A human 17-year-old brandishes his new weapon of destruction as he looks at it with pride and joy. A man turns as time seems to slow down as he fires six shots all striking the enemies in the head killing all of them. A man takes out a sniper rifle and aims at his target taking one simple shot hitting the man and killing him.
These are all examples of different gunslingers and here is how you make one! (part of The Inerlopers guide to homebrew d and d) I have traveled realm through realm to find distinct people with distinct powers such as these I hope you enjoy these notes I have collected
First, to quickly build a gunslinger you need to make intelligence your highest skill followed by dexterity then choose explorers gear a rifle and pistol (50 shots each) with a set of 3 throwing-daggers and leather armor and cowboy suit with some horse-feed and 25 days of rations and choose the outlander outcast background
To make whatever you want just choose
(A) A pistol (B) two pistols
(A) 3 throwing knives (B) A rifle (C) A shotgun
(A) Explorers gear (B) hunters gear
HIT POINTS Hit Die: 1d10 per gunslinger level
Hit Points: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (5) + your Constitution modifier
PROFICIENCIES Armor: None Weapons: Simple weapons, any ranged weapons Tools: Smith Tool’s, Alchemist’s supplies Saving Throws: Dexterity, Intelligence Skills: Choose two Insight, History, Perception, Investigation
Beginning skills(1st): while running you can fire instead of having to stay still imposing disadvantage on reactions, you can wield two handguns at once, fire gun skills you take away one from the grit cost, you ignore ? cover and ? cover as well.
Crafting (1st): you gain knowledge to create bullets and the weapons that use them. To make a pistol you need to make three intelligence successes then depending on how many dice you roll is how many days you must take to make it, to make a rifle you must make six following the other rules, to make an experiment, you need to make 10 rolls following other rules
Danger sense(2nd): Starting at 2nd level, you also gain the uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have the advantage on savings throws that require Dexterity against effects that you can see, such as traps and spells.
Action Surge(2nd): Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action. Once you use this feature, you must finish a short or long rest before you can use it again.
Gunslinger type(3rd): At 3rd level, you choose an archetype that you strive to emulate in your gun fighting style. The archetype that you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
AB score improvement: When you reach 4th level, and again at 8th, 12th, 14th, 16th, and 19th level, you can increase on 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 about 20 using this feature.
Deadeye (outlaw only)(5th): a sudden surge in speed slows time giving you the advantage on firing all the bullets in your gun at the time. And for that turn, you cannot move but fire then the time returns to normal continuing initiative as if you went really fast and it wasn't your turn can only be recharged after killing 5 people or taking a long rest.
Eagle eye (marksmen only)(5th): you gain the ability to shoot someone in the head as if it was a crit success but can only be recharged after a long or short rest.
Killing spree (outlaw only)(7th): your deadeye is now mixed with an extreme rage so your bullets do an extra 2d8 piercing damage.
Marksman gaze(marksman only)(7th): with one gaze you know what the enemies health and armor class is (once per long rest)
Unload shots (9th): fire all your bullets as a bonus action instead of firing 3
Improved deadeye(outlaw)(10th): your deadeye now fires your bullets and reloads all your bullets without using a bonus action.
Improved eagle eye(marksman)(10th): you fire your bullet and reload instantly without using your bonus action to reload.
AB Score improvement(12th)
Improved crafting(13th): you can craft pistols at will and rifles for 3 ( intellegence successes) and experimental for 6 ( intellegence successes).
AB Score improvement(14th)
Mastered Deadeye(15th): you can fire 2 cartridges of pistol ammo (12 bullets) when you use deadeye
Mastered Marksmanship(15th): you can fire eagle eye twice (2 crits in the head)
AB Score improvement (16th)
Evasion (17th): on a succeeded saving throw you take no damage and on a failed throw you take half damage
Guns and glory(18th): you can craft pistols at will, rifles at will, and expiramentle guns for 3 (successes)
Arcane bullets(18th)(outlaw): you infuse magic into your bullets and add 4d12 lightning damage every shot fired in deadeye
Arcane marksmanship(18th)marksman): infuse magic to your bullets whenever you use eagle eye, add 4d12 lightning damage damage.
AB score improvement(19th)
Gun mastery(20th): you can fire 3 cartridges of pistol bullets (that is 18 bullets)
HIGHNOON (20th)outlaw): fire 6 cartridges of bullets and these shots are natural 20s (36 bullets at the maximum) when you use Highnoon.
Godly marksmanship(20th)marksman): fire six shots (6 crits in the head) when you use marksmanship with a sniper rifle.
To determine grit take all modifiers and add your level to them and that's your grit
Gunslinger trick shots:
These trick shots are presented in alphabetical order.
You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one grit point while making a Charisma (Intimidation) check to gain the advantage on the roll.
When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.
When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.
When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.
When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with a disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.
When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point spent, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.
When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.
A bowie knife
Sniper, reload 1, misfire 1, dmg 3d8, peircing bullets required, cartridge holds 1 bullet
Winchester, reload 1, misfire 2, dmg 3d8, bludgeoning bullets required, cartridge holds 12 bullets
Normal rifle, reload 1, misfire 1, dmg 3d6, peircing bullets required, cartridge holds 7 bullets
Billy midnights cartridge pistol. reload 1, misfire 2, dmg 4d12, piercing bullets required, cartridge holds 8 bullets
Hand cannon. reload 1, misfire 1, dmg 2d12, explosive bullets required, cartridge holds 1 bullets
Elens 2-shot. reload 2, misfire 3, dmg 2d10, piercing bullets required, cartridge holds 2 bullets
Normal. reload 1, misfire 1, dmg 2d6, piercing bullets required, cartridge holds 6 bullets
Doomstick. reload 5, misfire 5, dmg 5d12, poison bullets required, cartridge holds 1 bullet
Tommy gun reload 2, misfire 6, dmg 10d12, peircing bullets required, cartridge holds 50 bullets
Railgun reload 3, misfire 5, dmg 8d12, piercing bullets required, cartridge holds 30 bullets
Wrist-fire reload 1, misfire 3, dmg 3d12, piercing bullets required, cartridge holds 6 bullets
Robot arm, reload 1, misfire 3, dmg 20d8, piercing bullets required, cartridge holds 26 bullets