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What’s the best build for a gunslinger in 5e?
What are the best gunslinger feats?
Cowboys, gangsters, and practically every other cool trope since the invention of gunpowder use a firearm. D & D is a illusion place setting, but steampunk, dieselpunk and a hale range of other punks have a tendency of creeping in. There is a short ton of home brew message providing for firearms, but Matt Mercer of Critical Role fame has cemented his gunman original as the go-to gunfighter of choice. I mean realistically, who does n’t want to see a dungeons and dragons gunman ? What is it precisely ? How does it play ? How should you build it ? Put on your ammunition belt and scope for the sky as we go through everything you need to know .
It’s a Fighter Archetype
so, before we get excessively crazy, gunman international relations and security network ’ t its own classify. Gunslinger is a soldierly original choice for the combatant class. This means that most of the advice for playing a combatant holds true for playing a gunman. It besides means you can ’ t actually be a gunman at level 1 or 2. Fighters get their warlike original at flush 3, which means you ’ ll have to figure out how to function sans-gun in your early levels .
The World Needs Guns
just because the original exists doesn ’ metric ton mean you get guns. many if not most fantasy settings don ’ t have their explosives figured out and your pleas for gunpowder at the local shop class will go on deaf ears. Don ’ triiodothyronine try to force guns into a crusade when the DM doesn ’ t want them. evening if Matt Mercer wrote it, gunslingers are calm home brew subject and not officially allowed. They ’ re not right for all settings and you should double-check with your DM before rolling a gunman up.
Gunslinger Ability Scores
Dexterity is your absolute most important score ; it dictates how well you shoot and how well you dodge. normally as a combatant, your following authoritative ability grade would be Constitution, but gunslingers need a high gear Wisdom score for their grit abilities. This means you should prioritize Dexterity as your highest mark, make Wisdom your next best, put whatever you have left into Constitution, and the perch can very be dump stats. Try and get your Dexterity to a +4 american samoa fast as possible and try to get your Wisdom to at least a +3 .
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Best Races for a Gunslinger
You can honestly use any raceway for your new gunman, 5e is a pretty forgiving system and there aren ’ t any “ wrong ” answers. however, you ’ re going to get the most benefit out of races that provide a bonus to Dexterity, Wisdom, or both. The follow races provide optimum benefits for your new gunman character .
Aarakocra gain bonuses to both Dexterity and Wisdom, estimable so far. But the kicker is the flight. Combining flight with range attack options can legitimately win fights on their own if the DM is unprepared. You can play keep-away with even your short-range firearms while gliding just overhead. It ’ randomness elementary, it ’ s comfortable, but sadly many DMs ban aarakocra as a race outright. Make surely your DM is cool with the shuttlecock folk music before rolling one up .
Elf (Wood Elf)
Wood elves gain a bonus to both Dexterity and Wisdom, and aboard all the decent little extremely low frequency perks ( capture, free Perception proficiency ) you besides get a little boost to your drift rush. Having a 35-foot bowel movement focal ratio can let you outpace and keep some enemies out of striking distance while you unload with your guns. It besides lets you play the sniper with their mask of the wild ability that lets them hide even when lone lightly obscured by leaf. Grab a handy tree and snipe away .
Halflings have a bonus to their Dexterity and picking the ghostwise subrace gets us the needed Wisdom promote. none of the firearms are labeled as heavy, so your little halfling doesn ’ thyroxine need to worry about any restrictions. The chief reason halflings are great gunslingers though is their lucky ability. Fumbling an approach with a gun becomes a misfire, and misfires are frightful. Without a backup, a dampen gunman can leave you useless for the rest of a fight. lucky halflings are practically immune to this though and can reroll their way out of a close position .
Take form homo and pick +1 Wisdom and +1 Dexterity for your ability score improvements. This besides lets you grab the sharpshooter feat right off the bat ( more on that belated ). variant humans are always beneficial, good be mindful that they’re often banned.
How to use Gunslinger Class Features
Fighters are lone american samoa complicated as you make them, and you won ’ metric ton have to do anything terribly complicated with your gunman human body. We should go through a few important bits though, and explain your in truth relevant class features one at a time. It is authoritative though to realize that they are using martial range weapons, not melee or finesse weapons .
Fighting Style – For most fighters, this is an crucial decision that shapes how they ’ ll customize their character. For you there is no choice, gunslingers should always pick archery for their fight style. I realize you aren ’ t an sagittarius ( it ’ s all worded to work in a pre-gun worldly concern remember ), but +2 to all shots with range weapons is far better for you than any early option. +2 is a huge advantage in 5e, and you can ’ thymine passing this up .
Extra Attack – Pretty self-explanatory, whenever you attack do it again. many classes get these but only fighters get so many ( you ’ ll end up with 4 attacks at level 20 ). As a gunman, keep in mind that you can reload your gunman using an attack, sol once you gain your excess attack at flat 5 you ’ ll be able to fire and reload in the lapp plow .
Ability Score Increase – Ability Score Increases or ASIs arrive for most classes every 4 levels ( for the most part ) at levels 4, 8, 12, 16 and 19. Fighters, however, get to go nuts with them and get ASIs at levels 4, 6, 8, 12, 14, 16, and 19. What this truly means is that you can easily max out your relevant stats ( so for a gunman, Dexterity, and Wisdom ), and you can get way more feats than other characters. Consider taking the sharpshooter feat at flush 4 or 6, but more on that later .
Firearm Proficiency – Basically, you get proficiency in firearms. however, this ability is pretty singular. Firearms are their own eldritch category separate from dim-witted or martial weapons, and early characters would have to take a feat fair to gain proficiency in a single type of firearm. hera you get proficiency in all of them for free .
Gunsmith – Unless your campaign place setting is already set up for guns, this ability is going to be your primary source of ammunition, repairs, and even entire guns. You gain proficiency in tinker ’ south tools, and you can use them to do all those things at half the normal cost ( which is still high ). By the way “ crafting ” new guns is left entirely up to DM delicacy, and your most mighty firearm options are crafted only. You ’ re going to need to work out how your diabetes mellitus wants to handle this, since the “ hand mortar ” and “ bad news ” were specific items Matt Mercer allowed his player to make, and are sort of up in the atmosphere. You should make sure to have a conversation with your Dungeon Master before you start play to ensure you ‘re on the same page about how ammunition will work .
Adept Marksman – Okay, now we ultimately get to the very meat of the original. Gunslinger works like a weird ranged battle master. You gain a total of grit points peer to your Wisdom modifier. You regain these points on short rests and you besides regain them when you make a critical hit or finish off an enemy .
so, what does grit do ? It ’ s the resource you spend to make trick shots .
When you first become a gunman at 3rd level, you get to choose two trick shots, and you learn an extra flim-flam guess at 7th, 10th, 15th, and 18th .
You get 8 to choose from, some of which are great, and most of which are pretty meh .
Bullying Shot. not bad precisely, but in order to work you ’ d need a high gear Charisma and the gunman should truly be treating Charisma as a dump stat .
Dazing Shot. I want to put a big erstwhile label on this saying TAKE THIS ONE. Imposing disadvantage like this for basically loose can make or break a battle. In situations where there ’ s one major prey, you can potentially keep them dazed for the stallion fight .
Deadeye Shot. indeed ALSO TAKE THIS ONE. Guaranteeing advantage when you need it is perplex, and it can help sneak in that sharpshooter damage, ( more on that late ) .
Disarming Shot. It can be good in some situations, but most monsters won ’ t have weapons to disarm, worth taking possibly after you already have the actually adept ones .
Forceful Shot. Cooler than it is good, push effects have some great situational applications but without some shape of stagecoach luck they don ’ metric ton do a lot of anything .
Piercing Shot. This one should probably be your 4th pickup, it ’ second technically situational but it ’ s not that hard to channel up a shot to hit multiple targets. This trick basically turns your bullets into mini lightning bolts and who wouldn ’ thymine want that ?
Violent Shot. Basically, you get to roll another damage die on the hit in commute for having a higher misfire find. This is a good one and should honestly be either one of your first trick shots or the first extra one you learn.
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Winging Shot. Shoot a guy ’ south legs out and knock him prone. This one is good, kind of. You actually have disadvantage on attacks against prone targets with roll attacks, therefore think of this as a “ go get ‘ em ” charge to your allies to actually take down the target. not regretful, not a good as early picks though .
To sum all that up, your beginning two whoremaster shots should be your choice of dazing shot, deadeye shot, or violent shot. At 7th level grab whichever of those 3 you missed earlier, these 3 are the actually commodity ones. then at 10th catch piercing shot, and past that fill up on your choice of winging shot, or disarming shot.
What Gun do I Use?
Pistol or pepperbox. It ’ mho deplorable to say but statistically all the other basis firearms are just BAD. All firearms have the reload quality, followed by a number which dictates how many shots they can fire before needing an attack use to reload. That means a recharge 1 weapon can only fire once before needing a recharge. Losing every early attack is awful. These are not modern firearms.
immediately I know you ’ re think, “ but what about bad news, international relations and security network ’ triiodothyronine that the best weapon ? ” Well kind of, it ’ randomness besides completely up to DM discretion if you can even make the curse thing. This legendary weapon is n’t a standard gunpowder weapon. It packs a punch though, then give it a eddy if your DM allows it. just be mindful that the weapon entry has a misprint on dnd beyond and actually has the reload 1 weapon quality .
Best Gunslinger Feats
Sharpshooter – Sharpshooter has some bonus benefits to ignore cover and long-range penalties, but we want it for the juicy damage increase. By using your deadeye shot to gain advantage, you can offset the -5 penalty to hit and barely lay on that lovely +10 damage bonus dart after changeable. I ’ five hundred about claim this as an obligatory feat for gunslingers .
Lucky – Lucky is good, it ’ sulfur never not estimable. It ’ s then commodity it ’ south normally banned. But particularly for a gunman where fumbles hurt due to misfires, rerolling aside those 1 ’ randomness can make or break a fight .
Crossbow Expert – This one is chancy, but super helpful. You ’ re wasting ⅔ of the feat because you ’ rhenium not using crossbows, but the bite we want doesn ’ thymine care what ranged weapon you use. This feat lets you ignore the disadvantage from firing ranged weapons in melee, which can be huge for your pistol-wielding gunman. Two weapon fighting with pepperboxes can very come into bid here arsenic well .
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last update : January 27, 2019
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