Gunslinger - Class

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  • 7/23/2019 Gunslinger - Class

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    Revision 0, 2014-Aug-26, Michael Long

    GUNSLINGER

    The gunslinger is an accurate & deadly ranged

    attacker, who will use pistols or a rifle to attack

    from a distance. He quickly draw out his weaponsand make several rapid successive shots at a

    blinding rate of speed. When up close combat

    occurs, he sometimes will rely upon his trusty

    knife hiding in his boot to take out close

    combatants, or even the butt of his gun used as a

    club. His accuracy with his firearms makes him a

    strong foe, and that coupled with magic makes him

    deadly.

    GUNS AND MAGIC

    This world is filled with a select few that havelearned the chemistry behind firearms. Thegunslinger is very rare. They have perfected theability to craft weapons and ammunition. And keepit very secret. Many believe it is magic, but thegunslinger knows the truth: Science!

    CREATING A GUNSLINGER

    Gunslingers are truly unique, and may be the onlyone in the world. Or perhaps you have a world fullof them? Did he serve as an apprentice to an

    Alchemist, a Wizard in a tower, or perhaps hecomes from a long family line that keeps the secrettradition alive. Or maybe you were thrown back intime. Whichever way, your character has GUNS!Being able to kill zombies with a barrage of holybullets, or trying to take out a goblin with a riflefrom 400 yards is awesome! But bullets areexpensive and weapons even more so. And bothtake time to make. You have the ability to make

    your own ammunition, and weapons that can firethem. And you know that those bullets areprecious.

    QUICK BUILDYou can make a gunslinger quickly by followingthese suggestions. First, Dexterity should be yourhighest ability score, followed by Intelligence.Second, choose the folk hero background.

    CLASS FEATURESAs a Gunslinger, you gain the following class

    features.

    HIT POINTSHit Die:1d8 per gunslinger levelHit Points:8 + your Constitution modifierHit Points at Higher Levels:1d8 (5) + your

    Constitution modifier

    PROFICIENCIESArmor:NoneWeapons:Simple weapons, revolver*, rifle*Tools:Smith Tools, Alchemists supplies

    Saving Throws:Dexterity, IntelligenceSkills:Choose two Insight, History, Perception,Investigation

    EQUIPMENTYou start with the following equipment, in addition

    to the equipment granted by your background

    (a) scholars pack, or (b) dungeoneers pack (a) Rifle and revolver or (b) two revolvers, 50

    rounds of ammunition for each

    A light crossbow w/ 20 bolts Any simple melee weapon

    THE GUNSLINGER

    1 +2 ,

    2 +2 ( ),

    3 +2

    +2

    +3 (1)

    +3

    +3

    +3

    +

    10

    + 11 + (2)

    12 +

    13 +

    1 +

    1 +

    1 +

    1 +

    1 +

    1 +

    20 + (3)

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    FIGHTING STYLEYou adopt a chosen fighting style as your specialty.Choose one of the following options, and youcannot take one more than once, even if you get tochoose again.

    CRACK SHOTYou gain a +1 bonus to attack rolls with ranged

    weapons and a +1 to damage.

    LONG DISTANCE SHOOTINGWhen you are firing with a rifle at a creature thatis over 90 feet away, you gain advantage. Beforefiring, you must take your time and prepare yourshot for at least 1 round. You gain a +1 to hit foreach round you prepare before firing.

    DUELINGWhen you have a single ranged weapon in hand,and no other weapons, you gain a +2 bonus todamage rolls with that weapon.

    FAST DRAWYou can ready any weapons, and/or switchweapons as a bonus action. You gain a +2 toInitiative. If you attack before everyone else, then

    you receive advantage on your first attack.

    DOUBLE PISTOL FIGHTINGYou are able to use each hands to hold a pistol,and take advantage of two weapon fighting withthem. As a bonus action, you can fire your offhand pistol at disadvantage, and add your ability

    modifier to the damage.

    DISTRACTIONYour weapons cause hostile creatures to be onedge, when a creature you can see attacks a targetother than you, you can use your reaction toimpose disadvantage on their attack roll.

    CLOSE QUARTERSYou have trained yourself for close combat. When

    you are five feet from an enemy, you do not gaindisadvantage.

    UNARMORED DEFENSEWhen you are not wearing any armor, your ArmorClass equals 10 + your Dexterity modifier + yourIntelligence modifier.

    CRAFTINGAmmunition and firearms have to be crafted. Thegunslinger has to spend time to craft them, andthe time spent on the firearm is dependent on thegunslingers level, and the materials he has

    available. Crafting takes material costs, a craftingplace, and time for each crafted item i.e. a revolver,rifle, 50 rounds of a single type of ammunition.Each one of those items take a crafting focus tocomplete.When crafting, you have to make 3 successfulIntelligence/Smith Tool proficiency checks againsta DC 15. The total amount of rolls x 5 daysdetermines the time spent crafting for a maximum

    of 30 days. This time is reduced by level days asyou level up.

    ACTION SURGEStarting at 2ndlevel, you can push yourself beyond

    your normal limits for a moment. On your turn,you can take one additional action on top of yourregular action. Once you use this feature, youmust finish a short or long rest before you can useit again.

    DANGER SENSEStarting at 2ndlevel, you also gain the uncannysense of when things nearby arent as they shouldbe, giving you an edge when you dodge away fromdanger.You have advantage on savings throws that requireDexterity against effects that you can see, such astraps and spells.

    GUNSLINGER TYPEAt 3rdlevel, you choose an archetype that youstrive to emulate in your gun fighting style. Thearchetype that you choose grants you features at3rdlevel and again at 7th, 10th, 15thand 18thlevel.

    ABILITY SCORE IMPROVEMENTWhen you reach 4thlevel, and again at 8th, 12th,14th, 16th, and 19thlevel, you can increase onability score of your choice by 2, or your canincrease two ability scores of your choice by 1. Asnormal, you cant increase an ability score about20 using this feature.

    QUICK SHOTStarting at 5thlevel, you are able to make anAttack action twice, instead of once. Also at 11th

    you increase this to three, and at 20thlevel you areable to make an Attack action four times for youraction.

    LOADED SHOTStarting at 9thlevel, the ammunition you make isable to take on additional properties. Eachproperty adds a cost of 100gp to 50 rounds ofammunition.

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    The following infused properties can be added byyou to ammunition when crafting, if you meet thelevel requirements & make a single successfulIntelligence/Alchemists supply DC 15 check.

    There can be multiple properties added to each boxof ammunition. Each property would require itsown DC 15 check to be added.

    9th

    Cold +1d4 cold damage15th Fire +1d6 fire damage19th Acid +1d8 acid damage

    IMPROVED CRAFTINGStarting at 13thlevel, when you are crafting items,

    you can focus on crafting two types of itemssimultaneously and the DC check for crafting isreduced to 10. The costs for making an item isreduced to half of the required costs.

    EVASIONStarting at 17thlevel, you can nimbly dodge out ofthe way of certain area effects. When you aresubjected to an effect that allows you to make aDexterity saving throw to take only half damage,

    you instead take no damage if you succeed on thesaving throw. If you fail you only take half damage.

    GUNSLINGER TYPESThe ideal of the Gunslinger has two different types,the Good and the Bad, Desperado and LoneRanger.

    DESPERADOThe Desperado takes a different approach to hisenemies. He wears a black hat and doesnt mindusing his deadly skills to someones back. He willmove into better position, as they miss theiropportunity to attack him.

    IMPROVED CRITICALBeginning when you choose this type of gunfighterat 3rdlevel, an attack roll of 19 or 20 will score acritical hit.

    SNEAK ATTACKAt 7thlevel, you are able to add sneak attack bonuswith your damage using your firearms when youhave advantage or hit with a critical. This bonusstarts at 2d6 at 7thlevel, 3d6 at 11th, 4d6 at 15th,and 5d6 at 19thlevel.

    UNCANNY DODGEStarting at 10thlevel, when an attacker that cansee you hits you with an attack, you can use yourreaction to halve the attacks damage against you.

    VANISHStarting at 14thlevel, you can use the Hide actionas a bonus action on your turn. You gain expertproficiency in stealth.

    UNEARTHLY DODGEWhen you reach 18thlevel, you reflexes are soacute, that no attack roll against you can haveadvantage. If you are hit, you may take a reaction

    to make an Attack against the attack that hit you.

    LONE RANGERThe Lone Ranger focuses on taking down theenemy. Taking them head on and eliminatingthem, quickly.

    BORN KILLERStarting at 3rdLevel, if you take a creature below of its maximum hit points on your turn, then thatcreature will take an additional 1d8 of damageonce.

    SHUFFLE THE DECKAt 7thlevel, opportunity attacks against you aremade with disadvantage.

    ADDITIONAL FIGHTING STYLEAt 10th, add another fighting style.

    GATLING GUNStarting at 14th level, you can only take one actionthis turn, but you are able to hit every creaturewithin sight up to your limit on the ammunition

    loaded in your single weapon.

    STUN ATTACKStarting at level 15thwhen you hit with one of yourattacks you can attempt a stunning strike. Thetarget must succeed on a Constitution savingthrow ((DC 8 + your Dexterity modifier + yourproficiency bonus) or be stunned until the end of

    your next turn. This effect only affects one creatureonce, and does not stack.

    DEATH DEALER

    Your thirst for death is nearly unstoppable. Youhave a knack for killing, and always on the lookoutfor a fight. Starting at 18thlevel when you attackand hit a creature, it must make a Constitutionsaving throw (DC 8 + your Dexterity modifier +

    your Intelligence modifier + your proficiencybonus). On a failed save, double the damage of

    your attack against the creature. You can chooseto double damage after rolling for the damage.

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    + 10 3 , ( 10/1200), ( 2

    )

    + 0 1 3 ( 0/320), ( )

    Ammunition is not universal, and each type of weapon requires its own type to be craft. A 50 round box ofammunition requires crafting, and costs 10 gp in material costs.

    You weapons make a thunderous boom that can be heard from 600 feet away. Creatures that are 300 feetaway, can detect the general direction of the gunfire.