Gunslingers are a Martial Archetype of fighters that are skilled in the use of firearms.
Matthew Mercer created the subclass for Dungeons & Dragons 5th Edition when the group converted from Pathfinder. There are two versions of the archetype: a professional version is available for purchase at Dungeon Masters Guild[1] and a free version is available on D&D Beyond.[2]
Contents
- 1 Features
- 1.1 Grit and Trick Shots
- 1.2 Proficiencies
- 1.3 Quickdraw
- 1.4 Rapid Repair
- 1.5 Lightning Reload
- 1.6 Vicious Intent
- 1.7 Hemorrhaging Critical
- 2 Trivia
- 3 Notes
- 4 References
Features[]
Note that the Gunslinger archetype has been updated throughout Campaign One, and has continued to update since its conclusion. Features have been renamed and changed.
Grit and Trick Shots[]
At the end of each short rest, a Gunslinger gains a number of Grit points equal to their Wisdom modifier (minimum 1). The Gunslinger can regain Grit points by scoring a critical hit or a killing blow with a firearm. Gunslingers use Grit points to perform Trick Shots. A Gunslinger cannot combine multiple Trick Shots into a single attack. The Trick Shot save DC equals 8 + proficiency bonus + Dexterity modifier.
- Trick Shots include:
- Bullying Shot - Gain advantage on an Intimidation check
- Dazing Shot - Constitution saving throw or disadvantage on attacks until end of next turn
- Deadeye Shot - Gain advantage on the attack roll
- Disarming Shot - Strength saving throw or drop held item, which is pushed ten feet
- Forceful Shot - Strength saving throw or be pushed 15 feet
- Piercing Shot - (+1 misfire)[n 1] On a hit, make an additional attack roll with disadvantage against each creature behind target in a line within the weapon's first range increment
- Violent Shot - For each grit point expended: +2 misfire and one additional damage die
- Winging Shot - Strength saving throw or be knocked prone
Proficiencies[]
At 3rd level, Gunslingers gain proficiency with firearms, and thus are able to add their proficiency bonus to firearm attacks. They also gain proficiency with tinker’s tools, allowing them to craft ammunition, repair damaged firearms, or even draft and create new firearms.
Quickdraw[]
At 7th level, Gunslingers add their proficiency bonus to their initiative. They can also stow a firearm and draw another firearm as a single object interaction on their turn.
Rapid Repair[]
At 10th level, Gunslingers can spend a grit point to attempt to repair a misfired (but not broken) firearm as a bonus action.
Lightning Reload[]
At 15th level, Gunslingers can reload any firearm as a bonus action.
Vicious Intent[]
At 18th level, Gunslingers' firearm attacks score a critical hit (and they regain a Grit point) on a roll of 19-20.
Hemorrhaging Critical[]
At 18th level, whenever a Gunslinger scores a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.
Trivia[]
- Percy uses his Intelligence modifier to determine how many Grit points he has, rather than his Wisdom Modifier.[3]
Notes[]
References[]
Art: