Gunslinger (5e Subclass)
Gunslinger
For a renegade few, battle sounds different than it does for the typical fighter. The clash of steel and the sizzle of spell energy are drowned out by the thunderous rhythm of gunfire—the pounding beat of the gunslinger.
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.
- Gunsmith
When you choose this subclass at 3rd level, you gain proficiency with firearms appropriate to the era (at the discretion of the Dungeon Master). Firearms can be found on pages 267–268 of the Dungeon Master's Guide. You also gain proficiency with gunsmithing artisan's tools, or if you are already proficient with them you gain proficiency with another type of artisan's tools.
- Grit
At 3rd level, as a bonus action you can gain advantage on the next ranged attack you make with a firearm.
You can use this feature a number of times equal to your Wisdom or intelligence modifier (minimum 1). You can regain expended uses in three ways:
- When you finish a short or long rest, you regain all expended uses.
- When you reduce a creature to 0 or fewer hit points with a ranged attack with a firearm, you regain 1 expended use.
- When you score a critical hit with a ranged attack with a firearm, but do not reduce the creature to 0 or fewer hit points, you regain 1 expended use.
- Quick Draw
Starting at 7th level, can draw or stow two one-handed firearms when you would normally be able to draw or stow only one. In addition, while you have at least 1 available use of grit, you gain a +2 bonus to initiative rolls.
- Dead Shot
Also at 7th level, when you score a critical hit with a ranged attack with a firearm, you can spend 1 use of grit to roll three times the normal amount of damage dice instead of two times the normal amount. You cannot use this feature on an attack already modified by grit.
- Called Shot
Starting at 10th level, before you make a ranged attack roll with a firearm on your turn you can spend 1 use of grit to target a location on a creature for a special effect on a hit. You can't target a location the creature doesn't have (all creatures can have their "torso" targeted, and all creatures with a brain can have their "head" targeted).
Arms. On a hit, no damage is dealt, but the foe drops 1 item of your choosing.
Head. On a hit, the target takes normal damage, and has disadvantage on attacks until your next turn.
Legs. On a hit, the target takes normal damage, and must succeed on a Constitution saving throw (DC 5 + the damage taken) or be knocked prone.
Torso. The attack scores a critical hit on a roll of 18–20.
Wings. On a hit, the target takes normal damage, and must succeed on a Constitution Saving Throw (DC = 5 + Damage dealt) or plummet 20 feet.
- Focused Shot
Starting at 15th level, you can spend 1 grit point and not move this round to gain a bonus on all firearm attack rolls and damage rolls equal to your Wisdom modifier (minimum 1).
- Cheat Death
Starting at 18th level, whenever you are reduced to 0 hit points or lower, you can immediately use all remaining uses of grit (minimum 1) to instead be reduced to 1 hit point.
- Kill Shot
At 18th level, your Dead Shot increases to four times the normal amount of damage dice.
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