Gunslinger Martial Archetype

With the advent of firearms comes those who use them. Gunslingers come in all shapes and sizes, found amongst humans, dwarves, gnomes, and ippei. They all share a love of their firearms in common.

Because firearms are rare, it’s equally important for gunslingers to know how to build their own ammunition and repair their weapons. This puts most gunslingers squarely in the sights of regulators who don’t always appreciate the gunslinger’s fondness for their (often unlicensed) weaponry.

Gunplay

When you choose this archetype at 3rd level, you learn stunts that are fueled by special dice called stunt dice.

Stunts

You learn three stunts of your choice. Many stunts enhance an attack in some way. You can use only one stunt per attack. You learn two additional stunts of your choice at 7th, 10th, and 15th level. Each time you learn new stunts, you can also replace one stunt you know with a different one.

Stunt Dice

You have four stunt dice, which are d8s. A stunt die is expended when you use it. You regain all your expended stunt dice when you finish a short or long rest. You gain another stunt die at 7th level and one more at 15th level. At 10th level, your stunt dice turn into d10s and at 18th level turn into d12s.

Saving Throws

Some of your stunts require your target to make a saving throw to resist the stunt’s effects. The saving throw DC is calculated as follows: stunt save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

Gunsmithing

At 3rd level, you gain proficiency with firearms, tinker’s tools, and alchemist’s supplies. You can use these tools to create the following:

Craft Firearm

You can use your tinker’s tools to craft any firearm for a cost in raw materials equal to half the price of the firearm. You craft the firearm one factor faster.

Craft Ammunition

You can use your alchemist’s supplies to craft bullets, pellets, and blastpowder for a cost in raw materials equal to 10% of the price. You craft the ammunition one factor faster.

Repair Firearm

You can use your tinker’s tools to repair any firearm for a cost in raw materials equal to 10% of the price. You repair the firearm one factor faster and can fix any firearm malfunction as a bonus action.

Scan and Assess

Starting at 7th level, you become adept at scanning the area for targets. You can take the Search action as a bonus action. You also gain proficiency in the Perception, Investigation, or Survival skill (choose one).

Point-Blank Firing

At 10th level, you learn to fire your firearm at shot range. Making a ranged attack roll while within 5 feet of an enemy doesn’t impose disadvantage on your roll. In addition, if you hit a creature within 5 feet of you with a ranged attack on your turn, that creature can’t take reactions until the end of this turn.

Rapid Shot

Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a ranged weapon attack with your firearm against a target on your turn, you can forgo that advantage to immediately make an additional ranged weapon attack with that same firearm against the same target as a bonus action.

Double Barrels

Starting at 18th level, you fire two shots in rapid succession. If you take the Attack action on your first turn of a combat with your firearm, you can make one additional ranged weapon attack with that same firearm as part of that action. The firearm must have at least two bullets or you must be wielding two firearms.

Gunslinger Stunts

Ambush

When you make a Dexterity (Stealth) check or initiative roll, you can expend one stunt die and add the die to the roll, provided you aren’t incapacitated.

Bait and Switch

When you’re within 5 feet of a creature on your turn, you can expend one stunt die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks. Roll the stunt die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.

Breaching Shot

When you make a ranged weapon attack roll with a firearm against an object, you can expend one stunt die to reduce the object’s damage threshold for your next attack by the stunt die result. You can use this stunt before or after making the attack roll, but before any effects of the attack are applied.

Burst Shot

You can expend a stunt die as a bonus action to give the burst fire trait to any firearm you wield that does not have that property, and add the roll to the damage.

Cover Fire

When you hit a creature with a ranged weapon attack roll from your firearm, you can expend one stunt die to maneuver one of your comrades into a more advantageous position. You add the stunt die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Deadeye

When you make a ranged weapon attack roll with a firearm against a creature, you can expend one stunt die to add it to the roll. You can use this stunt before or after making the attack roll, but before any effects of the attack are applied.

Disarming Shot

When you hit a creature with a ranged weapon attack roll from your firearm, you can expend one stunt die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the stunt die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object or item you choose. The object or item lands at its feet.

Distracting Shot

When you hit a creature with a ranged weapon attack roll from your firearm, you can expend one stunt die to distract the creature, giving your allies an opening. You add the stunt die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Evasive Footwork

When you move, you can expend one stunt die, rolling the die and adding the number rolled to your AC until you stop moving.

Feint

You can expend one stunt die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll with a firearm against that creature this turn. If that attack hits, add the stunt die to the attack’s damage roll.

Gunspinning

When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check while wielding a firearm, you can expend one stunt die and add the stunt die to the ability check.

Knockback

When you hit a creature with a ranged weapon attack from your firearm, you can expend one stunt die to attempt to drive the target back. You add the stunt die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Menacing Shot

When you hit a creature with a ranged weapon attack from your firearm, you can expend one stunt die to attempt to frighten the target. You add the stunt die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Pistol Whip

As a reaction to an enemy creature moving within 5 feet of you, you can expend your stunt die to make a melee weapon attack with your firearm and add it to the roll, inflicting the following bludgeoning damage:

Weapon Size Bludgeoning Damage
Tiny 1d4
Small 1d6
Medium 1d8
Large 1d10

If your firearm is a combination weapon, you can choose to use its melee damage dice and type instead.

Provoking Shot

When you hit a creature with a ranged weapon attack from your firearm, you can expend one stunt die to attempt to goad the target into attacking you. You add the stunt die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Quickdraw

When you make an initiative roll, you can use your reaction to make a ranged weapon attack with your firearm against a creature you choose, expending one stunt die and adding it the die to the roll, provided you aren’t incapacitated. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.

Rapid Reload

You expend one stunt die to fully reload a firearm as a bonus action, ignoring the loading and reload properties.

Ricochet Shot

You learn how to redirect an errant shot toward a new target. When you make a ranged weapon attack roll with a firearm and miss, you can use a reaction to expend one stunt die to reroll the attack roll against a different target within 60 feet of the original target.

Scan the Area

When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one stunt die and add the stunt die to the ability check.

Shot Spotter

When you take the Attack action with a firearm on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one stunt die. That creature can immediately use its reaction to make one ranged weapon attack, adding the stunt die to the attack’s damage roll.

Second Chance

As a reaction to failing a saving throw or ability check, you can spend one stunt die to gain advantage on the roll.

Suppressing Fire

When you hit a creature with a ranged weapon attack from your firearm, you can expend one stunt die to pin a creature down. You add the stunt die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it cannot move until the end of your next turn.

Trick Shot

When you make a ranged weapon attack with a firearm against an object, you can expend one stunt die to push a Small or smaller object a number of feet in a direction you determine equal to the stunt roll.

True Grit

As a reaction to an attack that would bring your hit points to 0, you can expend one stunt die to gain temporary hit points equal to the number rolled.

Winging Shot

When you hit a creature with a ranged weapon attack from your firearm, you can expend one stunt die to attempt to knock the target down. You add the stunt die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you force the target prone.

Wounding Shot

When you hit a humanoid or beast with a firearm, you can expend one stunt die to attempt to hit a major artery. You add the stunt die to the attack’s damage roll, and the target must make a Constitution saving throw. On a failed save, it takes 1 point of damage each round equal to the stunt die. Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

Section 15: Copyright Notice

5E RPG: Steampunk Adventures. Copyright 2022, Mal and Tal Enterprises, LLC; Author Michael Tresca.

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