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Gunslinger (WIP)


Hit Points

Hit Dice: d8 per Gunslinger (WIP) level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per gunslinger level after 1st

Proficiences

Armor: Medium Armor, Heavy Armor
Weapons: Simple Weapons, Firearms
Tools: Smith's tools
Saving Throws: Strength, Dexterity
Skills: Choose three from Athletics, Acrobatics, Sleight of Hand, Stealth, Intimidation, Performance

Overview & Creation

Level Proficiency Bonus Bonus Features
1st +2 Awareness, Ammo Efficient
2nd +2 Precision Shot (two uses)
3rd +2 Gunslinger Archetype
4th +2 Ability Score Increase
5th +3 Extra Bonus
6th +3 Long Shot
7th +3 Gunslinger Archetype Feature
8th +3 Ability Score Increase
9th +4 Precision Shot (three uses)
10th +4 Night Vision
11th +4 Extra Bonus (2)
12th +4 Ability Score Increase
13th +5 Gunslinger Archetype Feature
14th +5
15th +5 Precision Shot (four uses)
16th +5 Ability Score Increase
17th +6 Gunslinger Archetype Feature
18th +6 Extra Bonus (3)
19th +6 Ability Score Increase
20th +6

 


Class Features

Awareness

You are trained in the arts of firearms and know what skills are needed to be bring out the full potential of these ranged weapons. You are proficient in Perception, have advantage on any check involving sound and have Darkvision 60ft (if you already have darkvision you can now discern colour in darkness)

Ammo Efficient

When firing a charged shot you only consume 3 ammo instead of 5

Precision Shot

Starting at 2nd Level, you can prepare a more precise shot from your firearm. On your turn, you can use your bonus action to activate Precision Shot giving you advantage on this turns attack using a firearm. Twice per short/long rest.   The number of uses increases to three at 9th level in this class and to four at 15th level in this class.

Gunslinger Archetype

At 3rd level, you choose an archetype that you strive to emulate, such as a Gunslinger. Your chose grants features at 3rd level, and again at 7th, 13th, and 17th level.

Extra Bonus

Beginning at 5th level, you have two bonus actions, instead of one, whenever you take a bonus action on your turn.   The number of bonus actions increases to three when you reach 11th level in this class and to four when you reach 18th level in this class.

Long Shot

In combat you can use a bonus action to double your range with firearms.

Night Vision

You can see in darkness as if it were day (does not work in magically created darkness).

Temp


 


Starting Equipment

You start with the following items, plus anything provided by your Backpack.  

  • (a) a Rifle or (b) a Musket
  • (a) two Handcannons or (b) two Pistols
  • (a) Hide Armor or (b) Chain Mail
  • (a) a Dagger or (b) any Simple Weapon
  • (a) a Burglar's Pack or (b) a Dungeoneer's Pack or (c) a Explorer's Pack
  • Smith's Tools, Crystal Core (60)

  • Subclass Options

    Arcane Gunner test


    Created by

    BLaZeN_CHeeSe.

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