Gunslinger

  • Ducking a tentacle and working to keep his balance on the deck, a human points his pistol towards the kraken. Noticing a small wound previously inflicted by a crewmate, the arcane gunmaster takes careful aim. The magically enhanced elemental shot is true and the kraken roars in anger as smoke escapes from the wound.
  • The long chase across the rooftops of the wealthiest district of town finally ends. A human musketeer has caught up to an elf jewel thief. Leaving her pistol holstered, the musketeer draws her blade with a flourish to meet the rapier of the charging rogue.
  • A rough looking half-elf walks into a crowded tavern. The pistolero eyes the folk who are seated playing cards and drinking, looking for his mark. With uncanny reflexes, he rolls to the right and avoids getting hit. A split second later a shot booms from his revolver, leaving his target disarmed and bleeding.
  • From the deck of a ship, a gnome stands calmly and concentrates as she looks down the barrel of her musket. She smiles as the target surfaces. A quick squeeze of the trigger and the shark is dead before its teeth can bite into her frantically swimming captain.

All of these are gunslingers, highly trained firearms experts who are a cut above most anyone who picks up a pistol or musket. Drawing on their bravado, gunslingers can accomplish deeds with firearms that would be difficult or impossible for others.

Contents

A Cut Above

Nobles, swashbucklers, and soldiers spend years perfecting the classic arts of swordplay, but few take the time to gain the same expertise with firearms. Those who invest the years of training it takes to truly master firearms are called gunslingers. A gunslinger is a cut above even those who are highly proficient with firearms. This training, when combined with natural talent, unlocks abilities with firearms that are beyond nearly anyone else. As they specialize, gunslingers further distinguish themselves by combining firearms with magic or blades, or by simply improving their speed and accuracy.

Courage and Confidence

Gunslingers combine technique, lightning fast reflexes, and careful aim to act as masters of ranged combat. Yet there is something more to these gunfighters, a willingness to take risks in the face of danger.

A gunslinger draws on bravado, a mix of courage and confidence, to perform amazing deeds with firearms. These deeds often defy what is believed physically possible drawing on magic, luck, specialized training, or uncanny ability.

Creating a Gunslinger

As you build your gunslinger, think about two related elements of your character’s background: Where did you get your training with firearms, and what sets you apart from others who pick up a pistol or musket?

Level Proficiency Bonus Bravado Points Features
1st +2 3 Fighting Style, Gunsmith, Bravado
2nd +2 3 Firearms Training, Quick Draw
3rd +2 4 Gunslinger Archetype
4th +2 4 Ability Score Improvement
5th +3 5 Extra Attack
6th +3 5 Gunslinger Archetype feature
7th +3 6 Sidestep
8th +3 6 Ability Score Improvement
9th +4 7 Find Cover
10th +4 7 Gunslinger Archetype feature
11th +4 8 Additional Fighting Style
12th +4 8 Ability Score Improvement
13th +5 9 Luck of the Gunslinger
14th +5 9 Critical Aim
15th +5 10 Gunslinger Archetype feature
16th +5 10 Ability Score Improvement
17th +6 11 True Grit
18th +6 11 Gunslinger Archetype feature
19th +6 12 Ability Score Improvement
20th +6 12 Sureshot The Gunslinger

Every gunslinger trains long and hard in the use of firearms. Did you combine alchemical knowledge with long hours of firing rounds in your laboratory? Did you receive your training from another gunslinger, a mentor looking to pass on their skills? Were you a recruit training at a military academy that stood out and was invited to an elite squad? Did you hone your aim as a hunter, taking down targets from a distance?

Why did you first pick up a firearm? Whatever the reason you picked up a firearm, your training that followed is only half of what makes you a gunslinger. Your courage and confidence are what really sets you apart. As you trained as a gunslinger, how did you test yourself? Was there an event where your courage or bravado stood out? Did you stand in the face of danger while others cowered? Are you known for your trick shooting, quickdraw, or ability to hit far away targets?

Quick Build

You can make a gunslinger quickly by following these suggestions. First, make Dexterity your highest ability score. Your next-highest ability should be Charisma.

Second, choose the Criminal, Sage, or Soldier background, depending on how you came to be a gunslinger.

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
Weapons: Simple weapons, simple firearms, martial firearms
Tools: Tinker’s tools
Saving Throws: Dexterity, Charisma
Skills: Choose two skills from Acrobatics, Athletics, Deception, Insight, Perception, Sleight of Hand, and Stealth

Equipment

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

  • (a) two light pistols (b) heavy pistol, or (c) musket
  • 20 lead balls, and powder flask
  • two simple melee weapons
  • (a) dungeoneer’s pack or (b) explorer’s pack
  • leather armor and tinker’s tools

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.

Pistol Dueling

When you are wielding a pistol in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Twin Guns

When you engage in two-weapon fighting using light pistols, you can add your ability modifier to the damage of the second attack.

Gunsmith

As a gunsmith, you can use tinker’s tools to maintain your firearms.

In addition, with access to your tinker’s tools and an open flame (or another equal source of heat), you can create the following ammunition over the course of half a day of work (four hours).

  • Lead Balls. When you expend 5 sp worth of lead, you can create 20 lead balls.
  • Pellets. When you expend 1 gp worth of lead, you can create 20 handfuls of pellets.

Bravado

Beginning at 1st level, you can draw on your courage and confidence to accomplish deeds with firearms that would seem impossible to others, powered by bravado points.

Bravado Points. Your gunslinger level determines the number of points you have, as shown on the Bravado Points column of the Gunslinger table. You can spend these points to fuel various bravado features, called deeds. When you spend a bravado point, it is unavailable until you finish a short or long rest, at the end of which your expended bravado is recharged. You must spend at least 15 minutes of the rest maintaining your firearms to regain your bravado points.

Bravado Deeds. You start knowing three bravado deeds: Danger Sense, Deadeye, and Utility Shot, which are detailed under “Bravado Deeds” below. Many deeds enhance your attack in some way. You can only use one deed per attack. You learn more deeds as you gain levels in this class, after you’ve selected a Gunslinger Archetype.

Saving Throws. Some of your deeds require your target to make a saving throw to resist the deed’s effects. The saving throw DC is calculated as follows:

Deed save DC = 8 + your proficiency bonus + your Charisma modifier

Firearms Training

Beginning at 2nd level, your extensive training with firearms allows you to ignore the loading quality of firearms. In addition, being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.

Quick Draw

Also at 2nd level, your courage and confidence allow you to act quickly when a fight breaks out. You add your Charisma modifier to your initiative rolls.

Gunslinger Archetype

At 3rd level, you choose an archetype that specializes and focuses your skill with guns. Choose Arcane Gunmaster, Musketeer, Pistolero, or Sniper, all detailed at the end of this class description. The archetype you choose grants you features at 3rd level and again at 6th, 10th, 15th and 18th 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

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Sidestep

Starting at 7th level, your extraordinary reflexes allow you to sidestep or tumble out of the way of trouble. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

In addition, you can step out of the way of further assault, moving up to half your speed, without provoking opportunity attacks.

Find Cover

At 9th level, your experience has made you an expert at finding cover when trouble starts. Creatures that target you when you have half cover treat it as three-quarters cover, and treat three-quarters cover as total cover.

Additional Fighting Style

At 11th level, you can choose a second option from the Fighting Style class feature.

Luck of the Gunslinger

Starting at 13th level, you can call on your luck to gain advantage on a saving throw. You can’t use this feature if you are unconscious or dying. Once you use this feature, you can’t use it again until you finish a short or long rest.

Critical Aim

Starting at 14th level, your have improved your ability to aim for the weak spots of your targets. When you hit a creature with a firearm attack, and roll an 18 or 19 you can spend 1 bravado point to have your attack roll score a critical hit.

True Grit

At 17th level, your courage and confidence allows you to dig deep and regain hit points by spending bravado points. If you roll initiative and have less than half your hit points remaining, you can regain a number of hit points equal to 1d4 + your Charisma modifier (minimum 1) for each bravado point you spend.

Sureshot

At 20th level, you have achieved true mastery with firearms. When you make an attack roll with a firearm and miss, you can spend 1 bravado point to reroll the attack roll. You take the higher of the two rolls and add your Charisma modifier to the result. If the total result is 20 or greater, you score a critical hit.

Bravado Deeds

The bravado deeds are presented here in alphabetical order.

  • Danger Sense. While wearing light armor, when an attacker that you can see hits you with an attack, you can use your reaction to spend 1 bravado point, adding your proficiency bonus to your AC for that attack.
  • Deadeye. When you make an attack using a firearm, you can spend 1 bravado point to gain advantage on the attack roll.
  • Utility Shot. You can spend 1 bravado point to make an attack with a firearm that creates a dramatic effect, rather than causing damage. This can blast open a lock that is not sealed by magic, scoot an unattended object of 10 pounds or less, sever a rope, or any other suitably dramatic effect that the GM approves.

Gunslinger Archetypes

Different gunslingers choose different approaches to perfecting their use of firearms. The gunslinger archetype you choose to explore reflects how you approach your quest of firearms mastery.

Arcane Gunmaster

Arcane Gunmasters are rare gunslingers who can weave magic into their shots using a rare form of sorcery. These gunslingers combine their mastery of firearms with an unexplained connection to magic.

It is this arcane connection that allows these gunmasters to quickly shift between firing their weapon and slinging spells, making them a double threat in battle.

Arcane Gunmaster Features
Gunslinger Level Feature
3rd Arcane Gunsmith, Spellcasting
6th Arcane Deeds
10th Guns & Sorcery
15th Desperate Sorcery
18th Advanced Arcane Deeds

Arcane Gunsmith

At 3rd level, you enhance your gunsmithing abilities using your technical knowledge and the secrets of magic. You gain proficiency in the Arcana skill and with smith’s tools.

Spellcasting When you reach 3rd level, you weave magic into your ballistics, gaining the ability to cast spells.

Cantrips. You learn mending and two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.

Spell Slots. The Arcane Gunmaster Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher. You know three 1st-level sorcerer spells of your choice.

The Spells Known column of the Arcane Gunmaster Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability. Charisma is your spellcasting ability for your sorcerer spells, since you rely on supernatural bravado. You use your Charisma whenever a spell refers to your spellcasting ability. You use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus. You can use a firearm as a spellcasting focus for your sorcerer spells.

Arcane Gunmaster Spellcasting
Gunslinger Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 3 3 2
4th 3 4 3
5th 3 4 3
6th 3 4 3
7th 3 5 4 2
8th 3 6 4 2
9th 3 6 4 2
10th 4 7 4 3
11th 4 8 4 3
12th 4 8 4 3
13th 4 9 4 3 2
14th 4 10 4 3 2
15th 4 10 4 3 2
16th 4 11 4 3 3
17th 4 11 4 3 3
18th 4 11 4 3 3
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1

Arcane Deeds

Starting at 6th level, you combine magic and bravado to weave magical effects into your shots. You gain the following bravado deeds which are presented here in alphabetical order. These shots are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

  • Elemental Shot. When you hit a creature with a firearm attack, you can spend 1 bravado point to infuse the shot with evocation magic and change the damage type of your shot to be acid, cold, fire, lightning, or thunder. You can choose to spend an extra 1 bravado point to deal an additional 1d8 damage of the damage type you selected.
  • Silenced Shot. When you make a ranged weapon attack with a firearm, you can spend 1 bravado point to infuse the shot with illusory magic to suppress any noise made by your firearm until the start of your next turn.
  • Silvered Shot. When you make a ranged weapon attack with a firearm, you can spend 1 bravado point to use transmutation magic to change your shots from lead to silver for the next minute. On each silvered shot that hits, you can choose to spend a bravado point to deal an additional 1d8 radiant damage.

Guns & Sorcery

Beginning at 10th level, when you cast a cantrip, you can make one ranged weapon attack as a bonus action.

Additionally, when you cast a spell of 1st level or higher, you can spend 1 bravado point to make one ranged weapon attack as a bonus action. If your ranged weapon attack hits, it deals an additional 1d10 force damage.

Desperate Sorcery

Starting at 15th level, you can reach deep down for more spell energy when your arcane power seems exhausted. As a bonus action, you can expend bravado points to create a spell slot.

Creating Spell Slots
Spell Slot Level Bravado Point Cost
1st 3
2nd 4
3rd 6
4th 8

Additionally, you can regain your bravado by expending arcane energy.

As a bonus action on your turn, you can expend a spell slot and gain bravado points equal to the level of the spell slot expended.

Advanced Arcane Deeds

Starting at 18th level, you gain the following bravado deeds which are presented here in alphabetical order. These shots are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

  • Advanced Elemental Shot. When you hit a creature with a ranged weapon attack with a firearm, you can spend 2 bravado points to infuse the shot with evocation magic and change the damage type of your shot to be acid, cold, fire, lightning, or thunder. Also, the target takes an additional 3d8 damage of the damage type you selected.
  • Empowered Shot. When you hit a creature with a ranged weapon attack with a firearm, you can spend 1 bravado point to reroll the weapon’s damage dice and use either total.
  • Spell-Reaving Shot. You can spend 2 bravado points to infuse your shots with transmutation magic, allowing your ranged weapon attack with a firearm to ignore the shield spell and magically-created walls up to 10 feet thick until the start of your next turn.

Musketeer

A Musketeer is a gunslinger who takes up their weapons in service to the crown. Defending their monarch’s honor becomes the only thing more important than earning a reputation for personal gallantry. A Musketeer develops their skills with the blade as much as their skills with firearms, so that they can accept any duel – or keep fighting even when the enemy charges them directly.

Musketeer Features
Gunslinger Level Feature
3rd Bonus Proficiencies, Swordplay
6th Blade & Gun Deeds
10th Servant of the Crown
15th Advanced Blade & Gun Deeds
18th Battle-Ready

Bonus Proficiencies

Starting at 3rd level when you choose the Musketeer archetype, you gain proficiency in the Persuasion skill.

Swordplay

At 3rd level when you choose this archetype, you gain proficiency in all martial weapons and medium armor. While you are wearing light or medium armor, you gain a +1 bonus to AC.

Further, you also gain a Fighting Style feature from the fighter class, choosing from Dueling, Protection, or Two-Weapon Fighting.

Blade & Gun Deeds

Starting at 6th level, you gain the following bravado deeds which are presented here in alphabetical order.

  • Esprit de Corps. When a creature who can hear and understand you within 30 feet rolls a saving throw, you can expend one bravado point and use your reaction to shout encouragement, adding 1d6 to the saving throw result.
  • Follow-up Shot. When you use the Attack action to attack with a melee weapon, you can spend 1 bravado point as a bonus action to make one attack with a firearm. Roll 1d8 for each attack roll you have missed this turn and add the result to the damage roll of your offhand firearm attack.

Opening Salvo. When you roll initiative and you are not surprised, you can spend 1 bravado point to make a ranged attack with a firearm.

Servant of the Crown

Beginning at 10th level, when you roll a Charisma (Deception), Charisma (Intimidation), or Charisma (Persuasion) check and dislike the result, you can spend 1 bravado point to reroll the check. Use the higher of the two rolls.

Advanced Blade & Gun Deeds

At 15th level, when you gain this feature, your learn the following deed options which are presented here in alphabetical order.

  • Deft Move. As a bonus action, you can spend 1 bravado point to take the Dodge action.
  • Point-Blank. When you hit a creature that is within 15 feet of you with a firearm attack, you can spend 2 bravado points to deal an extra 2d8 points of piercing damage. In addition, the creature must make a Strength saving throw or be pushed 10 feet away from you.
  • Salvo. When you use the Attack action to make a ranged weapon attack with a firearm, you can spend 2 bravado points to pick one creature within 30 feet who can hear you, or you can spend 4 bravado points to pick two creatures within 30 feet who can hear you. Creatures that you choose can immediately use their reactions to make a ranged weapon attack with a firearm.

Battle-Ready

Starting at 18th level, if you roll initiative and have less than your maximum number of bravado points, you regain a number of bravado points equal to your Charisma modifier (minimum 1).

Pistolero

A Pistolero is a gunslinger that focuses on combining blinding speed, deadly aim, and panache. These gunslingers use their uncanny skill with firearms to frustrate and defeat their opponents. Pistoleros also tinker with their firearms, leading to the development of experimental weapons that are both deadly and prone to failure.

Pistolero Features
Gunslinger Level Feature
3rd Trick Shooter, Pistolero Deeds
6th Improved Quick Draw
10th Advanced Pistolero Deeds
15th Experimental Weapon
18th Legendary Pistolero Deeds

Trick Shooter

At 3rd level, your continuous practice has turned the handling of your firearm into an art form. You gain proficiency in the Performance skill if you don’t already have it. In addition, your proficiency bonus is doubled for any Performance ability check you make using firearms.

Pistolero Deeds

At 3rd level, when you gain this feature, your learn the following deed options which are presented here in alphabetical order.

  • Disarming Shot. When you hit a creature with a ranged weapon attack with a firearm, you can expend 1 bravado point to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. The creature must succeed on a Strength saving throw or drop a held object of your choice. The object lands at its feet.
  • Grazing Shot. When you miss with a ranged weapon attack with a firearm, you can spend 1 bravado point to deal half the damage that the attack would have dealt if it were a hit.
  • Intimidating Shot. You can expend 1 bravado point to shoot your firearm at no target and fire straight into the air. A number of creatures equal to you Charisma modifier (minimum 1) of your choice within 30 feet of you must make a Wisdom saving throw. Against a creature that fails this saving throw, you have advantage on Charisma (Intimidation) and Charisma (Persuasion) checks for the next minute.

Improved Quick Draw

At 6th level, your lightning fast reflexes continue to improve. You now add both your Charisma modifier and proficiency bonus to your initiative rolls, and you cannot be surprised while you are conscious.

Advanced Pistolero Deeds

Starting at 10th level, when you gain this feature, you learn the following deed options which are presented here in alphabetical order.

  • Forceful Shot. When you hit a creature with a ranged weapon attack with a firearm, you can expend 2 bravado points and the creature suffers an additional 2d8 piercing damage. In addition, the creature must make a Strength saving throw or be knocked prone and pushed 10 feet away from you.
  • Terrifying Shot. When you hit a creature with a ranged weapon attack with a firearm, you can expend 2 bravado points and the target takes an additional 2d8 thunder damage. The creature must succeed on a Wisdom saving throw or it is frightened of you until the end of your next turn.
  • Thundering Shot. When you hit a creature with a ranged weapon attack with a firearm, you can expend 2 bravado point to attempt to deafen your target. The creature takes an additional 2d8 thunder damage and must succeed on a Constitution saving throw. On a failure, the creature is deafened for one minute.

Loading Experimental Firearms

Regular firearms can be loaded with and fire a single shot during an attack before needing to be loaded.

Gunslingers are highly trained with firearms and ignore the loading property starting at 2nd level. Experimental firearms are more complex weapons that can be loaded with multiple shots and fire more than one shot during an attack. This is indicated by the reload property.

Reload. You can fire this weapon a number of times equal to its reload score (indicated in brackets). If you expend all of a weapon’s ammunition, you can’t fire it again until the start of your next turn.

Experimental Weapon

At 15th level, your experience with firearms and ability to tinker allows you to develop a deadlier firearm. You are assumed to have been collecting materials and working on the gun for quite some time, finally finishing it during a short or long rest after you reach 15th level.

Due to the experimental nature of this firearm, it has the following additional conditions and properties:

  • Only you have proficiency with the weapon.
  • This experimental weapon has a +1 bonus to attack and damages rolls, and counts as magical for the purposes of overcoming resistance and immunity to non-magical damage.
  • When you roll a natural 1 on your attack roll, the firearm is jammed and requires an action to clear the weapon.
  • You can create an additional firearm (or replace a lost firearm) over the course of three days of work (eight hours each day) by expending 100 gp worth of metal and other raw materials.
  • You can maintain up to two working experimental weapons at a time.

The form of your experimental firearm can be a revolver pistol or a double-barrel musket. Each weapon has the following properties:

Revolving Pistol. Your weapon uses the weapon stats for a heavy pistol (see Chapter V) as its base and additionally has a reload (6) property (Loading Experimental Firearms sidebar). When you take the Attack action with this weapon, you can expend 2 bravado points to fire all of your remaining rounds of ammunition. For each extra round of ammunition you fire, the target takes an extra 1d4 damage.

Double-Barrel Musket. Your weapon uses the weapon stats for a musket (see Chapter V) as its base and additionally has a reload (2) property (Loading Experimental Firearms sidebar). When you take the Attack action with this weapon, you can expend 2 bravado points to discharge both barrels at once, making one attack roll and expending 2 rounds of ammunition. If you successfully hit, you deal an extra 2d10 piercing damage.

Legendary Pistolero Deeds

Starting at 18th level, when you gain this feature, you learn the following deed options which are presented here in alphabetical order.

  • Covering Fire. As a bonus action, you can expend 2 bravado points to quickly fire at a creature without aiming. You make an attack roll against the creature with disadvantage. In addition, the target can’t make opportunity attacks until the start of your next turn.
  • Stunning Shot. You target a pressure point on a creature. When you hit a creature with a ranged weapon attack with a firearm, you can expend 3 bravado points, and the target takes an additional 1d8 piercing damage. In addition, the target must make a Constitution saving throw. On failure, the creature is stunned until the start of your next turn. The target is immune to your Stunning Shot for 24 hours after the stunned condition ends.
  • Vengeful Shot. You retaliate against your enemy with the sharp focus only pain can bring. When you hit a creature with a ranged weapon attack with a firearm that damaged you since the end of your last turn, you can expend 3 bravado points and the target takes an additional 3d8 piercing damage. Also, any additional firearm attacks you make against the creature deal an extra 1d8 piercing damage until the end of your next turn.

Sniper

The development of increasingly accurate muskets and ammunition has led some gunslingers to become stealthy, precise hunters, in the wild or on the battlefield. They also become masters of keen observation and debilitating their targets in preparation for the kill.

Sniper Features
Gunslinger Level Feature
3rd Bonus Proficiencies, Sniper Deeds
6th One Shot, One Kill
10th In My Sights
15th Elite Sniper Deeds
18th Master of the Hunt

Bonus Proficiencies

Starting at 3rd level, you gain proficiency in one of the following skills of your choice: Perception, Stealth, or Survival.

Sniper Deeds

Also at 3rd level, you gain the following bravado deeds.

  • Distant Shot. When you make a ranged weapon attack with a firearm, you can spend 1 bravado point to double both the normal range and long range of your weapon for that shot.
  • Hidden Hunter. As a bonus action, you can spend 1 bravado point to use the Hide action. Add 1d8 to the result of your Dexterity (Stealth) check.
  • Slayer’s Bullet. When you have advantage on a ranged weapon attack with a musket and hit, you can spend 1 bravado point to deal 2d6 additional damage. Starting at 7th level, you can spend 2 bravado points to deal 4d6 additional damage. Beginning at 11th level, you can spend 3 bravado points to deal 6d6 additional damage. You can’t spend bravado points on this feature more than once per turn.

One Shot, One Kill

Beginning at 6th level, you gain advantage on musket attacks if your target is surprised. If you are invisible or hidden from a surprised target, your first musket attack that hits is a critical hit.

In My Sights

Starting at 10th level, when you observe a group of up to ten creatures for at least 1 minute, you can learn certain information about their capabilities and interactions. Choose two of the following questions for the GM to answer. It is almost impossible to deceive or misdirect your observation, even with magic.

  • Which creature in this group is the greatest threat?
  • Which of these creatures, if any, is in charge of this group?
  • Are any of these creatures illusory or affected by the charmed condition?
  • Do these creatures have nearby reinforcements or hidden allies?
  • Are these creatures aware of any traps or hazards in the immediate area?

Elite Sniper Deeds

Beginning at 15th level, you gain the following bravado deeds.

  • Headshot. When you have advantage on a ranged weapon attack with a musket and hit, you can spend 2 bravado points to make your target roll a Constitution saving throw. On a failure, the target is stunned until the beginning of your next turn. You can’t use this deed against creatures whose anatomy doesn’t include a discernible head.
  • Piercing Shot. You carefully line up your enemies behind your target. When you hit a creature with a ranged weapon attack with a musket, you can expend 3 bravado points and the target takes an additional 1d10 damage. In addition, you make an attack roll against every creature in a line directly behind the target. On a hit, an additional target takes 1d10 piercing damage. Each of the additional targets must be within the normal range of your firearm.
  • Suppressing Fire. As a reaction when a creature that you can see stands up from being prone, you can spend 1 bravado point to make a ranged weapon attack against it with a musket that you have loaded and in hand. Your attack doesn’t suffer disadvantage from the target’s prone condition.

Ghostwalk

Starting at 18th level, while you are hidden, you can move at full speed without revealing your position. If you leave cover or concealment and would normally be revealed, you remain hidden as long as you end your movement behind at least the same degree of cover or concealment that you le ft. Loud noises still reveal your position as normal.

Optional Rule: Multiclassing If your group uses the optional rule on multiclassing found in the core rules, here’s what you need to know if you choose gunslinger as one of your classes.

Prerequisite(s). As a multiclass character, you must have at least an a Dexterity score of 13 and a Charisma score of 13 to take a level in this class.

Proficiencies. If gunslinger isn’t your initial class, here are the proficiencies you gain when you take your first level as a gunslinger: Light armor, simple weapons, simple firearms, martial firearms, tinker’s tools.

Section 15: Copyright Notice

The Seas of Vodari Copyright 2020, Tribality (Innovaworks Inc.) and Shawn Ellsworth.

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