This Gunslinger class is a fighter-based class with elements of Platnumsketch's gunslinger class and Mathew Mercer's class. The purpose of this class is to create a western style gunslinger/sniper with emphasis on range and awareness.
hit dice:
1d8
hit points at 1st level:
8 + your Constitution Modifier
hit points at higher levels:
1d8 + your Constitution modifier per gunslinger level after 1st
armor proficiencies:
light and medium armor
weapon proficiencies:
Firearms, Artillery, Simple Weapons
tools:
None
saving throws:
Dexterity, Constitution
skills:
Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) chain mail or (b) leather armor, short sword
(a) a light pistol and 20 ammo or (b) two handaxes
(a) a dungeoneer’s pack or (b) an explorer’s pack
spellcasting:
class features:
Wary:
Gun fights and ambushes have taught you one thing, and that's to be alert and watchful. You have advantage on initiative and on saves against being frightened.
Grit: You gain a number of grit points equal to your Wisdom modifier+ half of your gunslinger level (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. You regain all expended grit points after a short or long rest.
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, 13th, and 17th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.
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
Shooting Styles:
At 2nd level, you develop a particular style of shooting and using firearms. Choose one of the styles below. You can't choose a Shooting Style again, even if you later get to choose again.
Two Weapon Fighting:
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack so long as the attack is made by a firearm.
Explosive:
When you use an explosive, grenade, or a weapon with the Explosive property, you can reroll 1s and 2s on the damage die, though you must take the new rolls even if they are 1s and 2s.
Heavy Caliber:
Attacks you make with two-handed firearms deal +2 bonus damage. Additionally, if you hit with a natural 19 or 20 your next attack roll on the hit target is made with advantage
Marksman:
You have a +2 bonus to attack rolls made with firearms.
Gunslinger Archetype:
By 3rd level, your specialized way of fighting and life becomes evident and grants its own specific skills. These are represented by the Gunslinger Archetype. You gain features from your archetype at 3rd, 7th, 11th, 15th, and 18th level.
Ability Score Improvement:
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.
Extra Attack:
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Keen Sight:
Starting at 9th level, your keen sight allows you to better fire on targets. Attacks you make ignore half and three quarters cover, as well as the disadvantage imposed by firing a weapon at a target in its second range increment.
Boundless Grit:
At 20th level, the number of horrible events and terrible fights that you have seen hardened you beyond compare. You have boundless grit points.
subclass options:
Gunslinger Archetype Ranger:
Covering Fire 1/short rest:
At 3rd level, you can actively guard others by firing at their foes. If a creature within your weapon's range attacks one of your allies with a weapon or unarmed strike, you can use your reaction to attack that creature 1 time per short rest.
Hunters Mark 1/Short rest:
Starting at 7th level you may use a bonus action to choose a creature you can see within range and mystically mark it as your quarry. Until the ability ends (1 hr), you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Perception or Survival checks you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
(Once you reach 15th level the mark lasts up to 8 hours)
Lightning Reload:
Starting at 11th level, you can reload any firearm as a bonus action.
Spell Watch:
Starting at 15th level, you can target spellcasters who are casting. Covering Fire is now triggered when a creature casts a spell that deals damage at one of your allies.
Overwatch:
At 18th level, your skill allows you to guard all those around you. By using your action to watch over all allies, you can use Covering Fire a number of times equal to your Dexterity modifier (minimum of 1), though you can't take any other reaction. This effect lasts until the beginning of your next turn.
Level | Proficiency Bonus | Abilities |
---|
1 | +2 | Wary, Grit, Trick Shots |
2 | +2 | Shooting Styles |
3 | +2 | Gunslinger Archetype (Covering Fire) |
4 | +2 | Ability Score Improvement |
5 | +3 | Extra Attack |
6 | +3 | Ability Score Improvement |
7 | +3 | Gunslinger Archetype (Hunters Mark), Additional Trick Shot |
8 | +3 | Ability Score Improvement |
9 | +4 | Keen Sight |
10 | +4 | Additional Trick Shot |
11 | +4 | Extra Attack, Gunslinger Archetype (Lightning Reload) |
12 | +4 | Ability Score Improvement |
13 | +5 | Additional Trick Shot |
14 | +5 | Ability Score Improvement |
15 | +5 | Gunslinger Archetype (Spell Watch) |
16 | +5 | Ability Score Improvement |
17 | +6 | Additional Trick Shot |
18 | +6 | Gunslinger Archetype (Overwatch) |
19 | +6 | Ability Score Improvement |
20 | +6 | Boundless Grit, Extra Attack |