Eldritch Gunslinger (OP)
Hit Points
Hit Dice: d10 per Eldritch Gunslinger (OP) level
Hit Points at first Level: 16+ Con modifier
Hit Points at Higher Levels: 1d10 (or 6) + Con modifier
Proficiences
Armor: All armor
Weapons: Simple weapons, martial ranged weapons
Tools: None
Saving Throws: Dexterity, Constitution
Skills: Choose two from Acrobatics, Athletics, Computers, Drive, Insight, Intimidation, Mechanics, Perception, Stealth, Streetwise, and Survival
Overview & Creation
Gunfighters are masters of all firearms, unleashing storms of bullets at their enemies. They use a lethal combination of skill, discipline, and weaponry to bring an opponent down as fast as possible. Weapon technology has never been better and the potent variety of ammunition and firearms available are a virtual playground of opportunity for the gunfighter. Gunfighters
may also have a few other tricks up their sleeves as well, but if Murphy’s Law has taught us anything it’s better to have a gun and not need one than need a gun and not have it.
Most gunfighters have had at least some military training, though a rare few are self-taught. Gunfighters are soldiers, police officers, assassins, syndicate shock troops, or freedom fighters. Finding work is never hard for the gunfighter, as syndicate or government
armies are always looking for another skilled gun.
Every story must have a conflict, and many conflicts in the world of GeneFunk 2090 involve violence. Often, these conflicts are what draw gunfighters into the story. Some gunfighters decide to be crusaders for justice, creating a story of their own, while others are gunfighters just because they’re good at it.
Many gunfighters are genetically designed specifically for combat, bred and trained to be perfect weapons, but they can come from any genome as long as they are skilled enough. You may not be the wealthiest or most educated person, but in a gunfight, no one wants to be your enemy.
Eldritch Gunslinger
Like desperados of yore, the handgun is your specialty. Gunslingers excel at quick draw, rapid attacks in succession, and deadly accuracy. Blended with arcane magic, this makes for sudden lethality.
Class Features
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Marksman
You gain a +2 bonus to attack rolls you make with ranged weapons.
Pistoleer
You gain a +2 bonus to damage rolls with firearms with the “close” property.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Take Cover
When the bullets start flying, you know how to avoid them. When a ranged weapon attack hits you, you can use your reaction to reduce the damage inflicted by an amount equal to 1d10 + twice your gunfighter level. You must decide whether or not to use this ability before the damage is rolled.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 11th level, you can use it twice before a rest, and at 20th level, you can use it three times before a rest.
Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 13th level, you can use it twice before a rest, but only once on the same turn. At 20th level, you can use it three times before a rest.
Ability Score Improvement
W hen you reach 4th level, and again at 6th, 8th, 12th, 14th, 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
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Military Upgrade
At 6th level, you acquire an upgrade from Chapter 5:
Upgrades. You gain an additional upgrade at 9th, 11th, 14th, and 18th level. You gain these upgrades through your connection to either private, municipal or national military forces, so you can get upgrades that are restricted or banned.
• 6th level: You may select an upgrade worth up to シ 30,000
• 9th level: You may select an upgrade worth up to シ 75,000
• 11th level: You may select an upgrade worth up to シ 100,000
• 14th level: You may select an upgrade worth up to シ 200,000
• 17th level: You may select any upgrade
Additionally, at levels 6, 9, 11, 14, and 17, you can replace one of the upgrades that you already have with another that you could acquire at that level (it doesn’t cost an additional upgrade to do this). In other words, you can trade a cheaper upgrade for a more expensive one. This can only be used to replace upgrades you have acquired with this class feature, not those purchased with シ.
As with any upgrade, you must be in an appropriate facility, and it takes 24 hours to install a particular upgrade, which results in one level of exhaustion until you take a long rest.
Military Contact
Starting at 7th level, you gain a contact with ties to law enforcement, the military, or a mercenary company. This could be a cop, FBI agent, marine, merc, or any other gun-toting person. You get an additional contact at level 13.
Evasion
Beginning at 9th level, you can nimbly dodge out of the way of certain area effects, such as a grenade blast or a falling object. 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.
Starting Equipment
- 9mm, 10mm, or 11mm handgun
- Gangster pack or merc pack
Spellcasting
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.
Cantrips. You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots. The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.
The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.
Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Subclass Options
Eldritch Gunslinger
The handgun is your specialty. Gunslingers excel at quick draw, rapid attacks in succession, and deadly accuracy.
Eldritch gunslingers wrap that talent in a careful study of magic. Focusing on two schools of magic, abjuration and evocation, they use magic to improve their defenses and damage multiple foes at once. They learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.
Improved Handgun Critical
Beginning at 3rd level, when you attack with a firearm with the “close” property, attacks with that weapon score a critical hit on a roll of 19 or 20.
Quickdraw
Starting at 3rd level, you’ve developed a canny ability to draw your weapon and attack before your opponent has even had a chance to react. You have advantage on attack rolls against any target that hasn’t taken a turn in the combat yet. Additionally, you gain a +5 bonus to initiative.
Weapon Bond
At 4th level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can sum m on that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
Pistoleer
At 7th level, you gain Fighting Style: Pistoleer. If you already picked this feature at level 2, you may select an additional Fighting Style.
Extra Handgun Attack
At 10th level, as long as you are attacking with a firearm with the “close” property, you can make three attacks with that weapon (or another firearm with the “close” property) whenever you take the Attack action on your turn.
At 18th level, the Attack action grants you four attacks when used in the way described above.
Arcane Charge
At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.
Superior Handgun Critical
Beginning at 15th level, when you attack with a firearm with the “close” property, attacks with that weapon score a critical hit on a roll of 18, 19, or 20.
Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spells per Level |
---|
| | | | | 1st | 2nd | 3rd | 4th |
1st | 2 | Fighting Style, Take Cover | -- | -- | -- | -- | -- | -- |
2nd | 2 | Action Surge (one use) | -- | -- | -- | -- | -- | -- |
3rd | 2 | Improved Handgun Critical, Quickdraw, Spellcasting | 2 | 3 | 2 | -- | -- | -- |
4th | 2 | Ability Score Improvement, Weapon Bond | 2 | 4 | 3 | -- | -- | -- |
5th | 3 | Extra Attack | 2 | 4 | 3 | -- | -- | -- |
6th | 3 | Ability Score Improvement, Military Upgrade | 2 | 4 | 3 | -- | -- | -- |
7th | 3 | Pistoleer, Military Contact | 2 | 5 | 4 | 2 | -- | -- |
8th | 3 | Ability Score Improvement | 2 | 6 | 4 | 2 | -- | -- |
9th | 4 | Military Upgrade, Evasion | 2 | 6 | 4 | 2 | -- | -- |
10th | 4 | Extra Handgun Attack, Eldritch Strike | 3 | 7 | 4 | 3 | -- | -- |
11th | 4 | Military Upgrade, Take Cover (two uses) | 3 | 8 | 4 | 3 | -- | -- |
12th | 4 | Ability Score Improvement | 3 | 8 | 4 | 3 | -- | -- |
13th | 5 | Action Surge (two uses), Military Contact (2nd) | 3 | 9 | 4 | 3 | 2 | -- |
14th | 5 | Ability Score Improvement, Military Upgrade | 3 | 10 | 4 | 3 | 2 | -- |
15th | 5 | Arcane Charge, Superior Handgun Critical | 3 | 10 | 4 | 3 | 2 | -- |
16th | 5 | Ability Score Improvement | 3 | 10 | 4 | 3 | 2 | -- |
17th | 6 | Military Upgrade | 3 | 11 | 4 | 3 | 3 | -- |
18th | 6 | Extra Handgun Attack | 3 | 11 | 4 | 3 | 3 | -- |
19th | 6 | Ability Score Improvement | 3 | 12 | 4 | 3 | 3 | 1 |
20th | 6 | Action Surge (three uses), Take Cover (three uses) | 3 | 13 | 4 | 3 | 3 | 1 |