Remove these ads. Join the Worldbuilders Guild

https://www.dandwiki.com/wiki/Gunslinger_(5e_Class)#Class_Features

Marksman

hit dice: d8
hit points at 1st level: 8+ constitution modifier
hit points at higher levels: 1d8 (or 5) + Constitution modifier per level after 1st
armor proficiencies: light armor, medium armor
weapon proficiencies: Simple weapons, Martial weapons, Firearms
tools: Tinker's tools
saving throws: Dexterity, Intelligence
skills: Choose two from Acrobatics, Athletics, History, Insight, Perception, Sleight of Hand, Stealth, and Survival
starting equipment:
(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:
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:
Sniper's Mark Starting at 3rd level, as a bonus action, you mark a creature that you can see. You have advantage on all attack rolls with firearms against that creature. This lasts for 1 minute or until you make an attack against another creature or the creature has 0 hit points. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain any expended uses when you finish a long rest.   Marked Quarry Starting at 7th level, you deal an additional 1d6 damage of your weapon's damage type against a creature affected by your Sniper's Mark feature.   Arcane Infused Weaponry Starting at 13th level, attacks with your firearms are considered magical for purposes of overcoming resistance, and immunity.   Interrupting Shot Starting at 15th level, when a creature marked by your Snipers Mark feature makes an attack, you may use your reaction to make a ranged weapon attack with a firearm you are holding against the marked creature. This attack happens before the marked creature hits.   Sharp Eyes Starting at 18th level, when you make an attack roll with a firearm, you now land critical hits on a roll of 19-20.   Master Marksman Starting at 20th level, your Sniper's Mark feature becomes second nature to you. You now regain all uses of your Sniper's Mark feature when you finish a short or long rest.

Created by

River1020.

Statblock Type

Class Features

Link/Embed