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Gunslinger


Hit Points

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

Proficiences

Armor: Light Armor
Weapons: Simple Weapons, Shortswords and Firearms
Tools: Tinker's Tools
Saving Throws: Dex and Wis
Skills: You may choose 4 from: Acrobatics, Athletics, Insight, Investigation, Perception, Persuasion, Sleight of Hand, Survival

Class Features

Grit: Being tested by smoke and gunpowder, Gunslingers are made from tougher stuff. At level 1 you gain a pool of Grit equal to your level. This can be spent in 3 different ways.
— You may clear out a misfire as a bonus action instead of a full action. Cost 1 Grit
— You may fire a firearm at it's maximum range increment with out taking a penalty. Costs 1 Grit
— You may take the Dash action as a bonus action. Costs 1 Grit

Second Wind: You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your gunslinger level. Once you use this feature, you must finish a long rest before you can use it again.

Class Archetype Feature: At level 3 you may choose which Gunslinger Archetype you fit under. You may choose the Desperado or the Sniper. You gain more subclass features at levels 7, 13, and 19.

Ability Score Improvement: When you reach 4th level, and again at 8th, 12th, 16th, and 20th 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. You may also gain a feat using this feature.

Indomitable: Beginning at 6th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 17th level.

Evasion: Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient 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.

Improved Initiative: Starting at level 10, you may add you Wisdom Modifier as well as your Dexterity Modifier to any Initiative check you would make.

Improved Grit: Starting at level 14, your Grit pool increases equal to your Wisdom modifier.

Creative Bloodshed: Starting at level 15, whenever you are wielding a firearm that you were the primary designer for, its misfire goes down by 1 (to a minimum of 1), and it gains +1 to damage and attack rolls.

Alway's Ready: Starting at level 18, you cannot be surprised, and you gain advantage on Initiative checks you make.


Starting Equipment

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

  • Leather Armor
  • (a) a Bolt Rifle or (b) a Revolver
  • (a) dungeoneer's pack or (b) an explorer's pack
  • Tinkerer's Tools

 


Subclass Options

Sniper

Expert Hunter: Starting at level 3, you gain expertise in Perception. Any range increment of firearms you wield is increased by 50ft


Death from Above: Starting at level 7 you gain 2 new ways to use your Grit:
-By spending 3 Grit, you can use an action to add a 2nd damage die to your next attack this turn.
-By spending 1 Grit, you can use you bonus action to study a humanoid enemy, gaining advantage to your next attack against that target.

Death from Afar: Starting at level 13, when you fire at your longer range increment you gain advantage on your damage dice.

Death Shot: Starting at level 19, if you are able to study an enemy without attacking for 3 turns the next shot you make against that target doesn't require an attack roll. The enemy must make a Constitution Save (DC equals 8+your gunslinger level+your Wisdom Modifier) if they fail they instantly die otherwise, they take 8d10 fire damage.


Desperado

  It's Cowboy Time: Starting at level 3, you gain the ability to make an attack as a bonus action with a light firearm in your offhand as long as your have a light firearm in your main hand. You can also reload 2 firearms as an action instead of 1.

The Last Showdown: Starting at level 7 you gain 2 new ways to spend your grit:
- Whenever you take the Dash Action you can use your bonus action and spend 1 Grit to take an attack on a nearby enemy.
- You can spend 2 Grit to do a simple task with a shot (such as push over a object, or blast open a lock, etc...)

Fan the Hammer: Starting at level 13, as your attack action you can fire all the ammunition left in a weapon you are holding. All shots fired this way are at disadvantage. When you hit level 18 they are no longer at disadvantage.

It is High Noon: Starting at level 19, you can attack an additional time, whenever you take the Attack action on your turn. Whenever you take the attack action the next attack that targets only you has disadvantage.


The Gunslinger
LevelProficiencyGritFeatures
1+21Grit
2+22Second Wind
3+23Class Archetype Feature
4+24Ability Score Improvement
5+35-
6+36Indomitable (1 Use)
7+37Class Archetype Feature
8+38Ability Score Improvement
9+49Evasion
10+410Improved Initiative
11+411-
12+412Ability Score Improvement
13+513Class Archetype Feature
14+514Improved Grit
15+515Creative Bloodshed
16+516Ability Score Improvement
17+617Indomitable (2 Uses)
18+618Always Ready
19+619Class Archetype Feature
20+620Ability Score Improvement

Created by

Epinael.

Statblock Type

Class Features

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