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Gunslinger


Hit Points

Hit Dice: d8 per Gunslinger level
Hit Points at first Level: 8 + Con
Hit Points at Higher Levels: 1d8 or 5 + Con

Proficiences

Armor: Light Armor and Medium Armor or Shields
Weapons: Longarms, Sidearms, Daggers, Shortswords, Rapiers, Scimitars, Clubs, Crossbows, Whips
Tools: Tinker’s Tools or Smith's Tools
Saving Throws: Dexterity, Charisma
Skills: Choose two from Arcana, Acrobatics, Animal Handling, History, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, or Survival.

Class Features

No Coward's Weapons   Advantage on saving throws against being frightened. If you are frightened, you can spend an action to gaze down at your firearm if you have it drawn, instilling you with a nearly supernatural courage, ending the effect on yourself and gaining temporary hit points equal to d8 + your gunslinger level.       Gun Tactics     Akimbo Shooting   When wielding two light firearms, you can add your ability score modifier to the damage of the second attack. You can reload both light firearms at once using a bonus action.       Basic Gun Stunts   Gunslingers learn unique skills that set them apart from anyone else who can point and shoot a gun. At 2nd level, you can perform various different daring feats with your firearms. You can use the following abilities during your turn. Analytical Shot. You can use a bonus action to train your firearm's sights on a creature's vitals before you fire. When you do, you can use your Intelligence modifier, instead of your Dexterity modifier, when making an attack roll. Run 'N Gun. If you make an attack roll with a firearm, you can use a bonus action to move 10 feet in any direction. Quick Clear. You can use a bonus action to clear your firearm's chamber if it misfires. Speed Loader. You can reload any firearm with the long load property as a bonus action, unless it has the heavy property, or load all shells instead of three for a firearm with the shell loading property as a bonus action. Slinger's Senses. You can make a Wisdom(Perception) check as a bonus action, as long as you have a gun drawn.     Quickdraw   At 2nd level, your hands are fast as lightning in a shootout. You can holster a firearm and draw a different firearm as part of your movement or action before needing to use your Use Object action. Additionally, you can use your firearms to make opportunity attacks at enemies who have moved out of melee range, if you have the ammunition to do so.   Gunslinging Trail   Virtuoso   You get 4 Superiority Dice (d8) reset at short or long rest.   The Art of Lead   3 Tricks:   Concussive Attack. When you make a successful weapon attack, you can spend a superiority die and add the number rolled to the attack's damage. You cause your target to be discombobulated, imposing disadvantage on the next attack they make.   Dodge Roll. When a creature damages you, you can use your reaction to expend a superiority die to deftly roll out of the way as a reaction. The damage you take is reduced by the number rolled on your superiority die, and you can move 10 feet in any direction without provoking opportunity attacks.   Warning Attack. When you miss a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target as the shot whizzes past them. The target must make a Wisdom saving throw. Subtract the result of your superiority die from their roll. On a failed save, it is frightened of you until the end of your next turn.   . .. ... THERE IS TOO MUCH Just look at this: https://drive.google.com/file/d/0BwRBp4t9A8LbM0ZDdkRObHdzX0E/view
 


Starting Equipment

- (a) A personal effect, such as a hat, cape, or trenchoat and leather armor or (b), a personal effect and scale mail (if proficient).  

  • (a) A Primitive Longarm and a Shortsword, Rapier, Whip, or Scimitar, (b) a Primitive Sidearm and a shortsword, rapier, whip, or scimitar, or (c) a Primitive Longarm and a shield (if proficient), along with 20 pieces of ammo that match the firearm chosen.
  • (a) A Primitive Sidearm and 10 rounds, or (b) two daggers, a whip or a shortsword.
  • (a) An dungeoneer’s pack or (b) a scholar’s pack.
  •   If firearms are prominent in your world, you may instead choose the following equipment variations.
  • (a) An Advanced Longarm and a shortsword, rapier or scimitar or (b) an Advanced Sidearm and a shortsword, rapier, whip, or scimitar, or (c) an Advanced Longarm and a shield (if proficient) along with 20 pieces of ammo that match the firearm chosen.
  • (a) An Adavanced Sidearm and 10 rounds, or (b) two daggers, a whip or a shortsword.

  • Created by

    KingJacker.

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