DISCLAIMER: This class uses the Exandria guns and rules for firearms as the basis for the class features.
Most warriors and combat specialists spend their years perfecting the classic arts of swordplay, archery, or pole arm tactics. Whether duelist or infantry, martial weapons were seemingly perfected long ago, and the true challenge is to master them.
However, some minds couldn’t stop with the innovation of the crossbow. Experimentation with alchemical components and rare metals have unlocked the secrets of controlled explosive force. The few who survive these trials of ingenuity may become the first to create, and deftly wield, the first firearms.
This gunman focuses on the ability to design, craft, and utilize powerful, yet dangerous ranged weapons. Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new, untested technologies in a world where the arcane energies that rule the elements are ever present.
Should this path of powder, fire, and metal call to you, keep your wits about you, hold on to your convictions and let skill meet luck to guide your bullets to strike true.
hit dice:
1d8
hit points at 1st level:
8 + your Constitution modifier
hit points at higher levels:
1d8 (or 5) + your Constitution modifier per Gunman level after 1st
armor proficiencies:
Light armor, medium armor
weapon proficiencies:
Simple weapons, firearms
tools:
Tinker's Tools
saving throws:
Dexterity, Intelligence
skills:
Choose two skills from Acrobatics, Athletics, Insight, Investigation, Perception, Stealth
starting equipment:
You may start with the following equipment plus any equipment granted by your background:
• One palm pistol and 20 bullets
• Any two simple weapons
• (a) Leather armor or (b) scale mail
• (a) a dungeoneer’s pack or (b) an explorer’s pack
If you forgo this equipment, you start with 5d4x10 gp to buy your equipment.
spellcasting:
class features:
Level | Proficiency
Bonus | Features | Trick Shots
Known |
1st |
+2 |
Adept Marksman |
2 |
2nd |
+2 |
Packing Powder |
2 |
3rd |
+2 |
Gun Specialization |
2 |
4th |
+2 |
Ability Score Improvement |
2 |
5th |
+3 |
Extra Attack, Cover Fire |
2 |
6th |
+3 |
Gun Specialization Feature |
2 |
7th |
+3 |
Quickdraw |
3 |
8th |
+3 |
Ability Score Improvement |
3 |
9th |
+4 |
Gun Specialization Feature |
3 |
10th |
+4 |
Rapid Repair |
4 |
11th |
+4 |
Improved Packing Powder |
4 |
12th |
+4 |
Ability Score Improvement |
4 |
13th |
+5 |
Gun Specialization Feature |
4 |
14th |
+5 |
Improved Packing Powder |
4 |
15th |
+5 |
Lightning Reload |
5 |
16th |
+5 |
Ability Score Improvement |
5 |
17th |
+6 |
Gun Specialization Feature |
5 |
18th |
+6 |
Hemorrhaging Critical |
6 |
19th |
+6 |
Ability Score Improvement |
6 |
20th |
+6 |
Cold Blooded |
6 |
Adept Marksman
At 1st level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.
Trick Shots. You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.
You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.
Grit. You gain a number of grit points equal to your Intelligence modifier (minimum of 1). 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 discretion). You regain all expended grit points after a short or long rest.
Saving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:
Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier
Packing Powder
Starting at 2nd level, you learn how to pack extra powder into your shots to grant them extra velocity and damage. The attack gains a +3 to the misfire score. On a hit, the creature suffers damage equal to your Gunman level. If you misfire, the weapon is immediately broken and must be mended out of combat. Once you use this feature, you must finish a short or long rest before you can use it again.
The misfire penalty is decreased to +2 at level 11 and +1 at level 14.
Gun Specialization
At 3rd level, you choose a specialization to focus your expertise. Choose Sniper, Gunslinger or Wrecker, all detailed at the end of the class description. The specialization you choose grants you features at 3rd level and again at 6th, 9th, 13th and 17th level.]
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Cover Fire
Starting at 5th level, you can provide ranged cover for your allies. When a hostile creature you can see makes a ranged attack roll against an ally, you can use your reaction to make a ranged weapon attack roll with your gun. On a hit, the target creature must make their attack roll at disadvantage. This cannot be a Trick Shot.
Quickdraw
At 7th level your reactions have honed to prevent enemies from getting the drop on you. During the first round of combat, you can use your reaction to make a ranged weapon attack roll against a creature ahead of you in the initiative order.
Rapid Reload
Starting at 10th level, you can reload any firearm as a bonus action.
Field Repair
Upon reaching 15th level, you learn how to quickly attempt to fix a jammed gun. You can spend a grit point to attempt to repair a misfired (but not broken) firearm as a bonus action. The next time you misfire with this repaired firearm within the next minute it does not break.
Hemorrhaging Critical
Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.
Cold Blooded
At 20th level, you have become such an efficient death dealing machine that the smell of black powder in the air is almost soothing. Whenever you perform a trick shot you roll 1d20. On a result 1-10, you do not consume any grit points for the trick shot and you may add one additional weapon die to the damage roll. If the trick shot does not normally do damage, you instead roll the weapon dice with no modifier. On a result of 11-20 you consume a grit point and the trick shot performs as normal.
Trick Shots
These trick shots are presented in alphabetical order.
Bullying Shot
You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one grit point while making a Charisma (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.
subclass options:
Gun Specialization
Every Gunman has their favorite style of gun and their preferred method and taking down their targets. Each is capable of honing their expertise to reach greater feats of deadly aim and firepower. Some choose to take the approach of deadly precision from across the battlefield, while others prefer a more personal approach
Sniper
Snipers are gunman that prefer to take down their targets from a safe distance, as far as possible. Preferring to use heavier weaponry to accommodate this, rifles are their best friend. When their job is done right, the targets will never have even had the chance to fight back. Unable to unleash a hail of lead, snipers ensure that every single shot lands with devastating impact. One shot, one kill.
Kill Zone
At 3rd level, when no hostile creature is within 15 feet of you, you gain the ability to focus your shots on vital targets more effectively. If conditions are met while making a ranged weapon attack with a two-handed firearm, you deal extra damage equal to your Dexterity modifier.
Bullseye
Starting at 6th level, when you hold your Action for the Attack action on a target with a two-handed firearm, you gain the following benefits:
- Your ranged weapon attack ignores half cover.
- Your ranged weapon attack is made at advantage.
In the Zone
Upon reaching 9th level, when you deal a killing blow with a two-handed firearm, you can immediately reload with a free action and make a ranged weapon attack roll at another target with your two-handed firearm.
Head Shot
Beginning at 13th level, before you make an attack with a two-handed firearm, you can choose to take a -5 penalty to the attack roll. If the attack hits, it is a critical hit. Once you use this feature, you must finish a long rest before you can use it again. This cannot benefit from Bullseye.
Sniper Elite
At 17th level, your two-handed firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll.
Gunslinger
Gunslingers fear no man and no monster. With unrivaled speed on the draw, a gunslinger can drop a group of men before they even have their swords drawn. Raining lead on their enemies with stylish flourish, the gunslinger excels at taking on the odds. No one else can kill so many in such short time and looking so damn good while they do it.
Akimbo
Beginning when you choose this specialization at 3rd level, you gain the Two-Weapon Fighting style so long as both weapons are pistols and can reload your fire-arms without a free hand.
Lightning Hands
When you reach 6th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single free action once per turn.
Adrenaline Rush
At 9th level you can use an action to enter a heightened state for one minute and gain the following benefits:
- You can make the Attack action as a bonus action
- Attack of Opportunity against you are made at disadvantage
- Your movement is increased by 20
- All damage taken is reduced by your Constitution modifier
Once the minute has passed, you gain one level of exhaustion. This ability cannot be used again until you have finished a long rest.
Instant Reload
Reaching 13th level, your skill and dexterity with wielding two pistols simultaneously has become unparalleled. You are now able to reload both pistols with a single Reload action or bonus action
You can use this feature a number of times equal to your Dexterity modifier. You regain all expended uses when you finish a long rest.
Barrage
At 17th level, you have reached the peak of the craft. With an action you can make as many ranged weapon attack rolls with your pistols as you want, up until both fire-arms require to be reloaded. Each attack roll gains +2 to the firearm's misfire score.
Wrecker
Not everyone who wields a gun needs to rely on distance for safety and picking off enemies from afar. Some people like to get up close and personal, to see the fear on the face of their foes before tearing it off in a spray of lead. This is the specialty of a Wrecker. Carrying heavy ordinance in the form of close quarter firearms and explosives, a wrecker is always ready to tear down or apart any threat.
Enforcer
Starting at 3rd level when you choose this specialization, you gain the following benefits:
- You gain proficiency with heavy armor and shields
- Any ranged attack rolls made with a blunderbuss or hand mortar against a target within 5 feet are no longer made at disadvantage.
- You become immune to the explosive property of your own firearms
Boomstick
At 6th level you can increase the impact of your blunderbuss to level your foes. When you hit a creature with a ranged weapon attack, using your blunderbuss, you may add one additional weapon die to the damage roll and they must make a Strength saving throw against your Trick Shot save DC or be pushed up to 10 feet away and knocked prone. On a successful save, the target resists being pushed away and is not knocked prone. A creature two sizes or more larger than you automatically succeeds, but you may add another additional weapon die to the damage roll. You may use this feature a number of times equal to your Dexterity modifier. You regain all uses of this ability on a short or long rest. Boomstick must be declared before the attack roll is made
Point Blank
Reaching 9th level, your skill and aim in close quarter firearm combat has reached new heights. Whenever you make a ranged weapon attack with a blunderbuss or hand mortar within the weapon's normal range you may make the attack at advantage. Additionally, any allies of your choosing are immune to the Explosive property of your firearms whenever you attack.
Drop the Payload
When you reach 13th level, you can use an action to launch a volley of attacks with your hand mortar. You immediately make up to four ranged attack rolls using your hand mortar, ignoring disadvantage for any targets beyond the normal range but within the long range and using a free action to reload between each shot. The damage dealt by the explosive property is increased by 1d8. Once you have used this feature, you cannot use it again until you complete a long rest.
Cripple
At 17th level, you have become a relentless engine of destruction and your brutality in combat knows no bounds. Whenever you roll an 18-20 on a ranged weapon attack with a blunderbuss or hand mortar you can choose to make it a Crippling Shot. A target hit by a Crippling Shot suffers the following effects for one minute:
- The target is knocked prone
- The target's movement speed is halved
- They target has disadvantage on Dexterity saving throws
- The target suffers the weapon damage rolled at the start of each of their turns as piercing damage and it cannot be reduced in any way
The target can make a Constitution saving throw at the end of each of their turns to end the effect prematurely. A size Large creature or larger resists being knocked prone. A creature suffering from the effects of Crippling Shot cannot be affected by an additional Crippling Shot.