Gunslingers are a bold and mysterious lot. While many treat the secrets of black powder with the same care and reverence that a wizard typically reserves for his spellbook, most gunslingers know that firearms are a secret that cannot remain concealed forever. While current firearms are simple, often imprecise, and even dangerous devices, they are a technology on the move, and one that will become even more powerful when it is fully fused with magic.

[Gun Stats are at the Bottom]


Class Features

Hit Die: 1d8 per Gunslinger level

Starting Hit Points: 8 + Your Constitution Modifier

Hit Points: 1d8 + Your Constitution Modifier per Gunslinger level gained.


Armor: Light and Medium, no shields
Weapons: All Firearms, and Simple weapons.
Saving Throws: Dexterity, Charisma
Skills: Choose three from Deception, Intimidation, Insight, Investigation, Medicine, Perception.


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

  • (a) pair of pistols or (b) rifle or © blunderbuss
  • 25 Lead Shot, 1 Powder Horn, and a simple weapon.
  • Studded Leather Armor and backpack


Gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat.

At the start of each day, a gunslinger gains a number of grit points equal to her Charisma modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit 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, she regains 1 grit point.

A critical hit on a helpless or unaware creature or on a creature that has a CR that is half the gunslinger’s character level does not restore grit.

Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point.

Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.

Gun Trick

Gunslingers spend grit points to accomplish Gun Tricks. Most gun tricks grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 Grit Point. The following is the list of base gunslinger deeds. A gunslinger can only perform certain guntricks, more are open for you once you get to 10th level and at 14th level. Unless otherwise noted, a Gun Trick can be performed multiple successive times, as long as the appropriate amount of Grit is spent to perform the Trick.

List of Gun Tricks

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

You gain a +2 bonus to attack rolls you make with long arms.

When you are wielding one sidearm in one hand and no other weapons, you gain +2 bonus to Initiative Checks.

Dual Pistols
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Sidearms are consider light weapons to you for the purposes of dual wielding.

Spray & Pray
When wielding a longarm with the Heavy Descriptor, you gain a +2 to damage rolls.

Gunslinger Archetype

Choose a Gunslinger Archetype, which describes the style in which you deliver your hot lead to your enemies. Hexgunner, Mysterious Stranger and Sharpshooter. Your choice grants you features when you choose it at 3rd and again at 7th, 11th, and 15th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack.

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Uncanny Dodge

Starting at 6th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.


Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Well Versed

At 18th level, pick two features or tricks that you have access to and that you must spend grit to perform. You can perform these deeds for 1 grit point fewer (minimum 0) than usual. If the number of grit points to perform a deed is reduced to 0, you can perform this deed as long as you have at least 1 grit point.

True Grit

At 20th level, The amount of Grit Points a gunslinger starts with each day is doubled. This number has a maximum of 12 points.


Sidearm Stats

  • Flintlock Pistol 250 gp 1d10 Ballistic 3 lbs Ammunition (range 30/90), loading

Longarm Stats

  • Flintlock Rifle 500 gp 1d12 Ballistic 10 lbs Ammunition (range 40/120), loading, two-handed
  • Blunderbuss 650 gp 2d8 Ballistic 12 lbs Ammunition (range 10/40), Loading, Two-Handed, Heavy

* Thunder Cannon 400 gp 2d6 Piercing ?? lbs Ammunition(range 150/500), loading, Two-Handed. (Gunsmith Exclusive, but could be recovered.)

  • Lead Shot (10) 3g -———- 2 lbs
  • Powder Horn (20) 2 gp -———- 1 lbs
    New Damage Type:

Ballistic: All Ballistic Damage is Piercing, but not all Piercing damage is Ballistic.

Burst Fire: A weapon that has the burst fire property can make a normal single-target attack, or it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon’s normal damage. This action uses ten pieces of ammunition.

Special Rules:

reload (X): A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character’s choice).


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