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Gunslinger 5E

The Gunslinger martial archetype gains proficiency with firearms. They can perform deeds using grit points gained from critical hits, killing blows, or short rests. Deeds include gaining advantage on attacks or increasing damage. Higher levels allow faster reloading, avoiding death, or increasing critical hit damage. Firearms have properties like reload counts and misfire chances.

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100% found this document useful (1 vote)
1K views2 pages

Gunslinger 5E

The Gunslinger martial archetype gains proficiency with firearms. They can perform deeds using grit points gained from critical hits, killing blows, or short rests. Deeds include gaining advantage on attacks or increasing damage. Higher levels allow faster reloading, avoiding death, or increasing critical hit damage. Firearms have properties like reload counts and misfire chances.

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Elliot Purbrick
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5Fighter Martial Archetype: Gunslinger 5th Edition D&D

Firearm Proficiency
Gunslingers gain proficiency with Firearms, thus able to add their proficiency bonus to Firearm attacks.

Grit
At the end of each Short Rest, a Gunslinger gains a number of Grit points equal to their Wisdom Modifier
(minimum 1). The number of Grit points the Gunslinger has can never exceed their Wisdom modifier. The
Gunslinger can regain Grit points in the following ways:

Critical Hit with a Firearm: Each time the Gunslinger scores a Critical Hit with a Firearm attack while in the
heat of combat, they regain 1 Grit point.

Killing Blow with a Firearm: When the Gunslinger reduces a creature to 0 or fewer hit points with a Firearm
attack, they regain 1 Grit point. If the death was due to a Critical Hit, you only get the 1 Grit, not two.

Deeds
Gunslingers use Grit points to perform Deeds. Some deeds are instant bonuses or attacks, while others are
bonuses that can last for a period of time. Some deeds last as long as the Gunslinger has 1 Grit Point. A
Gunslinger can only use Deeds that they meet the required level for, and cannot combine multiple Deeds into
a single attack.

Gunsmith: Starting at 3rd level, the Gunslinger gains proficiency with Tinkers Tools, able to use them to craft
ammunition, repair damaged firearms, or even draft and create them.

Deadeye: Starting at 3rd level, the Gunslinger can spend 1 Grit point to gain Advantage on the next Attack roll
they make this round. The Gunslinger chooses to make a Deadeye attack and spends Grit before making the
attack roll.

Quick Draw: Starting at 7th level, the Gunslinger gains +2 Initiative and can draw and stow Firearms as a free
Flourish.

Violent Shot: Starting at 7th Level, the Gunslinger can spend 1 or more Grit points before rolling an Attack. For
each Grit point spent, that Attack gains +1 to the weapons Misfire number. If the attack hits, it deals an
additional dice of Firearm damage per Grit point spent. If the attack misses, Grit points are still expended. (ex:
3 Grit points = +3 to misfire, +3d[Firearm Damage Die]). Weapons with multiple damage dice add only 1 die
per Grit spent. (ex: a 2d12 gun adds +1d12 per Grit)

Trick Shot: Starting at 10th Level, the Gunslinger can spend a Grit point to target a specific location on a foes
body with a Firearm. If the attack misses, the Grit point is still lost. If the Gunslinger has multiple attacks for
their Attack action, they can make multiple Targeted shots for 1 Grit point each. Your Trick Shot DC is 8 + your
Proficiency Mod + your Dexterity Mod.
Arms On a hit, the target takes normal damage and must make a Strength saving throw or drop 1
held item of the Gunslingers choice.
Head On a hit, the target takes normal damage and must make a Constitution saving throw or have
disadvantage on attacks for 1 round.
Legs On a hit, the target takes normal damage and must make a Strength saving throw or get
knocked prone.
Torso On a hit, the target takes normal damage and is pushed up to 10 ft away from you.
Wings On a hit, the target takes normal damage, and must make a Constitution saving throw or
plummet 20 ft.

Lightning Reload: Starting at 15th level, the Gunslinger can reload a one-handed or two-handed firearm as a
Bonus action.

Cheat Death: Starting at 18th level, whenever the Gunslinger is reduced to 0 hit points or lower, the Gunslinger
can immediately spend all of their current Grit points (minimum of 1) to instead be reduced to 1 hit point.

Mortal Shot: Starting at 18th level, whenever the Gunslinger scores a Critical Hit with a firearm (even with
another Deed), they can spend a Grit point to increase the damage multiplier for that attack from x 2 to x 3.

Firearm Properies
Reload The weapon can be fired a number of times equal to its Reload number before the wielder must spend 1
Attack of your Attack Action, or an Action, to reload. You must have one free hand to reload a firearm.
Misfire Whenever the Firearm is fired in a way that requires an Attack Roll, if the dice roll is equal to or lower than the
Misfire number, the weapon Misfires, the attack misses, and it cannot be used to attack again until an Action and
successful Tinkers Tools Ability Check (DC = 10 + Firearms Misfire Score) is used to repair and clear the weapon. Should
the Tinkers Tools check fail, the weapon is considered broken and must be repaired out of combat at half the cost of the
weapon (or DMs discretion).
Scatter An attack is made against each creature within a 30 ft cone. If an affected creature is adjacent to you, they
suffer double damage on a hit.
Explosive Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw or suffer half damage. If
the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.

Firearm Cost Damage Weight Range Properties


Pistol 250g 1d10 piercing 3 lbs (100/400) Reload 4, Misfire 1
Musket 500g 1d12 piercing 10 lbs (200/800) Two-handed, Reload 1, Misfire 2
Pepperbox 450g 1d10 piercing 4 lbs (150/600) Reload 6, Misfire 2
Scattergun 500g 1d8 piercing 10 lbs (15/30) Two-Handed, Reload 2, Misfire 3, Scatter
Bad News (Crafted) 2d12 piercing 25 lbs (300/1200) Two-handed, Reload 1, Misfire 3
Hand Cannon (Crafted) 2d8 fire 4 lbs (30/60) Reload 1, Misfire 3, Explosive

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