every 50 gp of ammunition.
Gunpowder (60 doses) Cost: 25 gp Weight: ½ lb. One pound of gunpowder is sufficient for 60 shots and is usually contained in a powder horn to keep it dry. Up to 120 pounds may be contained in a barrel. Large quantities of unattended gunpowder can be dangerous; if exposed to fire or electricity, gunpowder explodes in a 10 ft. radius dealing 1d6 points of fire damage for every 5 pounds of powder involved (max 20d6; DC 10 Dexterity save for half damage). If gunpowder gets wet it’s unusable until dried out for 2d4 days.

At the 1st level, a Gunslinger has a number of Grit points equal to their dexterity Modifier (minimum 1). The number of Grit points the Gunslinger has can never exceed their dexterity modifier. The Gunslinger can regain Grit points in the following ways:
Completing a short or long rest: Upon completion or a short or long rest, the Gunslinger regains all spent Grit points.
Critical Hit with a Firearm: Each time the Gunslinger scores a Critical Hit with a Firearm attack while in the heat of combat, they regain 1 Grit point.
Killing Blow with a Firearm: When the Gunslinger reduces a creature to 0 or fewer hit points with a Firearm attack, they regain 1 Grit point.
Gunslinger’s Charm: When the Gunslinger succeeds on any Charisma check on another person, they regain 1 Grit point.
Archetype Grit Regain: See your Archetype Grit Regain for description.

Gained at the 1st level, Gunslingers use Grit points to perform Deeds. Some deeds are instant bonuses or attacks, while others are bonuses that can last for a period of time. Some deeds last as long as the Gunslinger has 1 Grit Point.
Quick Draw: You can spend 1 Grit point to be 1st in initiative order and take your turn as normal if you were surprised.
Deadeye: The Gunslinger can spend 1 Grit point as a bonus action, they gain Advantage on the next Attack roll they make this round. The Gunslinger spends the Grit point before making the attack roll, and this Deed cannot be combined with other Deeds that affect an attack.
Gunslinger’s Dodge: The Gunslinger gains an uncanny knack for avoiding danger. When an attack is made against the Gunslinger, they can use their Reaction and spend 1 Grit point to gain a +1 to AC against the attack.
Targeting Shot: You can spend a Grit point to target a specific location when you make a ranged attack against a humanoid. If the attack misses, the Grit point is still lost. If the Gunslinger has multiple attacks for their Attack action, they can make multiple Targeted shots for 1 Grit point each.
Head – On a hit, the target takes normal damage, and has disadvantage on attacks for 1 round.
Torso – The attack is a Critical hit on a 18-20.
Arms – On a hit, no damage is dealt, but the foe drops 1 item of the Gunslinger’s choice.
Legs – On a hit, the target takes normal damage, and must make a Constitution Saving Throw.
(DC = 5 + Damage Dealt) or is knocked prone.
Wings – On a hit, the target takes normal damage, and must make a Constitution Saving Throw.
(DC = 5 + Damage dealt) or plummet 20 ft.
Utility Shot: If the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot.
Blast Lock: The gunslinger makes an attack roll against a lock within range. A lock’s AC is decided by the DM. You deal double damage when you hit the lock with a firearm shot.
Shoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. The AC of the oject is determined by the DM.
As a recomenation, a Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11.
Bonus Shot: You can spend 1 Grit point to fire an extra shot from a firearm as a Bonus Action.
Dash: You can spend 1 Grit point to make a Dash as a Bonus Action.

At the 1st level, you gain one of the following based on your starting firearm:
Revolver: Your attacks with a revolver gain a +2 to the attack roll.
Rifle: Your attacks with a rifle can be made up to maximum range without disadvantage.
Blunderbuss: Your blunderbuss gains the Burst Fire property (DMG p. 267) With a shotgun, the burst fire action uses 3 Bullets.
You also learn to reload a firearm with a bonus action.

Defensive Cover
At the 2nd level, you can take cover behind any nearby object or take the Dodge action as a bonus action.

Special Ammunition
At the 2nd level, you gain the ability to craft special ammunition worth 1d4 of the desired damage type (appropriate materials are required to craft special ammunition). At 8th level this is upgraded to 1d6, and at 14th level this is upgraded to 1d8.
Colossus Slayer[edit]
At the 3rd level, your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.

Dodge Projectiles
At the 3rd level, you can use your reaction to dodge the projectile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your gunslinger level. If you reduce the damage to 0, you can fire a shot back at them by spending 1 grit point if you have the bullets loaded, as part of the same reaction.

Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Shots
At the 5th level, you are able to fire an extra shot from a firearm. this increases to a total of three shots at the 10th level and four at the 20th level.

Focused Aim
At the 5th level, you can spend 1 grit point and not move this round to gain a bonus on all firearm attack rolls equal to your Wisdom modifier (minimum 1) with all firearm attacks until the end of the turn.

Focusing their skill on making one important shot the gunslinger unleashes a single, deadly shot with a firearm. At the 7th level, you learn to take the Deadshot action. To do so, spend 1 or more Grit points and make a ranged attack roll. You gain a +1 bonus to the attack roll each Grit point spent. If the attack hits, it deals damage normally, with an additional dice of weapon damage per grit point spent. If the attack missed, Grit points are still expended. (ex: 3 Grit points = +3 to hit, +3d[firearm damage dice])

At the 7th level, 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.

Clipping Shot
At the 9th level, when you miss with a firearm attack and have a least 1 unused Grit point, your shots will graze your target dealing damage equal to your Dexterity modifier.
Combat Roll[edit]
At the 10th level, when you use your bonus action to reload, you can roll 10 feet, ignoring any opportunity attacks that could occur and difficult terrain.
Improved Grit[edit]
At the 11th level, your number of Grit points is now equal to twice your dexterity modifier.

Cheat Death
At the 13th level, whenever the Gunslinger is reduced to 0 hit points or lower, the Gunslinger can immediately spend a Grit point to instead be reduced to 1 hit point.

Desperado Archetype
When you choose this archetype at the 1st level, you gain the Threatening Shot Deed.
Threatening Shot: As long as you have one unspent grit point you can shoot into the air in an attempt to frighten others as an action. Enemies within 20ft. who can hear must make a Wisdom save DC=8+your proficency+your charisma modifier.On a failed save, they are frightened of you until the end of your next turn.

Bonus Proficiency
When you choose this archetype, you gain proficiency in Intimidation.

Archetype Grit Regain
When you sucessfully intimidate a person into giving you their valuble possesions or military currency you may gain a grit point.

Cheap Shot
At the 3rd level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a firearm.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
At the 6th level, the bonus damage of Cheap Shot becomes 2d6.
At the 11th level, the bonus damage of Cheap Shot becomes 4d6.
At the 17th level, the bonus damage of Cheap Shot becomes 6d6.

Code Speak
At the 6th level with your desperado lifestyle you have picked up code speak, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Criminal Eye
At the 11th level, you have learned to appraise the value of objects with a single glance. As a bonus action you can take note of an object and the DM will tell you how much you will be able to sell it for. You can also use a bonus action to figure out which object you can see is the most valuable.

Forever on the Run
At the 17th level, you have learned exactly how to give the law the slip in a chase, whether ducking into an allyway or weaving through a crowd. You can’t be tracked by nonmagical means, unless you choose to leave a trail and will almost always manage to escape when in a chase.
Additionaly your criminal lifestyle has led you to improved haggling skills. When fencing stolen goods you should get a 50% to 100% increase in the price you sell it for.

Optional Class feature, Maintenance
At the 2nd level, you always keep your weapon maintained and as an action can fix minor problems, such as a jams or misfires (Natural 1s).
Jams and misfires are a recommended result for a natural 1. Some DM’s feel nat 1s are already bad enough and this feature is not relevant, but for those that want to have them be more severe this is the ideal result for a firearm. The feature then shows how the gunslinger can repair their weapon in the heat of combat using an action.