Gunslinger Most warriors and combat specialist spend their years perfecting the classic arts of swordplay, archery, or polearm tactics. Others choose to follow a path of the divine or learn the mystery of the arcane. Most these tactics and ideals have been mastered and perfected long ago. However, some minds could not stop with innovation of the crossbow. Experimentation with alchemical components and rare metals have unlocked the secrets of controlled explosive force. The few who survive these trials of ingenuity and luck, may become the first to create, and deftly wield, the first firearms. This class focuses on the ability to design, craft, and utilize powerful, yet dangerous ranged weapons. Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However not being a perfect science, firearms carry an inherent stability that can occasionally leave you without a functional means of attack. This is the danger of new, untested technologies in a world where the arcane energies that rule the elements are ever present. Should this path of powder, fire, metal, and danger call to you, keep your wits about you, hold on to your convictions , and let skill meet luck to guide your bullets to strike true.



The Gunslinger Level Proficiency Bonus Grit Features 1st +2 - Tinker, Quick Clear 2nd +2 Grit 2 3rd +2 2 Trial of the Gun 4th +2 3 Ability Score Improvement 5th +3 3 Double Tap 6th +3 3 Trail Feature 7th +3 4 Quick Draw 8th +3 4 Ability Score Improvement 9th +4 4 Violent Shot 10th +4 5 Trick Shot, Trial Feature 11th +4 5 Lighting Reload 12th +4 5 Ability Score Improvement 13th +5 5 - 14th +5 6 Make 'Em Dance 15th +5 6 Trial Feature 16th +5 6 Ability Score Improvement 17th +6 6 - 18th +6 7 - 19th +6 7 Ability Score Improvement 20th +6 7 Mortal Shot Creating a Gunslinger As you create your gunslinger think about how and why your character choose this path. Some gunslingers have a background in the arcane arts and have discovered ways to infuse magic into the weapons and ammunition they create. Others have the heart of a true inventor. They not only lovingly craft their weapons be come up with creative ways to modify and enhance them through the use of custom modifications. All gunslingers have a strong sense of adventure.

Quick Build You can make a gunslinger quickly by following these suggestions. First, make Dexterity your highest ability score. Your next-highest should be Intelligence. Second take the Guild Artisan or Sage backgrounds. Class Features As a gunslinger you gain the following class features. Hit Points Hit Dice: 1d8 per gunslinger level Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per gunslinger level after 1st Proficiencies Armor: Light armor

Light armor Weapons: Simple Weapons and Firearms

Simple Weapons and Firearms Tools: Tinker's tools Saving Throws: Dexterity, Intelligence

Dexterity, Intelligence Skills: Choose two from Acrobatics, Insight, Investigation, History, Perception, Sleight of Hand, Stealth, and Survival. Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a) a pistol (b) a musket or (c) a blunderbuss

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

Leather armor, a set of tinker’s tools, a Dagger, and 30 pieces of ammunition. Firearm Proficiency Gunslingers gain proficiency with Firearms upon choosing this class, thus able to add their proficiency bonus to Firearm attacks. Tinker Starting at 1st level you have become proficient in the use of tinerks tools. As part of your tinker tools you have the materials to create ammunition. Though ammunition may be hard to find the material are generally easy to come by. Lead is a common waste product that smiths will have when refining ore and there are other ways to acquire it as well. Black powder will also be needed and can be purchased from or made by an alchemist. The DM can decide the cost of this. The material cost for a single bullet should be 1 sp and 10 bullets should weigh about 1lb. You can create up to 10 rounds of ammunition during a short rest and 40 rounds during a long rest. Your DM can decide on the amount and cost of materials you may carry at once. Quick Clear At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. Alternatively, at higher levels, if the gunslinger spends 1 grit point to perform a quick clear she can perform it as a move-equivalent action instead of a standard action thus using any movement she has for the round. Grit To be a gun slinger you have to be tough. You have to be daring. You have to have a certain something to survice. This is your Grit. Grit is what allows a gunslinger to perform their deeds. Starting at 2nd level the ammount of Grit you have is determined by your level and can be found in the Grit column of the Gunslinger class table. An attack can only be afected by a single deed unless otherwise stated. You start knowing three such deeds: Gunslinger's Dodge, Aimed shot, and Deadeye. The Gunslinger can regain Grit points in the following ways: Critical Hit with a Firearm: Each time the Gunslinger scores a Critical Hit with a Firearm attack while in the heat of combat, they regain 1 Grit point.

Each time the Gunslinger scores a Critical Hit with a Firearm attack while in the heat of combat, they regain 1 Grit point. Killing Blow with a Firearm: When the Gunslinger reduces a creature to 0 or fewer hit points with a Firearm attack, they gain a grit point. If the death was due to a Critical Hit, you only gain the one Grit Point, not two.



You may regain a number of grit points equal to your intelligence modifier (can not exceed your current maxium grit) after completing a short rest. You also regain all spent grit points after finishing a long rest.



Some of your Grit features require your target to make a saving throw to resist the features effects. The saving throw DC is calculated as follows:

Grit save DC = 8 + your proficiency bonus + your Dexterity modifier Gunslinger's Dodge The gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger she can spend 1 grit point to move 5 feet as a reaction; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement does not count against the gunslinger's movement rate for the turn but does provoke attacks of oppertunity. Alternatively, the gunslinger can drop prone forcing the attacker to have disadvantage on the attack. The gunsliner will then be subject to any side effects of the prone condition. Aimed Shot When making an attack with a firearm as part of your attack action, you may choose to expend a number of Grit points up to your current maximum to gain a bonus on the attack roll equal to the number of Grit points spent. If this attack hits, you add the number of Grit points spent to its damage roll as well. Deadeye The Gunslinger can spend 1 Grit point to gain Advantage on the Attack roll they make this round.

Trial Starting at 3rd level, the Gunslinger chooses a Trial which defines her style of gun play. The two most common styles are listed later in this section. These are Trail of the Gun-Mage, and Trial of the Gunsmith. Your choice grants you features at 3rd level and again at 6th, 10th, and 15th level. Ability Score Improvment 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, ar 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. Double Tap Starting at 5th level, the Gunslinger can attack twice, instead of once, whenever she takes the attack action on a turn. Quick Draw Starting at 7th level, the Gunslinger adds her proficiency bonus to her initiative. She can also stow a firearm, then draw another firearm as single object interaction (free action) on her turn. Violent Shot Starting at 9th Level you have discovered ways to push your firearms past their intended potential at the peril of damaging them. You can spend 1 or more Grit points before making an attack roll. For each Grit point spent, that Attack gains +2 to the weapon’s Misfire number. If the attack hits, you roll one additional damage dice per Grit point spent. If the attack misses, Grit points are still expended. Trick Shot Beyond the 10th Level, you have honed your aim to fire off targeted shots to disable an opponent. the Gunslinger can spend a Grit point to target a specific location on a foe’s body with a Firearm. 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. Trick Shot DC = 8 + your Proficiency Mod + your Dexterity modifier. Arms - On a hit, the target takes normal damage and must make a Strength saving throw or drop 1 held item of the Gunslinger’s choice.

On a hit, the target takes normal damage and must make a Strength saving throw or drop 1 held item of the Gunslinger’s choice. Head - On a hit, the target takes normal damage and must make a Constitution saving throw or have disadvantage on attacks for 1 round.

On a hit, the target takes normal damage and must make a Constitution saving throw or have disadvantage on attacks for 1 round. Torso - On a hit, the target takes normal damage and must make a Strenth saving throw or be pushed up to 10 ft away from you.

On a hit, the target takes normal damage and must make a Strenth saving throw or be pushed up to 10 ft away from you. Legs/Wings - On a hit, the target takes normal damage and must make a Strength saving throw or get knocked prone. (Flying creatures may suffer falling damage) Lighting Reload Starting at 11th level, the Gunslinger can reload a one-handed or two-handed firearm as a Bonus action Make 'Em Dance You want to get the upper hand on your opponent and have some fun doing it. Beginning at 14th level you can spend 1 Grit point and you fire a shot into a creatures foot. If the creature has no foot you simply strike an intentional glancing blow. On a successful hit, you deal half your normal damage and your attack grants advantage to all attack rolls on the target until the start of your next turn (including any other attck rolls you may make this round). Additionaly the target must make a successful Charasima saving throw or else they are too ashamed to recover and they suffer an additonal round of advantage on attack rolls made against them. You may only use this ability once per round. Each additional time you use this ability after the first you must spend an extra Grit to do so. (The second time you use it it cost 2 grit. The third time you use it it cost 3 grit. ect.) Once you complete a long rest this resets back to 1 grit for the first use. Mortal Shot: Starting at 20th level, whenever the Gunslinger scores a Critical Hit with a firearm (even with another Deed), they can spend 2 Grit point to increase the damage multiplier for that attack from x 2 to x3. Trials of the Gun The Gunslinger follows a creed: "I do not aim with my hand;

I aim with my eye.



I do not shoot with my hand;

I shoot with my mind.



I do not kill with my gun;

I kill with my heart.”

They make no excuses. They don't ask forgiveness. Their story is without compromise, brutal and simple. At 3rd level, the Gunslinger must now choose a Trial that reflects their creed and personality. Trial of the Gun-Mage or Trial of the Gunsmith. The Trial of the Gun-mage leads to the merging machine and magic. The Trial of the Gunsmith lets the gunslinger create new and unique weapons. Trial of the Gunsmith Gunslingers who choose this path are inventors as well as adventures. They have a love for creating new things and strive to perfect their art of gunsmithing. They focus on creating modifications to enhance their weapons. Apprentice Guncrafting When you choose this path at 3rd level, you can craft new firearms and modify your current ones. One-handed guns are based on the pistol, two-handed guns on the musket, and cone guns on the scattergun. Modifying a firearm requires 1 day of constant work per modification. You may remove an existing modification at the same time as you add a new one. You may modify a firearm a number of times up to your Intelligence modifier (minimum of once). In addition, every modification falls into a category. You may only place a single modification from each category on a given firearm. See the Modifications List for Availible Choices

Protect Yourself When you choose this trial at level 3 you gain proficiencey with medieum armor. Journeyman Guncrafting When you reach 6th level, your skills at modifying and creating weapons have noticeably grown. You gain expertise when using Tinker’s Tools. In addition, you’ve learned how to modify your guns to pull latent magic from the world around them. From now on, any attack made with a gun you’ve modified is treated as magical for the purpose of overcoming resistance and immunity. Blast Packs At 10th level, your experiments with arcane technologies led you to an explosive, yet useful, discovery. When a creature moves within 5 feet of you, you can use your reaction to detonate a shaped explosive charge between you and the creature. The creature loses its reaction, and must make a Dexterity saving throw or be knocked prone by the blast, while you ride the shockwave 15 feet directly away from the creature. You cannot use this feature while prone. You can create one shaped explosive charge during a short or long rest. Unfortunately, the chemicals within each charge are volatile, and only retain their potency until the beginning of your next short or long rest. Masterwork Gunsmith Starting at the 15th level, your long, hard hours at a workbench and in the field have paid off, giving you a master’s grasp of tinkering and gun crafting. Whenever you would suffer a misfire, you may choose to ignore it. You must complete a short or long rest before using this ability again. Additionaly, You have achieved a master's grasp of tinkering and guncraft. You may now double the effect of any numerical modification you place on a firearm as specified in the Modification table. Mods and Ammo Speciality Ammo Begging at 3rd level you can craft special ammo for your firearms. Each round of special ammo must be crafted during a long rest (or downtime) and will require a Tinker DC check. You can craft and store a number of specialty rounds equal to your intelligence modifier (minimum of 1 round) during a long rest. Upon loading a gun, you must declare how many specialty round (if any) that you are loading into the gun. Once a piece of speciality ammo has been loaded ino a gun, you may sepend it as part of any attack you make with that gun. Some rounds will require a save DC which is the same as your Grit Save DC. You may only use one piece of specilay ammo per attack action. For details on effects and crafting of speciality ammo, see the speciality ammo table below. Any damage taken by speciality ammo is in place of the weapons normal damage, not in addition to to it. Modification Beginning at 3rd level you can create modifications for your firearms and attach them. Modifying a firearm requires 1 day of constant work per modification. You may remove an existing modification at the same time as you add a new one. Removing a modification does not destroy it. You may modify a firearm a number of times up to your Intelligence modifier (minimum of once). In addition, every modification falls into a category. You may only place a single modification from each category on a given firearm. See the Modifications List for Availible Choices. To create a modification a DC check is required. Failing the DC check may waste up to half of your materials used (though not always. DM discreation). A DC check is not required to attach a modification. If a modification is already created and you simply need to attack it or swap it with another this can be done during a long rest. For descriptions and details on modifications and crafting DCs of the modifications, see the Modifications table below.



















Speciality Ammo Level Ammo Effect Crafting DC 3rd Piercing Round You can craft a round that could pierce the heaviest of plate armor. When this round is fired the target 2d6 piercing damage and must make a Constitution saving throw. If the target fails the save the next attack against this target has advantage. DC10 5th Freeze Round When you fire this round and the round hits a target, the target takes 1d10 piercing damage a burst of ice spreads from the point of impact, the target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d8 cold damage. and becoming restrained until the end of your next turn, or half damage on a successful save. This damage increases by an additional 2d8 at the 8th, 12th, and 14th levels DC12 5th Ricochet Round Attacks made using this firearm may ricochet. If an attack hits its intended target, you may choose a single additional target within 10’, and make an attack roll with disadvantage against the second target. This ricochet deals 1d6+DEX piercing damage. This second attack roll can not cause your weapon to misfire. DC12 7th Blinding Round You create a round that doesn’t deal any damage, but instead creates a blinding flash of light emanating in a 30’ cone from the barrel of the gun. Any creature within the cone must make a Constitution saving throw or become blind until the end of your next turn. DC 14 7th Tranquilizer Dart You create a thin metal syringe mofified to inject a non-lethal sedative when piercing an organic target. A creature hit with the sedative must succced a Constitution saving throw or fall prone and become stunned until the end of your next turn. DC 14 10th Giants Punch Round You create a round with the force to knock down a giant. Your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an 4d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone. DC 16 14th Explosive Round You create a large bullet packed with an explosive charge that detonates on impact, dealing fire damage in a 10' radius sphere. Creature in this are of effect mus make a dexterity saving throw or take an additional 3d8 fire damage, or half that on a successful save. This damage increases by an additional 1d8 at the 17th and 20th levels. DC 20

Modifications Level Modification Effect Category Material Cost Craft DC 3 Long Barrel The weapon's normal and long ranges are doubled but any shots below the original normal range are taken with disadvantage. Barrel Metal tube worht 50g DC8 3 Snubnose Barrel Any shot taken beyone the weapon's normal range automatically misses but it can make point blank attacks without suffering disadvantage. Barrel Metal tube worth 30g DC8 3 Bayonet you can make a finess melee weapon attack with your firearm (1d4 piercing) Barrel Specially made dagger worth 50g DC8 3 Extended Magazine The weapon's capcity is increased by 2 Loading Mechanism 100g worth metal DC8 3 Rune of hardening While this rune is inscribed into the weapon you gain a +1 to your AC while this weapon is being wielded Personal Touch 100g worth of diamond dust DC8 4 Advanced Receiver The firearm deals 1 additional point of damage on a successful ranged attack Trigger Mechanism 100g worth of metal DC8

Modifications cont. Level Modification Effect Category Material Cost Craft DC 5 Metal Butt You have added a hardened alloy metal to the butt of the gun. You can use the butt of the gun as a melee weapon dealing 1d4 bludgeoning damge (one-handed firearms) 1d6 bludgeoning damge (2-handed firearms). The Target must then make a Constitution saving throw or be stunned until the beginning of your next turn. Alloy 50g worth of metal DC10 5 Rune of repair You have advantage on reapirs to the weapon Personal Touch 100g worth of emerald or ruby dust DC10 6 Hardened Alloy If you fail a repair attempt on a weapon that has misfired, you may make a second attempt. If you fail the second attempt the weapon becomes broken and will need to be repaired. Alloy 200g worth or hardened steel DC11 6 Light Alloy The firearm gains the light property as detailed in the PHB. This does not affect firearms with the Two-handed property. Alloy 200g worth of specially made thin steel DC11 6 Elemental Barrel Damage dealt with this firearm is considered Acid, Cold, Fire, or Lightning for the purpose of overcoming resistance and immunity. You choose the damage type when you make this modification. Barrel 50g worth of metal imbuned with a spell that deals the appropritate type of damage (cost of enchantment may vary) DC11 6 Smooth Trigger The tigger pulls smoothly with no jerking. You can +1 to attack rolls. Trigger Mechanism 10g worth of metal and 4 ball barings (reduced in size during crafting of mod). DC11 7 Non-Porus Alloy The firearm and loaded ammunition are no longer affected by being wet or submerged. You can use the firearm to make attacks normally while submerged, up to the firearms short range. Alloy 200g worth a a metal that has been infused with a special alchemical solvent DC12 7 Bipod Attacks made while prone with the firearm have advantage. (Rifles Only) Personal Touch Metallic hinge system worth 200g DC12 8 Scope The firearm gains +1 to attack rolls (Rifles Only) Personal Touch Metal tube and two crafted glass lenses worth at least 250g DC13 8 Speed Loader As a reaction you may now reload the weapon, however the misfire rate of the weapon goes up by 1 until the speed loaded ammo is consumed and the weapon is loaded normally Loading Mechanism Spring loaded cylinder which can quickly insert rounds worth 500g DC13 10 Dampening Alloy This firearm is treated as silenced as deteailed in the firearm properties section Alloy 100g worth of metal enchanted with a silence spell (Enchantment cost may vary) DC15 10 Oiled Barrel The misfire rate is reduced by 1 (Misfire rate can not be dropped to or below 0) Barrel 500g worth of metal infused with gun oil during the creation DC15

Modifications cont. Level Modification Effect Category Material Cost Craft DC 12 Under Barrel You may load a Special Ammo Round as a bonus action. You may not use this ability again until you have completed a long rest. Personal Touch Stengthened metal tube worth 700g DC17 12 Hair trigger You gain an extra attack Trigger Mechanism A small fine piece of mithral worth 1000g DC17 14 Hot Lead Successful attacks made using this firearm inflict an additional 2d4 damage. Barrel A piece of "fever iron", a reddish metal often mined by dwarves worth 1200g DC18 14 High Capacity Magazine The weapon's capcity is increased by 4. Loading Mechanism An extended magazine (see above) specially enchanted to hold extra ammo. (suggested enchantment value 1200g. Varys by DM discretion) DC18 16 Vampiric Weapon You no longer have to reload your weapon, but every attack you make with the firearm deals 5 necrotic damage to you. Loading Mechanism 100g worth of metal and a spring assembled and enchanted with the Vampiric Touch spell DC20 16 Burst Mode The gun's trigger has to pull positions that can be used in the same attack and allows it to fire 2 shots per attack roll. A single attack roll is made for both shots; however any modifiers to the attack are only applied to the first shot used and the gun's chance to misfire increases by 3. Trigger Mechanism Special trigger system worth 1500g DC20 17 Auto Reloader The gun automatically reloads iteself when your ammunition count drops to 0. After it reloads itself in this manner, the auto loader must be reset before it is usable again. Resetting the Auto Loader requires an action. You may still manually reload the gun. Loading Mechanism Ammunition box and mechanical spring system worth 1500g DC21 18 Firing Pin You have found a way to make the firing of the weapon more reliable then ever. The misfire rate is reduced by 2. (Misfire rate can not be dropped to 0) Trigger Mechanism Finely crafted firing pin worth 2000g DC22 20 Modular Design You now know how to add multiple modification to your weapon. You may add 1 additional modification over your maxium. You may also modify this firearm during a short rest but the modular design must remain on the weapon to do so. Personal Touch Metal bracers, clamps, and rails worth 3000g DC23 Trial of The Gun-Mage The Gun-Mage walks a delicate line between arcane power and technology. Though they have a novice interest in tinkering, enough so to create their weapons, they choose to infuse those weapons with their arcane power, focusing they magic through them turning them into deadly instrustments of war. The Gun-Mage unlike her wizard and gunsmith couterparts likes to get up close and personal, fighting in close combat and knowing how to take a punch. Spell Casting Beginning at 3rd level when you choose this trial you have learned how to use the arcane arts with your weapons and you gain the ability to cast a variety of spells. You have even learned to manipulate the arcane energies to mimic some divine spells with arcane effects. See chapter 10 of the Player's Handbook for the general rules of spellcasting and see the Gun-Mage Spell list at the end of this section for a list of spells you are eligiable for. Spell Slots The Gun-Mage table shows how many spell slots you ahve to cast your spells of 3rd level and higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher You know two 1st level spells of your choice from the Gun-Mage spell list at 3rd level. The Spells Known column of the Gun-Mgae table shows when you learn moregun-mage spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level you can learn one new spell of 1st or 2nd level. Additonally, when you gain a level in this calss, you can choose on of the gun-mage spells you know and replace it with another spell from the gun-mage spell list, which also must be of a level for which you have a spell slot. Spell casting ability Inteligence is your spellcasting ability for your gun-mage spells, since your magic drawn your knowledge of the arcane arts. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a gun-mage spell you cast and when making an arrack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence Modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Arcane Fighter The Gun-Mage isn't afraid of a fight and will get up close to loose the power of her weapon and spells on her enemy. Beginning when you chose this trial you gain proficency with medium armor. Additionally you suffer no penalty when using one-handed firearms in close combat. Gun-Mage Level Arcanic Runes Spells Known 1st 2nd 3rd 4th 3rd 2 3 2 — — — 4th 2 3 3 — — — 5th 3 4 3 1 — — 6th 3 4 3 1 — — 7th 4 5 4 2 — — 8th 4 6 4 2 1 — 9th 5 6 4 2 1 — 10th 5 7 4 3 2 — 11th 6 8 4 3 2 — 12th 6 8 4 3 2 — 13th 7 9 4 4 2 — 14th 7 10 4 4 3 1 15th 8 10 4 4 3 1 16th 8 11 4 4 3 1 17th 8 11 4 4 3 2 18th 8 11 4 4 4 2 19th 8 12 4 4 4 2 20th 8 13 4 4 4 2 Arcane Gun Gun-Mages channel their magic through their weapons. Beginning at 3rd level, when you choose this trial you can use a firearm as an arcane focus. It still functions as a regular firearm would, and can fire mundane ammunition. Such a gun is bound to you, through a ritual over the course of a long rest (similar to the Eldritch Knight's Weapon Bond). The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. If an arcane gun 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 may bind up to two such firearms as Arcane Foci. These are your designated Arcane Guns. These weapons are considered magical for the purposes of overcoming resistance and immunity. When a Gun-Mage casts a spell the spell flows through the gun. If you attempt to bind a third firearm as an arcane gun your bond with one of your other arcane guns is broken (your choice of which). Runic Imbuement You have learned how to harness raw arcane energy. You shape this energy into the form of a magical rune that placed on the bullet in your weapon .Your access to this energy is represented by Arcanic Runes. Your Gun-Mage level Determines the number runes you have, as shown in the Arcanic Runes column of your Gun-Mage Spell Table. Starting at 3rd level you gain two imbuements of your choice. These imbuements allow a Gun-Mage as a bonus action to add an runic imbuement to their next firearm ranged attack. This attack must be declared and made by the end of your next round, or the imbuement dissipates. You can imbue a number of attacks equal to half your gun mage level plus your Intelligence Modifier. You regain all uses of this ability when you finish a long rest. You also gain additional imbuements at 5th, 7th, 9th, 11th,13th and 15th levels. Gun-Mages may take the same imbuement twice, giving them the enhanced effect noted. They may not however take the same imbuement twice at the same level, as they require time to slowly focus their powers into their weapons. Any saving throws required are taken against your Spell Save DC. Additionally, when you gain a level in this class, you can choose an imbuement you know and replace it with another imbuement that you could learn at that level. If this causes you to lose any of the prerequisites for other imbuements, you may replace those as well. Soul Bullet The attack’s damage changes to Psychic damage and deals an additional 1d4 damage if it hits.



Enhanced: In additon to the pschic damage, the target is knocked back 10 feet, and the target must make a constitution saving throw on a failure the target is incapacitated for 1 minute. If the target fails it's save it may make additional saves at the beginning of each of it's turn and on success it is no longer incapacitated.

Shocking Bullet The attack has advantage if the target is wearing metal. The attack deals an extra 1d4 lightning damage, and the target must make a constitution saving throw or they cannot take reactions until the start of its next turn.



Enhanced: All creatures within 5ft of the original target must also make a constitution saving throw or they cannot take reactions until the start of their next turn. If the original target or any additional targets are wearing metal armor they have disadvantage on their saving throw. Burning Bullet The attack deals an additional 1d6 fire damage if it hits.



Enhanced: The target takes an additonal 1d6 fire damage at the start of the next turn. Split Bullet Make two ranged weapon attacks against two different targets using the same Bullet. However both of these attacks have -5 to hit. Misfire increases by 2 when attempting a split bullet.



Enhanced: You may use another imbuement other than this one when using Split bullet. Apply the imbuement to both shots. Freezing Bullet The target must make a constitution saving throw. On a failure, the speed of the target is halved until the start of your next turn.



Enhanced: Failure of the constitution saving throw causes the target to be immobilized for one minute. On a success, their speed is reduced to half instead. They may make a strength saving throw to break out of the ice and end the effects at the end of subsequent turns. Acid Bullet You imbue a bullet with acid. If the attack hits, you reduce the target’s AC by 1 if they are wearing armor or have natural armor. This effect does not stack. This effect ends in 1 minute, is submerged in water. If the target has no armor, they take an additional 2d4 acid damage.



Enhanced: The targets AC is further reduced by 2, and does an additional 1d4 acid damage irrelevant of armour worn or not. Flash Bullet You imbue a bullet with pure light. If the attack hits, the target takes 1d4 radient damage and must make a constitution saving throw or be blinded for 1 min. The effected creature may make another saving throw at the end of each of it's turns. On success the blinding effect ends.



Enhanced: Any creature within 5 feet of the target must also make a constitution saving throw or be blinded for 1 minute. An effected creature can make additional saving throws at the end of each of it's turns. On success the blind effect ends. Arcane Shot At the 6th level, you can expend a spell slot as a bonus action to create an arcane round in the barrel of your Arcane Gun. An Arcane Gun can only have one such shot in it at a time. The next shot fired from the weapon in the next 10 minutes will fired this stored energy. This attack has a range of 200 feet, deals a type of damage that you choose upon creating the round (force, fire, cold, lightning, thunder, acid, poison, necrotic, or radiant) and deals 2d10 damage plus 1d10 per additional per level of the spell slot expended (maximum 4th level). You must still roll an attack roll as usual. You may not use this ability again until completing a long rest. Potent Spellfighting Your knowledge of the arcane and your firearms has been honed. Beginning at 10th level you gain +1 to all attack and damage rolls with your arcane guns. Additonally, You may now add your Intelligence modifier to the damage you deal with ranged attack spells (spells that require an attack roll). Unstable Blast Starting at 10th Level, you’ve learned that you can’t always play safe if you want to win. As part of a ranged attack action using a firearm, you can spend a Spell Slot to perform a Unstable Blast. If your attack hits, it is treated as a critical hit which does not restore Grit and your weapon is broken (see the Firearm Properties detailed at the end of the class description). Cheat Death Starting at 15th level, whenever the Gunslinger is reduced to 0 hit points or lower, the Gunslinger can immediately spend all of their current Grit points (minimum of 1) to instead be reduced to 1 hit point. This ability can only be used once per day and you must take a long rest in order to use this ability again.

Gun-Mage Spell List

1st Level Absorb Elements

Armor of Agathys

Chromatic Orb

Gun Duel

Detect Magic

Disguise Self

Hellish Rebuke

Heroism

Ice Knife

Identify

Protection from Evil and Good

Ray of Sickness

Shield

Which Bolt 2nd Level Aid

Alter Self

Barkskin

Blur

Branding Smite

Continual Flame

Cordon of Bullets

Darkvision

Detect Thoughts

Heat Metal

Magic Weapon

Melf's Acid Arrow

Mirror Image

Misty Step

Scorching Ray 3rd Level Blink

Conjure Barrage

Dispel Magic

Elemental Weapon

Fear

Fly

Gaseous Form

Haste

Lighting Arrow

Protection from Energy

Vampiric Touch 4th Level Banishment

Dimension Door

Elemental Bane

Fabricate

Fire Shield

Freedom of Movement

Locate Ceature

Stoneskin

New Gun-Mage Spells Gun Duel 1st-level enchantment Casting Time: 1 bonus action

1 bonus action Range: 30 feet

30 feet Components: V

V Duration: Concentration, up to 1 minute You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your arcane demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn't restrict the target's movement for that turn. The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target. Cordon of Bullets 2nd-level transmutation Casting Time: 1 action

1 action Range: 5 feet

5 feet Components: M, V, S (4 or more gun bullets)

M, V, S (4 or more gun bullets) Duration: 8 hours You plant four pieces of nonmagical ammuition - gun bullets - in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet on the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succee on a Dexterity saving thow or take 1d6 piercing damage. The piece of amunitio is then destroyed. The spell ends when no ammunition remains. When you cast this spell, you can designate any creatures you chooe, and the spell ignores them.



At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd.

Firearms



Firearms Firearm Craft DC Cost Damage Weight Range Properties Pistol DC12 150g 1d10 piercing 3 lbs (60/240) Reload 4, misfire 1 Musket DC12 250g 1d12 piercing 10 lbs. (150/600) Reload 2, Misfire 2, Two-Handed Blunderbuss DC12 250g 1d12 pierceing 8lbs (10/30) Reload 2, Misfire 3, Scatter, Two-Hnaded Pepperbox DC 18 300g 1d10 piercing 4 lbs (100/400)∗ Reload 6, Misfire 2 Rifle DC 18 500g 2d6 piercing 12 lbs (200/800)∗ Reload 6, Misfire 2, Two-Handed Dragon Pistol DC18 200g 1d12 piercing 4lbs (5/15) Reload 2, Misfire 3, Scatter ∗ Has disavantage under 50 feet. Firearm Properties Broken. A broken firearm cannon be fired until it is repaired. Repairing a broken weapon can only happen ouside of combat at half the cost of the firearm and requires a succeful tiner's Tools (Dex) ability check with a DC equal to 10 plus the weapon's base misfire score.

Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload it. Unless otherwise stated, you must have one free hand to reload a firearm.

Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon's Misfire score, the weapon misfires. The attack misses or the weapon simply does not fire, and the weapon cannon be used again until you spend an action to try and repair it. To reapir it you must make a successful Tiner's tool check (DC equal to 8 + misfire score). If your check fails, the weapon is broken (see broken property above).

Scatter. An attack is made against each creature whin a 30ft cone. the attacks are simultaneous. If an affect creature is adjacent to you they suffer double damage on a hit. This attack cannon be affected by any of your deed features. Other Rules Noise When fired, a firearm makes a loud sound, much like two stones crashing together at high speed. This sound is easily heard by any creature within 300 ft. of the gunshot. Ammunition and Water If your ammunition becomes wet, there is a 50% chance it becomes a blank. You roll d100 to determine if a wet piece of ammo is a blank when it is fired. On a 1-50, it’s a blank and doesn’t fire. Firearms and Water If your firearm becomes wet, you must use your Tinker’s Tools to disassemble the gun and clean it before it is operational again.Disassembling your gun does not require an ability check, but it does require a set of Tinker’s Tools. You cannot load or fire a firearm underwater without magical aid, unless otherwise stated. Special Credits The base of this class design is taken from the Pathfinder ultimate Combat book from Paizo and from Matt Mercer's adaptation for 5th Edition Dungeons & Draons which was used in Critical Role.

Further inspiration was taken from James Simpson who shared his design with me in the Dungeons & Dragons 5th Edition Facebook Group.

Craig Starnes shared his work on his wizard tradion gun-mage I took further inspiration from Ujio21 on the UA Reddit with his gunslinger. And Finally the work of Dungeonmusings PISTOLEERS AND POWDERHORNS – GUNSLINGERS AND FIREARMS FOR 5TH EDITION DUNGEONS & DRAGONS. All these individuals did great work that I was able to use a build on for my own creation of the Gunslinger Class and archetypes. Thank you.