Gunslinger
About this class
Gunslingers are the most disciplined tacticians in all the realms. They are masters of ballistic control and specialize in advanced firearm techniques, including lethal trick shots, rapid reloading, suppressing fire, and long-range precision. Whether holding a vital choke point or erasing a high-priority target, Gunslingers thrive in high-pressure combat where a single misstep could be their last.
They typically bond and train at elite military academies or rugged frontier mercenary companies. A current of cold detachment often runs through those of the gunslinging persuasion; while they are the most likely class to hold a defensive line together with iron nerves, a Gunslinger of cold temperament can just as easily abandon a position if the tactical odds turn against them.
Domains
Bone
Starting stats
Hope feature
Class features
-
Grit & Glory
Whenever you score a Critical Success on an attack roll, you may Clear an additional Stress.
Additionally, whenever you reduce an Adversary to 0 HP, you may Clear 1 Stress. -
Custom Load
You carry a bandolier of unstable, experimental ammunition. At the start of every Session, place 3 Tokens on your Class Foundation.
When you make an attack, you may spend 1 Token to apply one of the following effects to that shot:
• High Caliber: Add +1d8 Physical damage to the roll.
• Long Bore: Increase the weapon's range by one increment (e.g., Close becomes Far, Far becomes Very Far).
• Concussive Force: On a success, the target is Pushed to the next range increment away from you.You regain all spent tokens during a Long Rest or during a Short Rest by spending one of your downtime moves.
Class items
- An Iron-Sight Monocular or Thinker tools
Character questions
Background prompts
- What is the one mechanical flaw or "temperamental habit" your gun has that only you know how to manage, and what disaster occurred the last time someone else tried to fire it?
- You once made a "perfectly logical" tactical decision that saved the mission but cost someone their life or reputation. Who was it, and do they consider you a hero or a heartless betreyer?
- Black powder is dangerous. What physical scar or property damage did your first "successful" experiment leave behind?
Connection prompts
Subclass cards
Printable via header menu
The Duelist
Foundation
Fan the Hammer: When you make a successful attack you may Mark a Stress to immediately make a second attack against the same target or a different target within your weapon range. This second attack has Disadvantage.
Additionally If this second attack is a Failure, the Spotlight does not end
The Duelist
Specialization
Point Blank Reflexes: While you are within Melee range of an adversary and wielding a range weapon, you have Advantage on Attack Rolls against them.
Additionally, when an adversary fails a Melee attack against you, you may Mark a Stress to immediately make a Reaction Attack with a your Secondary Weapon. This second attack has Disadvantage. After the attack, you may move to any point within Close range of that adversary without triggering further reactions.
The Duelist
Mastery
Bullet Waltz: Whenever you make and Agility to move to a new location (e.g., from Close to Far, or Far to Very Far) during your spotlight, your next attack deals an additional +2d8 Physical damage.
The Marksman
Foundation
Patient Aim: You find perfection in stillness. If you did not move during your last spotlight, you now score a Critical Success if your Hope die is exactly one value lower than your Fear die.
This benefit lasts as long as you do not move during the current spotlight
The Marksman
Specialization
Expanded Load: Your gain three additional Custom Load and two new experimental loads:
• Serrated Shot: The target's is Bleeding. They must mark 1 Stress at the start of their turn until they use a Full Action to tend to the wound and clear this condition.
• Tracer Rounds: The target's Difficulty Score is reduced by -1 until the start of their next spotlight.
The Marksman
Mastery
Deadshot: Your focus is absolute, and your equipment is perfectly calibrated.
Your Custom Load tokens now deal +d8 physical damage, regardless of their type."
Whenever you reduce a Leader, Solo or Bruiser type adversary to 0 HP, you regain 1d4 spent Custom Load tokens.
Gunslinger
Gunslingers are the most disciplined tacticians in all the realms. They are masters of ballistic control and specialize in advanced firearm techniques, including lethal trick shots, rapid reloading, suppressing fire, and long-range precision. Whether holding a vital choke point or erasing a high-priority target, Gunslingers thrive in high-pressure combat where a single misstep could be their last.
They typically bond and train at elite military academies or rugged frontier mercenary companies. A current of cold detachment often runs through those of the gunslinging persuasion; while they are the most likely class to hold a defensive line together with iron nerves, a Gunslinger of cold temperament can just as easily abandon a position if the tactical odds turn against them.
Domains
Bone + Harrow
Starting Evasion
13
Starting Hit Points
4
Class Items
- • An Iron-Sight Monocular or Thinker tools
Gunslinger’s Hope Feature
Tactical Superiority : You unleash a thunderous barrage of warning shots and suppressing fire. All adversaries within Close range of that you can see must immediately mark 1 Stress and are Vulnerable. While an adversary is Vulnerable this way, they cannot move closer to you. This effect lasts until they spend an Action to seek cover or you take the Spotlight again.
Class Features
Grit & Glory
Whenever you score a Critical Success on an attack roll, you may Clear an additional Stress. Additionally, whenever you reduce an Adversary to 0 HP, you may Clear 1 Stress.
Custom Load
You carry a bandolier of unstable, experimental ammunition. At the start of every Session, place 3 Tokens on your Class Foundation. When you make an attack, you may spend 1 Token to apply one of the following effects to that shot: • High Caliber: Add +1d8 Physical damage to the roll. • Long Bore: Increase the weapon's range by one increment (e.g., Close becomes Far, Far becomes Very Far). • Concussive Force: On a success, the target is Pushed to the next range increment away from you. You regain all spent tokens during a Long Rest or during a Short Rest by spending one of your downtime moves.
Gunslinger Subclasses
Choose either the The Duelist or The Marksman subclass.
The Duelist
Play the Duelist if you want to dance through the fray, punishing enemies who miss you with lethal counter-shots and lightning-fast speed.
Foundation Features
Fan the Hammer: When you make a successful attack you may Mark a Stress to immediately make a second attack against the same target or a different target within your weapon range. This second attack has Disadvantage.
Additionally If this second attack is a Failure, the Spotlight does not end
Specialization Feature
Point Blank Reflexes: While you are within Melee range of an adversary and wielding a range weapon, you have Advantage on Attack Rolls against them.
Additionally, when an adversary fails a Melee attack against you, you may Mark a Stress to immediately make a Reaction Attack with a your Secondary Weapon. This second attack has Disadvantage. After the attack, you may move to any point within Close range of that adversary without triggering further reactions.
Mastery Feature
Bullet Waltz: Whenever you make and Agility to move to a new location (e.g., from Close to Far, or Far to Very Far) during your spotlight, your next attack deals an additional +2d8 Physical damage.
The Marksman
Play the Marksman if you want to control the battlefield from afar, using superior optics and calculated stillness to deliver one-shot kills.
Foundation Features
Patient Aim: You find perfection in stillness. If you did not move during your last spotlight, you now score a Critical Success if your Hope die is exactly one value lower than your Fear die.
This benefit lasts as long as you do not move during the current spotlight
Specialization Feature
Expanded Load: Your gain three additional Custom Load and two new experimental loads:
• Serrated Shot: The target's is Bleeding. They must mark 1 Stress at the start of their turn until they use a Full Action to tend to the wound and clear this condition.
• Tracer Rounds: The target's Difficulty Score is reduced by -1 until the start of their next spotlight.
Mastery Feature
Deadshot: Your focus is absolute, and your equipment is perfectly calibrated.
Your Custom Load tokens now deal +d8 physical damage, regardless of their type."
Whenever you reduce a Leader, Solo or Bruiser type adversary to 0 HP, you regain 1d4 spent Custom Load tokens.
Background Questions
Answer any of the following, or create your own.
- • What is the one mechanical flaw or "temperamental habit" your gun has that only you know how to manage, and what disaster occurred the last time someone else tried to fire it?
- • You once made a "perfectly logical" tactical decision that saved the mission but cost someone their life or reputation. Who was it, and do they consider you a hero or a heartless betreyer?
- • Black powder is dangerous. What physical scar or property damage did your first "successful" experiment leave behind?
Connections
Ask one of the following, or improvise.
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Discussion
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