Gunman (5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Almost no class page is in a finished state when it is first posted. For guidance, see the 5e Class Design Guide.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

[edit]

One Piece Gunman[edit]

Did you decide you didn't want to fight Dracule Mihawk with a shabby sword you bought on clearance? Are you tired of green-haired, one-eyed, angry main cast members? Are you unhappy with your life as a side character? Well, look no further! Pick up a gun, the most undemanding weapon in the world! Pesky Mihawk in your way? Blast him to the past! Zoro trying to attack you? Shoot him to death! Nobody can stop you with a gun! Except for the main cast. That pesky main cast...

Creating a <One Piece Gunman>[edit]


Quick Build You can make a One Piece Gunman quickly by following these suggestions. First, <Dexterity> should be your highest ability score, followed by Intelligence. Second, choose the Criminal or Soldier background. Third, choose <!-elaborate on equipment choices->

Class Features

As a One Piece Gunman you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armor, Medium Armor
Weapons: Ranged weapons, Simple weapons
Tools: None
Saving Throws: Dexterity, Intelligence
Skills: Choose 3 from; Acrobatics, Athletics, Insight, Investigation, Perception, and Stealth.

Equipment

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

  • (a) flintlock and 20 bullets or (b) slingshot and 20 bullets or (c) rifle and 20 bullets
  • (a) flintlock or (b) shortsword
  • (a) dungeoneer's pack or (b) explorer's pack
  • If you are using starting wealth, you have 4d4*10 in funds.

Table: The One Piece Gunman

Level Proficiency
Bonus
Gunman Points Features
1st +2 1 Variant Fire, Gun Style
2nd +2 2+INT Lock on Target, Cunning Action
3rd +2 3+INT Marksman Style, Sneak Attack
4th +2 4+INT Ability Score Improvement,
5th +3 5+INT Extra Attack, Quick Hands
6th +3 6+INT Favored Enemy
7th +3 7+INT Marksman Style Feature
8th +3 8+INT Ability Score Improvement,
9th +4 9+INT Fire At Will, Uncanny Dodge
10th +4 10+INT Quick Hands Improvement, Shatterpoint
11th +4 11+INT Marksman Style Feature, Extra Attack
12th +4 12+INT Ability Score Improvement, Crippling Shot
13th +5 13+INT Rolling Shot
14th +5 14+INT Favored Enemy Improvement
15th +5 15+INT Marksman Style Feature
16th +5 16+INT Ability Score Improvement,
17th +6 17+INT Bleeding Shot
18th +6 18+INT Marksman Style Feature
19th +6 19+INT Ability Score Improvement,
20th +6 20+INT In My Eyes, Extra Attack

<!-Class Feature->[edit]

<!-Class feature game rule information->

<!-Use semi-colons for subheaders->

Marksman Style[edit]

At 3rd level, you chose a Marksman Style. Choose between Bluffer, Sniper, Gunslinger, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 7th, 11th, 15th, and 18th level.

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.

<!-Class Feature->[edit]

<!-Class feature game rule information->


Sniper[edit]

Light a cigar and take a deep breath. You're sat on a mountain cliff, waiting for your target. 100 feet away? No problem. Bring the scope up to your eye, take another breath. Feel your heart beating as your finger squeezes against the cool trigger. One bang. One kill. Welcome to a Crap Guide to DND.

Tactical Killer

At 3rd level, you get the Tactical Killer feature. You can add your Intelligence Modifier onto your attack and damage rolls. You can use this equal to your Intelligence Modifier. All uses are replenished after a long rest. Additionally, you can use a long rest action to "plot" the death of someone. This gives you advantage on your first attack roll against the next target you decide to kill.

My Baby

At 3rd level you decide your gun is just not cutting it. Making additions to your gun over a long rest allows for one of the following bonuses: -Heimdall Grip: Gain a +2 to your attack rolls permanently. -Odin Rifling: Deal 1d4 lightning damage as a bonus action after landing a hit. You can do this as many times as your Dexterity Modifier before needing a short rest to replenish all charges. -Surtr Barrel: Deal 1d4 fire damage as a bonus action after landing a hit. You can do this as many times as your Dexterity Modifier before needing a short rest to replenish all charges. -Loki Muzzle: Deal 1d4 psychic damage as a bonus action after landing a hit. You can do this as many times as your Dexterity Modifier before needing a short rest to replenish all charges.

Snake's Head

At 7th Level, you gain the Snake's Head feature. This allows you to maintain your cool even in the worst of situations. You're no stranger to anxiety before pulling a trigger. While you're holding a ranged weapon, gain resistance to being feared, charmed, and reduce your exhaustion by one point during short rests. You can also move your full movement speed while prone.

Snake Eyes

At 11th level, your eyes can see past the deceit of fake targets. You have an advantage against checks against lies and disguise. Your weapon counts as a concealed weapon until you decide to aim and shoot someone between the eyes.

Lucky Rat

By 15th level, If you miss your first shot, you can fire immediately after with a disadvantage. If it hits, it counts as a critical hit. You may add your Tactical Killer bonus to the hit.

Favorite Son

Papa needs a new gun. At 15th level, you upgrade your gun further. Your upgrade depends on the one you took before. Heimdall --> Hofund: +3 to attack rolls, +1 to damage rolls. Your rifle gains the versatile property, now able to deal 1d8 piercing damage from a blade melded into your gun barrel. You gain the use of Misty Step once per short rest. Odin --> Gungir: You may choose to swap from piercing damage to lightning damage at will. You may cast Lightning Bolt at the 1st level as an action with a range equal to your rifle. You may only use it once, and replenish its use after a short rest. Surtr --> Ragnarok: You may choose to swap from piercing damage to fire damage at will. You may cast Aganazzar's Scorcher at the 1st level as an action with a range equal to your rifle. You may only use it once, and replenish its use after a short rest. Loki --> Tesseract: You may choose to swap from piercing damage to psychic damage at will. You may cast Vicious Mockery as a bonus action.

Headshot

Do you know what an artist and a sniper have in common? Details. Like when a touch of color is out of place. When a shadow does not match with its surroundings. Or when a shape is not where it is supposed to be in. The only difference is the stakes. Mine are higher. You can spot people from 300 feet away, only able to distinguish features within 100 feet. You can use Snipe as a bonus action and shoot with your main action. If the target dies, you move your sights onto a new target (if there is one) and shoot again. Until someone can withstand one shot, you can keep chaining kills.

<!-Class Option 2->[edit]

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

0.00
(0 votes)

{{Copyright Disclaimer|


Back to Main Page5e HomebrewClasses

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the One Piece franchise, and/or include content directly affiliated with and/or owned by Shōnen Jump. D&D Wiki neither claims nor implies any rights to One Piece copyrights, trademarks, or logos, nor any owned by Shōnen Jump. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png
Home of user-generated,
homebrew pages!


Advertisements: