Gunner (5e Prestige Class)
⬊ Important Information about this Broadbarrel Page Below ⬋
Please refrain from making major edits to this page, as it it more or less complete. If you feel that a major contribution is worthy of being made, discuss it on the talk page before editing. If it is a minor edit, go ahead and make it.
|
|
|
|
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 levelafter 1st
- 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:
- Tinker’s Tools
- (a) Dagger or (b) Light crossbow and 20 bolts
- (a) Gunner’s Kit or (b) Grenadier’s Pack
- Padded Armor
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.
Back to Main Page → 5e Homebrew → Classes → Special Classes