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The Gunfighter

As new applications of technology and magic challenge older styles of combat, the heavily armored infantryman and mounted knight make way for lightly-armored warriors who value speed and mobility over protection as they target their enemies from afar with powder and shot.

In addition to their battlefield mobility and deadly skill with sidearms, gunfighters are further defined by how they’ve incorporated their trade into their adventuring lives. Three such roles are included here: bushwhackers excel at sniping enemies without being seen, drifters rely on their reputations to strike terror in the hearts of their enemies, and mavericks see the gun as just another tool in their bag of tricks to make a little coin as they travel the world.

A Fistful of GP

Some gunfighters are out for glory, revenge, or a need to make the world a better place but whatever their reasons all face one similar obstacle: guns and bullets are expensive. Even when they’ve got enough firepower the nature of their preferred weaponry’s ammunition makes it hard to come by on the cheap, and there’s always a better rifle, pistol, musket, or blunderbuss to someday add to their arsenal.

Keeping a steady stream of wealth is essential for any adventuring gunfighter and those that can’t manage to fill their coffers quickly find themselves retiredsometimes by circumstance, sometimes by a rival’s bullet.

True Grit

Just picking up a pistol doesn’t make someone a gunfighter-anybody can do that. What makes a gunslinger distinct from simpler warriors wielding firearms is that they are made of altogether sterner stuff, their fleetness only of any use because they have hearts of steel to back up lightning reflexes and unerring accuracy. In a sense they grasp the truest spirit of adventure, boldly dashing headlong into danger with unshakeable confidence that no matter how much trouble they get into, they have pluck enough to make it through to the end.

Creating a Gunfighter

It’s one thing to use a firearm but another entirely for someone to accept and pursue the do-or-die life of a gunfighter. What led you to live the way of the gun?

Was it one major event or many lesser experiences that saw you dedicate your training to the use of sidearms? Are you particular about the weapons you use or will anything that fires a bullet do you right?

When in your life was that fateful day that you first picked up a gun and how long was it before you found yourself on the open road?

It’s important to also consider what kind of gunfighter you’re going to be. Are you incredibly intrepid and bold, charging at enemies guns blazing?

Perhaps instead you’re extremely ambitious, planning assaults against far larger or otherwise superior forces with a mind to acquire ever greater rewards for incalculable risk. Maybe you really thrive on the prestige and fear a gunfighter can inspire, letting the presence of your weapon do most of the work while your skill with it is only used when necessary?

Quick Build

Quickly building a gunfighter is easy to do using these suggestions: first, your highest ability score should be Dexterity. Your next highest ability scores should be Constitution and Charisma. Choose Point Blank Shooter as your Fighting Style. When selecting your equipment, choose leather armor, a pistol with 20 bullets, a scimitar, and a dungeoneer’s pack. For skills, pick Acrobatics, Perception, and Stealth.

Class Features

Hit Points

Hit Dice: 1d10 per gunfighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per gunfighter level after 1st

Proficiencies

Armor: Light and medium armor
Weapons: Simple weapons, crossbows, firearms, rapiers, scimitars, short swords
Tools: Gun kit (see sidebar)
Saving Throws: Dexterity, Charisma
Skills: Choose three from Acrobatics, Animal Handling, Athletics, Perception, Stealth, and Survival

Equipment

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

  • (a) breastplate or (b) leather armor
  • a firearm of your choice, 20 bullets, and a gun kit
  • (a) a simple weapon or (b) a rapier, scimitar, or shortsword
  • (a) a dungeoneer’s pack or (b) an explorer’s pack

New Tool Kit

Gun Kit (25 gp, 3 lb.) This set of tools contains everything necessary to clean a gun, repair a misfire, remove a stuck bullet, and cast new a m m u nition from raw materials.

Table: Gunfighter
Level Proficiency Bonus Features
1 2 Agile Defense Fighting Style
2 2 Flushing Shot
3 +2 Code of the Gun
4 +2 Ability Score Improvement
5 +3 Extra Attack
6 +3 Ability Score Improvement
7 +3 Code of the Gun Feature
8 +3 Ability Score Improvement
9 +4 Running Shot
10 +4 Code of the Gun Feature
11 +4 Evasion
12 +5 Ability Score Improvement
13 +5 Additional Fighting Style
14 +5 Ability Score Improvement
15 +5 Code of the Gun Feature
16 +6 Ability Score Improvement
17 +6 Eagle Eye
18 +6 Code of the Gun Feature
19 +6 Ability Score Improvement
20 +6 Final Stand

Multiclassing Prerequisite(s): Dexterity 13, Charisma 13

Proficiencies Gained: Firearms, gun kit disadvantage on attack rolls when you are within 5 feet of a hostile creature who can see you and who isn’t incapacitated.

Agile Defense

While you are wearing no armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + ¼ of your gunfighter level (rounded up; minimum !).

Fighting Style

You adopt a particular 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.

  • Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Carbineer. You are skilled at gunfighting while mounted, able to push your mount to get you into and out of situations more quickly. While you are mounted, you can take the Dash or Disengage action as a bonus action.
  • Harquebusier. You are skilled at balancing a hand cannon or harquebus and you may use it at its full range without using a stabilizer (to rest it on).
  • Matchlock Mobility. You may move in the same turn that you fire a weapon with the match loading property.
  • Point-Blank Shooter. You can more accurately shoot opponents at close range. You do not have
  • Sharp Aim. You know just where to put your shot. Your ranged weapon attacks score a critical hit on a natural roll of 19 or 20.

Flushing Shot

At 2nd level, you excel at flushing out targets. Your ranged weapon attacks ignore half and three-quarters cover.

Code of the Gun

At 3rd level, you choose a code to live by: Bushwhacker, Drifter, or Maverick. The code you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.

Running Shot

Beginning at 9th level, you can take the Dash action as a bonus action.

Evasion

At 11th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and half damage if you fail.

Additional Fighting Style

At 13th level, you can choose a second option from the Fighting Style class feature.

Eagle Eye

At 17th level, your ranged weapon attacks score a critical on a roll of 19 or 20. If you also have Sharp Aim, your ranged weapon attacks score a critical on a roll of 18-20.

Final Stand

At 20th level, you insist on going out in a blaze of glory. When damage reduces you to 0 hit points you do not fall unconscious, but you can’t take reactions, your speed is reduced to o, and you can’t benefit from any bonus to your speed. On your turn, you may take the Attack action with any ranged weapons you are carrying. You still make death saving throws at the end of your turn, but if you succeed on three death saves while in your Final Stand, you regain 1 hit point and exit your Final Stand. Once you use this feature, you can’t use it again until you finish a long rest.

Section 15: Copyright Notice

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