Build and run your Dungeons & Dragons 5e campaign on World Anvil!

START NOW

Gunslinger

A fast, agile, ranged combatant that specializes in firearms.
hit dice: 1d8
hit points at 1st level: 12 + CON MOD
hit points at higher levels: 1d8 + CON MOD
armor proficiencies: Light, Medium.
weapon proficiencies: Firearm.
tools: Tinker's Tools
saving throws: Dexterity, Charisma
skills: Choose 3 from: Perception, Intimidation, Acrobatics, Athletics, Persuasion.
starting equipment:
A revolver or pistol
Studded Leather or Chainmail
A bag of 40 Bullets.
spellcasting:
No.
class features:
Firearm Proficiency - Level 1
Gain Proficiency with firearms.
Headshot - Level 1
When landing a critical hit, you can instead just double the damage.
Grit Points - Level 2
You gain "Grit Points" that can be used to perform certain class features. You start with 5 + WIS MODIFIER. You can + CHA MOD every 3 levels.
Trick Shots - Level 2
You gain the ability to perform certain trick shots that improve your firearm magically. These all cost 1 Grit Point. The Trick Shots you gain at level 2 you can use are:     - Violent Shot
When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.
  - Forceful Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw of 10 + YOUR CHA MOD or be pushed 15 feet away from you.
  - Piercing Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.
  - Contender
A single, powerful shot that implodes inside the target, paralyzing them, stunning them until it is your turn again. This also deals an extra 1d6 damage. they must roll a CON save(12 + DEX MOD), if they succeed they do not get paralyzed.
Very Accurate Targeting Shots - Level 3
You can use this to aim very easily at a specific target, gaining advantage against them for 3 rounds. You can use this once per long rest. Uses 1 Grit Point.
Gunzerker - Level 3
You can dual wield one-handed guns. If you hold a two handed firearm in one hand and fire it, it will be knocked away from your hand.
Bullseye - Level 3
Important Skill - Do Not forget about this, Ryan! Place a mark onto a target, and when you deal damage to them, you add an extra 1d6. Can be used 3 times per battle. Does not take an action.
Combat Knife - Level 3 
Do a flurry of swipes and stabs with a combat knife, dealing 5d4 slashing damage. Can be used once per long rest.
Gunslingers Buddy - Level 3
Get a friend.
Ability Score Improvement - Level 4
Gain a feat or 2 stat points.
Ricochet - Level 5
When you land an attack on an enemy, you can ricochet the bullet to another enemy within 15ft. of the original target. Uses 2 Grit Points.
Speed Shot - Level 5
You can shoot twice with one attack action.
Quick Fix - Level 5
You can use a bonus action to repair tools instead of an action.
Ability Score Improvement - Level 7
Gain a feat and 2 stat points.
Bullet Time - Level 8
Entered a slowed time, gaining advantage with everything and gaining another action. You can use this once per long rest.
subclass options:

Path of the Quick Shot

You learn how to dish out as much shots as you can in a short amount of time.
Dual Wielding Expertise - Level 3
You gain advantage with attack rolls while dual wielding sidearms and an attack action uses both of your guns.
Quick Shots - Level 3
You can attack 3 times for one attack action.
Speed Cola - Level 3
You can reload using a bonus action instead of an action, this applies to both guns in one bonus action.
High Noon - Level 5
Charge this up for 2 turns. When it has been 2 turns, fire 6 shots from any sidearm, if the amount of ammo inside is not enough, it just shoots what's in the clip/barrel. Every shot is a critical. Costs 6 Grit points.
Golden Gun - Level 6
Raise your gun into the air, draining energy from you, turning it golden. This increases the damage dealt by that firearm by 1d10, this lasts 4 rounds. This costs 3 Grit points.

World Anvil: The Ultimate Worldbuilding Toolset & RPG Campaign Manager

Created for Dungeon Masters and Game Masters, World Anvil has everything you need to build your own homebrew RPG campaign setting, and run your games, either online or around the table!

  • Speed up prep with a whole library of community statblocks you can copy (and edit!)
  • Enthrall your players with interactive maps, timelines, and a whole wiki of your world
  • Keep track of NPCs, PC character sheets, monster stats, treasure, journals, notes and more
  • Quickly look up essential info with session notes, campaign map markers, and bookmarked lore at your fingertips
  • Build your own campaign setting, or expand a prewritten campaign, with expertly created worldbuilding templates and prompts
  • Control who sees what in your worldbuilding wiki with secrets and subscriber groups
  • Collaborate with players and GMs to build the campaign setting of your dreams 
  • NEVER lose your notes!

GET STARTED TODAY!

Take the first step. Create your account. Your world and characters await!

100+ RPG systems