User:Quincy/Gunslinger
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Gunslinger[edit]
<!-Introduction Leader->[edit]
Creating a[edit]
- Quick Build
You can make a Gunslinger quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. 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: 1d10 per Gunslinger level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Gunslinger level after 1st
- Proficiencies
Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons, firearms
Tools: Tinker's tools
Saving Throws: Dexterity, Charisma
Skills: Choose 2 from Acrobatics,Athletics, History, Insight, Perception, Sleight of Hand, and Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow, 20 bolts or (b) any two simple weapons
- (a) Leather Armor or (b) Hide armor
- (a) a dungeoneer's pack or (b) an explorer's pack
- Revolver, a Rifle, 12 Bullets, and Tinker's tools
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Firearm Fighting Style |
2nd | +2 | — |
3rd | +2 | Combat Expertise |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Special Ammunition |
7th | +3 | Combat Expertise Feature |
8th | +3 | Ability Score Improvement, Evasion |
9th | +4 | Special Ammunition Improvement |
10th | +4 | Hide in Plain Sight |
11th | +4 | Extra Attack (2) |
12th | +4 | Ability Score Improvement |
13th | +5 | Combat Expertise Feature |
14th | +5 | Sharp Senses |
15th | +5 | Combat Expertise Feature |
16th | +5 | Ability Score Improvement |
17th | +6 | Extra Attack (3) |
18th | +6 | Elusive |
19th | +6 | Ability Score Improvement |
20th | +6 | Combat Expertise Feature |
Firearm Fighting Style[edit]
You gain a +2 bonus to attack rolls you make with firearms. Additionally, you may ignore the loading property of firearms with which you are proficient.
At 10th level, the bonus to attack rolls increases to +4.
Fast Movement[edit]
Starting at 2nd level, your speed increases by 10 feet. This bonus increases when you reach certain class levels, as shown in the Two-Fister table.
Take It On the Chin[edit]
Starting at 3rd level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. Ain't no thang.
Gunslinger Archetype[edit]
Starting at 3rd level, you choose an archetype that you strive to emulate, from Commander, CQC and Marksman . Your choice grants features at 3rd level, and again at 7th, 11th, and 15th level.
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]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 17th level in this class.
Hide in Plain Sight[edit]
Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.
Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, which must be at least as tall and wide as you are. You gain a +10 bonus to dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain the benefits of this feature.
Sharp Senses[edit]
Starting at 14th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.
You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.
Elusive[edit]
Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.
<!-Class Option 1->[edit]
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- <!-Class Feature->
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<!-Class Option 2->[edit]
<!-Introduce this subclass here->
- <!-Class Feature->
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Spell List[edit]
You know all of the spells on the basic spell list and additional spells based on your subclass.
- 1st Level
<!-1st level spell list->
- 2nd Level
<!-2nd level spell list->
- 3rd Level
<!-3rd level spell list->
- 4th Level
<!-4th level spell list->
- 5th Level
<!-5th level spell list->
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: