Wild Westerner (5e Class)

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Gunslinger[edit]

In this world of peril and uncertainty, few things bring an individual more pleasure than the smoke plume exploding from the tip of his firearm. Whether you are an upstanding citizen of a small town or a large city, doing what you can to bring the wild west in to a more civilized pedigree, or you're a wild outlaw degenerate doing what he can to abscond with the wild west and keep it wild and free, you must have a piece on the hip that is as reliable as your talents you have weilding it.


Creating a Gunslinger[edit]

As you build your gunslinger, think about two related elements of your character’s background: Where did you get your training with firearms, and what sets you apart from others who pick up a pistol or musket? Every gunslinger trains long and hard in the use of firearms. Do you have an attraction to the flare and grace of a desperado? One that you may have heard stories about from your parents? Did you receive your training from another gunslinger, a mentor looking to pass on their skills? Were you a recruit training at a military academy that stood out and was invited to an elite squad? Did you hone your aim as a hunter, taking down targets from a distance? Why did you first pick up a firearm? Whatever the reason you picked up a firearm, your training that followed is only half of what makes you a gunslinger. Your courage and confidence are what really sets you apart. As you trained as a gunslinger, how did you test yourself? Was there an event where your courage or bravado stood out? Did you stand in the face of danger while others cowered? Are you known for your trick shooting, quickdraw, or ability to hit far away targets?


Quick Build

You can make a Gunslinger quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution or Charisma. Lastly, pick a background option that would suit the character, whether it be Criminal, 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: One-Handed Weapons, Crossbows, and Firearms
Tools: Tinker’s tools
Saving Throws: Dexterity, Charisma
Skills: Choose three from the following: Acrobatics, Performance, Athletics, Insight, Intimidation, Persuasion, Perception, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Musket and Light Pistol with 30 Ammo or (b) Blunderbuss and Light Pistol with 30 Ammo or (c) Two Light Pistols with 30 Ammo or (d) Heavy Pistol and Cutlass
  • (a) Studded Leather or (b) Chain Shirt
  • 2 Daggers
  • Tinker's Tools and Explorer's Pack
  • If you are using starting wealth, you have 5d4 x 10 gp in funds.

Table: The Gunslinger

Level Proficiency
Bonus
Features
1st +2 Gunnery, Gunsmith
2nd +2 Firearms Training, Fleet Footwork
3rd +2 Gunslinger Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack, Danger Sense
6th +3 Gunslinger Archetype, Silver Bullets
7th +3 Evasion, Deadeye
8th +3 Ability Score Improvement
9th +4 Gunslinger Archetype
10th +4 Quick Movement
11th +4 Steadied Aim
12th +4 Ability Score Improvement
13th +5 Luck of the Draw
14th +5 Devil's Tongue
15th +5 Elusive, Deadeye
16th +5 Ability Score Improvement
17th +6 Gunslinger Archetype
18th +6
19th +6 Ability Score Improvement
20th +6 Deadman's Grit

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.

Firearms Training[edit]

Starting at 2nd Level, your extensive training with firearms allows you to ignore the loading quality of firearms. In addition, being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.

Fleet Footwork[edit]

Also at 2nd level, your courage and confidence allow you to act quickly when a fight breaks out. You add your Charisma modifier to your initiative rolls.

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: Desperado Gunslinger, Marksman, or Six Gun. 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.

Danger Sense[edit]

Starting at 5th Level, While wearing light armor, when an attacker that you can see hits you with an attack, you can use your reaction to add your proficiency bonus to your AC for that attack. You can do this once per short or long rest. Beginning at 9th level, you can use your Danger Sense twice between rests, and beginning at 17th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Tinkers' Bullets[edit]

Starting at 6th Level, Your firearms count as magical for the purpose of overcoming resistances and immunity to nonmagical damage.

Evasion[edit]

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. 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.

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 have made you fit and athletic to an extent. Your movement speed increases by 10 feet as long as you're wearing light armor.

Steadied Aim[edit]

Starting at 11th Level, you have achieved true mastery with firearms. When you make an attack roll that isn't at disadvantage with a firearm and miss, you can reroll the attack roll. You take the higher of the two rolls. If the total result is 20 or greater, you score a critical hit. This can be done a number of times equal to your proficiency bonus per long rest.

Luck of the Draw[edit]

Starting at the 13th level, you can give yourself advantage on initiative rolls. Should you take your turn before a target in the initiative order, you will have advantage on that target.

Devil's Tongue[edit]

Starting at 14th level, you can choose two of the following and gain expertise in them if you have proficiency. If you do not have proficiency, then you gain proficiency in the ones you choose: persuasion, intimidation, or deception.

Elusive[edit]

Starting at 15th 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. You also gain benefits of three-quarters cover when you are in half cover.

Feral Senses[edit]

Starting at 18th 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.

Deadman's Grit[edit]

Starting 20th level, When the Gunslinger scores a critical hit against a creature with less than 100 HP, the target must succeed on a DC 20 Constitution saving throw. On a failed saving throw, the target dies.

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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