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Gunner


Hit Points

Hit Dice: d8 per Gunner level
Hit Points at first Level: 8 + your constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your constitution modifier per Gunner level after first

Proficiences

Armor: Light armor
Weapons: Simple weapons, Simple firearms & Complex firearms
Tools: None
Saving Throws: Dexterity & Wisdom
Skills: Choose two from Sleight of hand, Investigation, Insight, Medicine, Perception, Intimidation, & Performance.

Class Features

Gun-Upgrades At 1st level as a Gunner you have quite the extensive knowledge on firearms, knowing not only how to use them properly but how to bring out their fullest potential and even beyond it as you have the skills required to customize and enhance your personal firearms abilities. At first level you can choose an upgrade to learn from the list of Gun-Upgrades (listed below) and during a long rest you can apply these upgrades to any firearm in your position that matches the type of upgrade you learned, once a firearm has been given an upgrade it can be un-upgraded, and no upgrade can be stacked with itself on any gun; once a gun has been upgraded it is immediately treated as a “complex firearm”. You learn more Gun-Upgrades at 4th, 7th, 10th, 13th, 16th, and 19th level.   Handgun

  • {LV: 1}
  • 12 shooter: Doubles the amount of ammunition held within a single handgun.
  • {LV: 7}
  • Hand Cannon: Raises the Handguns normal 1d8+Wis damage to 2d8+Wis damage
  • {LV: 4}
  • Long barrel: Increases the range of the Handgun from 100/300 to 200/600
  • {LV: 7}
  • Semi-Auto: Allows you to fire your handgun in one round a number of times equal to your Dex mod.
  • {LV: 1}
  • Silencer: Reduces the sound emitted when firing this weapon.
  • {LV: 1}
  • Point blank: Removes penalties when attacking from melee range.
  • {LV: 4}
  • Quick reload: Ignore the loading property when reloading this weapon, allowing you to reload as a bonus/free action.
  Rifle
  • {LV: 1}
  • Hawkeye: Gain advantage on your attack rolls when firing at creatures more than 100 feet away.
  • {LV: 4}
  • Scope: Increases the range of the Rifle from 300/900 to 500/1200
  • {LV: 7}
  • Hollow-point: Increase the Rifles normal 1d10+Wis Damage to 2d10+Wis damage
  • {LV: 7}
  • Armor Piercing: When shooting at a target within your Rifles base range, Ignore half their AC that is granted by armor or shields.
  • {LV: 1}
  • Full-metal: Ignores disadvantage on the long range for this weapon.
  • {LV: 1}
  • Magazine: Increase ammo capacity from one to four.
  • {LV: 4}
  • Quick reload: Ignore the loading property when reloading this weapon, allowing you to reload as a bonus/free action.
  Shotgun
  • {LV: 1}
  • Boomstick: Grants advantage on your damage roll when you are 5feet away from a creature you are targeting
  • {LV: 7}
  • Double Barrel: Allows you to take the attack action twice in one round
  • {LV: 1}
  • Sawed off: Allows the Shotgun to be wielded in one hand, adds the light property.
  • {LV: 7}
  • Buckshot: Increases the Shotguns normal 1d12+Wis damage to 2d12+Wis damage
  • {LV: 4}
  • 'Spread-shot': Reduces range from 30/90 to 5/15, removes penalties when attacking from melee range, and when attacking a creature at melee range, can also hit creatures adjacent to the target.
  • {LV: 1}
  • Pump-action: Increases the ammo capacity of the shotgun from two to six.
  • {LV: 4}
  • Quick reload: Ignore the loading property when reloading this weapon, allowing you to reload as a bonus/free action.
  Charged Shot At 1st level you've developed a special augment that can work on any gun you hold, able to let you push the guns limits to just before bursting, pushing out as much power from them as possible, with a small cool down of course. Once per long rest you can activate a Charged Shot allowing you to deal maximum damage after a single successful attack roll. This power upgrades at level 10 to be once per short rest.   Subclass At 2nd level, subclass stuff will go here…   ABILITY SCORE IMPROVEMENT 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 score by 1. As normal, you can’t increase an ability score above 20 using this feature.   Rapid Fire At 5th level you’ve become quite adept at quick firing, though it’s a bit tiresome to do so. Once per long rest you may use all the ammunition in your firearms current ‘clip’ in a single attack action, rolling an attack for each individual shot. At 12th level this ability improves, allowing you to do this once per short rest.   Shell Shock At 9th level you not only know how to find your enemy's weak points, but you know how to expose them as well. Once per short rest you can target a single creature within your attack range, the creature must pass a Dexterity saving throw (DC 12 + Dex ) or all attack rolls against the targeted creature have advantage for the next six seconds. This ability upgrades at level 16 giving all attack and damage rolls against the targeted creature advantage.   Double Action At 10th level you’ve made another special augment that can work on any gun you hold, pushing them to their limits once again. Once per long rest you can activate Double Action, while Double Action is active, any skill that can normally only be used once before a short or long rest, can now be used a second time. Once activated Double Action lasts for one minute.   Cover Fire At 14th level your perception for possible danger pushes beyond yourself now and you can take the time to lay in wait for the opening to take opportunistic shots on your enemies. Once per short rest you can activate Cover Fire. While active, whenever a creature you view as friendly is under attack by another creature, you can make an attack roll against the attacking creature, this ability remains active for 18 seconds and your opportunity attacks will always go through first.   Ricochet At 18th level your knowledge of firearm projectiles, angles, and trajectory have allowed you to scan an area and know just how to send your shots flying to hit multiple targets and hit them repeatedly if able, with only a few calculated shots. Once per long rest you can use Ricochet and chose a number of creatures up to your Wisdom modifier and attack them all for 1d4+ ½ Dex shots.   Riot Gun At 20th level you’ve made the greatest upgrade with incredible precision, power, and pierceivity, that can be used on any firearm however using this upgrade puts a lot of strain on your firearm so once activated the firearm used for this ability can not be used for 24 hours. As an action you can aim down a line up to your maximum range and fire and any creature within the line must pass a Dexterity saving throw (DC 10 + ½ Wis + ½ Dex) or take 10d10+x2Wis piercing damage. Any creature hit with this ability must also pass a constitution saving throw (DC 14) or become stunned for 18 seconds.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background: A simple firearm of your choice with one included ammo box of its type and a holster of it’s type, binoculars, and 3d4 * 10 gold


Subclass Options

Subclass Features Subclass one (To be named later)   Elemental rounds When you first choose this subclass at 2nd level you’ve put some time and effort into making something really special, an augment that you can attach to any firearm that allows you to fire your bullets with elemental properties. As an action you can cycle through different elements you want to add to your bullets, all of them adding 1d6 of a certain damage type; you can choose between Fire, Cold, Lightning, Acid, Force, and Nothing. At 11th level you can cycle between the different damage types as a bonus action.   Penetration At 6th level you have created another new custom upgrade for your guns that can be equipped to all of them. When a bullet you fire kills an enemy it hits, instead of stopping in the enemy's body, it keeps going in a line until half its minimum distance, possibly hitting further enemies.   Point Blank At 13th level with your knowledge of knowing exactly how and where to shoot your enemies you can do even more damage when at close range. You no longer take penalties when firing a firearm in melee range, and when firing a firearm in melee range you gain advantage on all damage rolls.   Burst Shot At 17th level you have configured your elemental rounds augment to be able to fire all elements at once, at the cost of forgoing your elemental rounds until it can be repaired. As an action, once per long rest, you can use Burst Shot, targeting a single creature with a ranged attack roll, on a hit the creature takes your base gun damage plus 1d6+Wis Fire + 1d6+Wis Cold + 1d6+Wis Lightning + 1d6+Wis Acid+Wis + 1d6+Wis Force damage. After using this ability you can not utilize your Elemental rounds Augment until your next short rest.   Subclass two (to be named later)   Medic Bullet When you first chose this subclass at 2nd level you have done a bit of research into the medical field for survival and gain knowledge of how to make a special kind of argument you can apply to your bullets. During a long rest you can prepare up to 1d4+Wis mod Medical bullets, using this medical bullets, as an action you can target any creature within your range and heal them for 1d6+Wis Hit Points.   Sniping Shot At 6th level with your research into the medical field and your understanding of common anatomy, when targeting humanoid creatures you can aim for specific parts of their body to attempt to cripple them. A number of times equal to your Dexterity modifier per short rest you can target a creature and take aim at their head, arms, or legs. On a hit you deal your base gun damage and depending on where you hit, certain effects can apply. Head: The creature must pass a Wisdom saving throw or be unable to speak or focus on spells or spellcasting for 1d4 rounds. Arms: The creature must pass a Constitution saving throw or drop any weapon, shield, or other item they are holding and will be unable to hold anything again for 1d4 rounds. Legs: The creature must pass a Dexterity saving throw or fall prone to the ground and have their base walking movement speed halved for 1d4 rounds. (DC for all snipes are 12+Dex Mod)   Quick Action At 13th level you know how to make quick, agile, and precise movements, pulling off maneuvers and pulling your trigger to quick for your enemies to know what hit them. Once per short rest, when performing an ability that would require an action, you can do it as a bonus action instead.   Pop Flair At 17th level you have created another new augment, this one being single use, but can give you quite an edge in a sticky situation. Once per long rest, as an action, you can fire off a Pop Flair anywhere within 30 feet of yourself. All creatures within 80 feet that are looking in the direction of the Pop Flair, other than yourself, must pass a Wisdom saving throw (DC 12+Wis) or become blinded and all creatures that become blinded by this effect, have their AC reduced by # = to your Wis modifier.


LevelProficiency BonusFeaturesTotal Gun Upgrades
1st+2Charged Shot, Gun-Upgrades1 Upgrade
2nd+2Subclass (???), Subclass feature1 Upgrade
3rd+2--Nothing--1 Upgrade
4th+2Ability score improvement2 Upgrades
5th+3Rapid Fire2 Upgrades
6th+3Subclass feature2 Upgrades
7th+3--Nothing--3 Upgrades
8th+3Ability score improvement3 Upgrades
9th+4Shell Shock3 Upgrades
10th+4Double action4 Upgrades
11th+4--Nothing--4 Upgrades
12th+4Ability score improvement4 Upgrades
13th+5Subclass feature5 Upgrades
14th+5Cover Fire5 Upgrades
15th+5Ability score improvement5 Upgrades
16th+5--Nothing--6 Upgrades
17th+6Subclass feature6 Upgrades
18th+6Ricochet6 Upgrades
19th+6Ability score improvement7 Upgrades
20th+6Riot Gun7 Upgrades

Created by

DarksonNico.

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