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Class Gunslinger
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Your Subclass is chosen at Level 3 and defines your Gunslinger's identity beyond raw marksmanship.
| LEVEL | FEATURE | DESCRIPTION |
|---|---|---|
| 3 | Poker Face | Gain proficiency with all Gaming Sets and one skill of your choice: Deception, Insight, or Perception. |
| 3 | Liar's Dice | Expend a Risk Die to roll a d20. On a 10+, the damage of your next ranged weapon attack is doubled. On a 9 or lower, your ranged weapon attack damage this turn is halved. |
| 6 | Risky Business | Once per turn when you make an attack roll against an enemy without Disadvantage, you can choose to make the roll with Disadvantage. When you do, you regain one expended Risk Die. |
| 10 | Risk Taker | You can use your Maverick Spirit and Skin of Your Teeth maneuvers without expending a Risk Die. When you do, roll a d6 instead. |
| LEVEL | FEATURE | DESCRIPTION |
|---|---|---|
| 3 | Spellcasting | You gain the ability to cast spells, using the Wizard spell list. |
| 3 | Bang, You're Dead! | You learn the Finger Guns cantrip. Arcane Shot: When you hit a target with a Finger Guns attack, you can expend one Risk Die and add it to the damage roll. |
| 6 | Spellshot | When you take the Attack action, you can replace one of the attacks with a casting of one of your Wizard cantrips that has a casting time of an action. |
| 10 | Counter-Mage | Concentration-Breaker: Whenever you make a ranged attack roll, you disrupt protective magic and break the target's concentration. Antimagic Shot: A Critical Hit against a Gut Shot target also prevents it from casting spells or taking the Magic action while lodged. Inured to Magic: When you fail a saving throw against a spell or magical effect, take a Reaction to roll 1d6 and add it to the result. |
| LEVEL | FEATURE | DESCRIPTION |
|---|---|---|
| 3 | Lay Down the Law | Reaction: when an ally within 60 ft is hit by an attack, expend one Risk Die to make a ranged weapon attack against the attacker. The ally gains Temporary HP equal to the Risk Die roll. |
| 3 | Steely-Eyed | You are immune to the Frightened condition (inactive while Incapacitated). |
| 6 | Reach for the Skies | When you score a Critical Hit, the target must succeed on a Wisdom saving throw (Maneuver save DC) or become Frightened for 1 minute. The target can repeat the save at the end of each of its turns. |
| 10 | Long Arm of the Law | Once per turn when you hit a creature with a ranged weapon attack, force a Strength saving throw. On a failed save, the target has the Restrained condition for 2 turns. |
| TRAIT | DETAIL |
|---|---|
| Primary Ability | Dexterity or Wisdom |
| Hit Point Die | D10 per Gunslinger level |
| Saving Throw Proficiencies | Dexterity and Intelligence |
| Skill Proficiencies | Choose 3: Acrobatics, Athletics, Insight, Intimidation, Perception, Sleight of Hand, or Stealth |
| Weapon Proficiencies | Simple and Martial weapons, and Firearms |
| Armor Training | Light and Medium armor |
| LEVEL | FEATURE |
|---|---|
| 1 | Firearm Expert, Quick Draw, Fighting Style, Weapon Mastery |
| 2 | Critical Shot, Risk |
| 3 | Gunslinger Subclass |
| 4 | Ability Score Improvement |
| 5 | Extra Attack, Gut Shot |
| 7 | Evasion |
| 9 | Critical Shot (18–20) |
| 11 | Overkill |
Firearm Expert You are a firearm expert. You can add your ability modifier to the damage rolls of weapon attacks made with firearms.
Quick Draw You're adept at drawing and firing before others have time to react, granting you the following benefits.
Initiative. You have Advantage on Initiative rolls.
Fighting Style Choose one fighting style to define your approach to combat.
Weapon Mastery Choose two firearms whose Mastery properties you can apply when you attack with them. You can change your Mastery choices on a Long Rest.
Critical Shot Your attack rolls with Ranged weapons can score a Critical Hit on a roll of 19 or 20 on the d20.
At Gunslinger level 9, your attack rolls with Ranged weapons score a Critical Hit on a roll of 18–20.
Risk Risk Dice start as four d8 dice. A Risk Die is expended when you use it, and you regain all expended Risk Dice when you finish a Short or Long Rest.
As you gain levels, both the number of dice and their size increase:
- Levels 2–5: Four d8 dice
- Levels 6–9: Five d8 dice
- Levels 10–12: Five d10 dice
Risk unlocks a set of maneuvers you can spend dice on:
| MANEUVER | EFFECT |
|---|---|
| Bite the Bullet | Expend one Risk Die to gain Temporary HP equal to the roll + your Gunslinger level. |
| Blindfire | Expend one Risk Die to gain Blindsight (30 ft) until end of turn. |
| Dodge Roll | Expend one Risk Die to reposition. |
| Grazing Shot | Interrupt: expend a Risk Die on a hit. |
| Maverick Spirit | Interrupt: expend a Risk Die for a reactive benefit. |
| Skin of Your Teeth | Interrupt: expend a Risk Die to survive. |
Risk is the Gunslinger's primary resource — a dice pool that replenishes on Short Rest and fuels both offensive and defensive maneuvers.
You choose a Subclass that defines your style beyond raw marksmanship. See Subclasses below.
Extra Attack You can attack twice, instead of once, whenever you take the Attack action on your turn.
Gut Shot Whenever you score a Critical Hit against a Large or smaller creature with a ranged attack using a weapon, the projectile lodges itself in the target. For 3 turns, its Speed is halved and it has Disadvantage on attack rolls.
Evasion When you're 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 only half damage if you fail.
Critical Shot (Upgrade) Your attack rolls with Ranged weapons now score a Critical Hit on a roll of 18, 19, or 20 on the d20.
Overkill When you deal damage with a Ranged weapon that doesn't add your ability modifier to the roll, you add your ability modifier nonetheless. If you already add your modifier to the damage roll, the target takes an extra 1d8 damage of the weapon's type.
The Gunslinger's defining resource is Risk — a Short Rest dice pool that fuels maneuvers across multiple encounters per Long Rest cycle. Bite the Bullet (TempHP), Dodge Roll (repositioning), and Grazing Shot (interrupt on hit) distribute value across combats rather than concentrating it in a single high-impact turn.
Critical Shot at Level 2 (19-20) into Gut Shot creates a compounding payoff: the critical hit lodges the bullet, imposing Disadvantage on the target's attacks for 3 turns — which increases the probability of subsequent crits on that same Disadvantaged target. At Level 9, Critical Shot expands to 18-20.
Subclass defines the secondary identity:
- High Roller — variance amplifier; Liar's Dice doubles damage on a d20 roll of 10+, Risky Business regenerates Risk Dice from Disadvantage attacks
- Spellslinger — INT-based Wizard spell access layered on the martial chassis; Spellshot swaps one attack per turn for a cantrip
- White Hat — party protector; Lay Down the Law fires a ranged Reaction attack when an ally is hit, granting TempHP equal to the Risk Die roll