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Gunslinger Martial Archetype for Fighters

Gunslinger Martial Archetype for Fighters

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1.3 changes! After a long time of amassing feedback from the community while this has been in the wild, I made a rather large overhaul to how this class' progression lays out, and how Trick Shots are acquired!

1) All of the various special Shots the Gunslinger can make are now considered "Trick Shots" that can be selected from the list as you level up, similar to the Battle Master. This enables a chance for players to customize the style of their Gunslinger far more based on which trick shots they choose as they progress. 

2) I've rebalanced the Trick Shots, making some more useful, and making previous high-level features now available at any level, but balanced for it. 

3) Added Bullying Shot as a social trick shot to aid in Intimidation attempts.

4) Clarified that the recovery of Grit based on killing a creature is viable only if the creature is a significant threat (at the DM's discretion).

5) Added the 10th level feature "Rapid Repair" that allows the gunslinger to attempt a repair as a bonus action. 

6) Added ammunition costs for each weapon, as well as rules for the cost of crafting ammunition.

7) Removed the Scattergun and Scatter properties (as the design was a little unwieldy), but you are welcome to still use them from the previous itterations! 

8) Added a Palm Pistol option as a firearm with the light property (for an off-handed shot). 

9) Added a Blunderbuss to the firearm list.


Martial Archetype for Fighters

Most warriors and combat specialists spend their years perfecting the classic arts of swordplay, archery, or polearm tactics. Whether duelist or infantry, martial weapons were seemingly perfected long ago, and the true challenge is to master them.

However, some minds couldn’t stop with the innovation of the crossbow. Experimentation with alchemical components and rare metals have unlocked the secrets of controlled explosive force. The few who survive these trivals of ingenuity may become the first to create, and deftly wield, the first firearms.

This archetype focuses on the ability to design, craft, and utilize powerful, yet dangerous ranged weapons. Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. 

Inspired by converting from the Pathfinder class, retooled and altered for 5e and making it more my own, I hope you enjoy. 

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Discussions (115)
Customer avatar
Eddie H November 11, 2021 7:59 pm UTC
for some reason i cannot copy and paste the text into my omnibus of class options... any advice?
Customer avatar
Kylie W March 20, 2021 5:14 pm UTC
Is it possible to change this from Fighter to Artficer subclass? It just seems to fit that alot better for Eberron adventures than it does the Fighter. Would there be alot of tweeking required?
Customer avatar
Aaron M November 23, 2020 1:11 am UTC
So with the implementation of the Gunner Feat in Tasha's Cauldron of Everything, you can straight up ignore the reloading property of your guns, as well as the disadvantage from being withing 5 feet of an enemy. This class is about to become exceedingly more powerful because of that.
Customer avatar
Daniel B February 05, 2021 1:40 pm UTC
The Gunner feat allows a character to ignore the "loading" property of firearms, which is a property possessed by firearms in the Dungeon Master's Guide. In this pdf firearms posses a property called "reload" which is similar but not the same. Gunner would not apply.
Customer avatar
Xanitos S November 11, 2020 6:56 pm UTC
Would the Artificer's "Repeating Shot" infusion (listed bellow) affect the Reload property or just the Loading property? and Why?

Repeating Shot
Item: A simple or martial weapon with the
ammunition property (requires attunement)
This magic weapon grants a +1 bonus to attack
and damage rolls made with it when it’s used to
make a ranged attack, and it ignores the loading
property if it has it.
The weapon requires no ammunition; it
magically produces one piece of ammunition
each time you make a ranged attack with it,
unless you manually load it. The ammunition
produced by the weapon vanishes the instant
after the it hits or misses a target.

Customer avatar
Daniel B February 05, 2021 1:41 pm UTC
Repeating Shot allows the wielder to the ignore the "loading" property, but these weapons have the "reload" property. While similar, these two properties are distinct and therefor Repeating Shot would not negate reload.
Customer avatar
John S July 15, 2020 1:31 pm UTC
@Matthew Mercer:

You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest."

When I kill the enemy with critical hit - can I regain 2 grit points (for crit+death) or 1 grit point ?
Customer avatar
Justin W January 21, 2021 8:15 am UTC
Seems that'd be to the DM's discretion considering the grit point for the kill is up to the DM in the first place, but based off rule of cool, if you crit and kill the BBEG's top henchman in one go, I'd give you both points.
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Damon James V March 30, 2020 10:31 pm UTC
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Aron K February 26, 2020 5:21 pm UTC
Query how does Gunslinger firearms interact with the Artificer's repeating shot infusions. I am aware firearms from gunslinger do not have the loading property but was wondering if was something Matt may want to consider if he comes back to poke this subclass again.
Customer avatar
Haydon M September 28, 2019 5:53 pm UTC
this archetype used to let you trade an attack as part of your attack action for a reload. now that it's missing, does that mean that weapons like Bad News can only be used to make one attack, once every 2 turns. IE, spend one turn to shoot, then the next turn to reload?
Customer avatar
Rohan D October 07, 2019 12:38 am UTC
That's still the case. The text for the Reload property reads that you "must spend 1 attack or 1 action to reload". So the Bad News must be reloaded with every other attack, whereas a standard pistol will have to be reloaded on every fifth attack.
Customer avatar
Haydon M October 10, 2019 10:07 pm UTC
Yeah, I spent like 2 months going mad trying to find out why, currently playing a gunslinger and spending a whole turn to reload, and then I found out it hadn't changed like an hour after I finally posted. was really annoying lol.
Customer avatar
Sigurd S September 14, 2019 1:58 pm UTC
I like the concpt, but I have one big balance concern:

Piercing Shot has the potential to be extremely overpowered. If you can find three or more enemies in a line (not too difficult in a big combat and with a 60-80 foot range) and a source of advantage (Revised Ranger's Natural Explorer, being a Warlock in darkness with Devil's Sight, even attacking from stealth though that is a bit less effective) you can lay out a hilarious amount of burst damage. If you have Extra Attack and action surge, that is 3 attacks per enemy, one of which has advantage and the others are made normally. With 3 enemies that means you can make 9 attacks in one turn. This has a good chance of causing a misfire, but that can easily be solved by just owning 2-3 pistols and using item interactions to draw them. If you take Gunslinger high enough you can even try to fix it as a bonus action.
Customer avatar
John S August 25, 2019 1:19 pm UTC
Hi Matt,
I really like the Scattergun because this is like blunderbuss (or shotgun) should work. And it is unique gun because of it.
Could you suggest the price for its ammo pls?
Customer avatar
Lucas R June 17, 2019 12:53 am UTC
We've encountered some confusion in our campaign regarding the explosive property of firearms (Bad News).

Rule: "Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw or suffer 1d8 fire damage.

Does "everything" include the target of the initial attack roll in who is making a Dexterity saving throw; meaning upon a hit and dexterity saving throw fail, the target would take the 1d8 fire damage in addition to the 2d12 weapons damage dice.
Customer avatar
Nicholas G July 22, 2019 8:54 pm UTC
Personally I'd rule it as yes. Just thinking about it if the bullet is explosive then whatever is hit by the bullet would be affected as well, right?
Customer avatar
Mike S May 21, 2019 10:16 pm UTC
I looked through the archtype and it looks really fun to play. I think there are three things that could change to make it better. 1. The misfire probably needs a little tweaking. When you shoot with disadvantage, your chance of misfiring increases while if you shoot with advantage your chance to misfire decreases. Let me explain how this might sound confusing in some scenarios.

In the dark: I guess if you load a bullet in total darkness there is a higher chance you could mess up but the next scenario would be more confusing. Shooting at a target under the effects of blur or prescience: if you have multiple targets to shoot at, why would your gun have a higher chance to jam up if you shoot at the one guy with blur, this does not make much sense.

An alternate way to handle misfire is to handle it like wild magic surge. Whenever you fire, roll an additional d20 (let's call it the misfire die). If you roll a number equal to or less than the misfire score on the misfire die, your gun...See more
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Timothy S May 02, 2019 3:06 pm UTC
I had an idea on how to make a magic user a gunslinger as well, an offhand weapon for a wizard. The propellent is an explosive rune on a piece of parchment. The projectile is standard. The hammer sets off the rune, explosion pushing projectile forwards inside the barrel. Due to volatile nature of magic, double misfire score. Also, imagine different runes on the bullets themselves. One with banishment, disintegration, and polymorph would be possible but OP, with possibility of misfire disabling weapon, so I guess it equals out, right? I'd like to implement this into my upcoming game if possible.
Customer avatar
Ian A April 22, 2019 2:18 pm UTC
Looking for clarification here: Once I take this archetype at level 3, if I'm using a musket that means I can only shoot once every other round until I get a 2nd attack? The way I'm reading it you use your action to shoot, then the next round you spend your action reloading, and then you get to shoot again the next round.
Customer avatar
Cody R April 25, 2019 2:43 pm UTC
Yes, Reload 1 weapons work the same as a crossbow would with a required reload as an action.
Customer avatar
Kathryn A April 01, 2019 1:28 am UTC
Can this archetype be used for a DDAL character?
Customer avatar
Visvesvaran S May 10, 2019 5:57 am UTC
No, Gunslinger is Matt Mercer's homebrew and is not AL-legal.
Customer avatar
Jared C February 16, 2019 11:28 pm UTC
Below are the additional rules/guidelines i'd use for a player who wished to use gunslinger:

Ammunition Crafting & More for Gunslinger v 1.3
Reminder: ammo/gunpowder crafting does not become available/more affordable until the archetype is taken at lv3, hence the large starting ammunition stated in extras.
When Crafting Black Powder: You follow the same rules as stated for crafting Non magic items in the player handbook, but the crafting time is halved. I.e. To craft 4lb of black powder (Market Value 70gp) it would take 35gp and a week of crafting.
- You may be able to purchase BP at rare locations: You can buy a Horn of 2lb of Black Powder for around 35GP, or a Keg of 20lb of Black Powder for around 250GP.
- Alternatively to save time, just start with an artificer’s bag that produces black powder.
When Crafting Ammo: Using your Tinker’s tools you may spend money to collect raw materials for crafting ammunition. Which weigh 4 pounds for every 50GP spent. As part...See more
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File Last Updated:
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This title was added to our catalog on January 12, 2016.