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


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