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Gunslinger


Hit Points

Hit Dice: d8 per Gunslinger level
Hit Points at first Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 + Constitution modifier per Gunslinger level after 1st

Proficiences

Armor: Light and Medium amour
Weapons: Martial weapons
Tools: Tinkers Tools
Saving Throws: Dexterity, Constitution
Skills: Choose two Acrobatics, Insight, Intimidation, Perception, Sleight of Hand

Overview & Creation

Whether you are a lone wolf fixing your tainted path or the one holding your party together you have always been skilled with a firearm. Most firearms are easily for you to comprehend as soon on this path you will be able to make them yourself. With weapons of this caliber you tend to throw stealth out the window however no one is a better shot.


Class Features

Specially Trained 1st You gain proficiency in two firearms of your choice at 10th level you can choose a third to be proficient in.
Steady Aim 1st If you don’t move on this turn and use bonus and action to attack you can add this damage to all hits from a gun you are proficient in. Lvl Damage 1-4 2d4 5-8 3d4 9-12 4d4 13-16 5d4 17-20 6d4
Professional Shooter 2nd No disadvantage when enemy is prone or melee range.
Complete Understanding 2nd Add half your proficiency (rounded down) to hit (so 1 and a half your proficiency to hit if already proficient) and to damage when using any gun.   Gun Mastery 3rd Choose a subclass   Extra Attack 5th You get a second attack per attack action you can also reload with one of your attacks   Gun Smith 10th Learn to build a bullet or gun by dissecting that item which destroys such item and takes 10 hours of down time. Allows to craft at half cost.
Not Luck, Skill 13th If you have a disadvantage on an attack you can choose to make it a -5 to your roll instead of disadvantage.
Lightning Reload 17th You can reload as a bonus action.
Dirty Duelist 20th When a ranged attack (projectile) is made against you, you can choose to evade it completely but this decision must be made before the dm tells you hit or miss and you get a number of these equal to your Constitution modifier. All regained during a short rest


Starting Equipment

One firearm clear with the dm
20 rounds of ammunition
Leather Or Padded amour
Dagger or Shortsword


Spellcasting

No Spellcasting
Firearm Properties Can’t duel wield unless you have Run and Gun Reload You can shoot a gun a number times equal to its reload score then use an action to reload it. Misfire When making an attack role with a weapon if you roll a number equal or lower than the weapons misfire score then the attack misses and you must spend an action to fix the weapon by making a dc 8 + misfire score with tinkers tools. On a failure the weapon must be fixed put of combat for a 1/4 of the total cost. Someone not proficient in a gun has the misfire score increase by 1


Subclass Options

Sniper All of these abilities require at two handed gun with a min range of 100ft.
Not Twice 3rd If you miss a shot and hit your next shot will using steady aim add 2d4 at 8th 3d4 at 14th 4d4.
Nocturnal Aim 7th Can fire without disadvantage in dim or no light.   Ultimate Accuracy 12th Use both of your attacks and don’t move to crit if you hit and you can double crit if you roll a 20 while using this ability (can be comboed with steady aim).
Self Defense 15th Whenever someone enters your melee range you can use a sidearm or dagger to make one attack as a reaction.
Run and Gun All of these abilities require a one handed gun or two light guns   Duel Draw 3rd While dual wielding you can attack once as a bonus without proficiency. If using an attack to reload you can reload both guns with this one reload. (Complete Understanding applies to both guns)   Moving Deadeye 7th You can use steady aim and still use half of your movement.
Let it Loose 12th When using your action and bonus action to attack you can make four attacks two without proficiency (steady aim does not count, neither does hit and run).   Hit and Run 15th When using the attack action you can dash as a part of it.   Cowboy All of these abilities require a one handed weapon with a free hand   Blood Bullets 3rd If you get a kill with the last shot in the mag you get to reload as a free action.   Fan the Hammer 7th You can fire all rounds in a mag (max 6) as an action after doing this your misfire score increases by 2 until you clean it during a short or long rest (no steady shot). While using this ability you the range becomes 15/30 and all targets have to be within 5ft of each other.   Ricochet 12th Once per turn if you miss a shot, roll a d100 if you roll your level or below, the shot hits.   Quick Draw 15th If you see a target(s) before initiative starts and they have a higher initiative then you, you can take one shot at each of them. (Once per fight).



Created by

Stoolsorcerer.

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