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Pick up a gun, its time to fight!

As a Gunslinger, you work to master a weapon unlike any other. Your reckless daring-do stands to let your name live on in infamy.

Inside you will find:

  • The Gunslinger class and its trademark personas.

The Mysterious Stranger, the Stern Lawbringer, the Affable Outlaw, the Roughneck, the Horsewhisperer, the Renegade Ecclesiast, and the Gun Nut.

  • Rules for using, modifying, and building firearms!
  • Ten unique firearms, many inspired by fantasy!
  • Nine new firearm accessories!
  • Two firearm archetypes for other classes!
  • Two new feats for firearms!
  • Seven new firearm inspired spells!
  • Tons of variant rules options for firearms!

Additionally, support this product and I'll use your feedback to build firearms options for other classes.

UPDATE: The options for firearms keep expanding!

The Ranger Reborn  This reworking of the ranger class includes rule for a gun-toting urban ranger.

Blackpowder Pirates  These cut-throat pirates take their guns to the high seas for nautical mayhem.

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Reviews (4)
Discussions (9)
Customer avatar
Kevin S June 10, 2018 12:44 am UTC
First ever class I've purchased on this site, (I'm fairly new), however I really like it! My DM was gracious enough to allow me to use this home brew class because I really am a fan of King's The Dark Tower series, specifically book one the Gunslinger. Thank you for making this, as it is as close to "The Gunslinger" as I have found for D&D 5e.

I only wish there was a bit more to the class, it feels a bit empty in some regards, as if only sprinklings of ideas were tossed onto the final design. Instead of fleshing out the fullness of each category, (combat / features / magic etc.) though still very fun looking class! I am eager to try it out in my games!

Edit: Could you explain to me if this class supports Dual Wield hand held firearms (like Pistols or Revolvers) and how is that supposed to operate?
Customer avatar
Karen M March 22, 2018 8:16 pm UTC
this...this is broken... The only way i would allow this class in my games is if all of my other players had equally overtuned classes and i was running a Deathcrawl campaign where the party is constantly against and outnumbered by overpowered monsters. It's a MinMaxing Power gamer's wet dream. Tone down the damage, give it some weaknesses like misfires, and maybe, just maybe, don't give it basically everything from all the other classes...Just a thought...also just remove the Shoot to kill. lol
Customer avatar
David A May 04, 2018 1:36 pm UTC
I think that the layout of the product may be introducing a lot of unintended confusion. The chapter on firearms contains a number of limitations that the class itself is designed around working with, so it might be beneficial to dive deep into a second look at that material and consider how that impacts your assessment. This product was released several years ago, so I'm sure a thorough review is well overdue. However, actual gameplay experience during that time hasn't revealed any significant issues that have gone unaddressed.

I appreciate you taking the time to voice your concern and regret that at the moment I don't quite have the time to work on a resolution.
Customer avatar
Nathaniel W March 05, 2018 5:23 pm UTC
This is hands down one of the most broken classes I've ever seen.
Customer avatar
Nathaniel W March 05, 2018 5:29 pm UTC
Here's a some things this class grants:

-A ludicrously over powered version of the spell command that can be used infinitely without recharging

- sneak attack that uses d10s instead of d6s and can be used at any time

- magic weapon damage

- the ability to to insta-kill something that has less than 1/4 health

- ludicrously overpowered battle master maneuvers that have no recharge (one of which is a better version of the monk's stunning strike)

- a limited version of action surge

- uncanny dodge

- evasion

- the half-orc's relentless endurance

- and a version of power word kill that recharges on a short rest.
Customer avatar
David A May 04, 2018 1:41 pm UTC
Thanks again for the feedback. I attempted to speak to your concerns in the review you left for this product. I doubt it will overcome most of your concerns, but I wanted to at the very least make sure that you were aware that you had been heard and your feedback considered. It will likely be some time before any changes would be made to this product, regrettably.
Customer avatar
Cody T September 17, 2017 2:40 pm UTC
why is the very rare rifle a starting equipment option instead of the arquebus? The starting pistol is only common rarity why is the long arm choice the very rare long arm? also the crossbow should come with some bolts.
Customer avatar
David A October 09, 2017 11:54 am UTC
Hi Cody!
Thanks again for catching these tiny inconsistencies. I've corrected the document to show the arquebus as the starting weapon. I'm sure the original reference was stale, left in from a time before I had solidified firearm rarity and the details on the weapons table.
Customer avatar
Luis Alberto G September 14, 2017 3:13 am UTC
Really the only thing I would change are the Dc saves for these guns, DC18 at level 1 if they pick the rifle. Not a lot of things can beat that, even a Demilich Death howl is a DC15
Customer avatar
David A September 14, 2017 5:18 pm UTC
I'm certainly not opposed to doing so. They were intentionally set higher because of the infrequency of their use. I didn't want a class designed to be the "best" at shooting things to have low odds of dealing damage with their firearms and for a while, they only have one chance in a fight to even try hitting. It is definitely part of my perspective, which comes out of a frustration with the common ways that firearms are designed in games: they're either such a powerful option that everyone wants one, or they're no better than other weapons. It certainly wasn't easy trying to find a balance between those two extremes. Have you experienced any issues from the high DCs in gameplay?
Customer avatar
Cody T September 02, 2017 1:26 pm UTC
do firearms use an attack roll at all?
Customer avatar
David A September 02, 2017 8:19 pm UTC
They do not. It was a deliberate design decision that reflects a particular perspective on firearms (specifically the accuracy of early firearms) coupled with moving firearms in a direction that has them sharing more in common with the design of magic items than with actual weapons. You're free to change it, but it seems to work well within the context of the firearms available and the features of my version of the Gunslinger.
Customer avatar
Cody T September 03, 2017 5:08 am UTC
how are critical hits supposed to work then, cause in the how firearms work section it says that against adjacent targets they crit on 18-20 but that sounds like an attack roll. furthermore by the rules in the phb only attack rolls get critical hits/fails so if the saving throws of firearms are supposed to crit it should be explicitly stated to avoid confusion. also the hand cannon is listed in the table as a long arm but described as a pistol and there's no uncommon pistol in the table. additionally how does a gun nuts fully automatic weapon interact with extra attack the way its worded extra attack makes part of it obsolete. finally there are some terms which I'm guessing are artifacts from previous versions like the bandolier using a move action which don't exist and implicit threat mentioning charisma (diplomacy) which isn't a skill.
Customer avatar
David A September 04, 2017 9:17 pm UTC
That's obviously an interaction that I forgot to correct as the class evolved. Give me a few days and I'll release an update that fixes the issue. Thanks for bringing it to my attention.
Customer avatar
David A September 05, 2017 11:18 am UTC
I think I have resolved all of those issues. I really appreciate the feedback.
Customer avatar
Cody T September 07, 2017 6:03 pm UTC
Looks good. Two more things though, the feature Grit refers to critical hits with a firearm as a recharge condition, but there's no guidelines for criticals when firing beyond point-blank range. And the term critical should be present in the point-blank range entry or it wont recharge Grit.
Customer avatar
David A September 11, 2017 2:45 pm UTC
Modified the recharge conditions on Grit to reference point-blank damage instead of criticals.
Customer avatar
Ryan R April 10, 2017 7:45 pm UTC
I like the material in this book but some of the guns are quite powerful. True that they are expensive, but compared to the DMG's idea of guns, they seem somewhat over powered.
Customer avatar
David A April 13, 2017 10:42 am UTC
I'm in the process of creating some new content and I'm doing editorial and other review to older works like this, so I'll definitely keep this in mind. The increased power is intentional though. The reload mechanic occurs much more slowly than the DMG firearms - they're more like high-tech crossbows in that way. My intent was to emulate a single-shot kill, so I designed my version of these weapons as something more on par with magic wands - high damage output, but limited utility in a single combat. That isn't to say my system is perfect, just that its not entirely crazy.
Thanks for the feedback though. Be on the lookout for update too, it should drop sometime within the next month or so.
Customer avatar
Ryan R April 21, 2017 10:17 pm UTC
Cool, I'll be watching for the update. Yeah I was re-reading this today as I am floating back and forth between Matt Mercers guns ideas and yours. I like what you have here. The reloading mechanics most certainly focus on high damage output but if the combat runs for longer than like 5 rounds or so, basically you will run outta guns to fire, unless your just loaded with pistols and revolvers.

The price ranges really do set the tone, because 10 shots of blackpowder cost 100 gp will really make a player think about weather or not an enemy is worth shooting. At first some of the features made me double take, such as shoot to kill. Then I read it. While powerful, the class feature " shoot to kill " only triggers if.....

you deal double their con score and then only if 1/4th their total hp is reamaining after you deal yours guns damage and then only if their Cr value is lower than your gunslinger class level. So its not broken but I could see this as a minion / lieutenant killer....See more
Customer avatar
David A April 27, 2017 1:09 am UTC
This is really terrific feedback and I plan on using it in the revisions I'm working on. Don't be surprised if the DC for Menace changes, because I honestly don't recall the reason I set it at 9 initially. Likely I was looking for a way to make it more reliable compared to the cantrips of other classes.

In regard to your questions:
1. My system is intended to replace the firearms in the DMG, so I consider the two sets to be mutually exclusive - you can use one or the other, but the design of my Gunslinger is predicated on ignoring what is in the DMG and only using what I have presented.
2. Any time you add nuance to a game there is the potential to slow down gameplay. However, the reduced frequency of firearm attacks generally means that things will only slow down occasionally. My firearms were intended to somewhat parallel the design space inhabited by spells and magic items, so thinking of them in those terms helps make sense of some of their complexity. This is also why they have such...See more
Customer avatar
Carl C February 07, 2016 4:28 pm UTC
What excites me most about this class is the classic western feel, that happens to be in a fantasy setting. You can see different abilities pulled from the most famous westerns of all time.
Customer avatar
David A February 05, 2016 11:58 pm UTC
As the creator of this product, I just want to let everyone know how excited I am to get this in front of an audience that's larger than my gaming table.

I created the original version of this class for 4th edition D&D because I was never actually satisfied with how guns were designed as part of a game's mechanics. I wanted something that did a good job of emulating firearms without becoming the go-to choice as a weapon. What I settled on was comparing them more with spells or limited-use magical items and my gaming buddies and I felt that hit the right spot.

I've got a half-dozen or so half-baked ideas to expand the presentation here and roll firearms into other classes with archetypes and feats, so if you like what you see here I would love to be able to take the financial support provided here and add content to this document so that you, too, can make these new weapons an entertaining part of your games!

I also just love talking about D&D in general, so if you...See more
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File Last Updated:
October 09, 2017
This title was added to our catalog on February 04, 2016.