Playing a gunslinger in a campaign currently and having a great time!! A desert nomad who was exiled from a tribe that worshipped dragons when he realized hunting them was more profitable. All of his weapons are designed to evoke the physical properties of dragons, from a whip with a barbed tip like a dragon's tail to a hand mortar with the barrel shaped like the fire-breathing maw of a dragon. Very different from any other character I've ever built, but it's been a blast (pun intended) so far!
Matchlock muskets coexisted with actual knights in armor in the EXACT setting DnD 5e is based off. Late medieval/early Renaissance. Medieval guns already have a lot of inherent drawbacks that balances them out to the already existing DnD classes, and should be made into a proper official class imo: The Musketeer, with a variety of medieval guns to choose from. Long reload times, less accuracy than a bow, more deadly the closer the range, and EXTREMELY devastating if they land a hit. Can make for an interesting glass cannon that draws all the aggro after the first shot, and can rely on traps and the like after they run away. Drawing all the aggro away from the party, while taking out one enemy can be extremely beneficial.
The main advantage of guns was that you could push them in the hands of any schmuck and get an effective soldier, while it took years to train an archer.
@@schwarzerritter5724 that is not true. Musketeers were a specialist marksmen just like archers. as we’re talking about an era where these weapons coexisted(in europe) They require some skills on shooting ,maintaining a gun ,a complex reload drills with extra safety measure on those early firelocks while rotating in a formation! You give matchlock to a peasant boy and he’ll blew himself up
@primitivestreetfood8952 Yes and no. While the formation tactics were more complex with guns than with archers, the actual ease of use of a firearm is night and day compared to a bow. The bow’s complexity comes in its use, while the gun’s complexity comes primarily in its maintenance (ignoring the formation tactics which comes down to doctrine rather than an inherent complexity with the technology). You could train someone to shoot even the older guns in a matter of weeks, while the bow took years to gain proficiency and a lifetime to master. But if you’re looking to mass your ranged capabilities, it’s faster to pass out guns that the experts maintain and load than train a battalion of archers with enough skill to effectively engage the enemy. The real limiting factor was that the complexity of maintenance and manufacturing made firearms far more expensive and further had a much smaller labor force capable of producing them. Not to mention the logistical task of transporting powder, shot, oils, etc. So while massing fires was easier in theory, actually obtaining the numbers necessary to enable such scale was extraordinarily cost prohibitive and required skilled labor more than skilled soldiers. Thus they were pushed into a specialist role as their potential was recognized but there just wasn’t the numbers. Meanwhile archery required skilled soldiers more than skilled labor, not to mention the lessened complexity of the logistics and supply. So, effectively, it was easier to mass fires with archery for so long simply because there was more supply, and logistical base to support it despite the skill of archers having a higher skill floor. Not to say that firearms were not still an insanely specialized tool of warfare that required a great deal of training to become proficient with, but once the mechanics began to streamline, technology developed to expand the production capabilities, and the weapons became more accessible for a labor force to learn to produce, the militaries were finally able to realize their goal of being capable of massing fires with exponentially shorter training. Bows couldn’t simplify their operation any further, but guns could simplify their mechanics and it eventually became feasible. It’s like they say: “if you want to teach a man to shoot a bow, start with his grandfather. If you want to teach a man to shoot, start Tuesday.”
i love how both cool and not broken it is. save for if you pump everything into initiative and take 3 levels of assassin. then you're the angel of first round death. shoutouts to Deadeye on NADDPOD!
@@gonzofilmreviews gunslinger is plain worse than battlemaster though and battlemaster is from the PHB. The misfire chance really is pain if you're using more powerful guns like Bad News without a clockwork amulet.
I remember when I first tried this, I was going through the typical goblin cave, and on my first shot, I used disarming shot, rolled a nat 20, regained my grit point, and destroyed his bow.
I love the vibe with this class; it’s alluring like Artificer is but more engineering focused rather than wacky-magic. Plus you get to be a gunsmith and make various ammo types as well as guns.
my gunslinger is someone who was sent between realities to the dnd world, he is a wester outlaw with two revolvers and knows how to make bullets using old shells
I switched out the Grit pool modifier to Intelligence, same as how Percy did it in the Vox Machina campaign, because in my view, guns are a recent technology that isn't exactly privy to street smarts but rather to repeated experimentation and knowledge of how gunpowder works in a similar manner to how artificers create their infusions and magic items. My Mountain Dwarf Gunslinger is a giant nerd because of this and helps to round out a party consisting of 2 paladins, one is Half Elf standard template Paladin, the other a copy paste Space Marine, an edgy Draconic Sorcerer and a murderhobo Thief who's only slightly tolerated.
My DM and I homebrewed a lever action rifle with the same magazine size as the pepperbox, but with a slightly higher misfire rate. Misfires here don't break the gun, just don't actually fire (the gunpowder doesn't catch) If I roll a nat 1 critical failure it jams and I have to take an action to unjam it. Reloading is still an action
I'm currently making a gunslinger marksman/bountyhunter/sniper type of character and my DM is really big on flavouring (same as me) so he allowed me to flavour a musket as a sniper rifle that uses arcane energy canisters as ammunition, keeping the fantasy aspect while adding guns to the game
It's important to note that a two level dip into Artificer will allow you to take the repeating infusion and then never have to worry about reloading your gun.
I made a dhampire mercenary with this and I love her so much I'm a sniper that can run up walls and stand on ceilings with dark vision My DM had no clue what they were getting into by letting me do this...
@@unfunny-penguinTechnically, yeah, but I’ve yet to meet a DM who won’t overlook that ridiculous wording discrepancy. Most are reasonable enough to allow it or just change the “reload” property into “loading” to streamline the class. It’s only an issue on paper, not really in practice.
I know the feat didn't exist when this video was made, but the new Gunner feat removes *ALL* of the disadvantages of firearms (loading, disadvantage on melee fire) and is a half-feat as well, adding 1 to DEX. I would definitely recommend this as the Gunslinger's 4th-level feat, especially if it's starting with a 17 DEX.
Made me own guns and gun fighting subclass based on the Artificer. Hoping I get to play it. I love renaissance firearms and I think they're neglected when everyone seems to want to go right for flintlock or cowboy revolvers for some reason.
Pirates and cowboys are cool xD but tbh I feel there should be a gunslinger sequel archetype for artificer focused on making your own magical firearms that have bullets that do various effects
I think they work in certain settings for sure. The group I. Play with were talking about having caches of WWII weapons appear every now and then where our characters have no idea how they work or how to maintain them. Also one day to make one round or no idea who to make the ammo. Its not a serious campaign just a fun thing where weapons jam or wasting ammo the first time we encounter a sache.
i took two weapon fighting and at level one, welding two hand crossbows. i have two pepperboxes, but they're busted (dm says i "fix" them and can use them at level 3).
Do note that along with the CR Gunslinger, there is also a CR Firearm Specialist feat also which aids you whether or not you take the gunslinger subclass but still want to use guns. To simplify: You gain proficiency, if not already Once per short rest, you can re-roll a misfire And the last feature is basically crossbow expert's bonus action but with a firearm specifically
0:21 Huh, I kinda imagined a DND Gunslinger as just having a dawrven steel helmet and a dwarven steel chestplate for protection while armed with 2 blunderbuss, a 75cal musket (Note, the musket is also your melee weapon, get a bayonet.) 2 braces designed to hold 3 flintlocks one on the left hip one on the right and last but not least 2 more flintlocks sling across the chest. Oh yes, this built would work. I'd advice if this is your pick, take these guys with you. 1: A squire. His job is to carry additional musket balls and your snacks and drinks. And bandages and surgical sewing kits. 2: A tank class. Just someone with good plate armor, a great big shield made with 3 layers of steel and thick spider silk padding to cushion blows. His job is just to intercept hits so you don't have to take them. Best weapons: A pike and a choice of backup anti armor wepons. 3: An archer. Range is good, but you want to go silent BEFORE you go loud. But hey, if we have guns like that, guess I better come up with a more 1870s way of fighting.
Currently making a gunslinger that uses the Colt Revolving Rifle (Basically a revolver the shape of a rifle) as his main weapon, i do plan to purchase a sword as a backup when the rifle goes “Oh shit it eventually chain fired” and i named it DiMuncci from the singer of “The Wanderer”. Well this is going to be fun.
Alert is a pretty good feat to take at Level 8 since you get Quickdraw at level 7 which adds your proficiency bonus to your initiative and Alert gives you a +5 to your initiative on top of not being surprised.
I played a gunslinger for the Dragon Heist campaign. Ended up in shoot outs with the Drow gunslingers which was tremendously fun. We have moved on to Mad Mage now though and I don't find the gunslinger as enjoyable. I will say though that once you have the sharpshooter feat violent shot is nearly useless. You can only use one trick shot per shot and it tends to burn through your grit with less impact than the deadeye + sharpshooter combo.
I’m deciding what to multi class into for my swashbuckling rogue it was either wizard or Bloodhunter but I want him to be a duelist like a pirate (his name is westley) so maybe I’ll multi class into this
Im currently building a gunslinger and the fighting styles I could see taking archery or dueling(think old school high noon showdowns) i believe the give the same bonus too, the dueling just makes more sense to me when it comes to accuracy in the wording
my dad has been a dm for a long time and he said i could use a single action revolver with the old black powder cartridges and told me i could use it but not semi auto weapons like today (like i would anyway?) that and also pepperbox pistols, flintlocks, and derringers, and most older western revolvers are okay to use, but only if the dm lets you as you said which he seemed okay with it
I found three work arounds. 1 Artificer Artilerist lv 5. At lv 5 the Artilerist gets the Arcane Gun. Artificer attack spells cast through this gun does an extra 1d8 damage. So the Cantrip Fire Bolt would do 2d10+1d8, a flare gun on steroids! The sub class gets an Arcane Cannon. Not to mention the Repeater Infusion added to the crossbow. 2 Magic Initiate + War Caster feats with a crossbow. 3 Ruby of the War Mage on a crossbow. Ruby of the War Mage turns any weapon into an arcane focus. I almost forgot. Elemental Adept could be added for a more potent effect.
Crossbow Expert, while useful, is not for gunslingers. Pick up Gunner instead. Same thing, but with the added bonus of allowing you to ignore the reload property of guns. Plus, no disadvantage when you're in melee range of enemies.
Definitely a Ranger since they would use guns if they were available. Musketeers, Queen Annes Rangers, and Texas Rangers to name a few throughout history. The Chinese invented the gun all the way back in the 13th century. We were just getting into the cruciform style sword at that time.
I'd like more of an Artificer/Rouge for this; Guns are the great equalizer so I'd like to see this be good for non physically fit characters, doing what ever is needed to get ahead. It would also help if guns were attached to a specific race or two, that way we could limit access to better guns for the player and limit the effects of guns on a story to specific regions. Probably need to make better guns very, very expensive also.
Have you seen Critical Role season 1? I'd say Percy meets the physical description, and since he invented them in the campaign, they were originally limited. Guns are expensive there too. Have you been in a campaign with them?
This was very helpful as I plan to run a western movie styled campaign with the expectation that all of my players and their opponents will be using guns.
As to the point of whether or not firearms belong in a campaign: Why not? In Real Life the main reason that guns immediately tipped the balance of power was twofold: You could do things at range that you used to have to be up close for (like blowing up a wall) and a person could go from being utterly useless on a battlefield to being deadly with a gun and a few week's practice. This is not a factor in D&D because we already have spells that are likely FAR more destructive than any cannon and nobody really worries about how long it takes to train a Fighter. The big issue is balance so IMHO as long as the rules for firearms are balanced against the various other options like crossbows and spells, I'm fine with them being in the game. It's especially easy now that we have Artificers as an official class.
Frankly, if mages are as widespread as shown in most aettings, one wonders wjy mundane fighters or rulers even still exist, and everything isnt just a magocracy. For a somewhat representative simulation of this, id urge one to look at a game of dominions. It doesnt take long for warfare to devolve into mages scouring the earth in an apocalypse of large scale natural disasters, whilst spellbound immortal demigods do battle amidst the apocalypse on their behalf.
It really comes down to the fact that magic is the great equalizer in every situation so no, a gunslinger is not a problem in D&D as it's simply another flavor of character that can easily fit in and be totally justifiable. After all, what are firearms when compared to characters and creatures that can literally hurl lightning bolts with the same or even better accuracy and range? Firearms could simply be the non-casters' attempts to level the playing field against spellcasters.
Played one for about 12 levels. Was not a fan. You either deal middling to okay damage at high levels for 1 to 5 turns, or you deal really high damage for 1 turn.
I mean... Once you nab Bad News you’re dealing close to or over a 100 damage consistently just using your 3 or 4 attacks and can dump on Violent Shot to really put on the hurt. Plus there’s the choice to make your own bullets or build an even heftier gun that’ll shoot larger rounds. Then there’s Hex from Magic Initiate that’s just great. But the damage isn’t much when compared to a Paladin; but a Paladin has to expend important resources while you can get yours back upon a crit or kill.
Gunslinger needs to be separated into different era categories. Late 19th century guns and tech would be more of the wild west and Victorian London era (set during Little Big Horn and The Zulu Wars) while World War 1 tech is a whole other cake walk. There has to be a great war of expansion and migration with huge military wipe out defeats that sets up Roarkes Drift battles that molds heroes and villains. And as long as a battle group knows how to do a good organized volley shoot and reload? They can march on almost anywhere.
Ngl, I took bullying shot for the simple reason of my character being a multiclass, hexblade warlock gunslinger, I make my pistol into my hex warrior weapon every day, so with a charisma score out the ass working for the damage as well, it's a no brainer.
It looks cool and I may play one. That said, I think you're better off building a dexterity based Battlemaster and taking the Gunner feat at Lv4 (or Lv1 for Human variant). The DMG classifieds late medieval/ early modern firearms aka the Renaissance period (not era) as martial ranged weapons. My reasoning is the Gunslinger's mechanic of misfire is not native to 5e and feels clunky. Also if you're someone who is very familiar with a firearm, you should be cleaning that thing and calibrating it so you don't get a misfire. I do really want to see it go official.
I'm really wanting to do a Gunslinger Lizardfolk I was just wondering if there was an actual revolver that can be used as I was hoping to have a western themed character
I have a lvl 8 turtle fighter named spike Jones. Btw this is a pirate themed game. I'm the only one with a firearm but my dm suggested it when I was lvl 7 fighter echo night and that is a trash build so he let me switch and this weekend I will play it for the first time
So Vox Machina is the source of this being added to D&D? I was watching the Amazon Prime series, and was curious how guns came into D&D, or other fantasy worlds.
Pretty sure they pulled from it, not made it in it. Could be wrong though; it's been years and we had a level zero when we were watching the first episodes =)
Oh I plan on using this class and yes, it'll have a wild west vibe but mixing magical properties in the bullets. With all the chain smoking, southern charm talking, shit eating grin of a character. Should be fun mixing steampunk with a bit of western flavor.
It's not always true, but I usually don't think I would object to gunslingers in my game. We had one, and the other players were more bothered than I was, as DM. Part of it WAS me; I ruled that guns are loud, so stealth approaches are often blown by the first loud crack of fire. Otherwise, her gun did small AoE damage, and she definitely played it as "we're decent level, so you all have hp, and I don't mind scorching you to drop the bad guys", which said other players didn't appreciate. Saying I don't mind it, I still do prefer to keep them fringe, or new, mysterious contraptions, not used by most people, at least in part so bows and crossbows remain relevant. I like firearms in D&D to be 'special', and that usually means having to find some eccentric source for them, like a gnome techie, or a dwarf artificer, and that usually means ammo is also hard to find, which I do force tracking of, as well as meaning finding magical/enchanted firearms is almost impossible, and definitely at Mt discretion, even when compared to other magical items, of which I am already a bit frugal ion, in 5e. Still, mechanically, I think they are fine, and I don't feel a total immersion break at their presence. Some day, I want to find a real, good way to make a Warlock with a gun focus, and Her sidearm would be provided by her patron, and be a cool weapon, but current build rules don't really allow for it, in my opinion.
I think it fits in dnd. yes its bit out there but so is the reast of the the game. so why not make it more fun for all even tho my gun broke like 10 times
The aversion of fantasy settings in general to gunpowder technologies is strange to me. The scientofic insight and crafting expertise for their making certainly exists in most settings, and the exiatance of numerous greater than human creatures amplifies their advantages over torsion and tension missiles further. Hell, even lord of the rings has them, if even just as mines. I chalk it up to gary gygax being terrible at history.
i made a gunslinger named "Daniel Boom" because my friend is dming a campaign of nothing but joke characters and i wanted to play as daniel boone the great american historical figure
@@SkullSplitter It's the only thing that makes Humans worth it. Otherwise they will always be a significantly less viable choice across the board compared to any other race. In all honesty, in my experience with 5e since release, V.Human is basically the standard Human, and the Actual Standard is ignored.
Anyone just showing up Tasha’s adds a gunner feat that ignores the reload action and gets rid of disadvantage in melee. So no need to take crossbow expert just take gunner instead.
Really guns are just a little part of d&d. It’s not something you should overuse. Otherwise the game would turn into a guns only game, which the dungeon master does not want. If you really want a flintlock and some gun powder, keep it as a backup weapon if you run out of arrows. But other than that, you can still purchase a flintlock or a musket instead of a bow, or use probably 2 gunslingers. And also, I do want to try out a gunslinger when I go to get some d&d characters!🔫🔫
The mage: I've got darkvision!
Me with 6 flintlocks: I'm about to
😂
But because the law of equivalent trade exist, you are now deaf
@@anannoyingweeb359 I'll trade my hearing for sight in dnd any day lol
End this man’s whole career
"I cast gun!"
"For his neutral special he weald a gun"
I CAST SHOVEL!
Your math is no match for my gun
Just wait till I cast Barretus FiftyCalus
Playing a gunslinger in a campaign currently and having a great time!! A desert nomad who was exiled from a tribe that worshipped dragons when he realized hunting them was more profitable. All of his weapons are designed to evoke the physical properties of dragons, from a whip with a barbed tip like a dragon's tail to a hand mortar with the barrel shaped like the fire-breathing maw of a dragon. Very different from any other character I've ever built, but it's been a blast (pun intended) so far!
Nice!
As a player/dm I love this class. I hope to see it made official at some point.
They tried, with the alchemist but it's not really the same.
Matchlock muskets coexisted with actual knights in armor in the EXACT setting DnD 5e is based off. Late medieval/early Renaissance. Medieval guns already have a lot of inherent drawbacks that balances them out to the already existing DnD classes, and should be made into a proper official class imo: The Musketeer, with a variety of medieval guns to choose from. Long reload times, less accuracy than a bow, more deadly the closer the range, and EXTREMELY devastating if they land a hit. Can make for an interesting glass cannon that draws all the aggro after the first shot, and can rely on traps and the like after they run away. Drawing all the aggro away from the party, while taking out one enemy can be extremely beneficial.
The main advantage of guns was that you could push them in the hands of any schmuck and get an effective soldier, while it took years to train an archer.
Arquebus outcompete bows every way in terms of power and accuracy
Their drawback is their slow reload and complexity.
@@schwarzerritter5724 that is not true. Musketeers were a specialist marksmen just like archers. as we’re talking about an era where these weapons coexisted(in europe)
They require some skills on shooting ,maintaining a gun ,a complex reload drills with extra safety measure on those early firelocks while rotating in a formation! You give matchlock to a peasant boy and he’ll blew himself up
@primitivestreetfood8952
Yes and no. While the formation tactics were more complex with guns than with archers, the actual ease of use of a firearm is night and day compared to a bow. The bow’s complexity comes in its use, while the gun’s complexity comes primarily in its maintenance (ignoring the formation tactics which comes down to doctrine rather than an inherent complexity with the technology). You could train someone to shoot even the older guns in a matter of weeks, while the bow took years to gain proficiency and a lifetime to master. But if you’re looking to mass your ranged capabilities, it’s faster to pass out guns that the experts maintain and load than train a battalion of archers with enough skill to effectively engage the enemy. The real limiting factor was that the complexity of maintenance and manufacturing made firearms far more expensive and further had a much smaller labor force capable of producing them. Not to mention the logistical task of transporting powder, shot, oils, etc. So while massing fires was easier in theory, actually obtaining the numbers necessary to enable such scale was extraordinarily cost prohibitive and required skilled labor more than skilled soldiers. Thus they were pushed into a specialist role as their potential was recognized but there just wasn’t the numbers. Meanwhile archery required skilled soldiers more than skilled labor, not to mention the lessened complexity of the logistics and supply. So, effectively, it was easier to mass fires with archery for so long simply because there was more supply, and logistical base to support it despite the skill of archers having a higher skill floor.
Not to say that firearms were not still an insanely specialized tool of warfare that required a great deal of training to become proficient with, but once the mechanics began to streamline, technology developed to expand the production capabilities, and the weapons became more accessible for a labor force to learn to produce, the militaries were finally able to realize their goal of being capable of massing fires with exponentially shorter training. Bows couldn’t simplify their operation any further, but guns could simplify their mechanics and it eventually became feasible.
It’s like they say: “if you want to teach a man to shoot a bow, start with his grandfather. If you want to teach a man to shoot, start Tuesday.”
i love how both cool and not broken it is.
save for if you pump everything into initiative and take 3 levels of assassin. then you're the angel of first round death. shoutouts to Deadeye on NADDPOD!
As a DM, this is a lie. It’s broken as hell
@@gonzofilmreviews gunslinger is plain worse than battlemaster though and battlemaster is from the PHB. The misfire chance really is pain if you're using more powerful guns like Bad News without a clockwork amulet.
I remember when I first tried this, I was going through the typical goblin cave, and on my first shot, I used disarming shot, rolled a nat 20, regained my grit point, and destroyed his bow.
I love the vibe with this class; it’s alluring like Artificer is but more engineering focused rather than wacky-magic. Plus you get to be a gunsmith and make various ammo types as well as guns.
my gunslinger is someone who was sent between realities to the dnd world, he is a wester outlaw with two revolvers and knows how to make bullets using old shells
I switched out the Grit pool modifier to Intelligence, same as how Percy did it in the Vox Machina campaign, because in my view, guns are a recent technology that isn't exactly privy to street smarts but rather to repeated experimentation and knowledge of how gunpowder works in a similar manner to how artificers create their infusions and magic items. My Mountain Dwarf Gunslinger is a giant nerd because of this and helps to round out a party consisting of 2 paladins, one is Half Elf standard template Paladin, the other a copy paste Space Marine, an edgy Draconic Sorcerer and a murderhobo Thief who's only slightly tolerated.
Whats the mountain dwarfs name?
My Halfling Bard just multiclassed into Gunslinger and this video was super helpful in helping me understand how this class works.
My DM and I homebrewed a lever action rifle with the same magazine size as the pepperbox, but with a slightly higher misfire rate. Misfires here don't break the gun, just don't actually fire (the gunpowder doesn't catch)
If I roll a nat 1 critical failure it jams and I have to take an action to unjam it. Reloading is still an action
I often imagined that a character like Roland of Gilead would fit nicely into DnD... Well, now we can play him xD
The Gunslinger I've made is a deserter who works as a bounty hunter. I plan on taking three levels of Ranger to get the Hunter subclass.
You know you’re DM is fine with gunslingers when they suggest it to you.
I'm currently making a gunslinger marksman/bountyhunter/sniper type of character and my DM is really big on flavouring (same as me) so he allowed me to flavour a musket as a sniper rifle that uses arcane energy canisters as ammunition, keeping the fantasy aspect while adding guns to the game
It's important to note that a two level dip into Artificer will allow you to take the repeating infusion and then never have to worry about reloading your gun.
That ignores loading not Reloading
I made a dhampire mercenary with this and I love her so much
I'm a sniper that can run up walls and stand on ceilings with dark vision
My DM had no clue what they were getting into by letting me do this...
Nice
Same, did a dhampir gunslinger from the desert, like the fremen but with a pepperbox he Made, having a blast
Other DMs: Please no gun gun too broken😢. Me a DM: NOT. ENOUGH GUNS!👹
My DM is letting me play gunslinger. She's allowing my character to make her own guns. I'm super excited!
I’m playing a gunslinger genyonose which is a homebrew that I made that gains the abilities of what it eats
The gunner feat was added after this video was released but it is a must pick as it allows you to completely ignore reload.
This, and it ignores disadvantage for using ranged weapons in melee like crossbow expert
It doesn’t ignore reload, it ignores the loading property (different than the reload property)
@@unfunny-penguinTechnically, yeah, but I’ve yet to meet a DM who won’t overlook that ridiculous wording discrepancy. Most are reasonable enough to allow it or just change the “reload” property into “loading” to streamline the class. It’s only an issue on paper, not really in practice.
I know the feat didn't exist when this video was made, but the new Gunner feat removes *ALL* of the disadvantages of firearms (loading, disadvantage on melee fire) and is a half-feat as well, adding 1 to DEX. I would definitely recommend this as the Gunslinger's 4th-level feat, especially if it's starting with a 17 DEX.
Morgan Petros that is what I was thinking. It also gives Proficiency with firearms as well.
Made me own guns and gun fighting subclass based on the Artificer. Hoping I get to play it. I love renaissance firearms and I think they're neglected when everyone seems to want to go right for flintlock or cowboy revolvers for some reason.
Pirates and cowboys are cool xD but tbh I feel there should be a gunslinger sequel archetype for artificer focused on making your own magical firearms that have bullets that do various effects
Loved this video my dude, I've got a gunslinger I want to play and this was crazy helpful!
I think they work in certain settings for sure. The group I. Play with were talking about having caches of WWII weapons appear every now and then where our characters have no idea how they work or how to maintain them. Also one day to make one round or no idea who to make the ammo. Its not a serious campaign just a fun thing where weapons jam or wasting ammo the first time we encounter a sache.
i took two weapon fighting and at level one, welding two hand crossbows. i have two pepperboxes, but they're busted (dm says i "fix" them and can use them at level 3).
I have played and dmed a gunslinger I love the aspect of them and how versatile they are
My character is a Desert half elf gunslinger. But I like to think outside of the box.
Do note that along with the CR Gunslinger, there is also a CR Firearm Specialist feat also which aids you whether or not you take the gunslinger subclass but still want to use guns. To simplify:
You gain proficiency, if not already
Once per short rest, you can re-roll a misfire
And the last feature is basically crossbow expert's bonus action but with a firearm specifically
There are 2 types of people:
Those who allow firearms in their DnD games.
Those who are wrong.
0:21
Huh, I kinda imagined a DND Gunslinger as just having a dawrven steel helmet and a dwarven steel chestplate for protection while armed with 2 blunderbuss, a 75cal musket (Note, the musket is also your melee weapon, get a bayonet.) 2 braces designed to hold 3 flintlocks one on the left hip one on the right and last but not least 2 more flintlocks sling across the chest. Oh yes, this built would work.
I'd advice if this is your pick, take these guys with you.
1: A squire. His job is to carry additional musket balls and your snacks and drinks. And bandages and surgical sewing kits.
2: A tank class. Just someone with good plate armor, a great big shield made with 3 layers of steel and thick spider silk padding to cushion blows. His job is just to intercept hits so you don't have to take them. Best weapons: A pike and a choice of backup anti armor wepons.
3: An archer. Range is good, but you want to go silent BEFORE you go loud.
But hey, if we have guns like that, guess I better come up with a more 1870s way of fighting.
So basically Kore from Goblins, except with guns instead of crossbows?
Currently making a gunslinger that uses the Colt Revolving Rifle (Basically a revolver the shape of a rifle) as his main weapon, i do plan to purchase a sword as a backup when the rifle goes “Oh shit it eventually chain fired” and i named it DiMuncci from the singer of “The Wanderer”.
Well this is going to be fun.
Alert is a pretty good feat to take at Level 8 since you get Quickdraw at level 7 which adds your proficiency bonus to your initiative and Alert gives you a +5 to your initiative on top of not being surprised.
Is this kinda the Han Solo perk?
My artificer has a gun called “Betty” in a pirate campain. So a cackling Goblin pirate shooting a mini cannon fits rather well
I played a gunslinger for the Dragon Heist campaign. Ended up in shoot outs with the Drow gunslingers which was tremendously fun. We have moved on to Mad Mage now though and I don't find the gunslinger as enjoyable. I will say though that once you have the sharpshooter feat violent shot is nearly useless. You can only use one trick shot per shot and it tends to burn through your grit with less impact than the deadeye + sharpshooter combo.
As a great man once said- "Parry this you filthy casual"
I’m deciding what to multi class into for my swashbuckling rogue it was either wizard or Bloodhunter but I want him to be a duelist like a pirate (his name is westley) so maybe I’ll multi class into this
Im currently building a gunslinger and the fighting styles I could see taking archery or dueling(think old school high noon showdowns) i believe the give the same bonus too, the dueling just makes more sense to me when it comes to accuracy in the wording
Heavyarms is now the go-to Gunslinger. Mercer has been demoted.
Hmmmm, we'll have to look that up.
my dad has been a dm for a long time and he said i could use a single action revolver with the old black powder cartridges and told me i could use it but not semi auto weapons like today (like i would anyway?) that and also pepperbox pistols, flintlocks, and derringers, and most older western revolvers are okay to use, but only if the dm lets you as you said which he seemed okay with it
I found three work arounds. 1 Artificer Artilerist lv 5. At lv 5 the Artilerist gets the Arcane Gun. Artificer attack spells cast through this gun does an extra 1d8 damage. So the Cantrip Fire Bolt would do 2d10+1d8, a flare gun on steroids! The sub class gets an Arcane Cannon. Not to mention the Repeater Infusion added to the crossbow. 2 Magic Initiate + War Caster feats with a crossbow. 3 Ruby of the War Mage on a crossbow. Ruby of the War Mage turns any weapon into an arcane focus. I almost forgot. Elemental Adept could be added for a more potent effect.
Working on a character that uses a revolver and single shot breechloading carbine.
If "Parry This You Filthy Casual!" was a subclass
Crossbow Expert, while useful, is not for gunslingers. Pick up Gunner instead. Same thing, but with the added bonus of allowing you to ignore the reload property of guns. Plus, no disadvantage when you're in melee range of enemies.
thinking of building a multi class artificer/ gunslinger warforged
Making a Ranger/gunslinger multiclass. A bounty hunter with a hankering for sasperilla, and a keen shot.
Personal opinion this class should be a class by itself, or an archetype for artificer or rogue, maybe ranger but I think the other two are better.
They can’t really do it for artificer since the Artillerist subclass exists
Definitely a Ranger since they would use guns if they were available. Musketeers, Queen Annes Rangers, and Texas Rangers to name a few throughout history. The Chinese invented the gun all the way back in the 13th century. We were just getting into the cruciform style sword at that time.
i passed on archery and took close quarters shooter to get my distance penalty removed
I'd like more of an Artificer/Rouge for this; Guns are the great equalizer so I'd like to see this be good for non physically fit characters, doing what ever is needed to get ahead. It would also help if guns were attached to a specific race or two, that way we could limit access to better guns for the player and limit the effects of guns on a story to specific regions. Probably need to make better guns very, very expensive also.
Have you seen Critical Role season 1? I'd say Percy meets the physical description, and since he invented them in the campaign, they were originally limited. Guns are expensive there too. Have you been in a campaign with them?
ROGUE! IT IS ROGUE, NOT ROUGE!
I'm getting ready to play a Giff gunslinger in spelljammer
This was very helpful as I plan to run a western movie styled campaign with the expectation that all of my players and their opponents will be using guns.
Winging is for a fleeing target or sniper bait while picking off the rest of the team while trying to save the wounded
Holy hell you just gave me an idea for a group of guerilla wood elf gunslinger.
I don't really like how everyone says this is "Matt Mercer's gunslinger class," when it's just a translation of the 3.5e Gunslinger.
Matt Mercers 3.5 gunslinger? ;p
Ive been planning a gnome battle smith / gunslinger , use int instead of dex and have a rideable pet aswell as innate magic resistance
I created what is basically a Super Soldaten from Wolfenstein (Warforged) and just flavoured the side of it's wrist as being a mechanical gun
As to the point of whether or not firearms belong in a campaign: Why not? In Real Life the main reason that guns immediately tipped the balance of power was twofold: You could do things at range that you used to have to be up close for (like blowing up a wall) and a person could go from being utterly useless on a battlefield to being deadly with a gun and a few week's practice. This is not a factor in D&D because we already have spells that are likely FAR more destructive than any cannon and nobody really worries about how long it takes to train a Fighter.
The big issue is balance so IMHO as long as the rules for firearms are balanced against the various other options like crossbows and spells, I'm fine with them being in the game. It's especially easy now that we have Artificers as an official class.
Frankly, if mages are as widespread as shown in most aettings, one wonders wjy mundane fighters or rulers even still exist, and everything isnt just a magocracy.
For a somewhat representative simulation of this, id urge one to look at a game of dominions.
It doesnt take long for warfare to devolve into mages scouring the earth in an apocalypse of large scale natural disasters, whilst spellbound immortal demigods do battle amidst the apocalypse on their behalf.
You gotta go fire genasi, always gotta go fire genasi
It really comes down to the fact that magic is the great equalizer in every situation so no, a gunslinger is not a problem in D&D as it's simply another flavor of character that can easily fit in and be totally justifiable. After all, what are firearms when compared to characters and creatures that can literally hurl lightning bolts with the same or even better accuracy and range? Firearms could simply be the non-casters' attempts to level the playing field against spellcasters.
One idea to make your guns amazing is to multiclass 2 levels into artificer and pick up the Repeating Shot infusion
Quick question, would you name them?
I actually have a dragonborn artificer who did just that, focusses on blasting spells, named my gun Bad Breath.
watching this 2 year old video for a character and getting distracted when I realise he's wearing the horsin around bojack sweater
It has taken 2 years, but someone has finally acknowledged one of my favorite sweaters.
Gunslinger + Bladesong =
John Wick, lol...
With Darkvision &/or Devil Sight, Talk About A "Shot In The Dark," lol...
😂🤣😂🤣😂
Played one for about 12 levels. Was not a fan. You either deal middling to okay damage at high levels for 1 to 5 turns, or you deal really high damage for 1 turn.
I mean... Once you nab Bad News you’re dealing close to or over a 100 damage consistently just using your 3 or 4 attacks and can dump on Violent Shot to really put on the hurt. Plus there’s the choice to make your own bullets or build an even heftier gun that’ll shoot larger rounds. Then there’s Hex from Magic Initiate that’s just great.
But the damage isn’t much when compared to a Paladin; but a Paladin has to expend important resources while you can get yours back upon a crit or kill.
Gunslinger needs to be separated into different era categories. Late 19th century guns and tech would be more of the wild west and Victorian London era (set during Little Big Horn and The Zulu Wars) while World War 1 tech is a whole other cake walk. There has to be a great war of expansion and migration with huge military wipe out defeats that sets up Roarkes Drift battles that molds heroes and villains. And as long as a battle group knows how to do a good organized volley shoot and reload? They can march on almost anywhere.
Currently playing a centaur gunslinger. I’m the cowboy *and* the horse.
Ngl, I took bullying shot for the simple reason of my character being a multiclass, hexblade warlock gunslinger, I make my pistol into my hex warrior weapon every day, so with a charisma score out the ass working for the damage as well, it's a no brainer.
I have a question, what would you suggest I do for my Gunslinger if I want to multiclass them with say, Kensei Monk?
Would a half orc work for a gunslinger I’m kinda going for a buccaneer type of character if there is something like that
“Parry this”
Bang.
Winging shot is op. If you knock something prone it stopped flying and falls.
What about the gunner feat ?
would be interesting to see a gunblade style weapon be made available to the gunslinger
I was just playing with a revolver/Bowie knife. Still experimenting but it’s pretty cool.
I'm doing a bounty hunter character who weilds a sniper and 2 pistols
It looks cool and I may play one. That said, I think you're better off building a dexterity based Battlemaster and taking the Gunner feat at Lv4 (or Lv1 for Human variant). The DMG classifieds late medieval/ early modern firearms aka the Renaissance period (not era) as martial ranged weapons. My reasoning is the Gunslinger's mechanic of misfire is not native to 5e and feels clunky. Also if you're someone who is very familiar with a firearm, you should be cleaning that thing and calibrating it so you don't get a misfire. I do really want to see it go official.
Good video man
Appreciate it!
I use my ultimate spell:
Machine gun!
Time to play as Vash The Stampede
I'm really wanting to do a Gunslinger Lizardfolk I was just wondering if there was an actual revolver that can be used as I was hoping to have a western themed character
"pepperbox" is what you're looking for. Have fun storming the castle!
rango
I have a lvl 8 turtle fighter named spike Jones. Btw this is a pirate themed game. I'm the only one with a firearm but my dm suggested it when I was lvl 7 fighter echo night and that is a trash build so he let me switch and this weekend I will play it for the first time
Gues who is going to have a skeleton cowboy npc
This is such a great idea. We talking "heroic ranger type" of cowboy or the "sling my gun at anyone who looks at me funny" cowboy?
Currently in a campaign at level 8. Gunslinger 6 & Artificer 2........no more worrying about ammo or reloading!!
So Vox Machina is the source of this being added to D&D? I was watching the Amazon Prime series, and was curious how guns came into D&D, or other fantasy worlds.
Originally yes; they pulled it over from pathfinder IIRC.
@@SkullSplitter did Critical get it from Pathfinder or add it to Pathfinder?
Pretty sure they pulled from it, not made it in it. Could be wrong though; it's been years and we had a level zero when we were watching the first episodes =)
thay shuld be in dnd
Oh I plan on using this class and yes, it'll have a wild west vibe but mixing magical properties in the bullets. With all the chain smoking, southern charm talking, shit eating grin of a character. Should be fun mixing steampunk with a bit of western flavor.
Considering how many things can potentially be banned i feel bad for yall that have to deal with that
It's not always true, but I usually don't think I would object to gunslingers in my game. We had one, and the other players were more bothered than I was, as DM. Part of it WAS me; I ruled that guns are loud, so stealth approaches are often blown by the first loud crack of fire. Otherwise, her gun did small AoE damage, and she definitely played it as "we're decent level, so you all have hp, and I don't mind scorching you to drop the bad guys", which said other players didn't appreciate.
Saying I don't mind it, I still do prefer to keep them fringe, or new, mysterious contraptions, not used by most people, at least in part so bows and crossbows remain relevant. I like firearms in D&D to be 'special', and that usually means having to find some eccentric source for them, like a gnome techie, or a dwarf artificer, and that usually means ammo is also hard to find, which I do force tracking of, as well as meaning finding magical/enchanted firearms is almost impossible, and definitely at Mt discretion, even when compared to other magical items, of which I am already a bit frugal ion, in 5e. Still, mechanically, I think they are fine, and I don't feel a total immersion break at their presence. Some day, I want to find a real, good way to make a Warlock with a gun focus, and Her sidearm would be provided by her patron, and be a cool weapon, but current build rules don't really allow for it, in my opinion.
There is a fee for it now it is called Gunner you ignore reload properties and don't get disadvantaged when shooting within 5 feet
I want to build one but I don't want to use pistols, what gun should I use?
Shotguns.
I think it fits in dnd. yes its bit out there but so is the reast of the the game. so why not make it more fun for all even tho my gun broke like 10 times
Yea, bad rolls can do that. Did you discuss with your DM after?
@@SkullSplitter what we did insted of it breaking. need to do a role so to see if it just miss fire or back fires
The aversion of fantasy settings in general to gunpowder technologies is strange to me. The scientofic insight and crafting expertise for their making certainly exists in most settings, and the exiatance of numerous greater than human creatures amplifies their advantages over torsion and tension missiles further.
Hell, even lord of the rings has them, if even just as mines. I chalk it up to gary gygax being terrible at history.
I also blame Film/TV for their consistently incorrect depictions of medieval history/warfare.
i made a gunslinger named "Daniel Boom" because my friend is dming a campaign of nothing but joke characters and i wanted to play as daniel boone the great american historical figure
Really like this idea!
V.Human is banned often? NGL that's super new news to me.
That feat is super powerful in tier 1 play.
@@SkullSplitter It's the only thing that makes Humans worth it. Otherwise they will always be a significantly less viable choice across the board compared to any other race.
In all honesty, in my experience with 5e since release, V.Human is basically the standard Human, and the Actual Standard is ignored.
Ultrakill fans rise
Anyone just showing up Tasha’s adds a gunner feat that ignores the reload action and gets rid of disadvantage in melee. So no need to take crossbow expert just take gunner instead.
My DM wants to do Spelljammer with us, so he’s allowing us to make a artificer’s and gunslingers as our characters for once.
americans gotta have guns in every scenario lol
Me want dis
Goblin gunslinger, anyone?
This is why I got to this video
Really guns are just a little part of d&d. It’s not something you should overuse. Otherwise the game would turn into a guns only game, which the dungeon master does not want. If you really want a flintlock and some gun powder, keep it as a backup weapon if you run out of arrows. But other than that, you can still purchase a flintlock or a musket instead of a bow, or use probably 2 gunslingers. And also, I do want to try out a gunslinger when I go to get some d&d characters!🔫🔫
Screw that musket crap! i'll go with Old West 19th century guns! Problem Solved!