Hit Points

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:

(a) One of the following;

Revolver: 500gp 5 lb. Range: 20/60, Reloading 1d6 Piercing (6 shots)

Rifle: 800gp 10 lb. Range: 50/100, Reloading 1d10 Piercing (3 shots)

Blunderbuss: 700gp 15 lb. Range: 10/20, Reloading 1d8 Piercing (3 shots)

The reloading property is a variant of the loading property. A firearm has a number of shots it can make before needing to be reloaded. To do so you must spend your action reloading the weapon. or (b) {{{item1b}}}

Bullets (60): 100gp 1 lb. and a 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



  • Gunsmith, Grit, Deeds
  • Gun Style (Pistol, Rifle, Dual-wield, Shotgun), Deadshot
  • Gunslinger Archetype (Sharpshooter, Pistoleer, Gunmage)
  • Attuned senses, Increase Ability Score
  • Extra Shot
  • Gunslinger Abilities (+1 cha and dex, up to 20 max)
  • Archetype Ability
  • Increase Ability Score, Deadshot Improvement
  • Dive for Cover
  • Fast Reload
  • Archetype Feature, Improved Grit
  • Increase Ability Score
  • Deadshot Improvement
  • Archetype Feature
  • Increase Ability Score
  • Archetype Feature
  • Increase Ability Score
  • Extra Shot


Gunsmith – At 1st level, you can create firearms, craft bullets, and mix gunpowder for all types of firearms.

Crafting Firearms: You can craft a firearm for a cost in raw materials equal to half the price of the firearm.

Crafting Ammunition: You can craft bullets, pellets, and gunpowder for a cost in raw materials equal to 10% of the price.

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.

Grit – At first level a Gunslinger has a number of Grit points equal to their cha mod (minimum 1) to be spent on Deeds

Deeds – Starting at level 1 a Gunslinger can perform certain extraordinary deeds

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. 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.

Gun Style:

At level 2 the Gunslinger chooses one of the following specializations:

Pistols – +2 attack roll with pistols

Rifles – No longer suffer range penalties

Dual-wield – can make attack with off-hand weapon and add ability modifier


            Beginning at level 2 the Gunslinger can spend 1 grit to add damage to their attack. At level 2 this damage is 2d6 and increases to 2d8 at level 8 and 2d10 at level 14


Gunslinger Archetype:

            At level 3 the Gunslinger chooses an archetype from the following list: Pistoleer, Sharpshooter, and Gunmage

Attuned Senses:

            At level 4 the gunslinger an spend 1 grit point to get a sense of their surroundings, after focusing for one round they know roughly where any living creature is within 30 feet of them.

Dive for Cover:

            At level 9 the Gunslinger’s reflexes are finely tuned, giving them advantage on all dex saves.

Fast reload:

            At level 10 the Gunslinger has become more rapid at reloading his firearm, rather than requiring an action he can now reload as a bonus action.

Improved Grit:

            At level 11 The gunslinger has double his cha mod in grit points per day.

Gunslinger Archetypes


Level 3:

Improved Critical – At third level the critical range of all pistols becomes 19-20.

Level 7:

Ricochet – At seventh level the pistoleer can reroll a missed attack. This ability can not be used again until the pistoleer takes a short or long rest.

Level 11:

Saving Shot – When an ally you can see is attacked by a melee attack you may use an interrupt action to attack the creature who attacked your ally. If your attack hits you deal only weapon damage (no ability modifier) and you add your cha modifier to the AC of your ally.

Level 15:

Superior Critical – At fifteenth level the critical range of all pistols becomes 18-20.

Level 18:

Rain of Lead – You attack all enemies in a 30 foot cone with a flurry of shots. You make a single attack roll to target each of the enemies in range. If you hit you deal your normal pistol damage plus cha mod. If this roll is a critical hit, then you deal critical damage to each target. This uses 6 shots worth of powder and ammo and you can not use it again until you have had a long rest.


Level 3:

Penetrating Shot – At level 3 a sharpshooter’s attack deals damage to multiple enemies in a line. The number of enemies that can be affected is equal to the sharpshooter’s dex mod. The Sharpshooter must still succeed t an individual attack roll against each target, and if it misses that still counts toward the total number of possible targets.

Level 7:

Precise shot – the sharpshooter can forego an attack and focus on a single target for a round. If the sharpshooter attacks that target in the following round, the attack is considered critical.

Level 11:

Nowhere to Hide – Attacks from the sharpshooter now ignore cover

Level 15:

Wounding Shot – Before making your attack roll you may spend 1 grit point, if your attack hits; the target will take damage equal to your cha modifier at the beginning of its turn until it receives magical healing.

Level 18:

High Ground – When making an attack from an elevation at least 5 feet above their target, a sharpshooter may add their cha mod to the damage roll if they hit.

                Gun Mage

Level 3:

Weapon Bond – At third level you learn a ritual that creates a bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, but can only summon one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

Level 7:

Energy Shot – beginning at level 7 the gun mage’s weapon attacks deal additional damage of an energy type of their choice. This extra damage is equal to their cha mod and the energy type must be declared before the attack roll is made. Further, all Energy infused attacks count as magical for the purposes of damage reduction.

Level 11:

Eldritch Defense – At eleventh level you become attuned to magical attack and your defenses are strengthened against them. You have advantage on your saves against any spells.

Level 15:

Tactical Replacement – Starting at level fifteen, when you are hit with an attack that would put you at 0 HP, you may teleport up to 50 feet away, creating an illusionary version of yourself which dies in your place. The illusion lasts until you fall unconscious or dispel it. You may not use this ability again until you have completed a long rest.

Level 18:

Nullifying Shot – Starting at level 18 the Gun Mage can hit the chakra points that allow supernatural or magical abilities, this attack deals no damage, but if it hits, instead prevents the target from casting any spells or using any special abilities. The target must make a cha saving throw each time they wish to cast a spell or use an ability until they take a long rest. The DC for the saving throw is 8 + proficiency +cha


Spell Carver

Spell Carver

Quick build:

You can make a spell carver quickly by following these suggestions .First, Intelligence should be your highest ability score , followed by Dexterity second.

Hitpoints :

1d10 per Spell Carver level

1st level : 10 + con modifier

Hit points at higher levels : 1d10 ( or 6) + your constitution modifier per paladin level after 1st



Armor : light armor

Weapons: simple and martial weapons

Tools : Artisans tools

Saving Throws: Int  Dex

Skills: Choose two from the following: arcana, insight, religion, history, intimidation, survival



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

  • (a) greatsword (b) two martial weapons
  • (a) five javelins or (b) any simple melee weapon
  • dungeoneer’s pack or an explorer’s pack
  • Leather armor and artisan kit for carving









Level Prof Bonus Features
1 +2 Spell Carve, Arcane Sense
2 +2 Fighting Style , Arcane Health ,  Spellcarved Weapon
3 +2 Archetype choice
4 +2 Ability score improvement
5 +3 Extra attack
6 +3 Spellcarved Shielding ( mage armor or shield )
7 +3 Archetype feature
8 +3 Ability score improvement
9 +4
10 +4 Aura of Arcane Defense
11 +4 Arcane Charge
12 +4 Ability score improvement
13 +5
14 +5 Dispelling Glyph
15 +5 Archetype feature
16 +5 Ability score improvement
17 +6
18 +6 Improved arcane defense
19 +6 Ability score improvement
20 +6 Archetype feature




Spell Carve: You begin your knowledge of Spell Carving art by carving a simple cantrip effect on each of your hands. Choose 2 cantrip’s  effects from the wizard spell list and apply them to your left and right hand ( 1 for each hand ) . This ability also allows you to create Spellcarved weapons and armor, through which you may channel many of the abilities you gain as you level up. Creating Spellcarved weapons and armor requires one hour of labor per piece and may be done as part of a long or short rest.

Arcane Sense: As an action , you can sense the presence of magic, it’s school , and the direction it is in until the end of your next turn. You can use this feature a number of times equal to 1 + your Int mod. When you finish a long rest you regain all expended uses.

Fighting Style: At 2nd level you adopt a style of fighting as your specialty. Choose one of the following options you can’t take a fighting style option more than once , even if you later get to choose again.

Defence : while wearing armor you gain a +1 bonus to AC

Dueling: when you are wielding a melee weapon in one-hand and no other weapons you gain a +2 bonus to damage rolls with that weapon

Great Weapon fighting : when you roll a  1 or 2 on a damage die for an attack you make with a melee weapon that you are wilding with two hands , you can reroll the die and must use the new roll. The weapon must have either two handed or versatile property for you to gain this benefit.

Arcane Health: Once per short or long rest, you can gain a number of temporary hitpoints equal to your int mod as a bonus action.

Spellcarved weapon: You carve a damage increase into your weapon . You have a pool of arcane energy that replenishes when you take a long rest. With that pool you can increase the damage dealt by your spellcarved weapons. Preparing your weapons in this way requires 1 hour of labor and may be done as part of a long or short rest. When activated you may spend a number of points from this pool up to your int mod to increase damage by all your spellcarved weapons until the start of your next turn. The total amount of runic energy that may be spent in this way is equal to your spellcarver level times 5.

Archetype: at 3rd level you choose a type of spell carving to specialize in Living Weapon, Shield Carver , and Carver Witch. Your choice grants you features at 3rd level and again at 7th , 15th , and 20th level.

Spellcarved Shielding : You can carve the spell Shield or mage armor ( decided when you reach level 6 )  into your armor/self You can use this a number of times equal to your int mod per long rest and it functions as the spell cast by a wizard of the spellcarver’s level.

Arcane Charge : Starting at 11th level, You may use a bonus action to teleport up to 30 ft. You can use this ability a number of times equal to your int mod per long rest.

Aura of Arcane Defence: Allies within 10 ft of you gain a bonus to saving throws vs spells equal to your int mod. You must be conscious to grant this bonus. At 18th level this aura’s range increases to 30 ft.

Improved Carved Weapon : Increase the damage of Carved Weapon to 2d8.

Dispelling Glyph: Use your action to carve a dispel spell on yourself or a willing ally to end one effect on the target. You can use this a number of times equal to your int mod ( a min of once) . You regain expended uses when you finish a long rest.


Living Weapon:

Arcane Arsenal: Starting at 3rd level , as an action you imbue a spellcarved dagger with arcane energy, allowing it to hover and make attacks, it occupies your space and attacks on your initiative. The Spellcarved dagger deals 1d4+int damage and uses your attack rolls. The dagger has stats as a normal dagger and can be destroyed as such. Creating a new Spellcarved dagger requires 1 hour of labor and may be done as part of a long or short rest

Arcane Dragon: Starting at 7th level , As an attack action cause an elemental line of damage in the shape of a dragon the damage can be fire , lightning , or any that a dragon could use in a 100 ft range. This does 8d6 damage with a dex save against 8 + prof + int mod for half. You regain this after you finish a short or long rest.

Arcane Weapon Ally: Starting at 15th level , You animate a copy of your weapon that is made of arcane energy that is permanently following you around as a familiar without int . The stats are based on the size of the weapon ,

Small : hp 25, AC  16 ,uses characters attack and damage , Str 6 , dex 14.

Medium: hp 40, AC 13, uses characters attack and damage , 10,12

Large: hp 50, AC 10 ,uses characters attack and damage ,,14,10

It acts with your init, it has a fly speed of 30 due to hovering, it has blindsight out to 30 ft; it can make a single attack action. If it is destroyed you may summon it back after a long rest.

Arcane Militia: Starting at 20th level, Your Arcane Ally Weapon duplicates itself in number of times but each copy only has a quarter of the original’s health rounded up. You can only have a max of 1 + int mod number of your Arcane Ally Weapon at one time. You can reuse this ability up to this limit after a short or long rest.






Shield Carver:

Arcane Dodge:  Starting at 3rd level, When you are hit you can use your reaction to increase your AC by your int mod, as long as you are in light or no armor, for one round per short or long rest.

Arcane Barricade: Starting at 7th level ,Use an action , for  a number of rounds equal to int mod gain resistance to all physical attacks. Regain after you finish a short or long rest.

Arcane Shield: Starting at 15th level , you may carve a rune that prevents damage to you and all adjacent allies. This ability prevents to first damage done to an individual each round and replenishes the amount of damage it prevents at the beginning of your turn. You prevent an amount of damage equal to your int mod to each target of the rune.

Unnamed : Starting at 20th level,




Carver Witch:

Arcane Burst : Starting at 3rd level, as a bonus action you may deal deal int mod damage to all enemies in a 10 ft radius circle centered on the Spell Carver. You may use this ability a number of times equal to your Spellcarver level per long rest.

Arcane Tentacles : Starting at 7th level , Use an action to fill the area of a 20 ft cube centered on you with tentacles of energy. The tentacles are difficult terrain and lightly obscure their area. When a creature enters the area for the first time in a turn or starts its turn there it must make a dex save (8+prof+int) . on a failed save it falls prone. The tentacles remain for a number of rounds equal to your Spellcarver level. You may use this a number of times equal to your int mod per long rest.

Arcane Impact: Starting at level eleven, any time you use Arcane Charge and end adjacent to an enemy, all enemies in a 5foot radius of the Carver Witch take 5d6+int damage and must make a dex save (DC 8+prof+int) or be knocked prone.

Arcane Storm : Starting at 20th level, use an action to cause 20d6 force damage and 20d6 bludgeon damage in a 40 ft radius circle centered on you the damage is halved with a successful Dex save ( 8+prof+int). You can only use this again after a short or long rest.