Gunslinger, Pathfinder Variant (5e Class)

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Design Note: This class is based on the gunslinger class in Pathfinder.

The Gunslinger[edit]

For a renegade few, battle sounds different than it does for the typical fighter. The clash of steel and the sizzle of spell energy are drowned out by the thunderous rhythm of gunfire—the pounding beat of the gunslinger.

Pride and Guns[edit]

Gunslingers are a bold and mysterious lot. While many treat the secrets of black powder with the same care and reverence that a wizard typically reserves for his spellbook, most gunslingers know that firearms are a secret that cannot remain concealed forever. While current firearms are simple, often imprecise, and even dangerous devices, they are a technology on the move, and one that will become even more powerful when it is fully fused with magic.

Role: Gunslingers are thunderous artillery, often found where the fighting is fiercest. Brave, clever, and frequently foolhardy, many gunslingers push to position themselves at close range, barrels blazing, to take down their foes and demoralize their enemies. Other gunslingers are masters of distant death, picking off enemies from afar with their strange and wondrous weapons.

Creating a Gunslinger[edit]


Quick Build

You can make a gunslinger quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

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
Weapons: Simple Weapons, Martial Weapons, Firearms
Tools: Gunsmith's kit, Tinker's tools
Saving Throws: Dexterity, Wisdom
Skills: Choose 3 of the following: Acrobatics (Dexterity), Deception (Charisma), Athletics (Strength), Insight (Wisdom), Medicine (Wisdom), Intimidation (Charisma), History(Intelligence), Perception (Wisdom), Sleight of Hand (Dexterity), and Survival (Wisdom).

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 Deeds, Grit, Gunsmithing, Gun Training
2nd +2 Nimble
3rd +2 Deeds Improvement, Gunslinger Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Gunslinger Archetype Feature
7th +3 Deeds Improvement
8th +3 Ability Score Improvement
9th +4
10th +4 Extra Attack (2)
11th +4 Deeds Improvement, Gunslinger Archetype Feature
12th +4 Ability Score Improvement
13th +5
14th +5 -
15th +5 Deeds Improvement
16th +5 Ability Score Improvement
17th +6 Gunslinger Archetype Feature
18th +6 -
19th +6 Ability Score Improvement, Deeds Improvement
20th +6 True Grit

Deeds[edit]

Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.

Deed Save DC = 8 + your proficiency bonus + Wisdom Modifier

Deadeye

At 1st level, as an action, the gunslinger can fire a single shot beyond her firearm's normal range without having disadvantage on the attack. Performing this deed costs 1 grit point.

Gunslinger's Dodge

At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as a reaction; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing light or no armor.

Fire at Will

At 2nd level, immediately after taking the attack action on your turn, you can spend 1 grit point to make a ranged firearm attack as a bonus action.

Gunslinger Initiative

At 3rd level, as long as the gunslinger has at least 1 grit point, she gains a +2 bonus on initiative checks.

Pistol-Whip

At 3rd level, the gunslinger can make a melee attack with the butt or handle of her firearm as an action. When she does, she is considered to be proficient with the firearm as a melee weapon and uses her bonuses on the attack and damage rolls. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage and two-handed firearms deal 1d8 points of damage. If the attack hits, the gunslinger can make a Strength check to knock the target prone as a reaction. Performing this deed costs 1 grit point.

Targeting

At 7th level, as an action, the gunslinger can make a single firearm attack and choose part of the body to target. She gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the creature she targets. Creatures that are immune to sneak attacks are immune to these effects.

  • Arms: On a hit, the target takes no damage but drops one carried item of the gunslinger's choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
  • Head: On a hit, the target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
  • Legs: On a hit, the target's movement speed is reduced to 0 until the end of your next turn. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.
  • Torso: Targeting the torso threatens a critical on a 19–20.
  • Wings: On a hit, the target is damaged normally, and must make a Strength saving throw or fall 20 ft from its current space.
Lightning Reload

At 11th level, as long as the gunslinger has at least 1 grit point, she reduces the reload time by 1 step (action->bonus action->reaction).

Evasion

At 15th level, when the gunslinger has at least 1 grit point, she gains the benefit of Evasion. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Menacing Shot

At 15th level, as an action, the gunslinger can spend 1 grit point to shoot a firearm into the air. Hostile creatures within a 30-foot-radius must make a successful Wisdom saving throw or be subjected to the fear spell.

Slinger's Luck

At 15th level, the gunslinger can spend grit to reroll a saving throw or a skill check. It costs 2 grit points to reroll a saving throw, and 1 grit point to reroll a skill check. The gunslinger must take the result of the second roll, even if it is lower. This deed's cost cannot be reduced by the true grit class feature.

Cheat Death

At 19th level, whenever the gunslinger is reduced to 0 or fewer hit points, she can spend all of her remaining grit points (minimum 1) to instead be reduced to 1 hit point. This deed's cost cannot be reduced by the true grit class feature.

Grit[edit]

A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it's more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger's ability to perform amazing actions in combat.

You have a number of Grit Points per day equal to half your Gunslinger level(rounded up) + your Wisdom modifier and regain them after a long rest. A gunslinger spends grit to accomplish deeds.

Gunsmithing[edit]

At 1st level, if you have access to a gunsmith's kit, you can create firearms, craft bullets, and mix gunpowder for all types of firearms.

  • Crafting Firearms: You can craft firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm's price (minimum 1 day).
  • Crafting Ammunition: You can craft bullets and metal cartridges for a cost in raw materials equal to half the price. Crafting takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).

Gun Training[edit]

At 1st level, The gunslinger gains a bonus equal to her Dexterity modifier on damage rolls.

Nimble[edit]

At 2nd level, the gunslinger gains a +1 bonus to AC while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this bonus.

Gunslinger Archetype[edit]

At 3rd level, you chose an archetype. Choose between pistolero, detailed at the end of the class description. Your choice grants you features at 3rd, and at 6th, 11th, and 17th levels.

Ability Score Increase[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, thanks to the technology of chamber loaded firearms, you can take an additional shot when you take the attack action on your turn. You gain a 2nd additional attack at 10th level.

True Grit[edit]

At 20th level, a gunslinger picks two deeds that she has access to and that she must spend grit to perform. She can perform these deeds for 1 grit point fewer (minimum 0) than usual. If the number of grit points to perform a deed is reduced to 0, the gunslinger can perform this deed as long as she has at least 1 grit point. If a deed could already be performed as long as she had at least 1 grit point, she can now perform that deed even when she has no grit points.

Pistolero[edit]

While most gunslingers have favorite firearms, there are those rare ones who choose to specialize in one-handed firearms exclusively. These gunslingers are called pistoleros. While they lack the flexibility of being able to pick up any kind of firearm and use it with reasonable proficiency, they are crack-shots with pistols and similar firearms. Their skill and aim with these firearms at close range is second to none.

Quick Draw

At 3rd level, if your firearm is not hidden, you can draw a single one-handed firearm as part of the initiative check.

Snap Shot

At 6th level, as long as you have at least 1 grit point, you threaten squares within 10 feet of you. You can make attacks of opportunity with your one-handed firearm. You no longer provoke attacks of opportunity when making a ranged attack.

Hammer Time

At 11th level, Gunslingers of this subclass learn how to "fan" the hammer of their revolver, firing off multiple shots in rapid succession. As long as the pistolero is using a revolver and has a free hand, they can make an amount of ranged firearm attacks equal to their Dexterity modifier when using the Fire at Will bonus action. This attack ends if you have to reload.

Twin Shot Knockdown

At 17th level, when you hit a single target no more than one size category larger with two or more one-handed firearm attacks during your turn, you can spend 1 grit point to knock the target prone. You can choose to spend the grit point after the attacks are made. Creatures that are immune to trip attacks are unaffected by this deed.

Firearms[edit]

Loading a Firearm: You need at least one hand free to load one-handed and two-handed firearms. In the case of two-handed firearms, you hold the weapon in one hand and load it with the other—you only need to hold it in two hands to aim and shoot the firearm. Loading any firearm provokes attacks of opportunity.

Loading a two-handed firearm to full capacity is an action. Loading a one-handed firearm to full capacity is a bonus action.

Firearms
Name Cost Dmg Range Capacity Weight Type Special
Revolver (One-Handed) 4,000 gp 1d6 60/100 6 4 lbs. Bludgeoning and Piercing
Rifle (Two-Handed) 5,000 gp 1d10 200/600 8 12 lbs. Bludgeoning and Piercing
Table: Firearm Gear
Item Cost Weight
Firearm bullet (1) 1 gp
Firearm bullet (30) 30 gp 1/2 lb.
Bullet, adamantine 60 gp
Firearm bullet, pitted 5 gp
Firearm bullet, silver 25 gp
Gunsmith’s kit 100 gp 2 lb.
Metal cartridge 15 gp

Multiclassing[edit]

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

Proficiencies. When you multiclass into the gunslinger class, you gain the following proficiencies:

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