Gunner (5e Prestige Class)

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Broadbarrel Disclaimer


This content is a supplement of Broadbarrel. It may not fit into your campaign setting. Additionally, it may be unbalanced, but it is because technology is powerful, advanced, and available to most people in Broadbarrel.


Broadbarrel Contents
Player's Guide
Classes
A quick look at the classes in Broadbarrel.
Equipment
Various gear, goods, equipment and magical items available to characters.
Magic
Information on spells and enchantments, as well as the nature, uses and practices of magic.
Races
Descriptions of the races within Broadbarrel and how they interact with one another and the rest of the world.
Technology
A list of all of Broadbarrel’s Technology, not the technology itself, but descriptions of how some of it works.
Factions and Organizations
Detailed information of the different groups of the world and how they all interact with each other and the rest of the world.
World of Broadbarrel
Bestiary
An examination of monsters and beasts in the world of Broadbarrel and how they've adapted to the world.
Cosmology
World's interactions and connections with the broader multiverse and planes.
The World and Locales
The world of Broadbarrel and the nations cultures and peoples within it.
History
The broad history of Broadbarrel (no pun intended), divided into general eras
Society
A quick look at common societal trends and laws found in the world of Broadbarrel.
Religion
Or lack there of; The only real religion is The Cult of The Forgotten Phoenix.
Dungeon Master's Guide
About
A general explanation of Broadbarrel and the general world building mindset, along with various outside resources and examples to use as references in developing a campaign or understanding the world. As well as a to-do list.
Artifacts
Artifacts of great power and importance, as well as magic items.
Maps
General maps for the DM's use.
Variant Rules
Optional rules for DMs to implement while playing a campaign in Broadbarrel.
Adventures & Tables
Ideas for quests, dungeons, campaigns and conflicts. Also tables for random encounters and other things.
Adding to the world of Broadbarrel
A page for submitting ideas, advice and anecdotes from your campaigns for the development of the setting.



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Gunner[edit]

A gunner is a person who uses firearms in order to combat opponents.

Prestige Class: Gunner[edit]

Gunners are native to Broadbarrel, and utilize firearms and crossbows to fill their opponents with holes!

Prerequisites[edit]

You must be in a campaign setting with firearms. Additionally, you must have a Dexterity or Wisdom score of 15 or higher, and you must have firearm knowledge, which can be gained via the following ways:

  • Proficiency in firearms
  • Complete disassembling of a firearm, and thorough studying of the parts(requires Intelligence of 15, and takes 1 hour)
  • Completion of a DC 20 Intelligence (investigation) check made to understand how a firearms works
  • Chosen upon character creation(DM’s discretion)

To qualify for multiclassing into the Gunner class, you must meet these prerequisites: Dexterity or Wisdom score of 15 or higher, and firearm knowledge(see above)

Class Features[edit]

As a Gunner you gain the following class features.

Hit Points

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

Proficiencies

Armor: light armor
Weapons: firearms, hand crossbows, light crossbows, heavy crossbows, daggers
Tools: tinker’s tools
Saving Throws: Dexterity, Wisdom
Skills: Choose 2 from perception, sleight of hand, acrobatics, investigation, survival, performance

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

Level Proficiency
Bonus
Features Gunfire Damage Ammunition
1st +2 Personal Firearm 1d6 2
2nd +2 Quick Draw 1d6 3
3rd +2 Enhanced Powder 1d8 5
4th +2 Ability Score Increase 1d8 6
5th +3 Firearm Expertise 1d10 8
6th +3 Enhanced Barrel 1d10 9
7th +3 Quick Shot 1d12 11
8th +3 Ability Score Increase 1d12 12
9th +4 Enhanced Bullets 1d20 14
10th +4 Point Blank 1d20 15

Personal Firearm[edit]

At level 1, craft a custom made firearm, tailored to your exact desires, looking how you want it, and working how you want it. Once per turn, you can take an action to fire your gun, pick a target within 200 ft., the target takes an amount of damage equal to one roll of your Gunfire Damage die, a shown in the Gunfire Damage column of the Gunner table, and one ammunition, as shown in the Ammunition column of the Gunner table, is expended. You regain 1 expended ammunition at the end of a short rest and two at the end of a long rest. This attack deals piercing damage as a default, but a successful DC 20 tinker’s tools check can change it to any damage type of the Gunner’s choice.

Quick Draw[edit]

At 2nd level, you become skilled in drawing your firearm. You can now add your proficiency bonus to initiative rolls when the weapon your will unholster/unsheathe is a firearm, this includes your personal firearm.

At level 5, you can make a Dexterity (sleight of hand) check with a DC equal to your firearm’s weight(use a 10 for your personal firearm, as you have fitted it to your desires perfectly) before initiative rolls are made. On a success, instead of adding your proficiency bonus, you simply have the initiative roll made with advantage.

At 8th level, you automatically succeed that save.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th 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.

Enhanced Powder[edit]

At level 3, any damage you deal from firearms, including your personal firearm, is considered magical for the sake of overcoming resistances.

Firearm Expertise[edit]

At 5th level, your proficiency bonus is doubled for any ability check or attack roll you make with a firearm, including your personal firearm.

Enhanced Barrel[edit]

At level 6, the range of firearms, including your personal firearm, doubles when wielded by you.

Quick Shot[edit]

At level 7, you learn the best way to pull a trigger and reload. Now, you can can make a Dexterity (sleight of hand) with a DC equal to the weight of your firearm(use a 10 for your personal firearm, as you have fitted it to your desires perfectly) check after you make an attack with a firearm, or use your personal firearm. On a success, you can make another attack with said firearm(or your personal firearm, if that was what you used) as a bonus action.

At level 10, you automatically succeed this check.

Enhanced Bullets[edit]

At level 9, attack and damage rolls made for firearms, including your personal firearm(though it has no attack roll being made), are made with advantage.

Point Blank[edit]

When you reach level 10, you roll double damage dice when making an attack with a firearm at less than half of your normal range, this includes your personal firearm.

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