Exploring the Gunslinger Class in D&D 5e – (Master of Firearm)

Contents

In Dungeons & Dragons 5th Edition (5e), the Gunslinger is a homebrew class created by Matthew Mercer, the Dungeon Master of Critical Role. The Gunslinger class is inspired by the idea of a fantasy gunslinger, wielding firearms in a magical world. Although it is not an official class published by Wizards of the Coast, it has gained popularity among players and has been widely adopted in various campaigns.

The Gunslinger class focuses on ranged combat and firearms proficiency, using a combination of martial skills. and firearm expertise to deal damage from a distance. The class features a unique set of abilities and features that reflect the character’s mastery of firearms and their dedication to their craft

The Gunslinger 5e is from multiple points of view like the Battlemaster warrior. You pick a lot of “Stunt Shots” which let you consume a constrained asset pool (matrix highlights) and do some additional stuff over assaulting and managing harm. The Gunslinger was initially adjusted from the Pathfinder RPG when the Critical Roll webcast relocated from Pathfinder to Fifth Edition DnD, and there are as yet a bunch of things that get back to the Pathfinder rules.

Gunslingers, This Arch-Type; being mechanically exceptional are hyper-canny crafters. Some join parties not to be pioneers yet to have a mind-boggling impact over the front line, forming whole wars with their bluster. Some are unmatched dread at short proximity, destroying adversaries with their resolute purpose.

While others are the model of productivity, lying in pause, and executing their objectives before they knew there was any risk. Notwithstanding the Gunslinger’s favored strategy for assault. All are considerable in their very own right. Try not to cross one, they aren’t to be messed with.

Gunslingers 5e

Gunslingers 5e class in dnd classes

All D&D 5e Classes

unslinger 5e class in dnd

A Gunslinger’s weapons are an impression of them and are their most prized assets. Putting a blend of smithing ability with precision, no two are comparative, as everyone is engraved and created to the Gunslinger’s preferred position. As the Gunslinger develops with their gathering, the more grounded through information on their weapons they become lethal. you can know more d&d 5e classes from here.

Hit Points

Hit Dice: 1d8 per Gunslinger level
Hit Points at 1st Level: 8+Constitution modifier
Hit Points at Higher Levels: 5 (1d8)+Constitution modifier

Proficiencies

  • Armor: light armor, medium armor
  • Weapons: simple weapons, pistols, revolvers, rifles, shotguns
  • Tools:* none
  • Saving Throws: Dexterity, Wisdom
  • Skills: Choose two from Acrobatics, Athletics, Perception, Sleight of Hand, Stealth, and Survival.

Equipment

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

  • (a) two Pistols, (b) a Rifle, (c) or a Shotgun
  • (a) a Revolver or (b) a Pistol
    an Explorer’s Pack
    Wary

For individuals who need a scramble of Renaissance energy, wilderness experience, or Victorian bad dream in their crusade world, this class contains choices for a wide assortment of gunslinging legends. Drawing motivation from different recorded and anecdotal sources, this class underpins a wide scope of originals. From a long-range bolster class to a high-harm military class, from a man with no name to a group chief, the gunslinger has the instruments to accommodate your playstyle.

LevelProficiency BonusBravado PointsFeatures
1st+22Fighting Style, Bravado, Gunsmith
2nd+22Quick Draw
3rd+22Gunslinger Archetype
4th+22Ability Score Improvement
5th+33Extra Attack
6th+33Sidestep
7th+33Evasion
8th+33Ability Score Improvement
9th+44Gunslinger Archetype feature
10th+44Improved Critical
11th+44Extra Fighting Style
12th+44Ability Score Improvement
13th+55Gunslinger Archetype feature
14th+55Find Cover
15th+55Superior Critical
16th+56Ability Score Improvement
17th+66Gunslinger Archetype feature
18th+66True Grit
19th+66Ability Score Improvement
20th+66Sureshot

Firearms

NameCostAmmoDamageWeightRangeProperties
Palm Pistol50g2g (20)1d8 piercing1 lb.(40/160)
Light, reload 1, misfire 1

Pistol150g4g (20)1d10 piercing3 lb.(60/240)

Reload 4, misfire 1


Musket300g5g (20)1d12 piercing10 lb.(120/480)

Two-handed, reload 1, misfire 2


Pepperbox250g4g (20)1d10 piercing5 lb.(80/320)

Reload 6, misfire 2


Blunderbuss300g5g (5)2d8 piercing10 lb.(15/60)

Reload 1, misfire 2


Bad NewsCrafted10g (5)2d12 piercing25 lb.(200/800)

Two-handed, misfire 3, explosive


Hand MortarCrafted10g (1)2d8 fire10 lb.(30/60)

Reload 1, misfire 3, explosive


In Dungeons & Dragons 5th Edition (5e), the Gunslinger class introduces firearms into the fantasy world, allowing players to wield these powerful ranged weapons. The Gunslinger class provides a unique playstyle focused on firearm proficiency and tactical combat. Here is an overview of firearms in 5e and how they relate to the Gunslinger class

The subclass turned out truly fair, yet I’m a lot more joyful with my variant of a full Gunslinger Class. One of my players is playing a gunslinger in my nautical battle world, so I wound up making my form of the gunslinger class. The primary objective of overhauling and rethinking the class was to dispose of the bomb specialist that has gunslingers experiencing routine failures to fire.

  1. Introduction: Firearms are exotic weapons that utilize gunpowder and projectiles to deal damage. They offer an alternative to traditional ranged weapons like bows or crossbows.
  2. Types of Firearms: There are several types of firearms available in the 5e Gunslinger class, including pistols, muskets, and rifles. Each firearm has its own properties, such as range, damage, and reloading requirements.
  3. Ammunition: Firearms require ammunition, typically in the form of bullets or shots. Ammunition can be purchased or crafted and needs to be replenished after firing.
  4. Reloading: Firearms have a specific reloading mechanism. Reloading times vary depending on the type of firearm, and Gunslingers can improve their reloading speed through class features and abilities.
  5. Misfire: Firearms have a chance to misfire, representing the inherent unpredictability of these complex weapons. When a firearm misfires, it can jam or malfunction, requiring the Gunslinger to spend additional time to fix it.

Gunslinger Class and Firearms:

    1. Proficiency: Gunslingers are proficient with firearms and gain access to a variety of unique weapons. They can wield firearms more effectively than other classes, utilizing their expertise to gain advantages in combat.
    2. Gunsmithing: Gunslingers can craft and repair firearms, allowing them to maintain and modify their weapons. Gunsmithing grants them the ability to customize firearms or create special ammunition.
    3. Trick Shots: Gunslingers have access to Trick Shots, which are special combat maneuvers using firearms. These Trick Shots provide additional tactical options, such as disarming enemies, shooting multiple targets, or inflicting debilitating effects.
    4. Grit Points: Gunslingers have a resource called Grit, representing their focus and skill in combat. They can spend Grit points to perform special actions, such as making precise shots, gaining an advantage on attack rolls, or regaining hit points.
    5. Deeds: As Gunslingers progress, they gain access to Deeds, which are powerful abilities that enhance their combat prowess. Deeds provide unique benefits, such as increased mobility, improved accuracy, or devastating damage.
    6. Gunfighter Archetype: Gunslingers can choose a Gunfighter Archetype, such as the Deadshot or the Sniper, at higher levels. Each archetype offers specialized features and abilities, further tailoring the Gunslinger’s playstyle.

Firearms Proficiency

In Dungeons & Dragons 5th Edition (5e), Gunslingers possess a unique proficiency in firearms, allowing them to wield these powerful ranged weapons with expertise. Here is an overview of firearm proficiency for Gunslingers:

  1. Firearms Proficiency: Gunslingers are proficient with firearms, granting them the necessary skills to effectively wield these specialized weapons. This proficiency allows them to add their proficiency bonus to attack rolls made with firearms.
  2. Starting Proficiencies: When creating a Gunslinger character, they start with the necessary proficiencies to handle firearms. This typically includes proficiency with firearms such as pistols, muskets, rifles, or other firearms determined by the campaign or the Dungeon Master’s discretion.
  3. Weapon Properties: Firearms have specific properties that distinguish them from other ranged weapons. Some common properties associated with firearms include the ammunition type, range, reloading requirements, and the potential for misfire.
  4. Reloading: Firearms require a certain amount of time to reload after firing. The reloading process depends on the specific firearm, and Gunslingers become more adept at reloading quickly as they gain levels and access to class features.
  5. Misfire: Firearms have a chance to misfire, representing their unpredictable nature. When a firearm misfires, it can jam or malfunction, requiring the Gunslinger to take additional time to fix it. The chance of misfire can vary depending on the quality of the firearm or any specific class features related to firearm maintenance.
  6. Customization: Gunslingers often have the ability to customize and modify their firearms. This can include adding attachments, improving accuracy, or enhancing certain properties of the firearm. Customization options can vary depending on class features, Gunsmithing abilities, or campaign-specific mechanics.

By being proficient in firearms, Gunslingers gain an edge in ranged combat, allowing them to leverage the power and versatility of these unique weapons. Their expertise with firearms, combined with their class features and abilities, enables them to unleash devastating attacks from a distance and excel as masters of ranged combat.

Spellslinger Spellcasting

LevelCantrips KnownSpells Known1st2nd3rd4th
3rd231
4th243
5th243
6th243
7th2542
8th2642
9th2642
10th3743
11th3843
12th3943
13th310432
14th310432
15th311432
16th311433
17th311433
18th311433
19th3124331
20th3134331

As a gunslinger, you make your imprint upon the world as a master with flintlock guns. While anybody can point a gun or rifle and shoot it, a gunslinger is a cut far over the riffraff. Gunslingers consolidate exceptionally quick reflexes and cautious plans to go about as bosses of extended battle. Gunslingers additionally draw on swagger, a blend of fortitude and certainty, to perform stunning deeds with guns.

Gunslingers 5e

Holy Avenger Spellcasting

LevelCantrips KnownSpells Known1st2nd3rd4th
3rd231
4th243
5th243
6th243
7th2542
8th2642
9th2642
10th3743
11th3843
12th3943
13th310432
14th310432
15th311432
16th311433
17th311433
18th311433
19th3124331
20th3134331

The Gunslinger is a long-range warrior, with attention to exactness and negative impacts for their targets. Gunslingers are assembled by a certain something: their affection for hot iron and flying lead. Past this, they are as wild and fluctuated as the grounds they wander. The utilization of guns lets a gunslinger give a consistent progression of harm while remaining off the bleeding edges and generally out of damages

Point Buy

Str
8
Dex
15
Con
14
Int10
Wis
14
Cha10

Standard Array

Str 8

Dex
15
Con 13
Int
10
Wis
14
Cha12

You can make a gunslinger rapidly by following these proposals. To start with, make Dexterity your most noteworthy capacity score. Your next-most elevated capacity ought to be Charisma. Second, pick the Sage or Soldier foundation, contingent upon how you came to be a gunslinger.

Abilities

NameBaseIncreased
Str88
Dex1516
Con 14 14
Int 10
Wis 14 15
Cha 10 10

Features

Gunslinger class features:

  1. Firearm Proficiency: Gunslingers are proficient with firearms and gain access to a variety of unique weapons, such as pistols, muskets, and rifles.
  2. Gunsmith: At 1st level, Gunslingers can create their own firearms, customize and modify them, and even repair damaged firearms.
  3. Grit: Gunslingers have a resource called Grit, which represents their focus and skill in combat. They can spend Grit points to perform special actions, such as making precise shots, disarming opponents, or gaining an advantage on attack rolls.
  4. Trick Shots: Gunslingers gain access to a set of Trick Shots, which are special maneuvers they can use during combat. These Trick Shots allow Gunslingers to perform various tactical actions, such as shooting multiple targets, knocking enemies prone, or disorienting opponents.
  5. Quick Draw: Gunslingers become incredibly fast with their firearms, allowing them to reload their guns more swiftly and efficiently during combat.
  6. Deeds: At higher levels, Gunslingers gain access to Deeds, which are powerful abilities that enhance their combat prowess. These include abilities like Evasive Footwork, which grants extra mobility, or Violent Shot, which inflicts devastating damage on a single target.
  7. Lightning Reload: Gunslingers can reload a firearm as a bonus action, allowing them to maintain a steady stream of fire in combat.
  8. Rapid Repair: Gunslingers become adept at quickly repairing damaged firearms, allowing them to fix malfunctions or broken parts during combat.

It’s important to note that the Gunslinger class is a homebrew option and might not be available in every campaign or setting. As a player, it’s recommended to consult with your Dungeon Master to see if they allow the Gunslinger class and discuss any potential modifications or adjustments they may have made to fit the specific game world.

Frequently Asked Questions (FAQs)

Q; How do we make a gunslinger with a respectable harm progression?

A: Your most important trouble is that the Gunslinger is gimped via the lousy Pathfinder gun rules. It will by no means have similar injuries to different characters.

Q: How to preserve the harmful output of different classes?

A: Your injury and danger to hit are each based on your dexterity. Boosting this state ought to be your priority. As a bonus, your AC additionally goes up!

Q: Which fight feats are observed when attacking with a ranged siege engine?

A: Siege weapons are nonetheless precisely what they say on the box- they’re weapons, and ranged ones at that. Weapon feats will work with them, together with however now not constrained to Weapon Focus and Weapon Specialization.

Q: Why is the Gunslinger nevertheless no longer a reputable category in 5E?

A:  For the same reason that when bored, my cleric doesn’t textual content the relaxation of the birthday celebration, a photograph of his meal from that meals truck, hop on an airplane to discover the Flanaess, or idly poke some passerby with his lightsaber.

Q: Can Tinker’s equipment be used to make Gunslinger firearms earlier than the third level?

A: No. There are a lot of misconceptions associated with Tinker’s Tools, and they have been honestly applicable to a persona We simply started. Tinker’s Tools are truly a lot more mundane and vain than most gamers believe.

Q: Is the Gunslinger class official in D&D 5e?

A:  No, the Gunslinger class is not an official class published by Wizards of the Coast. It is a homebrew class created by Matthew Mercer, the Dungeon Master of Critical Role. However, it has gained popularity and is widely used in many campaigns.

Q: Can I play a Gunslinger in any campaign?

A:  It depends on the campaign and the Dungeon Master’s discretion. Since the Gunslinger is a homebrew class, some DMs may allow it, while others may prefer to stick to official content. It’s always best to check with your DM before creating a Gunslinger character.

Q: Can I use firearms without playing a Gunslinger?

A:  Yes, firearms can be used by characters without being a Gunslinger. Firearms are included in the Dungeon Master’s Guide (DMG) as optional rules. However, the Gunslinger class provides specific features, abilities, and proficiency bonuses tailored to firearms.

Q: How do I create a Gunslinger character?

A: To create a Gunslinger character, consult the Gunslinger class features and abilities provided by the homebrew content. Determine your character’s race, background, and other choices as you would with any other class. Work with your DM to establish the availability and mechanics of firearms in the campaign setting.

Q: Can I multiclass as a Gunslinger?

A:  Multiclassing rules in D&D 5e allow for the possibility of multiclassing into the Gunslinger class. However, it’s important to note that the Gunslinger class was not originally designed with multiclassing in mind. As such, the balance and interactions between the Gunslinger and other classes may vary. It’s advisable to discuss multiclassing with your DM to ensure a balanced gameplay experience.

Q: Are there any official subclasses for Gunslingers?

A: No, there are no official subclasses for the Gunslinger class in D&D 5e. However, the Gunslinger class itself offers various customization options through its class features, Deeds, and Trick Shots, allowing players to tailor their character’s playstyle to some extent.

Q: Can I use firearms in a different class?

A:  Yes, firearms can be used by characters of other classes if allowed by the DM. The DMG provides optional rules for firearms, and some campaign settings may include firearms as part of their lore. However, keep in mind that proficiency with firearms and specific firearm-related abilities are exclusive to the Gunslinger class.

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