I have been homebrewing a gunslinger class for a player who wanted to play one, but the problem is I couldn't find any that gave exactly what we wanted. I based it off one I found somewhere and made some tweaks, but I'm not sure if it's balanced or not, and it only goes up to level 10.
Gunslinger
Level | Proficiency Bonus |
Features | Grit Points |
---|---|---|---|
1 | +2 | Wary, Skill shot | 2 |
2 | +2 | Shooting Styles | 2 |
3 | +2 | Gunsmithing | 3 |
4 | +2 | Ability score improvement | 4 |
5 | +3 | Extra Attack | 5 |
6 | +3 | Ability score improvement | 6 |
7 | +3 | Trail Feature | 7 |
8 | +3 | Ability score improvement | 8 |
9 | +4 | Skill Shot (2) | 9 |
10 | +4 | Bullet time | 10 |
Class Features
As a Gunslinger, you gain the following class features
Hit Points:
Hit Dice: 1d8 per Gunslinger level
Hit Points at 1st Level: 8+Constitution modifier
Hit Points at Higher Levels: 5 (1d8)+Constitution modifier
Proficiencies:
Armor: light armor, medium armor
Weapons: simple weapons, pistols, revolvers, rifles, shotguns
Tools: Tinker's tools, Smith's tools
Saving Throws: Dexterity, Wisdom
Skills: Choose three from Acrobatics, Athletics, Perception, Sleight of Hand, Stealth and Survival.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a revolver, (b) a smoothbore rifle, (c) a blunderbuss or (d) two pistols,
- A hand pistol
- 50 rounds of ammunition
- 3 grenades
- A set of tinker's tools
- A small notebook with weapon designs
- A small pouch of gunpowder, enough to make 50 more rounds of ammunition
Features
Wary
Gun fights and ambushes have taught you one thing, and that's to be alert and watchful. You can't be surprised while you're conscious.
Grit
Your way of life has caused you to develop a particular hardiness to your person called grit. This is represented by the number of Grit points you have, which can be seen on the Gunslinger class table.
You can expend Grit Points to perform abilities called Skill Shots, with you regaining all expended Grit at the end of a short or long rest. At 1st level you know 2 Skill Shots, and you learn 2 more at 9th, and 17th levels. Some Skill Shots may call for an enemy to make a saving throw, if that is the case, the following is the DC for the saving throw called. Additionally, only one Skill Shot may be performed per turn.
Skill Shot Save DC = 8 + your proficiency bonus + your Dexterity modifier
Shooting Styles
At 2nd level, you develop a particular style of shooting and using firearms. Choose one of the styles below. You can't choose a Shooting Style again, even if you later get to choose again.
Dual-Wielding
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack so long as the attack is made by a firearm.
Explosive
When you use an explosive, grenade, or a weapon with the Explosive property, you can reroll 1s and 2s on the damage die, though you must take the new rolls even if they are 1s and 2s.
Heavy Caliber
Attacks you make with two-handed firearms deal +2 bonus damage.
Marksman
You have a +2 bonus to attack rolls made with firearms and do not incur disadvantage on attack rolls due to range
Gunsmithing
Beginning at 3rd level, you can craft firearms. To craft a firearm, you must first have the schematics for it. Every 2 levels starting from 3, you can learn a new firearm schematic. Pick any basic firearm and add to it (if you wish) a number of modifiers equal to your proficiency bonus.
To craft the firearm, it takes a number of days equal to the base firearm's crafting time plus extra time for each modifier you apply. You must have access to raw materials worth at least half of the firearm's cost, which are expended in this process, as well as the extra price added by each modifier, and access to the facilities needed to craft the firearm. You can also add modifiers to existing firearms up to a total of your proficiency bonus.
Ability Score Increase
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th and 19th level, you can increase one ability score of your choice by 2, or 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, when you take the Attack action on your turn.
The number of attacks increases to three when you reach 13th level in this class.
Bullet Time
Starting at 10th level, your senses become so honed that you can momentarily perceive time slower. Once per long rest, you can use your bonus action to enter Bullet Time. For the next round, you gain advantage on Dexterity saving throws and Perception checks, and can use your reaction to make a number of attacks equal to your Dexterity modifier. Once you use this feature you can't use it again until you finish a long rest.