Gunslinger, 5th Variant (5e Class)
Gunslinger[edit]
A lone man scouts his target while making himself unseen with camouflage and distance, ready to take a well place shot to end the target’s life.
Charging towards danger, a dwarf aims his trusty shotgun and blasts his foes with a heaping amount of lead, ready to destroy anyone who is unlucky to be in front of it.
An elven vixen, boasts of her superior skills while she guns down the enemy, moving through and around her enemies with her two pistols.
If there is one thing in common that these three people have, they are Gunslingers. These lot have come to acquire and master the art of firearms, an invention way ahead of its time. Through fire and steel, these men and women would earn their fame and fortune through the barrel of a loaded gun.
Creating a Gunslinger[edit]
How did your character come across firearms? Are they a new experimental technology? Were you the one who’ll come to introduce them to the world? If you weren’t the one who invented them, how did you acquire them? Did you acquire them from a local gunsmith? Did you steal or loot them from somebody else? Are these weapons commonplace in your world? Ask your DM how your character has come to hold their trademark weapon.
- Quick Build
You can make a Gunslinger quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by your chosen Grit Attribute (Intelligence, Wisdom, or Charisma). Lastly, pick a background option that would suit the character, whether it be Inventor, Soldier, etc…
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 and Medium Armor
Weapons: Simple Weapons, Crossbows, and Firearms
Tools: Tinker’s tools
Saving Throws: Dexterity, Intelligence
Skills: Choose three from the following: Acrobatics, Arcana, Athletics, Insight, Intimidation, Medicine, Perception, and Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Early Rifle and Single-Action Revolver with 30 Ammo or (b) Double Barrel Shotgun and Single-Action Revolver with 30 Ammo or (c) Two Single-Action Revolvers with 30 Ammo
- (a) Leather Armor or (b) Scale Mail
- Dagger
- Tinker's Tools and Explorer's Pack
- If you are using starting wealth, you have 5d4 x 10 gp in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Gunnery, Gunsmith, Upgrades (Tier 1) |
2nd | +2 | Grit, Deeds |
3rd | +2 | Gunslinger Archetype |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack, Rapid Reload, Upgrades (Tier II) |
6th | +3 | Gunslinger Archetype, Smokeless Powder |
7th | +3 | Improved Grit, Deadeye |
8th | +3 | Ability Score Improvement |
9th | +4 | Gunslinger Archetype |
10th | +4 | Quick Movement, Upgrades (Tier III) |
11th | +4 | Bullet Time |
12th | +4 | Ability Score Improvement |
13th | +5 | Cheat Death |
14th | +5 | Upgrades (Tier IV) |
15th | +5 | Improved Grit, Deadeye |
16th | +5 | Ability Score Improvement |
17th | +6 | Gunslinger Archetype |
18th | +6 | Upgrades (Tier V) |
19th | +6 | Ability Score Improvement |
20th | +6 | Death’s Shot |
Gunnery[edit]
Starting at 1st Level, you are trained and experienced in the art and use of firearms. You gain an additional +2 to attack rolls made with firearms.
Gunsmith[edit]
Starting at 1st Level, you have the capability of making and repairing your own Firearms as well as their ammunition. You can craft bullets and mix gunpowder for all types of firearms for half the cost and repair damages with your Tinker's Tools. You can also use your Tinker's tools to create new ones from the list below and others (DM’s discretion). Repairing a firearm takes 1 hour and requires material at the cost of 1/4 of the listed price of the firearm, the process counting as light activity for the purposes of resting.
Firearm Properties
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons. An alternative list of Blackpowder Firearms can also be used and are detailed at the end of the page.
- Reloading - The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
- Misfire - On a natural roll of 2 or 3, the gun misfires making the gun useless until it cleared, taking an action to clear it out. On a natural 1 the gun breaks and must be mended out of combat at a quarter of the cost of the firearm.
- Ammunition - All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Crafting ammunition for firearms would usually cost 4GP's worth of materials for 30 rounds of ammunition.
- Pocket - Firearms of this make are quite small in size, making them easy to conceal, but at the cost of range and firepower. You have advantage on any Stealth or Sleight of Hands checks to hide the firearm on your person.
- Rapid Fire - Firearms of this make are capable of firing its entire magazine, but at the cost of accuracy. As an action, you may attack a number of times equal to your proficiency modifier, of which all attack rolls will be made at disadvantage, but you may add your ability modifier to all damage rolls. You may only use this action if you have two or more rounds in the magazine.
- Semi-Auto - Firearms of this make uses the excess energy made from firing the firearm to automatically load a bullet into the chamber with no need of help from the user, allowing the firearm to possess a high rate of fire that nothing before it can achieve. Firearms with this property can do the following unique action. As an attack, you may instead fire a three round burst instead of a single round, granting advantage on the attack. You may only use this attack once per turn and may only do so if you have three or more rounds in the magazine.
Name | Type | Cost | Dmg | Range | Reload | Weight | Properties | Special |
---|---|---|---|---|---|---|---|---|
Single-Action Revolver | Handgun | 185 gp | 1d8 Piercing | 60/120 | 6 | 4 lbs. | Ammunition, Light, Rapid Fire | — |
Early Rifle | Rifle | 250 gp | 1d12 Piercing | 200/600 | 2 | 9 lbs. | Ammunition, Two-Handed | — |
Double Barrel Shotgun | Shotgun | 250 gp | 2d4 Piercing | 40/150 | 2 | 9 lbs. | Ammunition, Two-Handed | — |
Sawn-Off Double Barrel Shotgun | Shotgun | 200 gp | 2d6 Piercing | 10/30 | 2 | 6 lbs. | Ammunition, Light | — |
Derringer | Handgun | 150 gp | 1d8 Piercing | 50/100 | 2 | 2 lbs. | Ammunition, Light, Pocket | - |
Pocket Revolver | Handgun | 220 gp | 1d6 Piercing | 50/100 | 5 | 3 lbs. | Ammunition, Light, Rapid Fire, Pocket | - |
Double-Action Revolver | Handgun | 550 gp | 1d8 Piercing | 60/120 | 6 | 4 lbs. | Ammunition, Light, Rapid Fire, Semi-Auto | - |
Bolt Action Rifle | Rifle | 600 gp | 1d12 Piercing | 200/600 | 5 | 9 lbs. | Ammunition, Two-Handed, Rapid Fire | — |
Pump-Action Shotgun | Shotgun | 600 gp | 2d4 Piercing | 40/150 | 5 | 9 lbs. | Ammunition, Two-Handed, Rapid Fire | - |
Semi-Auto Pistol | Pistol | 1000 gp | 1d8 Piercing | 60/120 | 13 | 5 lbs. | Ammunition, Light, Rapid Fire, Semi-Auto | - |
Semi-Auto Rifle | Rifle | 1200 gp | 1d12 Piercing | 200/600 | 10 | 10 lbs. | Ammunition, Two-Handed, Rapid Fire, Semi-Auto | - |
Semi-Auto Shotgun | Shotgun | 1200 gp | 2d4 Piercing | 40/150 | 10 | 11 lbs. | Ammunition, Two-Handed, Rapid Fire, Semi-Auto | — |
Upgrades[edit]
Starting at 1st Level, you can now craft upgrades to further improve the lethality of your firearms. At Level 1 you will have access to Tier I Upgrades. You'll gain more access as you level up to Levels 5 (Tier II), 10 (Tier III), 14 (Tier IV), and 18 (Tier V). You can use your Tinker's tools to craft these upgrades on to a firearm, of which the DC is 10 + Upgrade Tier. You may remove these upgrades once applied to a firearm, of which it is stored into your inventory.
All upgrades have their own specific Categories and Limitations. Only one upgrade of each category can be applied to a firearm at any time, of which it can only be applied to a certain type of firearm if it has a limitation. You may though replace an upgrade with a new one, with the old one being stored in your inventory. Crafting an upgrade counts as light activity for the purposes of resting. A failure at an attempted modification wastes the time and materials but does not damage the firearm. A critical failure breaks the firearm, requiring it to be repaired.
Name | Category | Cost | Effect | Limitation |
---|---|---|---|---|
Trigger Safety | Safety | 50 gp | Misfires now only happen on natural rolls of 2. | — |
Heavy Receiver | Receiver | 125 gp | Increases Damage rolls by +1. Increases Weight by +2 lbs. | — |
Improved Magazine | Magazine | 125 gp | Increases Reload by +2. | — |
Iron Sights | Sight | 125 gp | Increases Attack rolls by +1. | — |
Long Barrel | Barrel | 100 gp | Increases Range by +50ft. | Pistol and Rifle |
Choke | Barrel | 50 gp | Increases Range by +20ft. | Shotgun |
Bayonet | Barrel | 50 gp | Allows firearms to be used as a Spear. | Rifle and Shotgun. |
Name | Category | Cost | Effect | Limitation |
---|---|---|---|---|
Safety Mechanism | Safety | 350 gp | The gun would not break on a natural roll of 1, but would instead Misfire. | — |
Hardened Receiver | Receiver | 400 gp | Increases Damage rolls by +2. | — |
Expanded Magazine | Magazine | 400 gp | Increases Reload by +3. | — |
Scoped Sights | Sight | 400 gp | Increases Attack rolls by +2. | — |
Magnum Rounds | Ammo | 500 gp | Increases the firearm's damage tier by 1 (1d8 -> 1d10) / (1d12 -> 2d6). | Pistol and Rifle |
8 Gauge Pellets | Ammo | 500 gp | Increases the firearm's damage tier by 1 (1d8 -> 1d10) / (1d12 -> 2d6). | Shotgun |
Name | Category | Cost | Effect | Limitation |
---|---|---|---|---|
Incendiary Ammunition | Ammo | 650 gp | Adds an additional +1d4 Fire damage to damage rolls. | — |
Tactical Grip and Stock | Stock | 650 gp | Reduces Weight by 2 lbs. Increases Attack rolls by +1. | — |
Name | Category | Cost | Effect | Limitation |
---|---|---|---|---|
Powerful Receiver | Receiver | 800 gp | Increases Damage rolls by +3. | — |
Improved Expanded Magazine | Magazine | 800 gp | Increases Reload by +5. | — |
Improved Scoped Sights | Sight | 800 gp | Increases Attack rolls by +3. | — |
Name | Category | Cost | Effect | Limitation |
---|---|---|---|---|
Powerful Magnum Rounds | Ammo | 950 gp | Increases the firearm's damage tier by 2 (1d8 -> 1d12) / (1d12 -> 2d8). | Pistol and Rifle |
4 Gauge Pellets | Ammo | 950 gp | Increases the firearm's damage tier by 2 (1d8 -> 1d12) / (1d12 -> 2d8). | Shotgun |
Grit[edit]
Starting at 2nd Level, you have come to develop a mental toughness well known amongst Gunslingers, allowing you to perform the Deeds that they are known for. Choose one of the three Grit Attributes (Intelligence, Wisdom, Charisma) and the Modifier is equal to the number of Grit Points you can have (minimum of 1).
Gunslingers can regain Grit Points in the following ways:
• Completing a short or long rest: Upon completion or a short or long rest, the Gunslinger regains all spent Grit points.
• Critical Hit with a Firearm: Each time the Gunslinger scores a Critical Hit with a Firearm attack, they regain 1 Grit point.
• Killing Blow with a Firearm: When the Gunslinger reduces a hostile creature of CR 1/8 and higher to 0 or fewer hit points with a Firearm, they regain 1 Grit point.
If an ability that uses Grit requires a saving throw, the save DC is equal to 8 + your proficiency bonus + your Grit modifier.
Deeds[edit]
Starting at 2nd Level, Gunslingers use Grit points to perform Deeds. Deeds are the signature actions that all gunslingers has come to be known for. You can do the following Deeds from the list below.
- Quick Draw
- You can spend 1 Grit point to get a +5 to initiative roll and take your turn as normal if you were surprised.
- Mark Target
- You spend 1 Grit Point and as a bonus action, mark a creature that you can see. You have an additional +2 bonus on all attack rolls against that creature. This lasts for 1 minute or until the creature has 0 hit points, when the creature reaches 0 hit points you may use your bonus action on your next turn to move the mark to another creature until 1 minute is up.
- Gunslinger’s Dodge
- The Gunslinger gains an uncanny knack for avoiding danger. When an attack is made against the Gunslinger, they can spend 1 Grit Point and their reaction to gain a +2 to AC against the attack.
- Targeting
- You can spend a Grit point to target a specific location when performing a ranged attack against an enemy. If the attack misses, the Grit point is still lost. If the Gunslinger has multiple attacks for his Attack action, they can make multiple Targeted shots for 1 Grit Point for each attack.
- Head – The attack roll is made with disadvantage. On a hit, the target takes an additional +10 damage.
- Torso – On a hit, the target takes normal damage and is pushed back 10 ft.
- Arms – On a hit, the target takes normal damage and drops an item being held by the target.
- Legs – On a hit, the target takes normal damage, and must make a Constitution Saving Throw. On a fail, the target is knocked prone for one turn.
- Wings – On a hit, the target takes normal damage, and must make a Constitution Saving Throw. On a fail, the target would be unable to fly for one turn.
- Rapid Fire
- Once on your turn, you can spend 1 Grit Point to make an additional attack as part of your attack action.
- Lighting Reload
- On your turn, you can spend 1 Grit Point to reload your firearms or clear a misfire.
- Double Time
- On your turn, you can spend 1 Grit Point to Dash or Disengage as a bonus action.
Gunslinger Archetype[edit]
Starting at 3rd Level, your character can now pick a specialization or role that he/she will be now and forever known for. The roles that can be picked are: Sniper, Shock Troop, Duelist, Officer, and Medic. Your choice grant features at the 3rd level, and again at 6th, 9th, and 17th 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.
Extra Attack[edit]
Starting at 5th Level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Rapid Reload[edit]
Starting at 5th Level, you are experienced enough that it doesn't take much to reload your firearms. You can now reload your firearms with only a bonus action.
Smokeless Powder[edit]
Starting at 6th Level, a revolutionary change to smokeless powder has made your firearms even deadlier. Your firearms count as magical for the purpose of overcoming resistances and immunity to nonmagical damage.
Improved Grit[edit]
Starting at the 7th Level, your experiences has made you inured to the danger around you, increasing your mental toughness. Your number of Grit points is now equal to twice the Modifier of your Grit Attribute. At the 15th level, your number of Grit points is now equal to thrice the Modifier of your Grit Attribute.
Deadeye[edit]
Starting at 7th Level, you've come to have a keen eye to the weakpoints of your enemies. You now score critical hits with a firearm on a roll of 19-20. Upon reaching 15th level, this range increases to 18-20.
Quick Movement[edit]
Starting at 10th Level, your adventures has made you fit and athletic to an extent. Your movement speed increases by 10 feet.
Bullet Time[edit]
Starting at 11th Level, your senses have been honed to such a degree that you perceive time to be slower than what it is. As a bonus action, you may enter Bullet Time. For the entire round, you have advantage on all Dexterity saving throws and attack rolls made during the round. You may only use this feature twice, regaining use after a long rest.
Cheat Death[edit]
Starting at 13th Level, death can't seems to get its hand on you. Whenever the Gunslinger is reduced to 0 hit points or lower, the Gunslinger can immediately spend all remaining Grit Points to instead be reduced to 1 hit point. You can only use this feature once, regaining use after a long rest.
Death's Shot[edit]
Starting 20th level, death seems fit to work with you instead. When the Gunslinger scores a critical hit against a creature with less than 100 HP, you can spend 2 Grit Points to deal normal damage, and the target must succeed at a Constitution saving throw. On a failed saving throw, the target dies. Performing this deed does not allow the gunslinger to regain grit from confirming a critical hit or making a killing blow.
Gunslinger Archetypes[edit]
As the firearm is a relatively new invention, there hasn’t been enough time for the practice of firearms to be codified in tradition. But as more men and women take up arms using these weapons, distinct styles and specialties are being formed, foreshadowing the roles that they’ll take up in the future.
Sniper[edit]
Patient and unseen, Snipers make their mark on the battlefield by taking out their targets from afar, their presence never felt by the enemy until they see their comrades dead and the crack of the shot being heard a moment after.
- Guerilla Tactics
Starting at 3rd Level, you've come to familiarize yourself to the tactics of guerilla warfare. You can now Hide as a bonus action on your turn and you ignore disadvantage when making a firearm attack from the prone position.
- Death's Mark
Starting at 3rd Level, you've come to have a killer focus to those that you've marked. Your Mark Target turns into Death’s Mark. In addition to the features and effects of Mark Target, it also deals an additional damage of 1D10 when hitting the target. On a hit, the Gunslinger may also spend one Grit Point to deal maximum damage against the marked target. This lasts for 1 minute or until the creature has 0 hit points. When the creature reaches 0 hit points you may use your bonus action on your next turn to move the mark to another creature until 1 minute is up.
- Crack Shot
Starting at 6th Level, your shots always seem to hit the target, no matter the difficulty. Attacking at long range with a ranged weapon doesn’t impose disadvantage, while attacking enemies within sight, but outside of range are at a disadvantage. In addition, as a bonus action, you may give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
- Headhunter
Starting at 9th Level, you've come to prioritize the biggest weakpoint, the head. When using the Targeting feature, attacks on the Head can be made without spending a Grit point.
- Death's Eye
Starting at 17th Level, you seem to have an innate aim and sense of the weakpoints of your enemy, no matter where it is. Rolling a 17-20 would automatically score a critical hit.
Shock Troop[edit]
Charging into the battlefield like a madman, Shock Troops make their mark by charging their foes head on and killing them outright whether it be through lead or the butt of their gun, carving out a path of carnage through blood and steel.
- Up Close and Personal
Starting at 3rd Level, you've come to familiarize yourself with the intricacies and dangers of fighting in a melee. You gain proficiency in Heavy Armor and Shields and your HP increases by +3 and by +1 each time you level up in this class. In addition, attacking enemies within 5 feet doesn’t impose disadvantage on attack rolls made with ranged weapons.
- Priority Target
Starting at 3rd Level, you've learn how to effectively direct your allies to target an enemy. Your Mark Target turns into Priority Target. In addition to the features and effects of Mark Target, any ally within 50ft can now take advantage of Mark Target, giving them an additional +2 on all attack rolls against the marked target. This lasts for 1 minute or until the creature has 0 hit points. When the creature reaches 0 hit points you may use your bonus action on your next turn to move the mark to another creature until 1 minute is up.
- Close Quarter Tactics
Starting at 6th Level, you have gained the necessary experience to be able to get into the melee quickly while utilizing firepower to your advantage. The Gunslinger can now use their firearms as a melee weapon, in which they may use their Dexterity instead of Strength for their Attack and Damage rolls and would have Proficiency in doing so. One-Handed Firearms deal 1D4 Bludgeoning Damage, while Two-Handed Firearms deal 1D8 Bludgeoning.
In addition, you may now also Dash as a Bonus action and the DC Save when using the Targeting feature is now equal to 10 + your proficiency bonus + your Dexterity modifier.
- Break and Shatter
Starting at 9th Level, you've come to prioritize taking down the enemy by crippling them even further. When using the Targeting feature on the Leg or Wing, a failed saving throw can now heavily cripple the target, making it unable to stand up or fly for two turns on a failed save.
- Shock and Awe
Starting at 17th Level, you've come to master the tenets of speed and momentum to give yourself the first strike against your enemies. When combat starts, as long as you aren't surprised, you can draw a firearm, use your movement, and make a single attack before anyone else even has a chance to roll initiative. No creature can take reactions in response to this special action. Once you have taken this action, every remaining creature, including yourself, rolls initiative and proceeds normally.
Duelists[edit]
Dancing around the battlefield with a firearm in each hand, Duelists make their mark by flanking around the enemy and dealing damage before running back, repeating the cycle again and again until their foes lay dead around them.
- Hit and Run Tactics
Starting at 3rd Level, you've come to familiarize yourself to skirmishing and harrier tactics. You may now do Two-Weapon Fighting with firearms with the Light property, of which you may add your ability modifier to the damage of your off-hand firearm and are able to reload both firearms simultaneously without the need of a free hand. You also gain an additional 10 feet of movement speed.
- Eye on Target
Starting at 3rd Level, you've come to make yourself a more appealing target to those you mark to make them vulnerable. Your Mark Target now turns into Eye on Target. In addition to the features and effects of Mark Target, a creature marked by you has disadvantage on any attack roll that doesn't target you. When the target attacks a creature other than you, you may use your reaction to make a single attack against it. This lasts for 1 minute or until the creature has 0 hit points. When the creature reaches 0 hit points you may use your bonus action on your next turn to move the mark to another creature until 1 minute is up.
- Flank and Maneuver
Starting at 6th Level, you've come to be more experienced in skirmish and harrier tactics. When attacking an enemy that has an ally within 5ft of it, your attacks on the enemy are given +1 to Attack and Damage rolls when doing so. You can also Disengage as a bonus action.
- Bravado
Starting at 9th Level, your actions and sheer bravado can anger an enemy to attacking you instead. You can now spend 1 Grit point to taunt a nearby enemy within 60ft to focus their attentions on him/her instead, forcing them to make a Charisma Saving throw. If this feature is used on a target marked with Eye on Target, the saving throw is made at disadvantage. On a fail, the target would be forced to try and attack the Gunslinger at a Disadvantage, the taunt being ignored at a success.
- Quick on the Draw.
Starting at 17th Level, you're so quick that you can easily dodge and shoot within a second. You may now Dodge as a bonus action. In addition, you can attack thrice, instead of once, when taking the Attack action with a firearm with the Light property.
Officers[edit]
With inspiring words or dreadful intimidation, Officers make their mark on the battlefield by leading from the front, calling orders to their allies while inspiring them to fight harder. With pistol in hand, they are also capable of 'fixing' any notion of retreat or betrayal.
- Learning to Lead
Starting at 3rd Level, you've come to familiarize yourself to the nuances and difficulties of leading men in a fight. You gain proficiency in Persuasion and Intimidation if you haven't already. In addition, you may choose either one of the two to double your proficiency bonus on any ability check that uses it.
- Orders
Starting at 3rd Level, you've come to know how to order others to lead them to victory. As a Bonus Action, you may now spend one Grit Point on one willing ally that can see or hear you to Order him/her to do one of the following actions for you on your turn:
- To make a single attack against a target of your choosing. If the ally kills the target, you gain a Grit point.
- To make a single Targeting attack against a target of your choosing for an additional Grit point. If the ally kills the target, you gain a Grit point.
- To Dash or Disengage to a direction of your choosing or to leave the choice to the ally within the ally's movement speed.
In addition, you may also as a Reaction spend one Grit Point to grant one ally that can hear or see you the effects of Gunslinger's Dodge.
The number of allies you can Order within your bonus action on your turn increases by +1 at the 6th, 9th, and 17th levels, of which you must spend additional Grit points for each ally you want to Order.
- No Retreat; No Surrender
Starting at 6th Level, you've come to learn how to remove any notions of cowardice or betrayal from your allies, whether it be through an inspiring heartfelt speech or by pointing your gun at them. As an action, you many now spend 2 Grit points on an ally to end the Charmed or Frightened effect on them, rendering them immune to it for one minute.
- Coordinated Strike
Starting at 9th Level, you've come to have enough experience in the leadership role that you can now effectively plan coordinated strikes on the fly with your allies. As an Action, you may now spend 3 Grit Points for all allies that can see or hear you to join you on a Coordinated Strike, of which you and your allies must make a single melee/ranged attack against a target of your choice. You may only do a Coordinated Strike a number of times equal to your Grit Modifier, of which you regain use after a long rest.
- Permission to Die
Starting at 17th Level, your words bear so much weight that a person can't even die without your express permission.
You can now spend six Grit Points on an ally that can hear or see you and deny his/her right to die. In this state which lasts for one minute, having 0 hit points doesn't knock the ally unconscious, but still must make death saving throws and would still suffer the normal effects of taking damage while at 0 hit points. However, if the ally were to die due to failing death saving throws, he/she won't die until the state ends, and will only die if the ally still have 0 hit points by the time the state ends.
Medic[edit]
With bandage in hand and an assortment of drugs in their packs, Medics make their mark on the battlefield by keeping their allies alive long enough to continue fighting, whether it be through patching up their wounds or giving them drugs to better their combat abilities, it is no secret that they're well beloved by those under their care and those who harm them would find the wrath of their patients.
- Medical Training
Starting at 3rd Level, you've come to be trained to the bloody work of giving people medical aid to those in need. You gain proficiency in Medicine if you haven't already and you double your proficiency bonus on any ability check that uses it.
In addition, you can now spend 5GP in materials and as part of a short rest to make a Healer's Kit. When using your Healer's Kit, you gain the following benefits:
- When you use a healer's kit to stabilize a dying creature, that creature also regains 1d4 + Grit Modifier of hit points to it.
- As an Action, you can spend one use of your healer's kit to tend to a creature and restore 1d6 + 4 of hit points to it, plus additional hit points equal to the Medic's Grit Modifier. The creature can regain hit points from this feature an amount of times equal to the Medic's Grit Modifier, after which it is unable to do so until it finishes a short or long rest.
- Battlefield Curing
Starting at 6th Level, you've come to add additional tools and reagents to your healer's kit, allowing you to cure and aid in the treatment of the ailing and diseased. When using your healer's kit, you gain the following additional benefits:
- As an Action, you can now spend one Grit point and a use of your healer's kit to cure yourself or a creature of the Poisoned condition or grant a creature resistance to Poison damage and the Poisoned condition for 24 hours.
- As an Action, you can now spend one Grit point and a use of your healer's kit to cure yourself or an creature of one disease or grant a creature resistance to catching a disease.
A creature can only benefit from these effects an amount of times equal to the Medic's Grit Modifier, after which it is unable to do so until it finishes a short or long rest.
- Combat Stimulants
Starting at 9th Level, you've come to gain access to potent stimulants and drugs for your use, allowing you to further bolster the capabilities of yourself and your allies. When using your healer's kit, you gain the following benefits:
- As an Action, you can now spend two Grit points and two uses of your healer's kit to grant yourself or a creature the effects of the Haste spell for one minute (no Concentration required).
- As an Action, you can now spend two Grit points and two uses of your healer's kit to raise yourself or a creature's Ability score to 20, the effect lasting for one hour.
A creature can only benefit from these effects an amount of times equal to the Medic's Grit Modifier, after which it is unable to do so until it finishes a long rest.
- Revival
Starting at 17th Level, your experience and expertise in the medical field has come to reach the point that through various dubious methods and copious amounts of combat stimulants, you can revive a creature to life.
As an Action, you can now spend six Grit Points and ten uses of your healer's kit to revive a creature back to life, provided that it has been dead no longer than 10 days. A creature revived this way returns to life with half its maximum hit points. A creature can only be revived this way an amount of times equal to the Medic's Grit Modifier halved (rounded down).
A creature revived this way would still experience any poison or disease still present in the body at the time of the creature's death. This also doesn't remove any magical diseases, curses, or similar effects that aren't removed prior to the revival. Any wounds present at the time of death would be closed, but the revival doesn't restore any body parts. If the creature is lacking body parts or organs integral for its survival, the action automatically fails.
A creature revived this way would gain a +2 bonus to all attack rolls, saving throws, and ability checks for 10 minutes. After 10 minutes, the creature would immediately be knocked unconscious for the next 24 hours.
You can only make use of this feature once, of which you regain use after a long rest.
Blackpowder Firearms[edit]
The following list is an expanded list meant for Blackpowder Firearms. These firearms are primarily single-shot muzzleloaders that are the ancestors of the modern firearms, primarily used from the early Renaissance until the late Industrial period where the advent of breechloaders would make these firearms obsolete. They are clunky and quite unwieldy compared to their modern counterparts, but are still deadly in the right hands.
Name | Type | Cost | Dmg | Range | Reload | Weight | Properties | Special |
---|---|---|---|---|---|---|---|---|
Flintlock Pistol | Handgun | 50 gp | 1d8 Piercing | 30/100 | 1 | 4 lbs. | Ammunition, Light | — |
Flintlock Musket | Rifle | 150 gp | 1d12 Piercing | 100/400 | 1 | 9 lbs. | Ammunition, Two-Handed | — |
Blunderbuss | Shotgun | 150 gp | 2d4 Piercing | 30/50 | 1 | 9 lbs. | Ammunition, Two-Handed | — |
Pepperbox | Handgun | 400 gp | 1d6 Piercing | 30/100 | 4 | 4 lbs. | Ammunition, Light | - |
Rifled Musket | Rifle | 550 gp | 2d6 Piercing | 150/500 | 1 | 9 lbs. | Ammunition, Two-Handed | — |
Volley Gun | Shotgun | 550 gp | 3d4 Piercing | 30/50 | 1 | 11 lbs. | Ammunition, Two-Handed | — |
Blackpowder Revolvers | Handgun | 800 gp | 1d8 Piercing | 30/100 | 6 | 6 lbs. | Ammunition, Light, Rapid Fire | - |
Flintlock Repeaters | Rifle | 950 gp | 1d12 Piercing | 100/400 | 4 | 9 lbs. | Ammunition, Two-Handed, Rapid Fire | — |
Blackpowder Double Barrel Shotgun | Shotgun | 950 gp | 2d4 Piercing | 40/100 | 2 | 9 lbs. | Ammunition, Two-Handed | — |
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Gunfighter class, you must meet these prerequisites: 13 Dex. 13 Int.
Proficiencies. When you multiclass into the Gunfighter class, you gain the following proficiencies: Light Armor, Medium Armor, Crossbows, and Firearms.
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