Gunfighter (5e Class)

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Gunfighter[edit]

Deadly Weapons[edit]

Gunfighters are specialized in the use of firearms. Through years of training, they enhance their reflexes and sharpen the accuracy, fighting enemies from a safe distance and making themselves a hard target to hit at ranged combat. At the same time, the similarity between firearms and other kinds of triggered weapons make them skillful with crossbows, and they still are prepared to close combat with daggers and bayonets. Despite these superficial commonalities, gunfighters usually adopt unique and distinct ways of mastering guns: some engaging in combat with a rain of bullets with small and quick weapons; others not engaging at all, proffering to end the conflict with a single shot from a hidden spot; and some even dabble with magic, enchanting their bullets with arcane power.

A Modern Danger[edit]

Regardless of the technological level of the world, guns is menacing to those who know their power or witness their workings. In civilizations without the technology to craft one, or where they are uncommon, they are indistinguishable from magic, with the thunderous noise of a firing gun signaling the death of the enemy, and threatening those to hear the sound. In places where guns are common, the awareness of their power, even in untrained hands, is often enough to stop a fight before it begins. This imposing tool make gunfighters force to be reckoned with.

For some gunfighters, this power and menacing presence should be used to protect those incapable of protecting themselves. Either by fighting invaders on the frontier or by defending villagers from bandits, the violence and power of guns is a force for good. To others, their prowess with guns is a way to exploit and subjugate others, imposing their will through violence and fear. And, others just use their marksmanship to earn gold and protect themselves in a world full of dangers and adventures.

Creating a Gunfighter[edit]

Now think about who makes up your character, what is their background? How did they end up as a Gunfighter? Was it something they were born into? Are his or her family Gunfighterss and trained you into it. Was it something they discovered later in life. Did you lose a friend or family to one of these horror and sworn vengeance? Were you hunted by one of these horrors and turn the tables on it.

What made them start adventuring? Did they decide to do this for the next thrill? Was is by pure chance you were in the wrong place at the right time? Are you looking for something existential or personal? All these questions are lead to better understanding your character and their motivations.

It can be hard to find good backgrounds for an Gunslinger. Gunslinger Bounty Hunter will be the most widely applicable background. Guild Artisan maybe a guild full of Gunfighters. A noble background could be chosen for how well educated lords and ladies can be. Let your Creativity will be your best guide for your background.

Quick Build

You can make an Gunslinger quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Choose the Bounty Hunter background. Choose Sleight of Hand, Perception, and Performance as your skills. Choose a pick and dungeoneer's pack for your starting equipment in addition to anything granted by your background.

Class Features

As a Gunslinger you gain the following class features.

Hit Points

Hit Dice: 1d8 per Gunslinger level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Gunslinger level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons, heavy crossbow, hand crossbow
Tools: Tinker’s tools
Saving Throws: Intelligence, Dexterity
Skills: Choose four from Athletics, Acrobatics, Insight, Persuasion, Sleight of Hand, Investigation, and Performance, Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Gunslinger

Level Proficiency
Bonus
Features
1st +2 Gunsmith, Sharpshooter
2nd +2 Focus, Quick Step
3rd +2 Dodge Roll, Gunfighter Specialization
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Gunfighter Specialization Feature
7th +3 Field Repair, Field Medicine
8th +3 Ability Score Improvement
9th +4 Aimed Shot
10th +4 Rapid Reload
11th +4 Gunfighter Specialization Feature
12th +4 Ability Score Improvement
13th +5 Critical Blow
14th +5 Careful Shot
15th +5 Fan Fire
16th +5 Ability Score Improvement
17th +6 Gunfighter Specialization Feature
18th +6 Gunfighter’s Luck
19th +6 Ability Score Improvement
20th +6 Bullet Time

Gunsmith[edit]

At 1st level, you can craft bullets and mix gunpowder for all types of firearms. Besides bullets and gunpowder you can repair minor damage or gun misfire. You can use your tinker's tools to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). You can encounter rules for the firearms on the Firearms Properties section, on the end of this article.

Sharpshooter[edit]

At 1st level, your shooting training gives you proficiency in combat using gunsmith weapons, which are crossbows and firearms (if your campaign use them). You gain the following benefits:

Akimbo Shooting

When you make an attack with a gunsmith weapon that has the light property, you can make an additional attack with another gunsmith weapon that has a light weapon using your bonus action, without adding your ability modifier to the damage. At 11th level, you can add your ability modifier to the damage of that attack.

Taking Cover

You can use your bonus action to Hide after making an attack using a gunsmith weapon.

Point Blank

You don't have disadvantage when making an attack with a ranged weapon against a target within 5 feet.

Focus[edit]

Starting at 2nd level, your training with guns allow you to perform impossible feats of aim and ability.

You have a number of focus points points equal to your Dexterity modifier (minimum 1).

You regain 1 focus point after delivering a killing blow with a firearm or after rolling a 20 on the d20 in an attack roll with a firearm. You regain all your focus points after completing a short rest or a long rest.

If a focus ability require a saving throw, the save DC is equal 8 + your proficiency bonus + your Dexterity modifier.

When you first gain your focus, you can use this points in the following manners:

Quickdraw

You can spend 1 focus point to gain advantage on your initiative roll.

Markman's Will

You can spend 1 focus point to make one additional attack on your turn as part of your Attack action.

Quick Step[edit]

At 2nd level, your movement speed increases by 10 feet while you are wearing light or no armor.

Gunfighter Specialization[edit]

When you reach 3rd level, you direct your training towards one specialization. You can chose between:Small Guns Expert and Elemental Slinger

Your specialization grants you features at 3rd level and again at 6th, 11th, and 17th level.

Dodge Roll[edit]

At 3rd level, you’ve learned to tumble away from ranged attacks. Whenever you are on the ground and take damage from a source more than 10 feet away which you can see, you can use your reaction to dodge out of the way of further assault, moving a distance up to half your movement speed, and if you move at least 5 feet, reducing the damage by an amount equal to your Dexterity modifier. While moving in this manner, enemies have disadvantage on attacks of opportunity made against you.

Ability Score Improvement[edit]

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[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Field Medicine[edit]

At 7th level, you have been stabbed, shot, burned, and beat the sense out of him or her, and you have learned how to patch up bodies.

You gain proficiency on Wisdom (Medicine) skill checks, and you can make medicine checks as a bonus action on your turn.

In addition, if you have a healer's kit on hand, as an action, you can spend 1 focus point to restore 1d10 hit points on a creature you touch. .

Field Repair[edit]

At 7th level, you can now repair a firearm with a bonus action on your turn.

Aimed Shot[edit]

Starting at 9th level, you can target a specific location on a foe’s body, so long as the foe’s body has the location you want to target.

When making an attack with a firearm, you may spend a focus point to add an additional effect based on the targeted location.

You must declare whats the target before making the shot.

Armshot.

On a hit, the target must make a Constitution saving throw or drop a single held item of your choice.

Headshot.

On a hit, the target must make a Constitution saving throw or have disadvantage on attacks made until the start of your next turn.

Legshot.

On a hit, the target must make a Constitution saving throw or fall prone.

Bodyshot.

On a hit, the target must make a Constitution saving throw or have disadvantage on Strength and Dexterity ability checks and saving throws until the start of your next turn.

Wingshot.

On a hit, the target must make a Constitution saving throw or fall 60 feet. Creatures of Huge size or larger automatically succeed on saving throws made against this shot.

Rapid Reload[edit]

At 10th level, you can reload a weapon that has the reload property as an object interaction in your turn. In addition, you ignore the loading property of weapons.

Critical Blow[edit]

At 13th level, when you make a ranged attack, you roll a critical hit on a roll of 19 and 20 on the d20.

Careful Shot[edit]

At 14th level, you can spend 2 focus points to gain advantage on your attacks with gunsmith weapons for the rest of your turn.

Fan Fire[edit]

At 15th level, as an action, you can make one attack against each creature within your weapon's range, as long as you have ammunition to do so. Once you use this feature, you can't do it again until you complete a long rest.

Gunfighter’s Luck[edit]

At 18th level, you have an inexplicable luck that seems to kick in at just the right moment. As a reaction, you can spend 2 focus point to gain a +10 bonus to an attack roll, skill check or saving throw.

Bullet Time[edit]

At 20th level, When the Gunfighter enters battle time seems to slow down. When you start a battle being the first in the initiative order, you gain one additional turn.

Archetype[edit]

Small Guns Expert[edit]

Small Guns Expert are those people who preference and practice in using hand guns (Derringer & Pistols). A dead shot with their weapon of choice and deadly to anyone they face.

Quick Aim

At 3rd level, while wielding a weapon that has the light property, you can add a bonus to your initiative rolls equal to your proficiency modifier.

In addition, all attacks made on your first turn of combat are made at advantage.

Gun Fighter Stance

At 6th level, you can spend 1 focus point to give yourself advantage on all Dexterity saving throws and ability checks for 1 minute.

Blind Shot

At 11th level, you don't need to look at your targets, letting your instincts guide your hand. You no longer have disadvantage when fighting unseen creatures, neither they have advantage against you.

Extra Shot

At 17th level, when you take the Attack action with a light gun, you can make an additional attack.

Energy Slinger[edit]

By infusing magic into the bullets of your gun your able to make magical elemental shots.

Elemental Practice

At 3rd level, you have learned the ways of magic and how to use elemental energy with your gunslinger practice. You can chose one of the following damage types and gaining their benefit:

In addition, you can spend 1 focus point to cast chromatic orb. Intelligence is your spellcasting ability for those spells.

Ammo Charge

At 3rd level, you can use a bonus action to infuse up to three projectiles with elemental energy. The infused projectile deals damage from the chosen damage type when it hit a target, remaining infused for 1 minute, or until you shot it.

When attacking with a charged projectile, you can chose to add your Intelligence bonus, instead of your Charisma, to your attack and damage rolls with them.

Elemental Gun

At 6th level, you can use some of your spells in sync with your gunslinger practice. When you cast a spell you learned through this class, you can make an weapon ranged attack instead of a spell ranged attack on attack rolls, as you use your weapon as a conduit for the spell. You can add your Dexterity modifier to the damage rolls of those cantrips.

In addition, you can chose another damage type.

Arcane Shot

When your reach the 11th level, you can use your focus to empower elemental energy onto your weapon. As an action, you can spend 2 focus points and chose one damage type you control: you deal extra damage from that damage type equal to 1d4, for 1 minute.

In addition, you can chose another damage type.

Arcane Blast

At 17th level, you found a way to infuse elemental damage into your gunsmith weapons. Chose one damage type: for 1 hour, one gunsmith weapon that you touch deal 2d8 additional damage, from the chosen damage type.

As a bonus action, you can overcharge a gunsmith weapon with elemental energy, and blast a single shot, dealing 4d8 damage to all creatures within 30 feet of the point of impact. The creatures in the area can make a Dexterity saving throw against your focus save DC to avoid the damage.

In addition, you can chose another damage type.

Once you use this feature you can't use it again until you complete a long rest.

Firearms Properties[edit]

Reloading

A gun can only hold a few bullets before needing to reload. To reload a gun it takes one action to do this should and can be a bonus action.

Misfire

On a roll of a natural 2 or 3 the gun misfires making the gun useless until it cleared. On a natural 1 the gun breaks and needs time, money, and effort to fix.

Clearing a gun

When a misfire happens, it takes one action to clear the gun and one action to get it back into battle ready.

Fixing a Gun

When a natural 1 is rolled the gun breaks beyond what the gunfighter can fix on the battlefield. How much time and money needed to fix it is up to the DM.

Guns[edit]

Derringer

Cost: 90 gp,
Damage: 1d6 piercing
Weight: 2 lb.
Properties: Ammunition, special, light
Range: 15/60
Bullet Capacity: 1
Hand: One Hand


Revolver

Cost: 185 gp
Damage: 1d8 piercing
Weight: 4 lb.
Properties: Ammunition, light
Range: 60/240
Bullet Capacity: 6
Hand: One Hand


Musket

Cost: 250 gp
Damage: 1d12 piercing
Weight: 9 lb
Properties: Ammunition
Range: 150/600
Bullet Capacity: 4
Hand: Two Hands


Sawed-off

Cost: 250 gp
Damage: 1d6 piercing
Weight: 8 lb.
Properties: Ammunition Shotgun
Range: 5/10
Bullet Capacity: 2
Hand: Two Hands


Scattergun

Cost: 500 gp
Damage: 1d8 piercing
Weight: 8 lb.
Properties: Ammunition Shotgun
Range: 10/15
Bullet Capacity: 2
Hand: Two Hands

New Property
Ammunition Shotgun

Guns with this property shoot in a cone equal the weapon range.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Gunfighter class, you must meet these prerequisites: 13 Dexterity.

Proficiencies. When you multiclass into the Gunfighter class, you gain the following proficiencies: light armor, simple weapons, one gunfighter skill of your choice.


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