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Gunslinger


Hit Points

Hit Dice: d10 per Gunslinger level
Hit Points at first Level: 10 + Con Mod
Hit Points at Higher Levels: 1d10 (or 6) + Con Mod per Gunslinger Level after 1st

Proficiences

Armor: Light armor
Weapons: Martial weapons, palm pistol, pistol
Tools: Tinkerer’s Tools
Saving Throws: Strength, Constitution
Skills: (Choose 3): Acrobatics, Athletics, Deception, Intimidation, Investigation, Performance, Persuasion, and Survival

Overview & Creation

Gunslingers use all kinds of guns, from a shotgun to a revolver. They often showboat and display their talent for everybody to see. Gunslingers love attention and all eyes watch them when they enter the room as a product of their confidential nature. Past all of the ego and pride, Gunslingers are kind people and they can’t turn away a person in need.   Grit: You gain a number of grit points equal to your WIS modifier. You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm or deal a killing blow with a firearm to a creature of significant threat (DM’s decision). You regain all expended grit points after a short or long rest.
 


Class Features

TRICKSHOTS Trick Shot Save DC = 8 + proficiency bonus + DEX modifier   Bullying Shot: You can use the powerful blast and thundering sound of your firearm to stun one creature within a 15 foot range. You can expend one grit point while making an Intimidation check to gain advantage on the roll.   Dazing Shot: When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.   Deadeye Shot: When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.   Disarming Shot: When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.   Forceful Shot: When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.   Piercing Shot: When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.   Violent Shot: When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.   Winging Shot: When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.     DUELER   At 4th level, when you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.     SMARTER   At 5th level, you become smarter, increasing your wisdom modifier by 1.     RAPID REPAIR   When you reach 6th level, you learn how to quickly repair a misfired (but not broken) gun. You can spend one grit point to attempt to fix the jammed gun as a bonus action.     SPECIALIST   Starting at 7th level, you gain proficiency with 1 firearm of your choosing (pistol, pepperbox, bad news, etc.).     LIGHTNING RELOAD   Starting at 9th level, you can reload any firearm as a bonus action.


Starting Equipment

  • (a) chain mail or (b) leather armor, 2 palm pistols, 20 bullets
  • (a) pistol, 20 bullets, shield, dagger or (b) musket, 20 bullets, dagger
  • (a) dungeoneer's pack or (b) explorer's pack



Created by

laiken_c.

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Class Features

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