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Homebrew

Gunslinger

:P Idk what lore maybe I should ask to expand his origins, yet again he probably won't read this, if he does then I'm obligated to write something down


Gunslingers are expert marksmen with a keen understanding of fire arms. Primarily focusing on small arms such as pistols. Gunslingers are adept at crafting and modifying fire arms with attachments. Gunslingers often decide to show off their skills during life or death situations to perform flashy and spectacular shots

hit dice: 1d8
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 + your Constitution modifier per level after 1st
armor proficiencies: Light armor
weapon proficiencies: Fire arms
tools: Smith's Tools
saving throws: Choose between Charisma or Dexterity
skills: Choose two from Sleight of hand, Perception, or Intimidation
starting equipment:

  • Tinker's tools
  • (A) Simple pistol / (B) Revolver
  • 12 Standard Rounds
  • (A) 6 Scatter shot / (B) 6 Slugs / (C) Crack shot
  • (A) Bandolier / (B) Backup Ammo pack
  • (A) Serrated knife / (B) Handaxe


spellcasting:

Gunslingers have no inherit spell casting capabilities

class features:

Firearms Expertise

You are quite knowledgeable when it comes to guns. You may craft guns, attachments and ammunition.

Reloading

After making ranged attacks equal to your firearm's max capacity, you must spend a Bonus Action to reload your fire arm before it can be used again.

Ammo Types

There are various ammo types that can be used for guns. Example: Scatter shot is a short-range round that lowers the damage of the shot, but the gun fires in a cone. When making an attack the selected ammo type must be rolled before the firearm.

Misfire

When making a ranged attack with a firearm, if your unmodified roll is less than or equal to your firearm's "misfire" score, your attack fails and the firearm becomes jammed. You must either use an Action or roll a DC:10 Dexterity check at the end of your turn, to be able to use the firearm again.

Grit

Grit is a resource that you build up during a battle. Grit is spent to perform special actions such as performing Trick Shots.

Trick Shots

Trick shots are special attacks performed by spending grit. They provide utility or more damage such as disarming targets, hitting multiple targets, etc.

Attachments

You may add attachments to your firearm, attachments provide utility but also have drawbacks.

Grit Dice

Gain Grit Dice that can be used at any point in combat to gain Grit equal to the amount rolled. Grit dice are replenished at the end of a rest.

Akimbo

When making a ranged attack with a one-handed firearm, you may also make an attack with a one-handed firearm held in the other hand without using a bonus action, or as a bonus action. If used as a bonus action, the second attack's damage is increased by your Dexterity modifier. Reloading and Repairing applies to both held fire arms.


Leveling Feats

Class Specialization

At 3rd level, Choose between the paths to take as a Gunslinger. At levels 7, 11, and 15, you are granted feats of your chosen path.

Ability Score Improvement

At levels 4, 8, 12, 16, and 19, you may increase one ability score by 2, or increase two ability scores by 1. You can not increase a score by 20 using this feature.

Grit Dice

Your number of Grit dice starting from one, increases by 1 at levels 4, 8, 12, 16, and 19.

Trick Shot

At 2nd, you learn how to perform trick shot attacks using your firearms. You learn more trick shots at levels 9, and 17.

Swift Reload

At 1st level, reloading your firearm now only costs a bonus action.

Extra Attack

At 5th level, when using the Attack Action, you may make an extra attack. You gain another extra attack at 14th level.

Quick Draw

At 6th level, when rolling for initiative, you may expend a Grit die and add its roll to your initiative score.

Tactical Reload

At 8th level, You may now also use your Extra Attack to reload your fire arm. Repairing your fire arm now also reload it.

Dead Eye

At 10th level, you may roll 1 Grit dice, you then add its value to the final roll of your ranged firearm attacks this turn. The Grit die is not expended on a misfire.

Caught In The Crossfire

At 13th level, when missing a ranged fire arm attack on a target, you may choose to instead hit another creature within 5 ft. of the target.

Last Stand

At 18th level, Gain 1 Grit if you start your turn at 1 or less Hit points. When reduced to 0 Hit points you can make a reaction to delay falling unconscious and you immediately take your turn, during this state, Roll death saves as if your were dying. 3 failures will still kill you. At the end of this turn you fall unconscious if you still have 0 Hit points.

You can not use this feature again until the end of a long rest.

The Gunslinger

You've stared down the end of a barrel countless times by now, all that is left now is to pull the trigger. This time, you make sure it fires.


Trick Shots

Tier I: Warning Shot

Spend 1 Grit to make a ranged fire arm attack that misses it's target. The target must make a Wisdom saving throw DC: Attack roll + Intimidation roll. On failure the creature is frightened of you until the end of their next turn.

Tier I: Disarming Shot

Spend 1 Grit to make a ranged fire arm attack against a creature's weapon of your choosing, the target must make a Constitution or Strength saving throw DC: Attack roll + damage, On failure, the target drops their weapon, 5 ft. away.

Tier I: Knocking Shot

Spend 1 Grit to make a ranged fire arm attack, this attack will push enemies 5 ft. away. Tiny creatures are pushed 10 ft. away, Large creatures must make a Strength or Constitution saving throw DC: attack + damage, Huge+ enemies can not be pushed this way.

Tier I: Point Blank Shot

Spend 1 Grit to make a ranged fire arm attack in 5 ft. without disadvantage, add an extra d10 to your damage on this attack.


Tier II: Ricochet

Spend 1 Grit to make a ranged fire arm attack, this attack will bounce off a surface to hit a target, this can be used to attack a target outside of your line of site or behind cover. Roll disadvantage on the attack's damage.

Tier II: Head Shot

Spend 1 Grit to make a ranged fire arm attack aimed at the target's head, target must make a Constitution saving throw DC: attack roll + damage, on failure, the target is stunned until the end of their next turn. You roll your grit die and add it's value to the damage of this attack.

Tier II: Piercing Shot

Spend 1 Grit to make a ranged fire arm attack, this attack will travel in your fire arm's normal range and hit any target within it, make a separate attack roll and damage roll for each target.

Tier II: Grounding Shot

Spend 1 Grit to make a ranged fire arm attack against a flying creature, The target must make a Constitution or Dexterity saving throw DC: Damage, on failure the creature will lose flight and fall.


Tier III: Coin Ricochet

Spend 1 Grit and a Coin, you toss a coin in the air and make a ranged fire arm attack against it, the bullet will then ricochet off the coin and hit the closest hostile target within your fire arm's normal range, on a Critical strike, the bullet will split into two separate attacks and hit different targets. Use the attack roll on the coin against each target. Gain Grit equal to each successful target hit.

Tier III: Target Ricochet

Spend 1 Grit and make a ranged fire arm attack, on hit, your attack can travel and hit another target, make a separate roll for each target, the attack will stop on a miss or when there are no more possible targets. Roll disadvantage on this attack's damage. On a critical strike, the attack will keep bouncing until it runs out of new targets. On a critical strike, roll this attacks normal damage instead of using it's critical damage. The attack may only travel half of your fire arm's normal range rounded down to a multiple of 5. (e.g. 75 ft normal range = 37.5 ft. - 35 ft.)

Tier III: Interception

Spend 1 Grit and a Reaction to make a range fire arm attack against a projectile. Your attack roll must beat the projectile's attack roll, on success, subtract the projectile's damage with your attack damage + grit dice value.


Duels

The best way to settle disputes. There exists no better way to know who is truly better than another, other than through a duel. A duel consists of multiple stages of contests, the winner of a contest gains 2 grit, the loser must flip a coin for 1 or 2 Grit. The goal of a duel is to have the most grit at the final stage.

Stage 1: Paces

Both duelist must roll for initiative, the highest wins the contest.

Stage 2: Turn

Both duelist must roll a Dexterity check, the highest wins the contest.

Stage 3: Fire

Both duelist roll their attack, the highest wins the contest. A misfire causes an immediate loss to the duel.

subclass options:

The Sniper

A subclass of a Gunslinger. Focusing on large caliber and long ranged firearms. High precision with heavy reliance on good positioning and high ground. But is rather helpless in close quarters combat.

Distance

Distance vertically is also taken to account, for example, if a target is 20 ft. away from you, but you are 10 ft. above them, your distance is 30 ft.

Steady Aim

At 3rd level, when shooting a creature at least 35 ft. away, if you were to miss, reroll your attack roll.

You also roll attacks with advantage against targets who are Marked.

Sharp Eyes

At 7th level, Your Crit range on long ranged firearms you are proficient in are 19-20, at 18th level it becomes 18-20

In my Sights Trick Shot

At 11th level, whenever a creature at least 35 ft. away, and in your sight moves, you may spend 1 grit and a Reaction to perform an opportunity attack with your gun.

Death From Above

At 15th level, whenever you mortally wound or kill a creature, at least 35 ft. away, you load a new round into your chamber and gain an extra attack action for that turn. Gain Grit for how each activation.


The Commando

A subclass of a Gunslinger. Commandos prefer to be in a more active role in combat, weaving through the battlefield, they don't mind getting up close to enemies.

Blitzkrieg

At 3rd level, you may spend 1 Grit to take the Dash, Dodge or Disengage as a Bonus Action.

Run And Gun

At 7th level, for every successful attack made on a different target, gain + 5 movement speed for that turn.

Back Up Plan

At 11th level, when your fire arm misfires, you may make a melee attack with it instead. Gain + 1 Grit on a successful melee attack made this way.

Suppressive Fire

At 15th level, when missing a ranged attack made with a firearm, you may spend 1 Grit to make the target and other creatures within 5 ft. roll a Wisdom saving throw DC: 8 + Charisma modifier. On failure, target becomes frightened for 1 turn.


The High Roller

A subclass of a Gunslinger. The High Roller does not buy into the idea of "playing it safe". What fun is a fight without stakes? The High Roller understands this idea best, with a risk reward mentality.

Chips

You can spend your Grit to gain "Chips" during your turn. Each chip provides different passive effects, however, you may "Wager" your chips. Wagering a chip consumes all of its type, and gives an enhanced effect, you may only wager once, at the start of your turn. When a type of chip has been wagered, you may not gain any more of that chip until the end of your turn. You may only have 6 chips in total. You lose all chips at the end of combat.

The Flop

At 3rd level, you may spend 1 Grit to gain a Red or Blue chip.

Red Chip: Increase damage dealt by firearms by 1 for each red chip. When wagered: Increase the damage of your next attack by 2 x the number of Red chips.

Blue Chip: Increase AC by 1 for each Blue chip. When wagered: Increase your AC by the amount of Blue Chips for one turn.

The Turn

At 7th level, you may spend 1 Grit to gain a Green chip.

Green Chip: For every successful attack with a firearm, this chip increases by 1. Reduce this chip by 1 for every miss. Lose all Green Chips on a misfire. When wagered: Gain Grit equal to the number of Green chips.

The River

At 11th level, you may spend 2 Grit to gain an Orange chip.

Orange Chip: Gain +1 Grit whenever you wager a chip. When wagered: Wager any number of chips gain Grit equal to the number of unique chip types wagered, replace those chips and all orange chips with Purple chips.

Purple Chip: lose a purple chip at the start of your turn. When wagered: Lose grit equal to the number of Purple chips.

All In

At 15th level, you may spend 3 Grit to gain a Gold Chip.

Gold Chip: You may spend a Reaction to re-roll an attack made with a firearm, saving throw, or ability check, you can re-roll a number of times equal to every Gold chip, you must use your new roll. When wagered: On your next attack with a firearm, roll your attack equal to the number of Gold chips. Pick the highest roll. Gain grit equal to the number of Gold chips when landing a critical hit this way.

1

Swift Reload

2

Trick Shots I

3

Class Specialization

4

Ability Score Improvement, Extra Grit Die

5

Extra Attack

6

Quick Draw

7

Class Specialization

8

Ability Score Improvement, Extra Grit Die, Tactical Reload

9

Trick Shots II

10

Dead Eye

11

Class Specialization

12

Ability Score Improvement, Extra Grit Die

13

Caught In The Crossfire

14

Extra Attack

15

Class Specialization

16

Ability Score Improvement, Extra Grit Die

17

Trick Shots II

18

Last Stand

19

Ability Score Improvement, Extra Grit Die

20

The Gunslinger


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