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Homebrew

Gunslinger

Gunslingers are technologically advanced and hyper-intelligent crafters. Some have incredible influence over the battlefield, shaping entire wars with their bravado. Some are unparalleled terrors at close range, decimating foes with their unflinching resolve. Others are the model of efficiency, lying in wait and killing their targets before they knew there was any danger. Regardless of the gunslinger's preferred method of attack. All are formidable in their own right. Don't cross one, they aren't to be taken lightly. A gunslinger's weapons are a reflection of them and are their most prized possessions. With their extreme smithing talent, no two are similar, as each one is engraved and crafted to the gunslinger's advantage. As the gunslinger grows more comfortable with their weapons and knowledgable of combat, they become a formidable and deadly force.   Quick Build   You can make a gunslinger quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Bounty Hunter background. Third, choose for starting equipment a dagger, a handaxe, leather armor, an explorer's pack, a revolver, a rifle, 12 Bullets, and Tinker's tools.
hit dice: 1d8 per Gunslinger Level
hit points at 1st level: 8 + your Constitution Modifier
hit points at higher levels: 1d6 (or 5) + your Constitution Modifier per Gunslinger level 1st
armor proficiencies: Light armor, Medium armor
weapon proficiencies: Simple weapons, martial weapons, firearms
tools: Tinker's
saving throws: Dexterity, Intelligence
skills: Choose two from Acrobatics, Athletics, History, Insight, Perception, Sleight of Hand, Stealth, and Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow, and 20 bolts or (b) any two simple weapons

  • (a) leather armor or (b) hide armor

  • (a) a dungeoneer's pack or (b) an explorer's pack

  • Pistol, a Musket, 12 Bullets, and Tinker's tools


spellcasting:
At level 3 you learn one additional spell from the Gunslinger spell list.   At level 7, 12 and 18 you gain an additional spell from the Gunslinger spell list.   Wisdom is your spellcasting modifier.
class features:
Firearm Forte   Starting at 1st level, you can forge modern-style firearms and their ammunition. The DM must determine whether an item is craftable, what materials are required and how long it will take to make. A gunslinger also requires their Tinker's Tools to craft such items. Furthermore, you gain a +2 bonus to all attack rolls you make with ranged weapons.   Swift Reload   Starting at 2nd level, you ignore the loading property of firearms with which you are proficient.   Adept Marksman   At 2nd 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. 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 Wisdom modifier (minimum of 1). 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   The trick shots are as follows:   Bullying Shot   You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. When you make an attack roll using a firearm, you can spend a Grit to force the target to make a Charisma saving throw against your Skill Shot save DC. On a failure, the creature is frightened until the end of your next turn.   Dazing Shot   When you hit a creature with a firearm attack, you can expend one grit point to attempt to dizzy your opponent. The creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attack rolls 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 hit a creature with a firearm attack, 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. 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 hit a creature with a firearm attack, you can expend one grit point to attempt to fire through multiple opponents. The creature suffers normal damage and you make an attack roll with disadvantage against every creature in a 15-foot line directly behind the target.   Violent Shot   When you hit a creature with a firearm attack, you can expend one or more grit points to enhance the volatility of the attack. Roll one additional weapon damage die per grit point spent when determining the damage.   Winging Shot   When you hit a creature with a firearm attack, 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.   Gunslinger Bravado   Starting at 3rd level, you choose an archetype that you strive to emulate, from Commander, CQC, Desperado, Marksman, and Preacher. Your choice grants features at 3rd level, and again at 7th, 13th, 15th, 18th, and 20th level.   Ability Score Increase   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.   Extra Attack   Starting 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 at 11th level in this class.   Special Ammunition   Starting at 6th level, you can craft 2 special ammunition shots costing 50gp in materials, dealing 1d6 of the desired damage type (Fire, Lightning, or Cold). Appropriate materials are required to craft special ammunition, Essence of a Fire Elemental, Air Elemental, or Water Elemental (Or DM's discretion of what is allowed, Poison etc.) You can craft ammunition in increments of 25gp per day instead of 5gp per day, See Players Handbook for "Crafting" pg. 187. At 9th level this is upgraded to 100gp cost, dealing 1d8, and at 17th level this is upgraded to 200gp cost for 3, dealing 1d10.   Evasion   Starting at 8th 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 subject to an effect that allows 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.   Quick Movement   Once you reach 10th level, your base walking speed increases by 10 feet, and you may take the Disengage action as a bonus action.   Tools of the Trade   Starting at 11th level, you may choose to customize a weapon that has been with you for more than a month, this weapon will become an identifying mark of your fame holding as much standing as its wielder. It carries distinct patterns and markings that are unique to your character. The weapon deals an additional damage die. Level 11 1d6, Level 15 1d8, Level 17 1d10, Level 20 1d12.   Low Profile   Starting at 14th level, half cover counts as three-quarters cover for you.   Feral Senses   Starting at 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.
subclass options:

Created by

Gam1ngSk1ttle.

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