Blast Packs

  • casting timeReaction
  • range5 feet

  • components1 shaped explosive charge
  • durationInstantaneous

crafted during a rest

At 10th level, when a creature moves within 5 feet of you, you can use your reaction to detonate a shaped explosive charge between you and the creature. The creature loses its reaction and must make a Dexterity saving throw or be knocked prone, while you ride the shockwave 15 feet directly away from the creature. You cannot use this feature while prone.
You can create one shaped explosive charge during a short or long rest. The chemicals inside are volatile and only retain their potency until the beginning of your next short or long rest.

Gunslinger (Gunsmith) 10th

Dodge Roll

  • casting timeReaction
  • rangeSelf (triggered by a source 10+ feet away)

  • components
  • durationInstantaneous

Starting at 10th level, whenever you take damage from a source more than 10 feet away that you can see, you may use your reaction to move up to half your movement speed. If you move at least 5 feet, you reduce the damage by an amount equal to your Wisdom modifier. Enemies have disadvantage on opportunity attacks against you while moving this way.

Gunslinger (Desperado) 10th

Violent Shot

  • casting timePart of a ranged attack
  • rangeSelf

  • components1 Grit point
  • durationInstantaneous

Starting at 11th level, as part of a ranged attack with a firearm, you can spend a Grit point to perform a Violent Shot. If the attack hits, you roll all damage dice as if it were a critical hit. Unless you roll an actual critical hit on the attack, your firearm becomes broken afterward.

Gunslinger 11th

Trick Up Your Sleeve

  • casting timeReaction or Bonus Action
  • rangeSelf

  • components
  • durationPermanent

When you reach 13th level, you may hide up to 2 small non-weapon usable items (2 lbs. or less) on your body. These can be accessed and used as a reaction when attacked, or as a bonus action. If you currently hold fewer than your maximum, you may hide one additional item using a bonus action.

Gunslinger 13th

Fan Fire

  • casting timePassive
  • rangeSelf

  • components
  • durationPermanent

Starting at 14th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

Gunslinger (Desperado) 14th

Specialty Ammo

  • casting timeDowntime (craft during a long rest)
  • rangeSelf

  • componentsLimited by Intelligence modifier
  • durationUntil your next long rest

Beginning at 14th level, you can craft special ammo for your firearms with certain effects. Each round must be crafted during a long rest and only retains its effects until your next long rest. You can craft and store a number of specialty rounds equal to your Intelligence modifier (minimum 1).
Upon loading a gun, you must declare which specialty rounds (if any) you are loading. Once loaded, you may expend a round as part of any attack you make with that gun. See the individual Specialty Ammo cards (Freeze, Explosive, Heavy, Flash, and Tranquilizer Dart) for their effects.

Gunslinger (Gunsmith) 14th

Specialty Ammo: Freeze Round

  • casting timePart of a firearm attack
  • range5-foot burst at point of impact

  • components1 Freeze Round
  • durationUntil end of your next turn

A specially crafted round with a subdivided chemical core which shatters on impact, spreading a burst of ice that traps objects within 5 feet. A creature hit must make a Constitution saving throw or become chilled, taking 3d8 additional cold damage and becoming restrained until the end of your next turn, or half damage on a success. This damage increases by 2d8 at 17th and 20th level.

Gunslinger (Gunsmith) 14th

Specialty Ammo: Heavy Round

  • casting timePart of a firearm attack
  • rangeFirearm's range

  • components1 Heavy Round
  • durationInstantaneous

A bullet crafted from a dense alloy. When used against a target with half or three-quarters cover, you make the attack as if the target had no cover. The round also deals an additional 3d6 damage on a hit, increasing by 2d6 at 17th and 20th level.

Gunslinger (Gunsmith) 14th

Specialty Ammo: Explosive Round

  • casting timePart of a firearm attack
  • range10-foot radius sphere

  • components1 Explosive Round
  • durationInstantaneous

A large bullet packed with an explosive charge that detonates on impact, dealing fire damage in a 10-foot radius sphere. Creatures in the area must make a Dexterity saving throw or take an additional 3d8 fire damage, or half as much on a success. This damage increases by 2d8 at 17th and 20th level.

Gunslinger (Gunsmith) 14th
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Specialty Ammo: Tranquilizer Dart

  • casting timePart of a firearm attack
  • rangeFirearm's range

  • components1 Tranquilizer Dart
  • durationUntil end of your next turn

A thin metal syringe modified to inject a non-lethal sedative into an organic target. This round deals no damage, but a creature hit must succeed on a Constitution saving throw or fall prone and become stunned until the end of your next turn.

Gunslinger (Gunsmith) 14th

Specialty Ammo: Flash Round

  • casting timePart of a firearm attack
  • range30-foot cone

  • components1 Flash Round
  • durationUntil end of your next turn

A round filled with a magnesium charge. It deals no damage, but instead creates a blinding flash of light in a 30-foot cone from the barrel of the gun. Any creature in the cone must make a Constitution saving throw or become blinded until the end of your next turn.

Gunslinger (Gunsmith) 14th

'Slinger's Luck

  • casting timeBefore you roll a saving throw
  • rangeSelf

  • components
  • durationUntil used

Starting at 15th level, before you roll a saving throw, you can choose to automatically succeed instead. Once you use this feature, you must take a long rest before using it again.

Gunslinger 15th

Improved Quick Draw

  • casting timePassive / Special (top of initiative)
  • rangeSelf

  • components
  • durationPermanent

At 17th level, you add both your Wisdom and Proficiency modifiers to initiative checks, and you act even when surprised. When you use Quick Draw to attack at the top of the initiative order, you may do so with any firearm within reach, and Quick Draw no longer consumes Grit.

Gunslinger (Desperado) 17th

Masterwork Guncrafting

  • casting timeSpecial (when you would suffer a misfire)
  • rangeSelf

  • components
  • durationUntil used

Starting at 17th level, your long, hard hours at a workbench and in the field have paid off, giving you a master's grasp of tinkering and guncrafting. Whenever you would suffer a misfire, you may choose to ignore it. You must complete a short or long rest before using this ability again.

Gunslinger (Gunsmith) 17th

Personal Effects

  • casting timePassive
  • rangeSelf

  • components
  • durationPermanent

Beginning at 18th level, choose one item below as your Personal Effect. It grants a unique bonus. If lost or destroyed, it is mysteriously found immediately after your next long rest.
Acrobatics Harness (Desperado only): Add your Proficiency modifier to the damage reduction of Dodge Roll.
Comfortable Duster: Store up to 4 items with Trick Up Your Sleeve (instead of 2), and use up to 2 of them with a single bonus action or reaction.
Lucky Hat: Use 'Slinger's Luck up to 2 times between long rests.
Quality Cigar: As an action, draw on it to regain 1 Grit point, up to 2 times between long rests.
Tinker's Goggles: See normally in darkness (magical or not) out to 120 feet, immune to the blinded condition, and advantage on Tinker's Tools checks to repair a broken gun.
The Rambolier (Gunsmith only): Craft and store up to 2 extra rounds of Specialty Ammo each long rest, added to your current maximum.

Gunslinger 18th

Natural Talent

  • casting timePassive
  • rangeSelf

  • components
  • durationPermanent

Beginning at 1st level, choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses your chosen proficiency.
In addition, you gain a +1 bonus to attack rolls and damage rolls you make using firearms.

Gunslinger 1st

Tinkerer

  • casting timeDowntime
  • rangeSelf

  • components
  • durationPermanent

Beginning at 1st level, you can use Tinker's Tools to craft basic firearms, as well as basic ammunition for those firearms.

Gunslinger 1st

True Grit

  • casting timePassive
  • rangeSelf

  • components
  • durationPermanent

At 20th level, whenever you would regain 1 Grit point, you instead regain 2, up to your current maximum.

Gunslinger 20th
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Grit (Aimed Shot)

  • casting timePart of your Attack action
  • rangeSelf

  • componentsUp to your maximum Grit points
  • durationInstantaneous

Starting at 2nd level, you gain a number of Grit points equal to your proficiency bonus (this is also your maximum). You spend these points to fuel Grit features. You start knowing one: Aimed Shot.
Grit save DC = 8 + your proficiency bonus + your Dexterity modifier.
Aimed Shot: When making an attack with a firearm as part of your attack action, you may expend a number of Grit points up to your current maximum to gain a bonus on the attack roll equal to the number spent. If the attack hits, you add the same number to the damage roll.
Restoring Grit: Expended Grit points refill after a short or long rest. You also regain 1 Grit point (up to your maximum) whenever you score a critical hit with a firearm attack or reduce a creature to 0 HP with one. A critical killing blow only restores 1 point, not 2.

Gunslinger 2nd

Apprentice Guncrafting

  • casting timeDowntime (1 day per modification)
  • rangeSelf

  • componentsLimited by Intelligence modifier
  • durationPermanent

When you choose this trail at 3rd level, you can craft new firearms and modify your current ones. One-handed guns are based on the pistol, two-handed guns on the musket, and cone guns on the scattergun. Modifying a firearm requires 1 day of constant work per modification; you may remove an existing modification when adding a new one.
Maintenance: During a long rest, you may maintain a number of modified firearms up to your Intelligence modifier. If a modified firearm isn't maintained during a long rest, attacks with it have disadvantage.
Limited Modification: You may modify a firearm a number of times up to your Intelligence modifier, and every modification falls into a category; you may only place one modification per category on a given firearm. At 3rd level you gain access to the Long Barrel, Snubnose Barrel, and Elemental Barrel modifications, with more unlocking at 6th, 10th, 14th, and 17th level.

Gunslinger (Gunsmith) 3rd

Fast Reflexes

  • casting timeBonus Action (repair/reload) / Passive (speed)
  • rangeSelf

  • components
  • durationPermanent

When you choose this trail at 3rd level, your speed increases by 10 feet while you are unarmored or wearing light armor.
In addition, you may use your bonus action to either repair or reload a weapon in your possession. A repair made this way automatically succeeds. You may use this feature a number of times equal to your Wisdom modifier, regaining all expended uses on a long rest.

Gunslinger (Desperado) 3rd

Gunslinger's Trail

  • casting timePassive
  • rangeSelf

  • components
  • durationPermanent

At 3rd level, you choose the Trail of the Desperado or the Trail of the Gunsmith, detailed separately. Your choice grants a feature at 3rd level, and again at 6th, 10th, 14th, and 17th level.

Gunslinger 3rd

Walking Armory

  • casting timeFree (object interaction)
  • rangeArm's reach

  • components
  • durationPermanent

When you choose this trail at 3rd level, you craft a mechanism which allows you to easily store and equip your personal firearms. You may draw any firearm within arm's reach without using your object interaction.

Gunslinger (Gunsmith) 3rd

Give 'em a Scare

  • casting time1 action
  • range30 feet

  • components
  • durationUntil start of your next turn

You fire a blank charge into the air. Hostile creatures within 30 feet must succeed on a Wisdom saving throw (DC = your Grit save DC) or be frightened of you until the start of your next turn. A creature that succeeds is immune to this feature for 24 hours.

Gunslinger 4th

Extra Attack

  • casting timePassive
  • rangeSelf

  • components
  • durationPermanent

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Gunslinger 5th

Journeyman Guncrafting

  • casting timePassive
  • rangeSelf

  • components
  • durationPermanent

When you reach 6th level, your proficiency bonus is doubled for any ability check that uses Tinker's Tools. In addition, any attack made with a gun you've modified is treated as magical for the purpose of overcoming resistance and immunity.

Gunslinger (Gunsmith) 6th

Quick Draw

  • casting timePassive / Special (top of initiative)
  • rangeSelf

  • components1 Grit point
  • durationInstantaneous

By 6th level, you add your Wisdom modifier to initiative checks. During the first round of combat in which you aren't surprised, you can spend a Grit point to make a single attack with a one-handed firearm before the top of the initiative order. Afterward, initiative proceeds as normal.

Gunslinger (Desperado) 6th
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Trick Shot

  • casting timePart of a firearm attack
  • rangeSelf

  • components1 Grit point
  • durationVaries (see effect)

Starting at 7th level, when making an attack with a firearm, you may spend a Grit point to add an effect based on a targeted location, so long as the target has that location:
Armshot: Constitution save or the target drops a held item of your choice.
Headshot: Constitution save or disadvantage on attacks until the start of your next turn.
Legshot: Constitution save or fall prone.
Bodyshot: Constitution save or disadvantage on Dexterity checks/saves and unable to speak aloud until the start of your next turn.
Wingshot: Constitution save or flying speed reduced to 0 until the start of your next turn.

Gunslinger 7th

Evasion

  • casting timePassive
  • rangeSelf

  • components
  • durationPermanent

Beginning at 9th level, when subjected to an effect that allows a Dexterity saving throw for half damage, you instead take no damage on a success and only half damage on a failure.

Gunslinger 9th