Gunslinger

Gunslingers are technologically advanced and hyper-intelligent crafters. Some have incredible influence over the battlefield, shaping entire wars with their bravado. Some are unparalleled terrors at close range, decimating foes with their unflinching resolve. Others are the model of efficiency, lying in wait and killing their targets before they knew there was any danger. Regardless of the gunslinger's preferred method of attack. All are formidable in their own right. Don't cross one, they aren't to be taken lightly.

A gunslinger's weapons are a reflection of them and are their most prized possessions. With their extreme smithing talent, no two are similar, as each one is engraved and crafted to the gunslinger's advantage. As the gunslinger grows more comfortable with their weapons and knowledgeable of combat, they become a formidable and deadly force.

## Creating a Gunslinger

How did your character come across firearms? Are they a new experimental technology? Were you drafted into the armed forces and told to pick up a rifle? Are these weapons commonplace in your world? If your character wasn't in the army, how'd they come across firearms? Looting a battlefield? Bought in an auction house dirt cheap? Discuss with your DM how your character came into possession of their trademark.

Quick Build
You can make a Gunslinger quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Soldier background.

## Class Features

As a Gunslinger you gain the following class features.

Hit Points
**Hit Dice:** 1d10 per Gunslinger level

**Hit Points at 1st Level:** 10 + Constitution modifier

**Hit Points at Higher Levels:** 1d10 (or 6) + Constitution modifier per Gunslinger level after 1st

Proficiencies
**Armor:** Light armor, Medium armor, Shields

**Weapons:** Simple weapons, Firearms, Hand Crossbows, Heavy Crossbows, Pikes, and Scimitars

**Tools:** Tinker's Tools

**Saving Throws:** Strength, Dexterity

**Skills:** Choose two from Acrobatics, Athletics, History, Insight, Intimidation, Investigation, Medicine, Perception, Stealth, and Survival.

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

* (*a*) scimitar or (*b*) any simple weapon or (*c*) a plug bayonet (see Firearms Equipment)
* (*a*) leather armor or (*b*) chain shirt
* (*a*) dungeoneer's pack or (*b*) explorer's pack
* a standard quality firearm of your choice (listed below) and 20 bullets
* If you are using starting wealth, you have 4d4 x 10 in funds.

### Table: The Gunslinger

#### Gunsmith

At 1st level, you can create firearms, attachments, and bullets 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 or firearm attachment (located under Firearm Equipment) for a cost in raw materials equal to half the price of the firearm or attachment. 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 basic bullets (located under Firearm Equipment) for a cost in raw materials equal to 25% of the price. Crafting ammunition is done in an environment where working metal is possible.
You can craft firearms, attachments, and bullets with Tinker's Tools.

#### Gunslinger Focus

At 1st level, you choose a Gunslinger Focus. This Focus may represent an office you held in your military days or simply might be chosen around the weapon you wield. Choose between Combat Medic, Dragoon, Field Commander, Gunmaker, Pistolier, Rifleman, Scout, Siege Engineer, and Spellslinger detailed at the end of the class description. Your choice grants you features at 1st level and again at 2nd, 6th, 8th, and 17th levels.

* Field Commander -- You lead your troops to victory. A tactician and motivator, you keep your team morale high and keep the battlefield running in your favor.
* Gunmaker -- Rather than firing guns, your expertise comes with making them. You're a brilliant mind full of ideas and innovations that come with the new technology at your fingertips.
* Pistolier -- Experts with a pistol or two, these gun users might include a vast array of duelists and soldiers alike. Lightly equipped with a pepperbox or strapped with seven guns on a belt, one thing's for sure, these marksman carry a lot of firepower in a small package.
* Rifleman -- Crack shots with a rifle, these marksmen carry a lot of firepower shoved down a long, metal tube. Rifleman typically make up the bulk of an army of gunners, and the ones who live become very accurate with their shots.
* Scout -- Scouts excel at infiltrating enemy lines and tracking enemy troops. A scout may be a woodsman and master hunter called to arms or a soldier with a particular set of skills that allow them to slip by their opponents, unseen.
* Siege Engineer -- Breaking things is what they do. Unfortunately, carrying any siege engine would be a lot more trouble than it would be worth, so a more scaled-back hand cannon should be sufficient enough to get the job done most of the time.
* Spellslinger -- With the intelligence of a mage and the skills of a soldier, the Spellslinger is a force to be reckoned with. Utilizing the realm of the arcane in conjunction with powerful ordinance makes these shootists wily and dangerous.

#### Gun Care

At 3rd level, reduce the misfire score of all firearms you wield by 1. This reduction increases to 2 (down to a minimum score of 1) at 10th level.

#### Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your 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.

#### Press On

Beginning at 4th level, your movement speed increases by 10 feet Additionally, you and up to 10 friendly creatures of your choice can travel together at a forced march for two additional hours each day without adverse effects.

#### Hawk Eye

Beginning at 5th level, you now score critical hits with a firearm on a roll of 19-20. Upon reaching 15th level, this range increases to 18-20.

#### Adept Reload

At 5th level, you can reload all firearms as a bonus action. At 11th level, you can reload all firearms without expending an action or bonus action.

#### Evasion

At 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.

#### Hold This Ground

Beginning at 9th level, you and any friendly creatures you choose within 10 feet of you have advantage on saving throws against being frightened while you are conscious. Additionally, you can deal an extra 1d8 damage to creatures below their hit point maximum once per turn.

#### Covering Fire

Starting at 9th level, whenever you make a firearm attack roll against a hostile creature, a friendly creature within 30 feet of you can expend their reaction to move up to half their movement speed whether you hit or not.

#### Extra attack

At 11th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

#### Grazing Shot

Starting at 13th level, if you miss a target with a firearm but don’t misfire, you can roll another attack roll, subject to the same advantages or disadvantages as the one you just made. If this attack would hit, your missed shot grazes the target instead, dealing piercing damage equal to half your Dexterity modifier (minimum of 1). At 18th level, this feature applies your full Dexterity modifier.

#### Minie Ball

Upon reaching 14th level, all firearms deal damage equal to once dice step higher within their first range increment (d6’s becomes d8’s, d8’s becomes d10’s, and so on).

#### Withstand

Beginning at 15th level, if you would be knocked unconscious as a result of falling to 0 hit points but not killed outright, you can choose to withstand. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points, but you remain conscious. You cannot move more than half your movement speed on your turn, and you can only expend bonus actions on each of your turns until you fail three death saving throws or stabilize. Upon being stabilized you can choose to come back at 1 hit point on your turn (no action required).

#### Master Marksman

Upon reaching 20th level, when you hit a creature or object with a firearm attack, you receive a bonus to damage rolls equal to half your Gunslinger level. You may deal this damage once per turn.