Preface This homebrew class is a collaborative effort of colect, K. and TealPine. The aim of the gunslinger class was to fully realise the fantasy of becoming an Old West type gunslinger in the 5th Edition Dungeons & Dragons. While the gunslinging cowboys were an inspiration, we also aimed to make the class compatible with as many different settings as possible. The gunslinger class is designed to mainly exist in a world where gunpowder or gunpowder-like substances are available and used. It assumes that the firearms detailed in the Dungeon Master's Guide on page 268 in the renaissance items section exist in the world, but they have not yet replaced bows and crossbows. This homebrew class also uses the reload property of weapons detailed on page 267. Here are some additional optional weapon choices to complement the optional rules detailed in the Dungeon Master's Guide. Additional Firearm options Renaissance item Cost Damage Weight Properties Martial Ranged Weapons Blunderbuss 350 gp 3d4 piercing Ammunition (range 10/20), loading, two-handed Arquebus 550 gp 2d6 piercing Ammunition (range 100/400), loading, heavy, two-handed Simple Ranged Weapons Pepperbox 250 gp 1d8 piercing Ammunition (range 30/60), loading, light This class should be compatible with any setting your game takes place in with little or no modifications. All rules described here also work with pre-renaissance weapons such as crossbows, as well as modern firearms. Gunslinger Two rugged figures face each other on a deserted street, their coats flapping in the wind. As the church bell tolls, they both reach for their guns and shoot. One of them is half a second faster than the other and a loud crack echoes off the street like thunder. Weary from the midday heat and the long wait, a half-elf lies on the rooftop of the Coopers’ Guildhouse, long abandoned after the goblin raids. Unmoving, he takes a deep breath as he finally spots his target stepping out of the tavern across the street. He breathes out, holds, and squeezes the trigger. Cornered by a gang of bandits, a battered halfling throws a small metal sphere at her feet. As it fills the air with dense amber gas, she launches a grappling hook from her gun and pulls herself atop a cliff, leaving the bandits to their fate below in the dank cave. There are at least as many unique weapons in the world as there are gunslingers. The weapons they wield are mechanical masterpieces. Whatever the situation, a gunslinger has a plan - one that usually involves shooting. If things do go south, they are quick on their feet. No matter what or who the target is, you can count on the gunslinger to get the job done. Gunslingers are masters of ranged weaponry. They know every inch of their favourite weapons like the back of their hand, and can assemble and disassemble them blindfolded. They often make modifications to these weapons to suit their personality. This separates them from ordinary triggermen. Gunslingers always have a plan and always expect the plan to go out of the window. Being adaptable in almost any situation, they are the perfect addition to any adventuring party to help accomplish their goals efficiently and in style. In combat, some gunslingers prefer to rush their enemies head on in a blaze of glory while others choose to stay hidden and support their allies with well-placed heavy-hitting shots. Gunslingers also utilize special ammunition to control the battlefield. A number of gunslingers prefer to use gadgets while others focus more on improving their weaponry. The Next Job Not everyone who can shoot a gun or a crossbow is a gunslinger. Only those who have taken the time to really devote themselves to the delicate craft of handling, firing, and making these weapons can be considered such. Because of this, there aren’t many true gunslingers in the world. Gunslingers are experts for hire. While they’re often known to help the good men of the law, it is not unusual for a gunslinger to put their skills to use for a more sinister goal. Those who do choose this way of life like to live in or near cities and other large settlements as they need coin and materials for their next modifications or contraptions, though their paths often keep them moving. Adventuring gunslingers are typically mercenaries out for the big payday to finally finish whatever project they are currently working on. In it for the gold, they often dream of retirement on a big pile of treasure. Or, they seek glory to be the greatest there ever was. They are willing to take any sort of risk to earn a little extra or to have a great story to tell back at the tavern.

Creating a gunslinger As you create your gunslinger, think about your character’s training and their relationship with the world: Where did your character get their combat training? What drove them to it - were they born of need and necessity, or perhaps out of desire to seek out adventures and glory? How do they get their much-needed gold - do they seek out employment in shady back-alley taverns or fancy castles? As they tread their path, how do they perceive their peers and allies? Are they just a means to an end or found family? Similarly - are strangers a potential threat or a potential business opportunity? Both? Another equally important aspect to consider is your gunslinger’s perception of their signature weapons. Are they just practical and efficient tools that keep your character alive in the face of danger, or would your gunslinger go through great lengths to retrieve them from a fortified guard tower? Either way, your weapons are your most important and valuable possessions - companions you can rely on even when everyone and everything else lets you down. Quick Build You can make a gunslinger quickly by following these suggestions. First, Dexterity should be your highest ability score. Your next-highest score should be Intelligence or Wisdom, depending on whether your gunslinger is more savvy with the mechanical workings of their weapons or if they have a sharper intuition and insight towards the world. Second, choose the Outlander background. Class Features As a gunslinger, you gain the following class features Hit Points Hit Dice : 1d6 per gunslinger level

: 1d6 per gunslinger level Hit Points at 1st Level: 6 + your Constitution modifier

6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per gunslinger level after 1st Proficiencies Armor: Light armor

Light armor Weapons: Simple ranged weapons, Martial ranged weapons, Gunslinger Weapons

Simple ranged weapons, Martial ranged weapons, Gunslinger Weapons Tools: Tinker's tools Saving Throws: Dexterity and choose one of Intelligence or Wisdom

Dexterity and choose one of Intelligence or Wisdom Skills: Choose three from Deception, Insight, Intimidation, Investigation, Perception, Sleight of Hand, Stealth, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: a martial ranged weapon

a simple weapon

three magazines of ammunition for a gunslinger weapon

(a) a burglar’s pack or (b) an explorer’s pack

Leather armor and tinker's tools The Gunslinger Level Proficiency Bonus Features Gunslinger Weapon Extra Damage 1st +2 Gunslinger Weapon +1 2nd +2 Gunsmithing, Weapon Expert +1 3rd +2 Toolkit Feature +1 4th +2 Ability Score Improvement +1 5th +3 Extra Attack, Wildcat Magazines +1 6th +3 Toolkit Feature +1 7th +3 Guntrading +1 8th +3 Ability Score Improvement +1 9th +4 Take Aim, Gotta Go Fast +1 10th +4 Toolkit Feature +1 11th +4 Master Grenadier +2 12th +4 Ability Score Improvement +2 13th +5 Lay of the Land +2 14th +5 Toolkit Feature +2 15th +5 Duster Coat +2 16th +5 Ability Score Improvement +2 17th +6 Gut Feeling +2 18th +6 - +2 19th +6 Ability Score Improvement +2 20th +6 Full Salvo +2 Smithing and Tinkering Some gunslinger abilities grant you the option to craft ammunition, weapon modifications and other items. These features have a cost associated with them. This cost represents the cost of the materials used in crafting. You also have to have access to any applicable resources that vary between craftable items. The Dungeon Master determines whether or not these resources can be found. Usually, access to a general store, a blacksmith or an apothecary is enough. Saving Throws Some of your abilities, weapon modifications or other items require your target to make a saving throw to resist their effects. The saving throw DC is calculated as follows: DC = 8 + your proficiency bonus + your Intelligence or Wisdom modifier (same as the Saving Throw you chose in Class Features) = 8 + your proficiency bonus + your Intelligence or Wisdom modifier (same as the Saving Throw you chose in Class Features)

Gunslinger Weapon You can alter any ranged weapon with the loading property to become a gunslinger weapon. It loses the loading property and gains the reload property (Dungeon Master's Guide page 267). It retains any other qualities and properties. This alteration costs 200 gold and takes 8 hours to complete. When you first take a level in this class, you can alter one weapon for free. Your gunslinger weapons use magazines with 6 shots before needing to reload. You can reload magazines without expending all the ammunition inside. You can craft up to two magazines using tinker’s tools for the cost of 2 gold during a short rest. You can't reclaim any ammunition expended with a gunslinger weapon. Your gunslinger weapons deal an additional 1 piercing damage with each attack. This additional piercing damage becomes 2 when you reach level 11. Adventuring Options - Firearms Reload. A limited number of shots can be made with a weapon that has the reload property. Acharacter must then reload it using an action or a bonus action (the character's choice). -Dungeon Master's Guide page 267 Gunsmithing Starting at 2nd level you begin to tinker with your gunslinger weapon. You can modify your gunslinger weapon using tinker’s tools. Each modification costs 50 gold and takes 8 hours to craft. You can remove a modification with no cost, but you do not recover the materials and gold used. You can have a total of two modifications on a single gunslinger weapon. Each modification also has a type. You cannot have more than one modification with any given type on a gunslinger weapon. Extended magazines - alteration You increase the size of magazines this weapon uses by 2 Extended barrel - alteration You increase the normal and long range of this weapon each by 30 ft and your gunslinger weapon extra damage goes down by 1 Shortened barrel - alteration You increase your gunslinger weapon extra damage by 1 and you decrease the normal and long range of this weapon each by 30 ft, to a minimum of 10 ft Bayonet - underbarrel You can use this weapon as a melee finesse weapon that deals gunslinger weapon extra damage + 1d4 piercing damage. Personal touch - attachment You cannot be disarmed of this weapon while you are not unconscious. Beam lantern - underbarrel On your turn, you can use a bonus action to cover or uncover the lantern. When uncovered the lantern provides bright light in a 10 ft cone and dim light for an additional 10 ft. Fine-tuned sights - rail You have a +1 bonus to attack rolls you make with this weapon. Weapon Expert Starting at 2nd level, you become an expert of all ranged weapons. On your turn, you can use an action to determine the damage type, damage die, range and properties of any ranged weapon you can see. You also know if the weapon is magical. Gunslinger Toolkit At 3rd level, you choose a gunslinger toolkit: gunfighter, enforcer, operative or specialist, all detailed at the end of the class description. Your toolkit choice grants you features ard 3rd level and then again at 5th, 6th, 10th, and 14th level. Ability Score Improvement 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. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Wildcat Magazines Starting at 5th level, you can craft magazines that use special ammunition using tinker’s tools for your gunslinger weapons during a short rest. In addition to the magazines listed here, your chosen gunslinger toolkit also grants you additional wildcat magazine options. Tracer rounds - 5 Gold While using the ammunition from this magazine in your gunslinger weapon, any damage you deal with the weapon becomes fire damage. Silvered rounds - 5 Gold While using the ammunition from this magazine in your gunslinger weapon, any damage you deal with the weapon counts as a silvered weapon damage. Corrosive rounds - 5 Gold While using the ammunition from this magazine in your gunslinger weapon, any damage you deal with the weapon becomes acid damage. Cheap rounds - 1 Gold While using the ammunition from this magazine in your gunslinger weapon, on a successful attack roll you deal 1 less damage than you normally would.

Guntrading By 7th level, it is easier for you to know where to buy materials for weapons and ammunition. You decrease the crafting cost of all normal magazines and wildcat magazines not granted by a gunslinger toolkit by half. The cost of any wildcat magazine option granted by a gunslinger toolkit becomes 80 gold. Take aim By 9th level, you learn to eliminate even the slightest sway from your hands while aiming. If you have not moved on your turn, you can use your bonus action to take aim. While you are taking aim, you have a +1 bonus to your attack rolls using your gunslinger weapons until the end of your turn. After taking this bonus action, you cannot move on the same turn. Gotta Go Fast Beginning at 9th level, you can use the Dash action as a bonus action on your turn. Master Grenadier Starting at 11th level, you can condense your knowledge about weapons into a ball of destruction. You can craft fragmentation grenades (Dungeon Master's Guide page 268) for the cost of 150 gold during a short rest. When you use a fragmentation grenade, the DC of the Dexterity saving throw is equal to your gunslinger abilities saving throw instead. Adventuring Options - Explosives Each creature within 20 ft of an exploding fragmentation grenade must make a DC 15 Dexterity saving throw, taking 5d6 piercing damage on a failed save, or half as much damage on a successful one. -Dungeon Master's Guide page 268 Each creature within 20 ft of an explodingmust make a DC 15 Dexterity saving throw, taking 5d6 piercing damage on a failed save, or half as much damage on a successful one.-Dungeon Master's Guide page 268 Lay of the Land By 13th level, you know where to ask around to obtain information about the layout of a specific area such as a castle, city street, forest gnoll, field, tavern, ship, roadside etc. Once you have talked to someone who is familiar with the area, or visited it yourself, you are able to draw a crude, but an accurate map of it. Additionally, you have advantage on Wisdom (Perception) checks checking for traps or difficult terrain. You also notice any structural dangers or defects in non-natural environments. Duster Coat Beginning at 15th level, you learn how to dress yourself in a way that confuses your enemies. If you move and do not end your turn in the same space you started it, you can add an additional +2 to your AC to a maximum of 18. This effect lasts until the start of your next turn. Gut Feeling Starting at 17th level, you notice even the smallest hints of a coming altercation. If you are surprised, you can still take your action, bonus action or movement. Full Salvo At 20th level, you learn to master your gunslinger weapons. On your turn, you can use an action to completely unload the entire magazine of your gunslinger weapon you are wielding to a single target. You make a number of shots equal to the shots left in your current magazine in the gunslinger weapon. You make a separate attack roll for each shot fired. This feature counts as an attack action. Once you use this feature you may not attack again this turn. You cannot use anything other than your action to reload the gunslinger weapon used for this feature. Gunslinger Toolkits While all gunslingers are experts on the trigger, tend to be quick on their feet and have a knack for tactical thinking, their skill sets vary and are reflected by the Gunslinger toolkits they use. The toolkit you choose describes your methods, techniques and abilities, but does not define your path. Gunfighter Toolkit Sometimes the bandit, sometimes the bounty hunter, but one is certain - the Gunfighter is the fastest gun out there. Gunslingers with this toolkit are quick on the draw and heavy on the trigger, but it is often their sharp mind and stubbornness that keep them going on their journey. They are often nomads or outcasts who go from town to town, looking for work or purpose. Gunslinger Weapon Improvement Beginning at 3rd level, the cost of altering normal ranged weapons into gunslinger weapons becomes 150 gold for you. Double Trouble Starting at 3rd level, you gain proficiency with light melee weapons. You can reload your gunslinger weapon without a free hand while wielding a light melee weapon or another gunslinger weapon in the other hand. Additionally, you extend the rules of Two-Weapon Fighting (Player's Handbook page 195) to include ranged attacks with light gunslinger weapons in addition to melee attacks with light melee weapons. Melee Attacks - Two-Weapon Fighting When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative. If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it. -Player's Handbook page 195

Wildcat Magazine Option By 5th level, you have access to additional wildcat magazine options. These wildcat magazines cost 100 gold each to craft. Hollow-point rounds While using the ammunition from this magazine in your gunslinger weapon, instead of doing damage on a successful attack roll, you decrease the targets AC by 1 until their armor is repaired. This effect can stack up to 3 times against heavy armor, 2 times against medium armor and natural armor, and 1 time against light armor. This ammunition does not affect magical armor Gunsmithing Improvement At 6th level, you gain access to additional modifications for your gunslinger weapon. Spry Trigger - alteration You can attack twice, instead of once, whenever you attack with this weapon as a bonus action on your turn. Bridgeport Rig - attachment This weapon can be drawn freely as part of an attack even when you have already interacted with an object freely on this turn. Quickdraw By 10th level, you master the art of drawing your weapons. On the first round of combat, you have an advantage on all attacks made with any gunslinger weapon that you are wielding. Last Stand Beginning at 14th level, when you are reduced to 0 HP by an enemy attack or spell, right before you go unconscious you can unload the magazine of a gunslinger weapon you are currently wielding. You must attack the enemy closest to you. You make a separate attack roll for each round in the magazine. This expends the entire magazine left in the weapon. If the magazine in the weapon was already empty you make no attacks. Enforcer Toolkit Gunslingers with the Enforcer’s Toolkit are highly valued as mercenaries for their impressive arsenal that gives them an imposing air. They can also be found in plenty of other places of employment, such as city guard or a military outpost, where their martial training makes them invaluable assets for their allies and friends. Shielded Starting at 3rd level, you gain proficiency with shields. You can reload your gunslinger weapon without an empty hand while wielding a shield. Additionally, you can wield gunslinger weapons with the two-handed property with one hand if you are wielding a shield in your other hand. Wildcat Magazine Option By 5th level, you have access to additional wildcat magazine options. These wildcat magazines cost 100 gold each to craft. Full metal jacket rounds - While using the ammunition from this magazine in your gunslinger weapon, when you attack a creature, the targets AC is considered to be three lower than normal but no less than 12. Shield bonuses still apply to the target. On a successful attack roll, you do not add your Dexterity modifier to your weapon damage. Gunsmithing Improvement At 6th level, you gain access to additional modifications for your gunslinger weapon. Flamethrower - underbarrel When you take the Attack action instead of attacking normally you can spray fire from your weapon instead. Each creature in a cone originating from you must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. The size of the cone is determined by your weapon properties. Light - 10 ft radius Without light, heavy or two-handed - 15 ft radius Heavy or two-handed - 20 ft radius The flamethrower uses a fuel tank that has to be refilled after 2 uses. You can refill the fuel tank during a short rest. The cost of one full tank of fuel is 40 gold. Belt Fed Weapon - alteration You modify your weapon for its rounds of ammunition to be belt fed. Your weapon damage die becomes 1d4. A belt can have a total of 60 rounds of ammunition. You can craft ammunition belts for the cost of 20 gold during a short rest. Whenever you attack with a weapon with this modification you shoot two rounds of ammunition instead of one. You make a separate ranged attack roll for each round of ammunition. You can also craft belts of wildcat magazines. The cost of these are the normal cost times 10. The wildcat ammunition retains all of its other properties and effects. Whenever an ability requires a full magazine, your belt must have at least 12 rounds of ammunition left. When an effect or ability expends an entire magazine of ammunition, instead expend 12 rounds of ammunition from the belt. Spray & Pray By 10th level, you learn to trust blind luck while shooting When you have a full magazine in your gunslinger weapon, you can spray and pray to hit someone as an action. Each creature in a cone originating from you must make a Dexterity saving throw. The radius of the cone is half (rounded down) of your gunslinger weapon’s normal range. A creature takes damage equal to a double of a normal successful attack roll with this gunslinger weapon on a failed save, or half as much damage on a successful one. When using a gunslinger weapon with the Belt Fed Weapon modification, the damage on a failed save is instead quadruple of a normal successful attack roll. The damage type is determined by the magazine loaded into the weapon. When using any wildcat magazine, any applicable effect is also applied (DM’s discretion). This action expends the entire magazine.

Focus Fire Beginning at 14th level, if you attack only one target during your turn, you gain a +1 bonus to hit against the same target until you attack someone else or take damage. The effect also ends if you do not attack anyone on your turn. This effect can stack up to 3 times for a total bonus of +3. Operative Toolkit Gunslingers with the Operative’s Toolkit can be lethal from both afar and up close, and their light step and keen eye for details make them unparalleled at recon. They are professionals who often find work as hired killers or spies. Camouflage Starting at 3rd level, you learn how to blend in anywhere. You gain proficiency with the disguise kit. You can spend 10 minutes using a disguise kit to camouflage yourself. When camouflaged, you gain advantage on stealth rolls in a specific environment. You choose the environment when applying the camouflage. This environment can be a forest, an urban setting etc. Wildcat Magazine Option By 5th, level you have access to additional wildcat magazine options. These wildcat magazines cost 100 gold each to craft. Tranquilizing shot While using the ammo from this magazine in your gunslinger weapon, instead of doing damage on a successful attack roll, if the target has less that 8d8 hit points, they fall unconscious for 1 minute, until they take damage, or someone uses an action to shake or slap them awake. Gunsmithing Improvement At 6th level, you gain access to additional modifications for your gunslinger weapon. Scope - rail When attacking a target in normal range, you have disadvantage on the attack roll. When attacking a target in long range, you have no disadvantage on the attack roll. Silencer - attachment When you make a ranged attack while hidden and while not at a disadvantage, you do not reveal your position, but perception and investigation checks to spot you have an advantage. Silent Takedown By 10th level, you learn to strike with great percision while not seen by your enemies. When you attack a creature that you are hidden from with your gunslinger weapon, on a successful attack roll the attack is considered to be a critical hit. When you are hidden from the target and your target is within 5 ft of you, or when you are hidden from the target and the target is surprised, the attack succeeds automatically and is considered to be a critical hit. You can use this feature a number of times equal to your Intelligence or Wisdom modifier, whichever is highest (minimum of 1). You regain expended uses when you finish a long rest. Take Aim Improvement Beginning at 14th level, when you use the Take Aim ability, your gunslinger weapon attacks score a critical hit on rolls of 18-20. Specialist Toolkit Gunslingers with the Specialist’s toolkit are most recognizable by the numerous small contraptions and gadgets hanging from their belts, each of them unique and tailored. They are master planners who are used to making a living of odd jobs. Sometimes that can mean retrieving an ancient relic from a dungeon, other times tracking and slaying a hellish monstrosity. Contraptions Starting at 3rd level, you can craft various contraptions that as an action, a character can throw at a point up to 60 ft. These contraptions trigger on impact. Triggered contraptions are not recoverable Net grenade - 10 gold On impact, each creature within 5 ft radius of the expanding net grenade must make a Dexterity saving throw. Any large or smaller creature is restrained on a failed save, or lose 10 ft of movement on a successful one. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. Decoy - 1 gold On impact, the decoy opens and plays a single song or sound at a moderate volume until it is closed. Ball bearings grenade - 10 gold On impact, the ball bearings are spilled in a 5 ft radius. Any creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn’t need to make the save. Nerve agent grenade - 50 gold On impact, each creature within a 10 ft radius of an exploding Poison grenade must make a Constitution saving throw, taking 2d6 poison damage on a failed save, or half as much damage on a successful one. If a creature fails the saving throw by more than 5, they are also frightened of the point of impact. Flare - 1 gold This contraption triggers immediately when used. When triggered the flare emits bright red light in 40 ft radius and dim light for an additional 40 ft. On impact the Flare continues to emit the light for 5 minutes. Smoke grenade - 20 gold On impact, it emits a cloud of smoke that creates a heavily obscured area in a 20 ft radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round. Flashbang - 30 gold On impact, each creature within 10 ft radius of an exploding Flashbang must make a Constitution saving throw, being blinded and deafened for 3 rounds on a failed save, or half as long on a successful one.