Western Gunner (5e Class)
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[edit]
<!-Introduction Leader->[edit]
Creating a[edit]
- Quick Build
You can make a <!-Western Gunner-> quickly by following these suggestions. First, <!-Dexterity score-> should be your highest ability score, followed by <!-Charisma score->. Second, choose the <!-Criminal-> background.
Class Features
As a Western Gunner you gain the following class features.
- Hit Points
Set parameter to Hit Dice per level, e.g. 1d10
- Proficiencies
Armor: Light Armor, Shields
Weapons: Firearms, Daggers, Shortswords, Scimitars, Rapiers, Darts, Whips.
Tools: Tinker's Tools
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Acrobatics, Slight of Hand, Stealth, Medicine, Persuasion, Deception, Intimidation, Performance, and Persuasion.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | <!-Class Feature1-> |
2nd | +2 | <!-Class Feature2-> |
3rd | +2 | <!-Class Feature3-> |
4th | +2 | Ability Score Improvement |
5th | +3 | — |
6th | +3 | — |
7th | +3 | — |
8th | +3 | Ability Score Improvement |
9th | +4 | — |
10th | +4 | — |
11th | +4 | — |
12th | +4 | Ability Score Improvement |
13th | +5 | — |
14th | +5 | — |
15th | +5 | — |
16th | +5 | Ability Score Improvement |
17th | +6 | — |
18th | +6 | — |
19th | +6 | Ability Score Improvement |
20th | +6 | — |
<!-Class Feature->[edit]
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.
- Fanfire - Primarily a revolver shooting technique that allows rapid firing of the firearm at the cost of accuracy, firearms with this property can do the following unique action. 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 and you may not add your ability modifier to all damage rolls.
- 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.
- 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 rounds or more 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, Fanfire | — |
Early Rifle | Rifle | 250 gp | 2d6 Piercing | 200/600 | 2 | 9 lbs. | Ammunition, Two-Handed | — |
Double Barrel Shotgun | Shotgun | 250 gp | 3d4 Piercing | 40/150 | 2 | 9 lbs. | Ammunition, Two-Handed | — |
Sawn-Off Double Barrel Shotgun | Shotgun | 200 gp | 3d4 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, Fanfire, Pocket | - |
Double-Action Revolver | Handgun | 550 gp | 1d8 Piercing | 60/120 | 6 | 4 lbs. | Ammunition, Light, Fanfire, Semi-Auto | - |
Bolt Action Rifle | Rifle | 600 gp | 2d6 Piercing | 200/600 | 5 | 9 lbs. | Ammunition, Two-Handed, Rapid Fire | — |
Pump-Action Shotgun | Shotgun | 600 gp | 3d4 Piercing | 40/150 | 5 | 9 lbs. | Ammunition, Two-Handed, Rapid Fire | - |
Semi-Auto Pistol | Rifle | 1000 gp | 1d8 Piercing | 60/120 | 13 | 5 lbs. | Ammunition, Light, Rapid Fire, Semi-Auto | - |
Semi-Auto Rifle | Rifle | 1200 gp | 2d6 Piercing | 200/600 | 10 | 10 lbs. | Ammunition, Two-Handed, Rapid Fire, Semi-Auto | - |
Semi-Auto Shotgun | Shotgun | 1200 gp | 3d4 Piercing | 40/150 | 10 | 11 lbs. | Ammunition, Two-Handed, Rapid Fire, Semi-Auto | — |
<!-Subclass Feature->[edit]
<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->
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.
<!-Class Feature->[edit]
<!-Class feature game rule information->
<!-Class Option 1->[edit]
<!-For subclasses introduce this class option here->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
<!-Class Option 2->[edit]
<!-Introduce this subclass here->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
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:
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