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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 Subclass

Pistolero

Fire Six-Shooters with Incredible Speed

Six-shooter at your hip, high noon sun overhead—that’s how every gunfight ought to begin. Your expertise is in drawing first and delivering a hail of gunfire before your foe can hope to shoot back. Not every bullet needs to be accurate as long as you’re still standing when the smoke clears.

Level 3: Close-Quarters Shooting

Being within 5 feet of an enemy doesn’t impose Disadvantage on your attack rolls with Ranged weapons.

Level 3: Fan the Hammer [Maneuver]

When you take the Attack action with a Ranged weapon that doesn’t have the Two-Handed property, you can expend one Risk Die as a Bonus Action to make two additional ranged attacks with that weapon. These additional attacks always have Disadvantage, regardless of circumstance. You can’t use the Automatic mastery property with these attacks, and you must have a free hand to use this maneuver.

Level 6: Disarm

When you score a Critical Hit and trigger your Gut Shot feature against a creature, you can disarm the target instead of lodging a projectile in it. The target drops one object of your choice that it’s holding, with the object landing in a space of your choice up to 15 feet away from the target.

Level 10: Showdown [Maneuver]

When you roll Initiative, you can expend a Risk Die to draw a Ranged weapon and make an attack using it. Add the Risk Die to the damage roll. On a hit, the target has Disadvantage on attack rolls against creatures other than you on the first round of combat.

Level 14: Bullet Time

Once on each of your turns when you make a ranged attack using a weapon, you can gain Advantage on the roll.


Get all 17 subclasses in the Complete Gunslinger!

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