A fast, agile, ranged combatant that specializes in firearms.
hit dice:
1d8
hit points at 1st level:
12 + CON MOD
hit points at higher levels:
1d8 + CON MOD
armor proficiencies:
Light, Medium.
weapon proficiencies:
Firearm.
tools:
Tinker's Tools
saving throws:
Dexterity, Charisma
skills:
Choose 3 from: Perception, Intimidation, Acrobatics, Athletics, Persuasion.
starting equipment:
A revolver or pistol
Studded Leather or Chainmail
A bag of 40 Bullets.
spellcasting:
No.
class features:
Firearm Proficiency - Level 1
Gain Proficiency with firearms.
Headshot - Level 1
When landing a critical hit, you can instead just double the damage.
Grit Points - Level 2
You gain "Grit Points" that can be used to perform certain class features. You start with 5 + WIS MODIFIER. You can + CHA MOD every 3 levels.
Trick Shots - Level 2
You gain the ability to perform certain trick shots that improve your firearm magically. These all cost 1 Grit Point.
The Trick Shots you gain at level 2 you can use are:
- 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.
- 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 of 10 + YOUR CHA MOD 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.
- Contender
A single, powerful shot that implodes inside the target, paralyzing them, stunning them until it is your turn again. This also deals an extra 1d6 damage. they must roll a CON save(12 + DEX MOD), if they succeed they do not get paralyzed.
Very Accurate Targeting Shots - Level 3
You can use this to aim very easily at a specific target, gaining advantage against them for 3 rounds. You can use this once per long rest. Uses 1 Grit Point.
Gunzerker - Level 3
You can dual wield one-handed guns. If you hold a two handed firearm in one hand and fire it, it will be knocked away from your hand.
Bullseye - Level 3
Important Skill - Do Not forget about this, Ryan!
Place a mark onto a target, and when you deal damage to them, you add an extra 1d6. Can be used 3 times per battle. Does not take an action.
Combat Knife - Level 3
Do a flurry of swipes and stabs with a combat knife, dealing 5d4 slashing damage. Can be used once per long rest.
Gunslingers Buddy - Level 3
Get a friend.
Ability Score Improvement - Level 4
Gain a feat or 2 stat points.
Ricochet - Level 5
When you land an attack on an enemy, you can ricochet the bullet to another enemy within 15ft. of the original target. Uses 2 Grit Points.
Speed Shot - Level 5
You can shoot twice with one attack action.
Quick Fix - Level 5
You can use a bonus action to repair tools instead of an action.
Ability Score Improvement - Level 7
Gain a feat and 2 stat points.
Bullet Time - Level 8
Entered a slowed time, gaining advantage with everything and gaining another action. You can use this once per long rest.
subclass options:
Path of the Quick Shot
You learn how to dish out as much shots as you can in a short amount of time.
Dual Wielding Expertise - Level 3
You gain advantage with attack rolls while dual wielding sidearms and an attack action uses both of your guns.
Quick Shots - Level 3
You can attack 3 times for one attack action.
Speed Cola - Level 3
You can reload using a bonus action instead of an action, this applies to both guns in one bonus action.
High Noon - Level 5
Charge this up for 2 turns. When it has been 2 turns, fire 6 shots from any sidearm, if the amount of ammo inside is not enough, it just shoots what's in the clip/barrel. Every shot is a critical. Costs 6 Grit points.
Golden Gun - Level 6
Raise your gun into the air, draining energy from you, turning it golden. This increases the damage dealt by that firearm by 1d10, this lasts 4 rounds. This costs 3 Grit points.