Gunslinger Conclave (5e Subclass)

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Gunslinger Conclave[edit]

Rangers from the gunslinger conclave master the use of firearms to hunt their quarry. They rely on quick reflexes and precise aim, targeting tactically the body of their enemies in order to trigger specific effects, hindering their movement, disarming them or lining up their enemies to slay multiple ones in a single shot.

Firearm Proficiency

At 3rd level, you gain proficiency with firearms, if they exist in your world. This proficiency apply to both the DMG firearms and the Fantasy Firearms variant rule. found on this site.

Conclave Spells

You gain conclave spells at the ranger levels listed:

Ranger Level Spells
3rd hunter's mark
5th misty step
9th haste
13th freedom of movement
17th far step
Gunsmith

At 3rd level, you gain proficiency with the tinker's tools, the smith's tools and the alchemist supplies.

Placed Shot

Starting at 3rd level, you learn a number of tricks that you can use to debilitate your enemies. Once per turn, when you cause damage to a creature with a ranged weapon attack, you can apply one of the trick shots below:

Disarming Shot. The target is forced to drop one item of your choice it is holding.
Piercing Shot. Choose a second target within 15 feet of and directly behind your initial target. If the original attack would hit the second target, it takes the same amount of damage than the first one.
Hampering Shot. The target's movement is reduced by half, and it must succeed on a Constitution saving throw, or have disadvantage on Dexterity saving throws until the end of its next turn.
Head Shot

At 7th level, you have advantage on attack rolls against creatures that haven't taken their turn in combat yet. If you hit an attack against those creatures, your attack is a critical hit.

Advanced Placed Shots

Also at 7th level, you learn one additional placed shot options, as shown below. You learn an additional advanced placed shot at 11th and 15th level.

Once you use the advanced placed shot, you can't use it until you roll initiative again.

Blinding Shot. The target is blinded until the end of your next turn.
Leg Shot. The target is knocked prone.
Bullying Shot. The target is frightened until the end of your next turn.
Quick Draw

At 11th level, you can perform miracles with your gun. On your first turn of combat, if you aren't surprised, you can use your action to attack creatures that have not yet acted. Choose up to six creatures you can see within range, and make a ranged weapon attack against each. On a hit, you deal the normal weapon damage, and apply the effect of a single placed shot to each.

In addition, you can apply placed shots in all attacks made on your attack action (instead of only once per turn). You can't use the same placed shot twice on the same turn.

Double Shot

At 15th level, when you have advantage on an attack roll, you can forgo that advantage to, instead, make two ranged attacks against creatures within 15 feet of one another.

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