Gunslinger

Ranged Damage

A non-channeler who fights with firearms, with Trick Shot riders, free reloads, extended range and the highest single-target ranged damage among non-casters.

Basics

Hit die · d10
Ability · DEX
Saves · DEX/ WIS
Rift Affinity · non-channeler

Identity

Gunslingers are non-channelers who fight with firearms, with no spell list and no Rift Affinity. Their work is draw speed, fast reloads, called shots and Trick Shot riders that add an effect to a hit, all of it assuming a gun already in hand. A Gunslinger deals more damage to a single target at range than any other class that does not channel. The Specialty chosen at 3rd level sets the working conditions: a contract board, a badge, a warrant, a ridgeline, an audience or an armory.

Proficiencies

Armor · light, medium
Weapons · simple, martial, firearms
Tools · Gunsmith's kit
Skills · choose 3 from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Piloting, Sleight of Hand, Stealth, Survival, Technology

Level Progression

  • L1
    Gunslinger's Eye

    You have advantage on Wisdom (Perception) checks to spot a hidden threat, a concealed weapon or a creature trying to take cover. Your ranged attacks with a firearm ignore half cover.

    Trick Shot

    You know two Trick Shots of your choice from the list below. When you hit a creature with a firearm attack on your turn, you can expend one use of Trick Shot to apply a chosen rider to the hit. You can use Trick Shot a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest. The save DC, where called for, is 8 + your proficiency bonus + your Dexterity modifier. You learn one additional Trick Shot at 7th level and another at 13th level. Trick Shots: Disarm. The target must succeed on a Strength saving throw or drop one held item of your choice within 5 feet of where it stood. Slow Down. The target must succeed on a Strength saving throw or be pushed 10 feet directly away from you and have its speed halved until the end of its next turn. Bullseye. You ignore three-quarters cover on this attack, and the attack scores a critical hit on a roll of 19 or 20. Quickdraw. You immediately draw a second firearm and make one attack with it as part of this action. Ricochet. The round skips to a second target within Close range of the first. Make a separate attack roll against the second target with the same modifier. On a hit, it takes weapon damage but no Trick Shot rider.

  • L2
    Reload Speed

    The loading property of firearms costs you no action. You can still fire a weapon only as many times per round as your attack count allows.

    Covering Fire

    As a reaction when a creature you can see within Close range attacks an ally within 30 feet of you, you fire a round to spoil the shot. The attacker has disadvantage on that attack roll, and until the start of your next turn it treats the ground between you and your ally as open. You expend one round of ammunition whether or not the attack would have hit. You can use this a number of times equal to your proficiency bonus, regaining all uses when you finish a short or long rest.

  • L3 Subclass feature
    Gunslinger Specialty

    Choose a Gunslinger Specialty: Bounty Hunter (contract shooter), Frontier Marksman (lawman or vigilante), Outlaw Gunman (wanted shooter), Sharpshooter (long-range precision), Trickshot (showman), or Weapons Specialist (armorer and energy-weapon tuner). Your Specialty grants features now and at 7th, 11th, 15th, and 18th level.

  • L4 ASI / Feat
  • L5
    Extra Attack

    You can attack twice, instead of once, whenever you take the Attack action on your turn. Class features do not increase the number of attacks beyond this after 5th level, though subclass features can grant additional attacks under specific conditions.

  • L6
    Steady Aim

    If you do not move on your turn, you have advantage on the first firearm attack roll you make that turn. Movement of less than 5 feet to re-shoulder a weapon or step to your firing line does not count. You cannot benefit from Steady Aim while mounted, unanchored in zero gravity or otherwise unable to plant your stance.

  • L7 Subclass feature
    Additional Trick Shot

    You learn one additional Trick Shot of your choice from the level-1 list. Your Specialty also grants its 7th-level feature.

  • L8 ASI / Feat
  • L9
    Lightning Reload

    Reloading costs you no action of any kind, even for a heavy weapon's full magazine change. Once per short rest, you can apply a Trick Shot rider to a firearm hit without expending a use of Trick Shot.

  • L10
    Opening Shot Capstone

    On the first round of any combat in which you roll initiative, you can make one additional firearm attack as part of your Attack action.

  • L11 Subclass feature
  • L12 ASI / Feat
  • L13
    Long Shot

    You extend the effective range bands of your firearms by one step. A weapon whose normal range is Close reaches Medium without penalty, a weapon whose normal range is Medium reaches Long without penalty, and a weapon whose normal range is Long reaches Extreme without penalty. Disadvantage at the new outermost band still applies as normal for that weapon. You also learn one additional Trick Shot of your choice from the level-1 list.

  • L14
    Disengage Master

    When you take the Attack action with a firearm against a creature within Melee range of you and you then move at least 10 feet directly away from that creature on the same turn, you do not provoke an opportunity attack from the creature you attacked. You still provoke attacks from other adjacent threats.

  • L15 Subclass feature
  • L16 ASI / Feat
  • L17
    Improved Trick Shots

    When you take the Attack action with a firearm, you can apply a Trick Shot rider to up to two of your attacks on that action, instead of the usual one per turn. Each application expends one use of Trick Shot. No single attack can have more than one rider, except an attack Chained with Trick Shot Chain.

  • L18 Subclass feature
  • L19 ASI / Feat
  • L20
    Volley Capstone

    Your firearm attacks score critical hits on a roll of 19 or 20. Once per long rest, at the start of your turn, you can declare a volley. During that turn, you can take the Attack action and make up to four firearm attacks against one or more targets, and each attack has a Trick Shot rider of your choice without expending Trick Shot uses. The volley ends at the end of the turn, and your normal attack limits resume on your next turn.

Subclasses (6)