The Gunslinger - GM Binder
The Gunslinger - GM Binder
The Gunslinger - GM Binder
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Cheap Shot Some of your grit features require your target to make a
When making a ranged weapon attack against a creature that saving throw to resist the feature's effects. The saving throw
is within 5 feet of at least one friendly creature (including DC is calculated as follows:
yourself), gain a +2 bonus to damage rolls.
Grit Save DC = 8 + your proficiency bonus +
Duelist your Intelligence modifier
When you are wielding a firearm in one hand and no other
weapons, you gain a +2 bonus to damage rolls with that Trickshots
weapon. At 2nd level, you learn to perform powerful shots against your
Evasive opponents. You learn three Trickshots of your choice, as
The bonus you receive from half and three-quarters cover is detailed in the following list. You may only use one trickshot
doubled. per attack and must declare that you are using a Trickshot
before the attack roll is made, if an attack role is required.
Marksman You learn one additional trick shot at 5th, 9th, 13th, and
You gain a +2 bonus to ranged weapon attack rolls. 17th level. When you learn a new Trickshot, you may also
choose a Trickshot you already know and replace it with
Nimble another Trickshot.
While you are wearing armor, gain a +1 bonus to AC. Aimed Shot. When you make a ranged weapon attack, you
may expend 1 Grit Point to add 1 roll of your Grit die to the
Rapid Reloader attack or damage roll of the attack.
You ignore the Reload property of firearms. Bore Shot. When you make a ranged weapon attack, you
may expend 1 Grit Point to target a creature behind cover,
Skeet Shooter ignoring any disadvantages that would normally be imposed
As a reaction, when a creature within your weapon's range upon the attack. You may target a creature's last known or
makes a ranged weapon attack, you may attempt to shoot the assumed location if the creature is behind total cover. If the
projectile from the air. You subtract one roll of your Grit Die creature has moved from its assumed location, the attack
from the attack roll of the projectile. You must use this misses regardless of the roll.
reaction before you know the outcome of the roll. Disarming Shot. When you make a ranged weapon attack
against a creature, you may expend 1 Grit Point and attempt
Steady Aim to shoot an object from their hands. On a hit, the target must
When you roll a 1 on a damage die for an attack, you can make a Strength saving throw. On a failed save, it drops 1
reroll the die and must use the new roll, even if the new roll is object its holding of your choice and the object is pushed 10
a 1. feet away.
Distracting Shot. When you make a ranged weapon attack
Expertise against a creature, you may expend 1 Grit Point in an attempt
At 1st level, choose two of your skill proficiencies, or one of to impede the creature's ability to make attacks. On a hit, the
your skill proficiencies and your proficiency with tinker's creature must make a Constitution saving throw. On a failed
tools. Your proficiency bonus is doubled for any ability check save, the creature has disadvantage on its next attack.
you make that uses either of the chosen proficiencies. Forceful Shot. When you make a ranged weapon attack
against a creature, you may expend 1 Grit Point attempt to
Grit force them back. On a hit, the target must succeed on a
Strength saving throw or be pushed 10 feet away from you.
By 2nd level, through your quick reflexes and and skill with Hemorrhaging Shot. When you make a ranged weapon
firearms, you are able to take a variety of beneficial attack against a creature, you may expend 1 Grit Point in an
maneuvers. Your skill is represented by Grit Points. Your attempt to cause bleeding. The creature must make a
gunslinger level determines the number of Grit Points you Constitution saving throw. On a failed save, the creature
have, as shown in the Grit Points column of the Gunslinger takes damage equal to 1 roll of your Grit Die. The creature
table. Grit Points are used to perform various class features. repeats it's saving throw at the end of each of it's turns, taking
Some Grit features use a Grit Die, which is determined by piercing damage equal to 1 roll of your grit die on a fail, or
your gunslinger level as shown in the Grit Die column of the ending the condition on a success.
Gunslinger Table. Overwatch. As a reaction, you may expend 1 Grit Point to
You regain 1 expended Grit Point each time you roll a make a ranged weapon attack against a moving creature
critical strike or reduce the health of a creature of significant within your firearm's normal range.
threat to 0 (DM's discretion). You regain all expended Grit Piercing Shot. When making a ranged weapon attack
Points after a short or long rest. against a creature, you may expend 1 grit point to attempt to
fire through multiple opponents. On a hit, the creature suffers
normal damage and you make an attack roll with
disadvantage against every creature in a line directly behind
the target within your first range increment.
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Pinning Shot. When making a ranged weapon attack against
a creature, you may expend 1 Grit Point to attempt to pin the
creature in place. On a hit, the creature must make a
Dexterity saving throw. On a failed save, the creature is
unable to move until the end of its next turn.
Winging Shot: When making a ranged weapon attack
against a creature, you may expend 1 Grit Point to attempt to
topple them. On a hit, the target must succeed on a Strength
saving throw or be knocked prone.
Specializations
At 3rd level, you choose a specialization that you emulate in
the exercise of your gunslinging abilities, all of which are
detailed at the end of the class description, your
specialization grants you features at the 3rd level and then
again at the 6th, 11th, and 17th level.
Deft Hands
By 3rd level, you know your weapons inside and out and are
able to maneuver them with unparalleled finesse. You may
expend 1 Grit Point to reload a firearm or change weapons
without using an action or bonus action during your turn.
Ability Score Improvement
When you reach the 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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the attack action on your turn. The
number of attacks increases to three when you reach 11th
level in this class and to four when you reach 20th level in
this class.
Deadeye
Starting at 7th level, you learn to carefully line up
exceptionally lethal shots. When you make a ranged weapon
attack using the attack action on your turn, you may choose
to forgo one or more of the extra attacks granted by your
Extra Attack class feature. For each attack you choose to
forgo, you gain a +1 to the attack roll. You also increase the
damage of the attack by 1 roll of your Grit Die for each attack
forgone. Additionally, if a creature struck by deadeye has to
make a Grit saving throw, such as when struck by the Pinning
Shot Trickshot, it does so with disadvantage.
Spellcasting
When you choose this specialization at the 3rd level, you
learn to cast spells as an augment to your gunslinging
prowess. As a quick-witted and industrious individual, you
can cast wizard spells.
Cantrips. You learn two cantrips of your choice from the
wizard spell list. You learn an additional wizard cantrip of
your choice at the 10th level.
Spell Slots. The Mystic Gunner Spellcasting table shows
how many spell slots you have to cast your spells of 1st level
and higher. To cast one of these spells, you must expend a
slot of the spell's level or higher. You regain all expended spell
slots when you finish a long rest.
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Specialization: Sniper Perspicacious
By 6th level, you are able to detect even the subtlest
Gunslingers who choose the Sniper specialization excel at at movements. You have blindsight up to a range of 5 feet, and
exceptionally long-range combat. They emphasize singular, may take the Search action as a bonus action.
devastating shots over multiple attacks and provide some of
the largest single-target damage of any gunslinger Careful Shooter
specialization. You are a master of patiently lining up the perfect shot. At
Long-Range Expert 11th level, when using the Deadeye class feature, you may
When you choose this specialization at the 3rd level, you add 1 additional Grit Die to the attack's damage per attack
forgone.
become an expert at devastating foes from long range. You
suffer no penalty for making ranged weapon attacks at long Headshot
range when using firearms. In addition, you excel at securing Starting at 17th level, you become a master of killing
vantage points. As such, you have advantage on Strength opponents with a single strike. When you hit a ranged
(Athletics) checks made when climbing or jumping. weapon attack against a creature while using the Deadeye
Bullseye
class feature, you can guarantee the attack critically strikes.
When you choose this specialization at the 3rd level, you Once you use this feature, you cannot do so again until you
learn to analyze and exploit weak points in your targets. As a complete a short or long rest.
bonus action, you may expend 1 Grit Point to mark a
creature you see for the next minute. The next attack you hit
against a marked creature within the next hour deals
additional damage equal to 2 rolls of your Grit Die,
consuming the mark.
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Firearms
Name Cost Ammo Damage Range Properties
Blunderbuss 75g Shotgun 3d4 piercing 15/60 Two-handed, Reload (1)
Bolt-Action Rifle 150g Rifle 1d10 piercing 150/600 Two-Handed, Reload (5)
Bomb Shooter 350g Cannon 1d4 fire 30/120 Explosive, Reload (3)
Double-Barrel Shotgun 125g Shotgun 2d6 piercing 15/60 Two-Handed, Reload (2)
Flintlock Pistol 50g Pistol 1d8 piercing 60/240 Light, Reload (1)
Hand Cannon 500g Cannon 2d6 fire 30/120 Two-handed, Heavy, Explosive, Reload (1)
Heavy Revolver 250g Pistol 2d4 piercing 80/320 Heavy, Reload (6)
Hunting Shotgun 300g Shotgun 3d4 piercing 15/60 Two-handed, Heavy, Reload (5)
Lever-Action Rifle 250g Rifle 1d8 piercing 100/400 Two-handed, Reload (8)
Longrifle 300g Rifle 2d6 piercing 200/800 Two-Handed, Heavy, Loading, Reload (1)
Lupara 175g Shotgun 2d4 piercing 15/60 Light, Reload (2)
Musket 100g Rifle 1d12 piercing 100/400 Two-Handed, Reload (1)
Revolver 200g Pistol 1d6 piercing 80/320 Light, Reload (6)
Firearm Properties
Standard Ammunition
There are two unique properties to firearms as seen in the
table above.
Type Price (Amount) Reload. A weapon can be fired a number of times equal to
its Reload score before you must spend 1 action or 1 bonus
Cannon 25g (5) action to reload the weapon.
Pistol 2g (20) Explosive. Upon a hit, everything within 5 ft of the target
Rifle 4g (20)
must succeed on a Dexterity saving throw against your Grit
Save DC or suffer 1d8 fire damage. If the weapon misses, the
Shotgun 5g (20) ammunition fails to detonate, or bounces away harmlessly
before doing so.
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