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Gunslinger

hit dice: d8
hit points at 1st level: 1d8 (or 5) + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per level after 1st
armor proficiencies: Light
weapon proficiencies: Simple, Firearms
tools: Loading Kit
saving throws: Dexterity, Wisdom
skills: Choose two from Animal Handling, Athletics, Acrobatics, Insight, Intimidation, and Perception
starting equipment:
Gunslinger's have the following starting equipment in addition to any equipment granted by your background.

  • Revolver, Rifle, or Shotgun

  • 2 daggers or a hand axe

  • Leather armor and a loading kit

  • A dungeoneer's pack or an explorer's pack


spellcasting:
class features:

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.  

Unfettered Action

Beginning at 1st level, while you are wearing no armor and not wielding a shield, you can add half your proficiency bonus (round up) to a Dexterity check to determine their place in the initiative order.  

Trick Shot

At 2nd level, you've practiced a few fancy tricks with the firearm and can pull them off with relative ease. You gain two of the following Trick Shot options of your choice. You gain another one at 6th, 10th, 15th, and 20th level.

If a Trick Shot has prerequisites, you must meet them to use it. A level prerequisite refers to your level in this class.

Boots in the Air

Prerequisite: Rifleman or Reaper
When you have advantage on your attack, you may attempt to knock them prone. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be knocked back 5 feet and become prone.

Dance!

Prerequisite: Pistoleer
In the first turn of combat, you can choose to fire your weapon at an opponent's feet. Spend an action and at least three bullets to cause a creature to succeed on a Wisdom saving throw or gain the frightened condition. For each bullet spent above 3 (up to the remaining bullets loaded for all guns equipped), the DC is increased by 1. As an action each round, it may make another Wisdom saving throw attempt to shake off the condition.

Disarm

Prerequisite: Pistoleer or Rifleman
Make a firearm attack with disadvantage. On a hit, the creature suffers half damage and must succeed on a Strength saving throw or drop 1 held object of your choice.   Overwatch

Penetrating Shot

Prerequisite: Level 6
Your firearm attack counts as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.

Pop the Can

Spend an action and a bullet to knock an uncarried/unworn item weighing up to the damage die type in pounds of the firearm being used 5 feet in a direction away from the gunfighter. If the item weighs half or less than the maximum weight, it is instead knocked ten feet. If you have spent an action to Pop the Can, you can immediately spend a bonus action to repeat this Trick Shot.

Take Aim

Use a bonus action to gain advantage on your first firearm attack this turn.

Turkey Shoot

Prerequisite: Pistoleer or Rifleman, Level 10
When you have advantage on your attack, your bullet can pierce through the target and hit a target directly behind it. On a hit, the initial target suffers normal damage and you make an attack roll against the fist creature behind it. On a hit, the second target suffers damage at a -1d increment. You may then hit a third (or even fourth) target by making additional attack rolls at disadvantage, causing damage with an additional -1d increment for each target. You must be able to roll at least 1 die for any damage to occur.  

The Preferred Calibre

When you reach 3rd level, you settle into your preferred means of gunfighting. The preferred calibre grants you features at 3rd level and again at 6th, 10th, and 17th level.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

Extra Attack

Beginning at 5th level, you can attack twice instead of once, whenever you take the Attack action on your turn. At 11th level you can attack a third time when you take the Attack action.  

Tactical Reload

At 6th level, your experience loading firearms allows you to reload any firearm as a Bonus Action, as long as you have a prepared loader.  

Evasion

Beginning at 9th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.  

Deadshot

Beginning at 10th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a ranged attack made with a firearm.   This increases to two additional dice at 14th level and three additional dice at 17th level.  

Extra Attack

Beginning at 11th level, when you take the attack action you can make a third attack with a firearm.  

Unerring Aim

At 20th level, your rarely miss your target and you refuse to when it absolutely counts. If your attack misses a target within range, you can turn the miss into a hit.

Once you use this feature, you can’t use it again until you finish a short or long rest.
subclass options:

Pistoleer

Quick Draw

Starting at 3rd level, your insight into your opponents gives you an edge on your reaction time. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

Dual Pistols

At 6th level, as a bonus action, you can equip, stow, or fire a second pistol. You can add your ability modifier to the damage of this second pistol.

Fan the Hammer

As an action, as long as you have a free hand, you can expend the remaining bullets in your pistol to add one additional weapon damage die per bullet after the first when determining damage for the attack OR make an single attack with disadvantage against every target in range, up to the bullets fired. If there are more targets than bullets, you choose which targets you attack.

Rain of Death

At 17th level, you are a legendary gun fighter. Once per short rest, when you take a dash action, you can make a separate attack at every target within line of sight as long as they are within the base range of your pistol at any point along your movement . If you have more bullets loaded than targets, you can make a second attack against each target, up to the amount of bullets you have loaded.

Rifleman

 

BOOM! Headshot

Your aim is preternatural. At 17th level, when you have Advantage and make a successful firearm attack, the target must succeed on a Constitution Saving throw against your Trick Shot save DC or die instantly. If the target has the Legendary Resistance trait, deal double damage instead.  

Reaper

Toe to Toe

The reaper gains Medium and Heavy Armor and Shield proficiency. Attacks using a shotgun become Melee Weapon Attacks against any creature within 5 ft (which allows for Attacks of Opportunity).  

Shock and Awe

At 6th level, when the reaper reduces a creature to 0 hit points, they gain temporary hit points equal to their Wisdom Modifier and Class. Also, any creature within 30 ft that can see both the gunslinger and the target must make a Wisdom save against the gunslinger's Trick Shot DC or be frightened until the end of the Gunslinger's next turn.

Eldritch Drifter

Eldritch Trigger

The influence of your patron allows you to mystically channel your will through a particular firearm. Whenever you finish a long rest, you can touch one firearm. That firearm becomes a spellcasting focus for you. Whenever you cast Eldritch Blast through the firearm, you can make use of any trick shot features. This benefit lasts until you finish a long rest. Pact Magic Your arcane research and/or the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.   Cantrips You know three cantrips: eldritch blast and two other cantrips of your choice from the warlock spell list.   Spell Slots The Eldritch Drifter Spellcasting table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.  

Eldritch Tricks

Starting at 6th level, the Eldritch Drifter gains access to a warlock's Eldritch Invocations. They gain 1 at level 6 and another every 3 levels. They can also substitute an Invocation for all but two of their allowed Trick Shots.

The Quick and the Dead

  Starting at 13th level, you can use your reaction to draw yourself and one creature within 60 feet that you can see into the domain of your patron until the end of your next turn. The target must succeed on a Charisma saving throw or become frightened until it leaves the domain.

Once you use this feature, you can't do so again until you finish a long rest.

Created by

JaydeMoon.

Statblock Type

Class Features

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