The Gunslinger is from multiple points of view like the Battlemaster warrior. Gunslingers, This Arch-Type; being mechanically exceptional are hyper-canny crafters. Some join parties not to be pioneers yet to have a mind-boggling impact over the front line, forming whole wars with their bluster.
Some are unmatched dread at short proximity, destroying adversaries with their resolute purpose. While others are the model of productivity, lying in pause and executing their objectives before they knew there was any risk. All are considerable in their very own right. As the Gunslinger develops with their gathering, the more grounded through information on their weapons they become and lethal. For the individuals who need a scramble of Renaissance energy, wilderness experience, or Victorian bad dream in their crusade world, this class contains choices for a wide assortment of gunslinging legends.
Drawing motivation from different recorded and anecdotal sources, this class underpins a wide scope of originals. From a long-range bolster class to a high harm military class, from a man with no name to a group chief, the gunslinger has the instruments to accommodate your playstyle. One of my players is playing a gunslinger in my nautical battle world, so I wound up making my form of the gunslinger class.
The primary objective of overhauling and rethinking the class was to dispose of the bomb specialist that has gunslingers experiencing routine failures to fire. As a gunslinger, you make your imprint upon the world as a master with flintlock guns. While anybody can point a gun or rifle and shoot it, a gunslinger is a cut far over the riffraff.
Gunslingers consolidate exceptionally quick reflexes and cautious plan to go about as bosses of extended battle. Gunslingers additionally draw on swagger, a blend of fortitude and certainty, to perform stunning deeds with guns. The Gunslinger is a long-range warrior, with attention on exactness and negative impacts for their targets.
Gunslingers are assembled by a certain something: their affection for hot iron and flying lead. Past this, they are as wild and fluctuated as the grounds they wander. The utilization of guns lets a gunslinger give a consistent progression of harm while remaining off the bleeding edges and generally out of damages. You can make a gunslinger rapidly by following these proposals.Now that I have started to run my Vodari campaign again, the homebrew ideas are coming in fast and furious from myself and my players.
One of my players is looking to play a gunslinger in my seafaring campaign world. I ended up creating my own version of the gunslinger class, but I thought the Arcane Gunmaster archetype would work well as a fighter archetype.
This archetype assumes a campaign world where guns are available. The easiest way to handle a gunslinger is to have them start with a firearm as a ranged weapon.
Then just treat guns like crossbows that are much louder with worse range. This will have limited impact on the balance of 5e versus using the powerful firearms found in the DMG. Here are some guns that match up pretty close with crossbows. If you want the guns to have a bit more pop, bump them all up by 1 damage die to 1d8, 1d10, and 1d12 or 2d6. However, the Arcane Archer is for elves with bows and I wanted something that would work for steampunk or seafaring adventurers.
This subclass is my attempt to translate the Arcane Archer into something for my homebrew world that is focused on blasting pirates and sea monsters with magic shots. Nobles, swashbucklers and soldiers spend years perfecting the classic arts of swordplay, but few warriors take the time to gain the same expertise with firearms. The few who invest the years of training it takes to master firearms are gunslingers.
As a gunslinger, you make your mark upon the world as a expert with flintlock firearms. While anyone can aim a pistol or rifle and fire it, a gunslinger is a cut far above the rabble.
Gunslingers combine lightning fast reflexes and careful aim to act as masters of ranged combat. Gunslingers also draw on bravado, a mix of courage and confidence, to perform amazing deeds with firearms. You also learn the mending cantrip. Once per turn, when you shoot a firearm as part of the Attack action, you infuse the ammunition with one of your Arcane Ammunition options to the shot. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.
You gain an additional Arcane Ammunition option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.
Gunslinger Class – D&D 5e
You are assumed to have been collecting materials and working on the gun for quite some time, finally finishing it during a short or long rest after you reach 6th level. If you roll initiative and have no uses of Arcane Ammunition remaining, you regain one use of it. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic. Blinding Shot. You infuse evocation magic into your shot.
As the shot hits the creature, it flares with a bright light. The creature hit by the shot takes an extra 1d6 radiant damage. The target must also succeed on a Constitution saving throw, or be blinded until the start of your next turn. A creature blinded by this shot makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. After you reach 18th level in this class, a target also takes 2d6 radiant damage when the shot hits it.
Agonizing Shot.Login My Library Wishlists. New Account or Log In. Hide my password. Get the newsletter. Subscribe to get the free product of the week! One-click unsubscribe later if you don't enjoy the newsletter. Log In with Facebook. Log In I am new here. Remember me. Error: No match for email address or password.
Password forgotten? Click here. Advanced Search. Gunslinger 5e. This is my version of the full Gunslinger class for Dungeons and Dragons 5th Edition. This is just version 1.
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Tales from the Yawning Portal. Storm King's Thunder. Curse of Strahd. Rage of Demons. Elemental Evil. Tyranny of Dragons. Product Type. Core Rules.The Gunslinger embraces that newest and most exotic of weapons, the firearm. They understand the arcane science behind gunpowder, and they appreciate the special care these weapons demand.
Given how few weapon smiths know anything about guns, the Gunslinger learns how to craft and repair these marvels of technology for themselves. Other warriors, those who resist the inevitable, often refuse to give guns the proper respect. Once they encounter the Gunslinger—assuming they survive, of course—they learn to respect both the weapon and its wielder. At 7th level, you can draw or stow multiple firearms without spending an action. In addition, you gain advantage on initiative checks when drawing a firearm.
At 10th level, after you attack once in a turn, you can use a bonus action to gain advantage on your next firearm attack made that same round.
In addition, whenever you have advantage on an attack roll with your firearm, you deal an additional die of base firearm damage. At 15th level, you can reload a firearm as a Use an Object action.
Subscribe to the Open Gaming Newsletter! Toggle navigation. Become a Patron! New Pages Recent Changes.This is technically advanced with hyper intelligent crafters. There are some joint parties and not the leaders but do have incredible influence over the battle field to shape the entire war with their bravado.
There are some unparallel terrors available at close range with decimating foes and unflinching resolve.
The game can be considered as a fighter game with most of the warriors to combat specialists who are spending their years perfecting the classic art of swordplay, archery or pole arm tactics. The creativity is well served with immaculating aim and you can become a distant force of death on the battle field. You can also make gunslinger quickly by following the suggestions like dexterity which must bear highest of ability score. This is followed by wisdom and the second one to choose is bounty hunter that is provided as background in the dnd5e gunslinger.
At first the dexterity must be the highest ability score, followed by wisdom. One can also check out the gunslinger 5e pdf to get further details. The information relating to the 5e gunslinger moves ahead with firearms adding the proficiency bonus to the firearm attacks. With every game ending there is a short rest, the gunslinger would gain a number of grit points that are equal to their wisdom modifier.
Next the gunslinger can easily regain the girt points by scoring critical hit or by killing blow using the firearm as mentioned on the gunslinger guide 5e. The gunslinger can regain the grit points by scoring a critical hit or by killing blow with a firearm. The best thing can be the gunslinger guide 5e which matter the most in the game.
It become first posted in thru Tactical Studies Rules, Inc.But, if yer a gunslinger That ogre's dead in less 'n' 2 seconds. A gunslinger is a class that is like the lovechild between an archer, and a wizard.
They use innate magic to improve their damage output, either directly or indirectly, actively or passively. Wherever they're a sniper hundreds of feet away, or a vigilante 10 feet away, they're a deadly force for all enemies to fear. As a Gunslinger, your damage relies on you staying just behind the front lines, or even in the very far back, taking down key targets from afar with your mastery of both firearms, and a bit of magic.
You can make a Gunslinger quickly by following these suggestions. First, make your highest stat Dexterity, followed by Intellect. Second, choose either the Folk Hero or Soldier background, depending on which would fit your character more. Third, choose a firearm, a simple weapon like a shortsword, and a gaming set. At 1st level, you choose one of the following firearm masteries.
Gunslinger (5e Class)
At 11th level, you can choose another one. In the regular range of Snipers, you have advantage on attack rolls, and no longer get disadvantage in the long range. Instead of firing three bullets, if an enemy is within 5 feet of you, you can instead fire directly into them, dealing double damage. When you do, your next regular shot against a target deals 1.
At 7th level, this is increased to 2x damage. Starting at 3rd level, reloading your firearm only costs a bonus action, instead of a regular action. 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. At 5th level, you choose a Path of the Gunslinger Archetype, which are featured at the bottom of this page. If you attack twice e. Starting at 11th level, each time you make an attack, roll a d If you roll a 10, if your attack roll hits, you get a guaranteed critical hit.
If you already had rolled a critical hit, then add another die to the damage, as if you triple-critted. At 14th level, you get headshots on For some Gunslingers, they believe that the law and its officers are corrupt, and that they need to take the law into their own hands.
These are Vigilantes. Most Vigilantes use Revolvers, and Shotguns.The Gunslinger in Dungeons & Dragons (Part 2)
Starting when you choose this path at 5th level, when you roll initiative, you can quickly draw your gun, and make an attack with advantage on any target within your range. If this kills the target, then your next attack also has advantage.
If the target is the opposite alignment of yours, and resistant to radiant, this deals full damage anyways, and if they're immune, the radiant deals half. You cannot crit with this feature, or make headshots. You can either fire instantly to hit all targets, bypassing attack rolls, or wait 2 turns to crit on all of them.One of my players is playing a gunslinger in my seafaring campaign world, so I ended up creating my own version of the gunslinger class.
The main goal of redesigning and reimagining the class was to get rid of the fail mechanic that has gunslingers suffering from routine misfires. Let me know what you think in the comments below. In Vodari, nobles, swashbucklers and soldiers spend years perfecting the classic arts of swordplay, but few take the time to gain the same expertise with firearms.
The few who invest the years of training it takes to master firearms are gunslingers. A Cut Above As a gunslinger, you make your mark upon the world as a expert with flintlock firearms. While anyone can aim a pistol or rifle and fire it, a gunslinger is a cut far above the rabble. Gunslingers combine lightning fast reflexes and careful aim to act as masters of ranged combat. Gunslingers also draw on bravado, a mix of courage and confidence, to perform amazing deeds with firearms.
Quick Build You can make a gunslinger quickly by following these suggestions. First, make Dexterity your highest ability score. Your next-highest ability should be Charisma. Second, choose the Sage or Soldier background, depending on how you came to be a gunslinger. You may use them to craft ammunition at half the cost and to maintain your firearms. This effect does not stack with the Archery fighting style. Two-Weapon Fighting When you engage in two-weapon fighting with at least one pistol, you can add your ability modifier to the damage of the second attack.
Beginning at 1st level, you can draw on your courage and confidence to accomplish deeds with firearms that would seem impossible to others, represented by bravado points. Your gunslinger level determines the number of points you have, as shown on the Bravado Points column of the Gunslinger table.
Once per turn, you can spend these points to fuel various bravado features, called deeds. You learn more bravado deeds as you gain levels in this class. When you spend a bravado point, it is unavailable until you finish a short rest or long rest, at the end of which your expended bravado is recharged.
You must spend at least 15 minutes of the rest maintaining your firearms to regain your bravado points. The saving throw DC is calculated as follows:.
Danger Sense. When an attacker that you can see hits you with an attack, you can use your reaction to spend a bravado point, forcing the attacker to reroll its attack roll and take the lower of the two results.
When you take the Attack action using a firearm, you can spend a bravado point to gain advantage on the attack roll. Utility Shot. You can spend a bravado point to make an attack 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.
You add your Charisma modifier to your initiative rolls. Choose Pistolero, Musketeer, Cannoneer or Arcane Gunmaster, all detailed at the end of this class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th and 18th level.
When an attacker that you can see hits you with an attack, you can use your reaction to step out of the way of further assault, moving a distance up to half your movement speed, and if you move at least 5 feet, you can reduce the damage by an amount equal to your Dexterity modifier. While moving in this manner, enemies have disadvantage on attacks of opportunity made against you.
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. Your firearm attacks score a critical hit on a roll of 19 or Creatures that target you when you have half cover must treat it as three-quarters cover and three-quarters cover as total cover. Also, when an unfriendly creature makes a ranged attack against you, you can spend a bravado point to move half your movement as reaction.