The stars of Pash-Mara
Lvl prB risk dice
01 +2 0
02 +2 4d8
03 +2 4d8
04 +2 4d8
05 +3 4d8
06 +3 5d8
07 +3 5d8
08 +3 5d8
09 +4 5d8
10 +4 5d10
11 +4 5d10
12 +4 5d10
13 +5 5d10
14 +5 6d10
15 +5 6d10
16 +5 6d10
17 +6 6d10
18 +6 6d12
19 +6 6d12
20 +6 6d12
A glass falls, clattering to the floor, and the tavern grows silent. A dwarf with a deep scowl, dripping with freshly spilled beer, leers at a drunken nearby orc and fingers for a pair of revolvers at his waist.
High on a hillside, carefully concealed beneath foliage and stones, a rifleman steadies his breathing and adjusts his scope, acquiring his target and patiently awaiting his moment to strike.
Risk is in a gunslinger’s blood. They are bold renegades, bucking tradition and forging a new path with dangerous and inelegant firearms. Gunslingers are infamous for surviving by their wits, relying on split-second timing and a considerable amount of luck to survive.
Guts and Gunpowder
Black powder is not for the faint of heart. Its thunderous applause is volatile and imprecise; a barely-controlled explosion directed at an enemy. Only the truly fearless seek to master it, for one must be mad or have nerves of steel to weather the risk of its use. But those who call themselves gunslingers are fearless combatants, hurling death from their guns in a roaring cacophony. Adapted for shootouts, gunslingers are mobile and daring, knowing that life or death hangs on snap decision making and one’s own mettle.
A gunslinger’s explosive lifestyle lends well to wandering and adventuring. Gunslingers will often shoot first and ask questions later, an attitude which earns them few friends and bountiful enemies. In their travels, most gunslingers are secretive and take lengths go unnoticed, lest they be spotted by old foes with scores to settle.
Yet, their skills are not unneeded. Anyone requiring protection or revenge of their own can count on a gunslinger to be in need of an odd job when they roll into town. After all, skill with a gun is always in demand somewhere.
Creating a Gunslinger
When creating your gunslinger, consider where firearms fit in the world and the common perceptions of those who use them. If firearms are the norm, gunslingers might be mercenaries or militiamen. If firearms are rare, your gunslinger might be one of a kind, a trailblazer in new types of warfare.
It’s also not unusual for a gunslinger to be haunted by their past. Did some event drive you to the gun and motivate you to travel? Is there a bounty on your head in one or more areas? Do you have any old enemies that seek you for revenge?
To make a gunslinger quickly, follow these suggestions. Make Dexterity and Constitution your highest ability scores. If you plan to choose the Pistolero creed, make Constitution higher, or if you plan to choose the Sharpshooter, make Dexterity higher. Then, choose the veteran background.
As a gunslinger, you gain the following class features.
Hit Dice: 1d8 per Gunslinger level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Gunslinger level after 1st
Armor: Light armor
Weapons: Simple weapons, non-heavy firearms, lassos
Tools: Gunsmithing kit, one type of gaming set
Saving Throws: Dexterity, Charisma
Skills: Two from: Animal Handling, Athletics, Acrobatics, Insight, Intimidation, Deception, Perception, and Persuasion
You start with the following equipment, in addition to the equipment granted to you by your background:
- Leather armor with a duster longcoat
- A dagger and (a) a lasso or (b) any simple weapon or short sword.
- (a) a light revolver and 20 bullets or (b) a revolver and 10 bullets
- Any two-handed firearm that isn’t heavy and 30 bullets or shells
- A traveler’s pack or (b) one kit you’re proficient with
You adopt a particular style of gunfighting 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.
Akimbo. When you engage in two-weapon fighting with firearms (light), you do not take a penalty to the damage of the second attack.
gunfighter when you engage in two handed fighting you can use a one handed (light) weapon and a one handed gun (ight) you do not take a penalty on the second attack.
Bullseye. You gain a +2 bonus to attack rolls you make using rifles.
Duelist. When you are wielding a firearm in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Shotgunner. When you roll a 1 or a 2 on a damage die for an attack you make with a scatter firearm, you can reroll that die and you must use the new roll, even if the new roll is a 1 or a 2.
Gunslingers have twitch reflexes, and can pull a gun in the blink of an eye. You have advantage on initiative rolls. Additionally, you can draw or stow up to two weapons when you roll initiative and whenever you take an action on your turn.
At 2nd level, your firearm attacks score a critical hit on a roll of 19 or 20.
Starting at 9th level, your firearm attacks score a critical hit on a roll of 18 to 20, and at 18th your firearm attacks score a critical hit on a roll of 17 to 20.
Starting at 2nd level, you have advantage on ability checks and saving throws made to prevent others from sensing your motives, perceiving your emotions, or reading your thoughts
By 2nd level, you can perform incredible feats of daring that are fueled by special dice called risk dice.
Risk Dice. You have four risk dice, which are d8s. You gain additional risk dice, and your risk dice change as you gain levels in this class, as shown in the Risk Dice column of the Gunslinger table. You regain all expended risk dice when you take a short or long rest.
Using Risk Dice. Once on each of your turns, you can expend a risk die to perform a Deed of your choice. Your deed options are detailed at the end of the class description.
Saving Throws. Some of your deeds require your target to make a saving throw to resist the deed’s effects. The saving throw DC is calculated as follows:
Deed save DC = 8 + your proficiency bonus + your Dexterity modifier
By the time gunslingers reach 3rd level, they embrace a way of living known as their creed, which guides their judgments and their unique brand of gunslinging. Your choice grants you features at 3rd level and again at 7th, 10th, and 14th 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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 6th level, whenever you score a critical hit on a Large or smaller creature using a firearm, the target of that attack is incapacitated and can’t move or take bonus actions until the beginning of your next turn.
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
At 11th level, when you take the Attack action on your turn, you can add your ability score modifier to firearm damage rolls.
Starting at 13th level, whenever you score a critical hit, you regain one expended risk die.
By 15th level, you have a knack for escaping the reaper. When you would be reduced to 0 hit points, you can use your reaction and expend one risk die to avoid being incapacitated and instead be reduced to a number of hit points equal to the number rolled on the die.
Once you use this ability, you must finish a short or long rest before using it again.
By at 18th level, you are unshakable. You have advantage on Constitution checks and saving throws.
At 20th level, when you score a critical hit against a creature using a firearm, you can choose for this shot to be a head shot. If the creature has less than 100 hit points, it dies. Otherwise, it takes 10d10 additional damage. Elementals, oozes, and creatures which lack nervous systems or vital organs take no additional damage from this ability.
Once you use this ability, you must finish a short or long rest before using it again.
Gunslingers have many features in common, but each of them walks their own path and follows their own code. This code, which gunslingers call a creed, embodies their core beliefs and informs their unique combat style.
Bullets are power, and you have long believed that more bullets equal more power. Your expertise is in delivering a hail of deadly fire to pulverize your enemies. Not every bullet needs to be accurate to make a difference.
Point Blank Shot
Starting at 3rd level, you don’t suffer disadvantage from attacking with a firearm while you are within 5 feet of a hostile creature.
Fan the Hammer
At 3rd level, when you take the Attack action on your turn to attack with a one-handed firearm, you can use your bonus action to make two additional firearm attacks with disadvantage. These additional attacks always have disadvantage, regardless of circumstance.
The number of bonus attacks you can make with disadvantage increases as you gain levels in this class. At 10th level, you can make 3 additional attacks and at 14th level you can make 4 additional attacks.
Starting at 7th level, you have mastered the art of quickly reloading your weapon. On your turn, you can reload a single one-handed firearm that without using an action or bonus action.
At 10th level, when you make a firearm attack with a one-handed firearm on your turn, you can use your bonus action to gain advantage on the attack roll. Once you use this ability, you must complete a short or long rest before using it again
At 14th level, when you take damage from a creature within 15 feet of you, you can use your reaction to make a firearm attack targeting that creature.
A well-placed bullet is more powerful than a sword, arrow, or spell. Indeed, you believe that every violent conflict should sound like a single loud crack followed by a long silence. Such shots need to be delivered perfectly, even at range, for when they are done right, they are as deadly for the target as they are stupendous for the audience.
Starting at 3rd level, as a bonus action on your turn, you can take the aim action. When you take this action, your next firearm attack suffers no penalty for long range, and ignores half and three-quarters cover.
At 3rd level, you can see better from far away. You gain proficiency in in the Perception skill, if you did not have it already, and you can add twice your proficiency modifier to Wisdom (Perception) checks you make that rely on sight.
By 7th level, you’ve learned to expertly conceal yourself with foliage and leaves. You can spend one minute to prepare camouflage for yourself. Until you move, you have a +10 bonus to Dexterity (Stealth) checks you make to hide among vegetation.
At 10th level, you can quickly and precisely shoot objects. As an action, you can make a firearm attack targeting a very small object within the firearm’s range, such as a rope, chain, belt, wooden rod, candle, bottle, or lock. This object is considered to have an AC of 10. On a hit, a nonmagical object is destroyed instantly and a magical object is flung 15 feet away.
Starting at 14th level, whenever you take the aim action on your turn followed by the attack action, you can choose to make only one firearm attack. This attack is made with advantage.
These deeds are listed in alphabetical order.
Bite the Bullet
As a bonus action on your turn, you can expend one risk die to gain temporary hit points equal the number rolled on the die + your Constitution modifier.
Once per turn, when you hit a creature with a ranged weapon attack, you can expend one risk die as a bonus action to give the target a bleeding wound. At the start of each of the wounded creature’s turns, it takes 1d8 piercing
damage for each time you’ve wounded it, and it can then make a Constitution saving throw, ending the effect of all such wounds on itself on a success. Constructs, elementals, oozes, and undead are immune to bleeding wounds and automatically succeed this saving throw.
Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a Wisdom (Medicine) check (DC equals your deed save DC), ending the effect of such wounds on it on a success.
When you hit a creature with a ranged weapon attack, you can expend one risk die as a bonus action to cower the creature. You add the risk die to the attack’s damage roll. The next attack roll the creature makes before the start of your next turn is made at disadvantage.
When you hit a creature with a ranged weapon attack, you can expend one risk die as a bonus action and aim for its legs, slowing it to a crawl. You add the risk die to the attack’s damage roll, and the target’s movement speed is halved until the start of your next turn.
You can use your bonus action to move up to 15 feet and reload any firearm you are holding. This movement does not provoke Opportunity Attacks, ignores difficult terrain, and can move you through hostile creature’s spaces, as long as you do not end your movement there.
When you hit a creature with a ranged weapon attack, you can expend one risk die as a bonus action and aim for one of its limbs, forcing it to drop one item of your choice that it’s holding. You add the risk die to the attack’s damage roll, and the target must make a Constitution saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Skin of Your Teeth
When an attacker you can see makes an attack roll against you, you can expend a risk die as a reaction to dodge out of harm’s way at the last second. You add the risk die to your AC against this attack, potentially causing it to miss.
On your turn, you can use a bonus action and expend one risk die to double the normal and maximum range for the next ranged weapon attack you make. If the attack hits, add the risk die to the attack’s damage roll.
Black powder represents a paradigm shift in the art of warfare, fueling everything from powerful siege weapons to concealable, handheld guns. In many campaign settings, these firearms supplant the traditional scheme of weapons, forcing arrows, swords, and battleaxes into obsolesce. They might even be commonplace, a staple tool for hunting and home defense.
In other campaign settings, however, swords, firearms, and magic coexist equally. In these settings, since magic provides an alternative to their use, firearms are rarer and more imprecise, often requiring specialists like gunslingers to be truly effective. A setting of this type might seem very familiar, with some changes. A knight is just as likely to carry a handgun as a dagger, and infantrymen may shoulder rifles, rather than pikes, but adventurers still delve into dungeons for treasure, and castles still dot the landscape.
Damage Rolls with Firearms
Unlike other weapons, you don’t add your ability modifier to the damage roll of a firearm unless otherwise stated.
Two-Weapon Fighting with Firearms
Unlike other ranged weapons, you can engage in two-weapon fighting with two light firearms. When you do so, you subtract 2 from the damage roll of the bonus attack, to a minimum of 1 damage.
All firearms produce a loud boom, audible out to half a mile. In addition, firearms require special ammunition and some of them have additional special properties.
Ammunition. The ammunition of a firearm is destroyed upon use. Firearms use bullets, scatter firearms use shells, and cannons use cannonballs.
Concealable. You have advantage on Dexterity (Sleight of Hand) checks made to hide this weapon.
Mounted. This weapon is normally used while attached to a tripod, wagon, or other bracing mount. While it is mounted, it can’t be moved. You can mount or unmount this weapon as an action. While it is unmounted and the creature wielding it is not prone, this weapon can only be used proficiently by a Medium or larger creature with a Strength score of at least 17.
Reload. A limited number of shots can be made with a weapon that has the reload property. If you are not
proficient with the firearm, you must then use your action to reload it. If you are proficient, you can choose to use your bonus action to reload instead.
Scatter. If you make an attack within this weapon’s normal range, you deal an additional die of weapon damage.
Firearms with special rules are described here.
Gatling Gun. As an action, you can rapidly fire at an area rather than a single target. Select a 15-foot cube within the weapon’s range. Each creature in that area must make a DC 15 Dexterity saving throw or take damage as if hit by this weapon’s attack, or half as much on a successful saving throw. This action uses 10 round of ammunition.
Light Cannon. An attack with this weapon can target a space within range, which is treated as having 10 AC. On a hit, each creature within 5 feet of the point of impact must make a DC 14 Dexterity saving throw or take half the damage rolled.
All firearms require special ammunition. Most firearms use bullets, but some require even more specialized projectiles. For example, cannons use cannonballs and all scatter firearms use shells.
Bullet 2 sp
Cannonball 10 gp
Shell 5 sp
Weapon Cost Damage Weight Properties
Coach Gun 200 gp 3d4 piercing 6 lb. Ammunition (range 15/45), reload (2 shots), scatter, two-handed
Gatling Gun 5000 gp 2d8 piercing 80 lb. Ammunition (range 60/180), heavy, mounted, reload (50 shots), special, two-handed Light Cannon 3000 gp 4d12 bludgeoning 225 lb. Ammunition (range 120/360), heavy, loading, mounted, special, two-handed Parlor Gun 75 gp 2d4 piercing 2 lb. Ammunition (range 30/90), concealable, light, loading
Revolver, Light 100 gp 2d6 piercing 3 lb. Ammunition (range 40/120), light, reload (6 shots)
Revolver 100 gp 2d8 piercing 3 lb. Ammunition (range 40/120), reload (6 shots)
Rifle, Hunting 175 gp 2d10 piercing 8 lb. Ammunition (range 80/240), Reload (4 shots),
- two-handed Rifle, Repeating* 200 gp 2d8 piercing 8 lb. Ammunition (range 80/240), Reload (12 shots), two-handed Shotgun, Double-Barrel 200 gp 2d8 piercing 7 lb. Ammunition (range 30/90), reload (2 shots), scatter, two-handed
Shotgun, Lever-Action 200 gp 2d6 piercing 7 lb. Ammunition (range 30/90), reload (8 shots), scatter, two-handed