Gunslinger

The drop is endless. The Gunslinger savors the rush of speed, her cloak snapping behind her, and she lands on her feet in the belly of the cavern without bothering to kill her momentum. Moon dust blows away in anemic puffs, and she lifts her head to look around. She doesn’t need to wait long.

Thrall rise from the darkness in a pale, shrieking wave, and she lifts her hand cannon and blows them away with lazy confidence. The foe she seeks is old—old enough, perhaps, to remember the countless worlds its kind have razed, the countless species its god-leaders have annihilated in their violent worship. These skeins of corrupted flesh are only an inconvenience.

She runs deeper into the tunnel, dropping mag after mag as she goes, burning through the Hive like a hot wind, fanning the hammer from her hip in time with her heartbeat. With the cannon’s every kick her focus grows—and her grin widens.

Her quarry finds her first. A wizard hovers up from the bowels of some hideous cavern, and bolts of fiery magic envelop her before she can react. She experiences a moment of panic as her shields fail—how many Guardians have died nameless and forgotten in these tunnels, she wonders—but purest clarity follows soon after, and the rush of adrenaline sharpens her reflexes.

Cover is scarce, but ghostly light casts shadows enough that she can keep herself alive as she dodges from crumbling rock to crumbling rock, always just ahead of the wizard’s wrathful bolts. Her pulse hammers in her ears, she tastes blood on her tongue, and her Ghost is screaming at her to disengage. Yet within her she feels the power building, and at last, at last, she raises her arm and embraces the Traveler’s gift. Golden Light floods the cavern, and when she levels her hands at her foe her grin is a wolf’s, and she does not hesitate.

Later, once her pulse has slowed, she sifts through the ashes of her enemy. One strange waxen idol is all she finds. Worth some glimmer at least, maybe enough for a new knife—or a few rounds at the Tower bar. She’ll share the story later, and the others will ask her why she bothered in the first place.

They don’t understand. Beyond the Last City lie the wilds, and the wilds belong to her.

Crack Shot

Cocky show-offs. Careless thrill-seekers. Insufferable crack shots. Gunslingers are often called such things, and more—and it’s all true. While not all Gunslingers demonstrate the arrogant affect for which these Hunters are especially known, they do all share an obsession with the perfect shot. Their drive to find it, aim for it, and make it leads them to challenge themselves to great feats of marksman-ship and derring-do. All Hunters tend to be loners in one way or another, but for Gunslingers, solitude is mostly a matter of keeping the bragging rights to themselves and making sure nobody gets in the way when a chance arises to take aim for a perfect shot.

For the Love of the Crowd

Almost all Risen find themselves alone at first, and those who become Hunters often prefer to keep things that way even after making the acquaintance of other Guardians. Gunslingers are typically the most gregarious Hunters, if only because they want an audience for their tall tales. Even so, they usually like to take plenty of time to themselves, and often operate with a sort of loose independence from their fireteams. Despite this, and though often maligned for boastfulness and excessive swagger, Gunslingers’ preternatural acuity and peerless precision are highly valued by the teams they join.

Recommended Exotics

Weapons: Hawkmoon, The Last Word
Armor: Celestial Nighthawk, Lucky Pants

Class Features

As a gunslinger, your superclass is Hunter and your Power is derived from the Light. You gain the following class stats and features.

LevelProficiency BonusFeaturesPower Level
1st+2Gunslinger’s Tenacity, Tactical Power, Weaponized Personality1st
2nd+2Radiant Weaponsmith, Solar Grenade Powers1st
3rd+2Gunslinger Style, Super Power
The Outlaw
The Sharpshooter
The Showman
1st
4th+2Ability Score Increase, Support Power1st
5th+3Extra Attack2nd
6th+3Archetype Feature2nd
7th+3Aspects of the Gunslinger2nd
8th+3Ability Score Increase2nd
9th+43rd
10th+4Ashes to Assets3rd
11th+4Archetype Feature3rd
12th+4Ability Score Increase3rd
13th+54th
14th+5Additional Aspect4th
15th+5Archetype Feature4th
16th+5Ability Score Increase4th
17th+65th
18th+6Endless Style5th
19th+6Ability Score Increase5th
20th+6Legerdemain
5th
Optional: Become Prismatic
Hit Point Stats

Shield die: d8

Shield recharge roll: (1d8 per Power level) + your Power modifier

Maximum Overshields: 5 times your Power level

Shield points at 1st level: 8

Shield points at higher levels: add 5 (or 1d8) for each level after first

Health points at 1st level: 8 + your Constitution modifier

Health points at higher levels: add your Constitution modifier for each level after first, minimum +0

Starting Proficiencies

Armor: Light, medium

Weapons:

  • Simple Melee Weapons: all
  • Martial Melee Weapons: small blades
  • Martial Ranged Weapons: none
  • Simple Firearms: all
  • Martial Firearms: breech grenade launchers, fusion rifles, light machine guns, linear fusion rifles, shotguns, sniper rifles, trace rifles

Saving Throws: (Choose Dexterity or Strength) and Charisma

Toolkits: Weaponsmithing

Skills: One Charisma-based skill of your choice, and any one other skill of your choice

Power Stats

Power ability score: Charisma

Power modifier: your Charisma modifier

Power level: see gunslinger class table

Power save DC: 8 + your proficiency bonus + your Charisma modifier

Power attack modifier: your proficiency bonus + your Charisma modifier

Power saving throw: make a Charisma saving throw

Hunter’s Instincts

As a Risen Hunter, you are proficient in the Survival skill, and you may take the Disengage action as a bonus action on your turn.

Also, after jumping, you can perform one additional jump while airborne from your initial jump and not Prone. This additional jump is performed as a standing jump if your initial jump was a standing jump, or as a running jump if your initial jump was a running jump. It still costs 1 foot of movement for every foot you jump, as normal.

Finally, when calculating your jump distances, you may use your Dexterity score/modifier in place of your Strength score/modifier.

Gunslinger’s Tenacity

The Light of a gunslinger is well known to exude power, grace, and oppressive charm. This overflowing power manifests itself in the form of Tenacity. Whenever you cast a gunslinger Power, you gain 1 Tenacity. You can spend your Tenacity on Tricks, your options for which are detailed next. You may perform multiple Tricks at once, but you can’t perform the same Trick more than once on a turn unless otherwise stated.

Maximum Tenacity and Recovery. The maximum amount of Tenacity you can have is equal to your Charisma modifier + your Power level. However, when you complete a brief rest, if you have an amount of Tenacity greater than your Power level, it’s reduced to be equal to your Power level.

Furthermore, once you spend Tenacity, you can’t gain Tenacity for the remainder of the turn.

Concentrating on Tricks. If you perform a Trick which requires concentration, you cannot gain Tenacity while concentrating on it.

List of Tricks

Tactical Power

Even at 1st level you gain your tactical Power, which you cast by spending a tactical Power charge. You have one tactical Power charge, and the maximum you can have is one. Choose one of the following tactical Powers to learn now.

Explosive Knife
Knife Trick
Weighted Knife

Weaponized Personality

Gunslingers know a well-placed word can do as much damage or win as much acclaim as a well-placed shot. You have a natural ability to draw on your own personality as a kind of weapon, whether you pull intimidating stony silence, unassuming roguish charm, or jovial arrogance. You become proficient with one Charisma-based skill of your choice. If you choose a skill you’re already proficient with, it may now benefit from Expertise.

Radiant Weaponsmith

At 2nd level, your knack with Solar light has gifted you enhanced prowess at tinkering with the focus of your gunslinger powers: your weapons. You gain Expertise with your weaponsmithing toolkit proficiency.

Solar Grenade Powers

Also at 2nd level you gain your grenade Power, which you cast by spending a grenade Power charge. You have one grenade Power charge, and the maximum you can have is one. You learn the Incendiary and Tripmine grenade Powers now. If you opt to learn a new grenade Power when your proficiency bonus increases, you choose from the solar grenade Power list.

Incendiary Grenade
Tripmine Grenade

Gunslinger Style

At 3rd level, you settle into a combat style that best suits your tastes as a Gunslinger, and determines how your skills will develop. Choose the Outlaw, the Sharpshooter, or the Showman style, each of which is described at the end of this class. The style you choose grants you special features at select levels, as seen in your class table.

Super Power

When you reach 3rd level, you learn to cast your super Power, which you do by spending your super Power charge. You have one super Power charge. Regardless of any other features, traits, exotic items, or other sources, you may never have more than one super Power charge. Choose one of the following super Powers to learn now.

Blade Barrage
Deadeye
Six-Shooter

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one 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 above 20 using this feature.

Support Power

Beginning at 4th level, you learn to cast your support Power, which you do by spending a support Power charge. You have one support Power charge, and the maximum you can have is one. Choose one of the following support Powers to learn now.

Acrobat’s Dodge
Gambler’s Dodge
Marksman’s Dodge

Extra Attack

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action with a non-Power weapon on your turn. Attacks with Power weapons may only benefit from this feature if the weapon’s description explicitly allows it.

Aspects of the Gunslinger

At 7th level, you gain one of the following Aspect features of your choice. You can’t choose an option more than once, even if you later get to choose again.

Knock ‘Em Down

Gunslinger’s Trance

On Your Mark

Improvised Explosive

Ashes to Assets

When you reach 10th level, if you reduce a hostile creature to 0 hit points with damage from a gunslinger Power, you gain an amount of Tenacity equal to your Power level.

Additional Aspect

At 14th level, you may choose a second gunslinger Aspect.

Endless Style

At 18th level, after you cast a gunslinger support Power, you may immediately make a support Power recharge roll.

Legerdemain

By 20th level, your long experience handling all kinds of weapons—as well as performing other tricks requiring a delicate touch or a firm grip—has endowed you with exceptionally skillful hands. Choose either Strength or Dexterity. Your chosen score increases by 4, and your maximum possible for that score increases to 24.

Gunslinger Styles

For a gunslinger, it isn’t enough to just draw, aim, and shoot. Even if you do that real well, you have to do it with style. Your choice of style will shape how you fight and what tricks you can pull off as your proficiency advances.

Nomad, wanderer, lone wolf—whatever they call you, as an outlaw, you know how to survive on your own, and you have the skills to see yourself through. You prefer to keep on the move, but like to stop to tell a good story, even if its truthfulness depends on the credulence of the listeners. One thing is indisputably true, though: you carry a golden Light in your heart that never lets you down so long as you aim quick and sharp.

Roadborn Tenacity

Becoming an Outlaw at 3rd level means getting comfortable with life beyond the City. You’ve developed a certain ruggedness which allows you to pull through in dire situations. If you fail a saving throw, you may choose to succeed instead. You can do this a number of times equal to your Charisma modifier (minimum once). You regain all uses when you complete a long rest.

Furthermore, you may use your Strength or Constitution modifier, instead of your Dexterity modifier, for determining your AC with medium armor.

Dirty Tricks

At 3rd level, you start to embody the truth of fighting: if you’re not cheating, you’re not trying—and nobody cheats harder than you. Once on your turn, if you perform a Trick that only spends 1 Tenacity, you don’t have to spend that Tenacity. This does allow you to still earn Tenacity on this turn until you spend Tenacity, like normal.
You also learn the following tricks.

Outlaw Tricks

Dirt in Your Eye (Costs 2 Tenacity). If you roll at disadvantage on an attack roll and your attack would have hit, if it weren’t for the disadvantage, the target has disadvantage on all attacks it makes until the end of its next turn.

Fan the Hammer (Costs 3 Tenacity). When you take the Attack action, instead of resolving the action normally, you may spend Tenacity to take a shot with a non-Payload firearm you’re proficient with against all creatures within 10 feet of a point you can see. This point must be within your weapon’s effective range and you must have enough ammunition for all shots. Make an attack roll against each target. You cannot perform this Trick if you normally cannot take more than one shot with your weapon when you take the Attack action.

Man-handle (Costs 1 Tenacity). After you make a weapon attack against an enemy within 5 feet of you, you may spend Tenacity to make a grapple or shove attempt as an item interaction.

Watchful Eye

Starting at 6th level, your sense of your surroundings has grown uncannily keen. If a hostile creature moves within 5 feet of you, you may use your reaction to cast a support Power.

Jack of All Guns

By the time you’ve reached 6th level, you have handled more guns than you can count, and accordingly know your way around everything from boot-holstered sidearms to anti-armor heavy sniper rifles. You gain proficiency with all firearms.

Gunfighter

At 10th level, aiming costs 5 less feet of movement for you. Additionally, if you reduce a hostile creature to 0 hit points, you may make a shield recharge roll. Like normal, whenever you make any shield recharge roll, you must wait until the start of your next turn before you may do so again.

Sixth Sense

At 15th level, your gunfighting focus has developed into an all-pervasive awareness of your surroundings in a fight. If your speed is greater than 0 and you are not Incapacitated, creatures within 30 feet of you cannot gain advantage on their attacks against you. Additionally, if you take the Attack action on your turn and would have disadvantage on one or more of your attacks, you may spend a use of your Roadborn Tenacity feature to have advantage instead.

As a sharpshooter, you live for landing your shots precisely where you call them. You prefer to view the battlefield through a scope, where your eagle eye can pick out the sweet spots from long range.

Aim for the Weak Spot

When you become a Sharpshooter at 3rd level, you learn to focus your sight on the minutiae of a target to inflict greater wounds. When you make an attack roll against a target while Aiming, you may choose to treat the target’s AC as 2 higher. If you hit, you may add an additional damage die to your weapon’s base damage.

Alacrity

Additionally at 3rd level, you’ve honed your Tenacity as you fight by stacking precision hits on the foes in your scope. You gain a point of Tenacity after you resolve an attack roll that exceeds a target’s AC by 4 or more. You also learn the following tricks:

Sharpshooter Tricks

As Easy as Seeing (Costs 2 Tenacity). When you take a shot with a non-Payload firearm that is not affected by disadvantage, you can perform this Trick to add a bonus to hit equal to your Power Level.

Not So Fast (Costs 1 Tenacity). If a creature you can see makes an attack roll against you or a target within 5 feet of you, you may use your reaction to perform this Trick in an attempt to stop them. Make a weapon attack. On a hit you deal no damage, but you cause their attack roll to miss. If you don’t have a weapon, you may spend 1 additional Tenacity to grab a reasonable nearby object and throw it as an improvised ranged weapon attack for this Trick instead.

Ricochet Shot (Cost varies). When you take a shot with a non-Payload firearm, you can spend 1 Tenacity to perform this Trick and bounce the shot off a stone or metal surface within the effective range of your firearm. This changes the trajectory of the shot to go in a direction of your choice. You may continue to bounce your shot off surfaces by spending 1 additional Tenacity per surface, but the shot cannot travel a total distance greater than the maximum range of the firearm. You must be able to see the first point of ricochet as well as the final target of the shot, but you do not need to see any points of ricochet in between. You only make your attack roll against the final target of the shot for this Trick.

Over the Horizon

By the time you reach 6th level, you possess stupendously sharp aim. While you are Aiming with a firearm that has a medium or long range band, taking a shot against a target within the firearm’s maximum range does not force disadvantage on your attack roll.

Keyhole

At 10th level, you place your shots so well that you could send a bullet up the barrel of the gun your enemy points at you. If a target is behind anything less than full cover, it gains no benefits from its cover against your attack rolls.

Uncanny Aim

Beginning at 15th level, when you miss with an attack roll, you can spend Tenacity to grant yourself +2 to the attack roll. You can spend multiple Tenacity when you do so, gaining an additional +2 to hit per Tenacity spent.

People know Hunters like to show off, but none can do it so well as a Showman gunslinger. You delight in delivering the unexpected, in turning the tides and making your mistakes just another step in “the plan.” When the pressure is on, enemies box you in, and ammo runs out, you put on a smile—and then put on a show.

Opening Act

When you become a Showman at 3rd level, you know that every good show needs a killer opener. The first time you make an attack roll or ability check at disadvantage on a turn, you can choose to spend 2 Tenacity to use either die as the result. You can choose to do this after making your roll.

Presentation

Additionally at 3rd level, you know how to play off your ‘mistakes’ and turn them into eye-catching displays of prowess. Whenever you make an attack roll or ability check at disadvantage, you gain 1 Tenacity. Additionally, you learn the following Tricks:

Showman Tricks

Eyes On Me (Costs 1 Tenacity). As an action, you may attempt to draw all eyes to you. All creatures within 80 feet who can clearly hear and see you must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or they become Charmed by you. The condition lasts for the next 10 minutes or until you or your allies act hostile to it or its allies, whichever happens first.

Do the Wiggle (Costs 3 Tenacity). If you are subject to an effect that allows you to make a Dexterity saving throw to prevent yourself from taking damage, you may perform this Trick so you only take half damage if you fail the saving throw, and no damage if you succeed. You can choose to perform this Trick after making your saving throw, but not after you know the result. If you would know the result before making your saving throw, you must choose to perform this Trick before making your saving throw.

Mag Check (Costs 2 Tenacity). When you reload, you can attempt to do so with flare, flinging your spent mag at a target within 10 feet. Make a Performance ability check against the AC of a target. If you succeed, it is Incapacitated until the start of its next turn.

Shine Bright

At 6th level, you’ve come to learn that there’s no better way to show off than to cast your Powers. The recharge value of gunslinger tactical Powers you know is reduced by 1 for you. This includes gunslinger tactical Powers you learn in the future.

Additionally, you learn a new way to spend Tenacity: once on your turn, you can spend 3 Tenacity to cast a grenade or tactical Power you know as a bonus action, if it wasn’t already a bonus action to do so.

Flaunt It

When you reach 10th level, if you make an attack roll with disadvantage and still hit your target, you can choose one of the following benefits to immediately receive:

  • Gain 1 Tenacity. You can’t choose this if you’ve already spent Tenacity on this turn.
  • Add your proficiency bonus to the damage roll.
  • Until the start of your next turn, the target has disadvantage on attacks it makes against anyone other than you.

The World’s Your Stage

By 15th level, you know how you turn any occasion into a show of style and skill. Whenever you cast your super Power, you immediately gain Tenacity up to your Power level.