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Gunslinger Subclass

Notes from the writer: Hunters and conservation have a long and difficult history in our world, but the living fossils of fantasy TTRPGs put that relationship in a very different light. Our Gunslinger class means Book of Extinction, the monster manual of extinct species, can let players explore that relationship at their table with the biggest gun we’ve ever put in the game.

Armed with the largest guns possible, big game hunters aim to bring down dangerous titans—such as dinosaurs, hydras, and giant beasts—before they can endanger smaller folk. Quarry as small as owlbears or as intelligent as giants are ill-suited to such as hunter’s sensibilities, for they revel most in the conquest of titans and the smell of their elephant guns glowing red hot.

Elephant Gun

Starting at 3rd level, you learn to operate a weapon of staggering proportions: the elephant gun. The elephant gun is an exotic firearm that deals 2d8 piercing on a hit, has the following properties: Ammunition (range 80/320), Heavy, Two-Handed, and Recoil. You have proficiency in this weapon.

As you gain levels in this class, you can modify your elephant gun to chamber increasingly large calibers, increasing the weapon’s damage as shown on the Elephant Gun table.

Recoil. You can only make an attack with this weapon when you take the Attack action, and only as the first attack you make on your turn. Once you make an attack with this weapon, you can’t make any attacks until the start of your next turn.

Elephant Gun

Gunslinger Level Damage
3rd 2d8
5th 4d10
11th 5d10
17th 6d10

Broad Side of a Barn

Also at 3rd level, you don’t have disadvantage due to attacking at long range using a firearm against a Large or larger target.

Tracker

By 7th level, you excel at trailing your quarry. You have advantage on Wisdom (Survival) checks you make to track a creature.

Exotic Caliber

Beginning at 10th level, you can use your bonus action and expend two risk dice to chamber your elephant gun with one of the following types of ammunition:

Buck Shot. You load your elephant gun with dozens of lead pellets that scatter the next time the gun is fired. The attack becomes a 30-foot cone. Each creature in the area must make a Dexterity saving throw against your Deed save DC, taking the elephant gun’s damage on a failed save, or half as much damage on a success.

Explosive Shot. You load your elephant gun with a projectile that explodes the next time the gun is fired. The attack becomes a spherical explosion. Choose a point you can see within 80 feet of you. Each creature within a 15-foot-diameter sphere must make a Dexterity saving throw against your Deed save DC, taking fire damage equal to the damage of your elephant gun on a failed save, or half as much damage on a successful one.

Piercing Shot. You load your elephant gun with a conical projectile that penetrates through its target the next time the gun is fired. The attack becomes a 5-foot wide line that extends 80 feet out from you. Each creature in that line must make a Dexterity saving throw against your Deed save DC. A creature takes the elephant gun’s damage on a failed save, or half as much damage on a success.

Legendary Shot

By 14th level, you have hunted all but the most dangerous creatures. When a creature you can see within 80 feet of you takes a legendary action, you can use your reaction to make an attack against it using your elephant gun. You can make this attack even if you’ve already made an attack using your elephant gun on your turn.

Once you use this feature, you can’t do so again until you finish a short or long rest.

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