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With his hat pulled low over his eyes and smoke rising from the cigarette in his mouth, a gunslinger sits calmly in a tavern. A glass of red liquor is held loosely in one hand, a revolver in the other.

Get all 17 subclasses in the Complete Gunslinger!

Gunslinger

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 and relying on split-second timing and a considerable amount of luck to survive.

Guts and Gunpowder

Black powder isn’t 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. But Gunslingers have nerves of steel, 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.

Dangerous Outsiders

A Gunslinger’s explosive lifestyle lends well to wandering and adventuring. Gunslingers 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 great lengths to go unnoticed, lest they be spotted by old foes with scores to settle.

Core Gunslinger Traits

Primary Ability Dexterity
Hit Point Die D8 per Gunslinger Level
Saving Throw Proficiencies Dexterity and Charisma
Skill Proficiencies Choose 2: Acrobatics, Animal Handling, Athletics, Deception, Insight, Intimidation, Perception, Persuasion, Sleight of Hand, and Stealth
Weapon Proficiencies Simple weapons and Martial Ranged weapons
Armor Training Light armor
Starting Equipment Choose A or B: (A) Leather Armor, 2 Daggers, Revolver, 50 Bullets, Explorer’s Pack, and 11 GP; or (B) 175 GP

Becoming a Gunslinger…

As a Level 1 Character

  • Gain all of the traits in the Core Gunslinger Traits table.
  • Gain the Gunslinger’s level 1 features, which are listed in the Gunslinger Features table.

As a Multiclass Character

  • Gain the following traits from the Core Gunslinger Traits table: Hit Point Die, and proficiency with Martial Ranged weapons.
  • Gain the Gunslinger’s level 1 features, which are listed in the Gunslinger Features table.

Gunslinger Features

Level Prof.
Bonus
Features Risk Dice Weapon
Mastery
1 +2 Fighting Style, Quick Draw, Weapon Mastery 2
2 +2 Critical Shot, Risk 4d8 2
3 +2 Gunslinger Subclass 4d8 2
4 +2 Ability Score Improvement 4d8 3
5 +3 Extra Attack, Gut Shot 4d8 3
6 +3 Subclass feature 5d8 3
7 +3 Evasion 5d8 3
8 +3 Ability Score Improvement 5d8 3
9 +4 Critical Shot 5d8 3
10 +4 Subclass feature 5d10 4
11 +4 Overkill 5d10 4
12 +4 Ability Score Improvement 5d10 4
13 +5 Cheat Death 5d10 4
14 +5 Subclass feature 6d10 4
15 +5 Dire Gambit 6d10 4
16 +5 Ability Score Improvement 6d10 4
17 +6 Critical Shot 6d10 4
18 +6 Deft Maneuver 6d12 4
19 +6 Epic Boon 6d12 4
20 +6 Headshot 6d12 4

Gunslinger Class Features

As a Gunslinger, you gain the following class features when you reach the specified Gunslinger levels. These features are listed in the Gunslinger Features table.

Level 1: Fighting Style

You gain a Fighting Style feat of your choice. If you choose a feat, such as Great Weapon Fighting, that requires you to hold a Melee weapon in one or two hands, you can use that feat with Ranged weapons.

Level 1: Quick Draw

You’re adept and drawing and firing before others have time to react, granting you the following benefits.

Initiative. You have Advantage on Initiative rolls.

Double Draw. You can draw or stow two weapons that lack the Two-Handed property when you would normally be able to draw or stow only one.

Level 1: Weapon Mastery

Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial Ranged weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.

When you reach certain Gunslinger levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Gunslinger Features table.

Level 2: Critical Shot

Your attack rolls with Ranged weapons can score a Critical Hit on a roll of 19 or 20 on the d20.

At Gunslinger level 9, your attack rolls with Ranged weapons score a Critical Hit on a roll of 18–20. At Gunslinger level 17, they score a Critical Hit on a roll of 17–20.

Level 2: Risk

You can perform incredible feats of daring fueled by special dice called Risk Dice.

Risk Dice. You have four Risk Dice, which are d8s. A Risk Die is expended when you use it. You regain all expended Risk Dice when you finish a Short or Long Rest. Your Risk Die changes and more Risk Dice become available as shown on the Risk Dice column of the Gunslinger Features table.

Maneuvers. You can expend Risk Dice to perform maneuvers. Your maneuver options are detailed at the end of the class description.

Saving Throws. If a maneuver requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.

Level 3: Gunslinger Subclass

You gain a Gunslinger subclass of your choice. A subclass is a specialization that grants you features at certain Gunslinger levels. For the rest of your career, you gain each of your subclass’s features that are of your Gunslinger level or lower.

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Gunslinger levels 8, 12, and 16.

Level 5: Extra Attack

You can attack twice instead of once whenever you take the Attack action on your turn.

Level 5: Gut Shot

Whenever you score a Critical Hit against a Large or smaller creature with a ranged attack using a weapon, the projectile lodges itself in the target. For 1 minute or until the target replaces one of its attacks with dislodging the projectile, its Speed is halved and it has Disadvantage on attack rolls.

Level 7: Evasion

When you’re 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. You don’t benefit from this feature if you have the Incapacitated condition.

Level 11: Overkill

When you deal damage with a Ranged weapon that doesn’t add your ability modifier to the roll, you add your ability modifier nonetheless. If you already add your modifier to the damage roll, the target takes an extra 1d8 damage of the weapon’s type.

Note that weapons that have the Firearm property don’t add your ability modifier to damage rolls.

Level 13: Cheat Death

When you are reduced to 0 Hit Points and not killed outright, you can drop to 1 Hit Point instead, and you regain a number of Hit Points equal to your Gunslinger level.

Once you use this feature, you can’t use it again until you finish a Short or Long Rest.

Level 15: Dire Gambit

Whenever you roll Initiative or score a Critical Hit, you regain one expended Risk Die.

Level 18: Deft Maneuver

You gain a special additional Bonus Action that you can take once on each of your turns. You can take this special Bonus Action only to use a maneuver.

Level 19: Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.

Level 20: Headshot

When you score a Critical Hit against a creature using a Ranged weapon, you can choose for it to be a Headshot. If the creature has less than 100 Hit Points, it dies. Otherwise, it takes an extra 10d10 damage of the weapon’s type.

Once you use this feature, you can’t use it again until you finish a Short or Long Rest. You can also restore your use of it by expending three Risk Dice (no action required).

Maneuvers

The maneuvers are presented in alphabetical order.

Bite the Bullet

As a Bonus Action, you can expend one Risk Die to gain Temporary Hit Points equal to the number rolled on the die plus your Gunslinger level.

Blindfire

You can take a Bonus Action and expend one Risk Die to gain Blindsight with a range of 30 feet until the end of the current turn.

Dodge Roll

You can expend one Risk Die as a Bonus Action to move up to 15 feet and reload any Ranged weapon you are holding. This movement doesn’t provoke Opportunity Attacks and is unaffected by Difficult Terrain.

Grazing Shot

When you miss with a ranged attack roll using a weapon, you can expend one Risk Die (no action required) to deal damage to that creature equal to a roll of the die plus your Dexterity modifier (minimum of 1). This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier. You can only use this maneuver once per turn.

Maverick Spirit

When you fail an Intelligence, Wisdom, or Charisma ability check or saving throw, you can expend one Risk Die to add it to the roll, potentially turning it into a success. You can only use this maneuver once per turn.

Skin of Your Teeth

When a creature you can see hits you with an attack roll, you can take a Reaction and expend one Risk Die to dodge out of harm’s way. Roll the die and add the number rolled to your AC against this attack, potentially causing it to miss.

Gunslinger Subclasses

A Gunslinger subclass is a specialization that grants you features at certain levels, as specified in the subclass.

Name Description
Deadeye A precise, eagle-eyed marksman
Gun Tank Lugs around heavy mounted firearms
Pistolero Fires six-shooters from the hip at incredible speed

Firearms

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, firearms supplant the traditional scheme of weapons, forcing arrows, swords, and battleaxes into obsolescence. They might even be commonplace, a staple tool for hunting and defense.

Firearms follow slightly different rules to conventional ranged weapons, and also generally use two or more damage dice.

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