Gunslinger - I.4pcdn

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GunslingerWaking up to a goblin ambush, a human reaches forthe pistol she always keeps at her side. She leaps to herfeet and begins to fire, blasting the nearest goblin awaybefore he can strike.A gnome sighs to himself in satisfaction as he puts thefinal screw into his masterpiece: a massive rifle, almosttwice as tall as he is. He loads it and tests it out on anearby tree. The ensuing blast knocks the gnome off ofhis feet. He stumbles upright, grinning as he sees thetree topple over from the hit.Gunslingers are masters of the firearm, using them todevastating effect on the battlefield. A gunslinger uses asteady trigger finger and technical skill to provide coverfire for her companions and cripples opponents withdeadly special shots.Creating a GunslingerGunslingers thrive on the outskirts of civilization, bothfamous and infamous in the more free-spirited areasof the world. Talk with your DM about an appropriateorigin for your Gunslinger. Do you live in a city, whereyour weapons are possibly outlawed? Or, perhaps, youcome from the frontier, where your kind are commonand the laws, less so.How did you acquire your first gun? Did your fervor forinvention lead you to create something more powerfulthan you know? Did a demon trade this knowledge forthe promise of a favor? Maybe you killed a vengeful foeand took your gun off his dead body.Quick BuildYou can make a gunslinger quickly by following thesesuggestions. First, put your highest ability scorein Dexterity, followed by Intelligence or Wisdom,depending on the Trail you intend to take at 3rd level.Second, choose the outlander background.Classes GunslingerPDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot1

The imumBonus FeaturesGrit 2Tinkerer, Natural TalentGrit2 2Gunslinger’s Trail2 2AbilityScoreImprovement,2 2Give ‘em a Scare3Extra Attack 33Trail Feature 3 33Trick Shot 33Ability Score Improvement 44Evasion 44Trail Feature 44Violent Shot 44Ability Score Improvement 55Trick Up Your Sleeve 55Trail Feature 55‘Slinger’s Luck 55Ability Score Improvement 66Trail Feature 66Personal Effects 66Ability Score Improvement6True Grit 6Class FeaturesAs a gunslinger, you gain the following class features.Hit PointsHit Dice: 1d8 per gunslinger levelHit Points at 1st Level: 8 your Constitution modifierHit Points at Higher Levels: 1d8 (or 5) yourConstitution modifier per gunslinger level after 1stProficienciesArmor: Light armorWeapons: Simple weapons, firearmsTools: Tinker’s ToolsSaving Throws: Dexterity, IntelligenceSkills: Choose two from Acrobatics, Insight,Investigation, History, Perception, Sleight of Hand,Stealth, and Survival.EquipmentYou start with the following equipment, in addition tothe equipment granted by your background: (a) a pistol (b) a musket or (c) a scattergun (a) an explorer’s pack or (b) a dungeoneer’s pack Leather armor, a set of tinker’s tools, and 30 pieces ofammunitionTinkererGritYou, like every gunslinger, have something which allowsyou to remain cool and collected, even in the most diresituations. Starting at 2nd level, you gain a numberof Grit points equal to your proficiency bonus. Thenumber of Grit points you have can never exceed yourproficiency bonus.You can spend these points to fuel various Gritfeatures. You start knowing one such feature: aimedshot. You learn more Grit features as you gain levels inthis class.Some of your Grit features require your target tomake a saving throw to resist the feature’s effects. Thesaving throw DC is calculated as follows:Grit save DC 8 your proficiency bonus your DexteritymodifierAimed ShotWhen making an attack with a firearm as part of yourattack action, you may choose to expend a number ofGrit points up to your current maximum to gain a bonuson the attack roll equal to the number of Grit pointsspent. If this attack hits, you add the number of Gritpoints spent to its damage roll as well.Restoring Grit. Any expended Grit points refill at theend of a short or long rest. In addition, you regain 1 Gritpoint, up to your current maximum, whenever you scorea critical hit with a firearm attack, or you use a firearmto reduce a creature to 0 or fewer hit points. If youreduce a creature to 0 or fewer hit points with a criticalhit, you regain only 1 Grit point, not 2.Gunslinger’s TrailAt 3rd level, you choose the trail which reflects yourown personal style and credo. Following one of thesetrails separates a mere gun-toting adventurer from alegendary gunslinger. Choose the Trail of the Desperadoor the Trail of the Gunsmith, both detailed at the end ofthe class description. Your choice grants you a uniquefeature when you choose it at 3rd level. It also grantsyou additional benefits at 6th, 10th, 14th, and 17thlevels.Give ‘em a ScareWhen you reach 4th level, you can use your action tofire a blank charge into the air. Hostile creatures within30 feet of you must make a Wisdom saving throw(DC equal to your Grit save DC). On a failed save, thecreatures are frightened of you until the start of yournext turn. After the effects resolve, any creature whichrolled a saving throw against this feature is immune for24 hours.Beginning at 1st level, you can use Tinker’s Tools tocraft basic firearms, detailed at the end of the classdescription, as well as basic ammunition for thosefirearms.Extra AttackNatural TalentStarting at 5th level, you can attack twice, instead ofonce, whenever you take the Attack action on your turn.Beginning at 1st level, choose one of your skill2proficiencies. Your proficiency bonus is doubled for anyability check you make that uses your chosen proficiency.In addition, you gain a 1 bonus to attack rolls anddamage rolls you make using firearms.Classes Gunslinger

Trick ShotPersonal EffectsStarting at 7th Level, you can target a specific locationon a foe’s body, so long as the foe’s body has the locationyou want to target. When making an attack with afirearm, you may spend a Grit point to add an additionaleffect based on the targeted location.Armshot. On a hit, the target must make aConstitution saving throw or drop a single held item ofyour choice.Headshot. On a hit, the target must make aConstitution saving throw or have disadvantage onattacks made until the start of your next turn.Legshot. On a hit, the target must make a Constitutionsaving throw or fall prone.Bodyshot. On a hit, the target must make aConstitution saving throw or have disadvantage onDexterity ability checks and saving throws, and becomeunable to speak aloud until the start of your next turn.Wingshot. On a hit, the target must make aConstitution saving throw or have its flying speedreduced to 0 until the start of your next turn.Beginning at 18th level, you may choose one of thefollowing items as your Personal Effects. Your chosenitem grants you a unique bonus, specified below. Ifyour Personal Effects are lost or destroyed, they aremysteriously found immediately following your nextlong rest.Acrobatics Harness (Desperado Only). The strainsof rolling, ducking, and dodging can take their toll onthe body. With this harness, you can perform stunts tododge out of harm’s way with little strain on yourself.While wearing your Acrobatics Harness, you may alsoadd your Proficiency modifier to the damage reductioncomponent of Dodge Roll.Comfortable Duster. This old, trail-worn duster hasbeen your constant companion. Full of holes, torn inplaces, and never quite clean, it’s like you in more waysthan one. While wearing your Comfortable Duster, youcan store up to 4 non-weapon usable items, instead of2, with the Trick Up Your Sleeve feature, and you mayuse up to 2 of these items with a single bonus action orreaction.Lucky Hat. This hat has been with you since thebeginning, and no matter how many times you lose it, italways seems to find its way back. While wearing yourLucky Hat, you may use your ‘Slinger’s Luck feature upto 2 times between each long rest.Quality Cigar. No matter where you draw on it, thiscigar always gives you a quiet moment to reflect. As anaction, you make take a draw on your Quality Cigar toregain 1 Grit point. You may take a draw on the QualityCigar up to 2 times between each long rest.Tinker’s Goggles. Tinkering has always kept you upat night, and these goggles have been a tinker’s bestfriend. While wearing your Tinker’s Goggles, you cansee normally in darkness, both magical and nonmagical,up to a distance of 120 feet, and you are immune tothe blind condition. In addition, you have advantage onTinker’s Tools ability to checks to repair a broken gun.The Rambolier (Gunsmith Only). You never leavehome without an ammo stockpile about the size of amunition depot. This high-capacity, smooth leatherbandolier carries it all for you. While wearing TheRambolier, you may craft and store up to 2 extra roundsof Specialty Ammo during each long rest, which areadded to your current maximum.EvasionBeginning at 9th level, you can nimbly dodge out of theway of certain area effects, such as a red dragon’s fierybreath or an ice storm spell. When you are subjectedto an effect that allows you to make a Dexterity savingthrow to take only half damage, you instead take nodamage if you succeed on the saving throw, and onlyhalf damage if you fail.Violent ShotStarting at 11th Level, you’ve learned that you can’talways play safe if you want to win. As part of a rangedattack action using a firearm, you can spend a Gritpoint to perform a Violent Shot. If your attack hits,you roll all damage dice as if the attack were a criticalhit. Regardless of the attack’s result, unless you roll acritical hit on the attack, your firearm becomes broken.Rolling a critical hit on the attack does not furtherincrease the damage dealt.Trick Up Your SleeveWhen you reach 13th level, you’ve found the wisestcourse of action is to remain unpredictable, ready foranything. You may choose up to 2 non-weapon usableitems, weighing up to 2lbs., to hide somewhere onyour body. These items must be small enough to bereasonably hidden, and can be accessed and used as areaction when you are attacked, or as a bonus action. Ifyou currently have less than your maximum number ofnon-weapon usable items hidden on your body, you mayhide one additional item using a bonus action.‘Slinger’s LuckStarting at 15th level, some swear you’ve been kissed byLady Luck herself. Before you roll a saving throw, youcan choose to automatically succeed. Once you use thisfeature, you must take a long rest before using it again.True GritAt 20th level, whenever you would regain 1 Grit Point,you instead regain 2, up to your current maximum.Gunslinger’s TrailTrail of the DesperadoThe desperado fights with skill, reflexes, and a quicktrigger finger. Her movements are crisp and sharp, fasterthan the average person can track. Those following thispath drill their motions until they surpass normal mortallimits.Classes GunslingerPDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot3

Fast ReflexesWhen you choose this trail at 3rd level, your speedincreases by 10 feet while you are unarmored orwearing light armor.In addition, you may use your bonus action toeither repair or reload a weapon in your possession.If you choose to repair a weapon in this manner, youautomatically succeed on the required Tinker’s Toolsability check. You may use this feature a number oftimes equal to your Wisdom modifier. When you finish along rest, you regain all expended uses.Quick DrawBy 6th level, you’ve learned to keep a close eye onyour surroundings, and a close hand on your gun. Youadd your Wisdom modifier to any initiative check.Furthermore, during the first round of combat in whichyou are not surprised, you can spend a Grit point tomake a single attack with a one-handed firearm beforethe top of the initiative order. Afterward, initiativeproceeds as normal.Dodge RollStarting at 10th level, you’ve learned to tumble awayfrom ranged attacks. Whenever you take damage from asource more than 10 feet away which you can see, youmay use your reaction to dodge out of the way of furtherassault, moving a distance up to half your movementspeed, and if you move at least 5 feet, reducingthe damage by an amount equal to your Wisdommodifier. While moving in this manner, enemies havedisadvantage on attacks of opportunity made againstyou.Fan FireStarting at 14th level you can attack three times, insteadof twice, whenever you take the attack action on yourturn.Improved Quick DrawAt 17th level, you add both your Wisdom andProficiency modifiers to any initiative check, and you acteven when surprised. In addition, when you use QuickDraw to attack at the top of the initiative order, you maydo so with any firearm, so long as the firearm is withinreach. Quick Draw no longer consumes Grit.Trail of the GunsmithA gunsmith is an eccentric tinkerer, unafraid of takingrisks or personally modifying their firearms. They learnby improving their existing creations and buildingnew guns. Each new creation is a stepping stone tosomething greater. Those following this Trail usetheir intelligence to forge weapons and ammunitionunparalleled in the rest of the world.Some Gunsmith features require your target to makea saving throw to resist the feature’s effects. The savingthrow DC is different from your Grit save DC, and iscalculated as follows:Gunsmith save DC 8 your proficiency modifier yourIntelligence modifierWalking ArmoryWhen you choose this trail at 3rd level, you craft amechanism which allows you to easily store andequip your personal firearms. You may draw anyfirearm within arm’s reach without using your4Classes Gunslinger

ModificationsLevel Modification EffectLong BarrelThe firearm can make attacks up to its long range without disadvantage.3rd3rd Snubnose Barrel This weapon can only make attacks up to its short range. However, on a hit, the target is knockedback 5 feet.3rd Elemental Barrel Damage dealt with the firearm is considered Acid, Cold, Fire, or Lightning for the purpose ofovercoming resistance and immunity. You choose the damage type when you make this modification.6th Dampening Alloy This firearm is treated as silenced, as detailed in the Firearm Properties section.Light Alloy6thThe firearm becomes light, as detailed in the Player’s Handbook. In addition, if the firearm has thetwo-handed property, it loses this property.6th Nonporous Alloy The firearm and loaded ammunition are no longer affected by being wet or submerged. You can usethe firearm to make attacks normally while submerged, up to the firearm’s short range.10th Auto-Loader If you do not use the firearm to make an attack during your turn, the firearm is reloaded to fullcapacity without requiring any actions.Vampiric10thWhen the firearm’s ammunition count reaches 0, you may choose to make additional attacks withoutWeaponreloading. If you choose to make additional attacks in this manner, Vampiric Weapon activates. WhileVampiric weapon is active, each additional attack deals 5 necrotic damage to you. If you reduce acreature to 0 HP when Vampiric Weapon is active, you regain 10 HP. Vampiric Weapon deactivateswhenever the firearm’s ammunition count is above 0.Mechanical10thThe gun automatically reloads itself when your ammunition count drops to 0. After it reloads itselfReloaderin this manner, the Mechanical Reloader must be reset before it is usable again. Resetting theMechanical Reloader requires an action. You may still manually reload the gun.14th Piercing Ammo Attacks made using this firearm ignore half cover and three-quarters cover. In addition, attacks madeusing this weapon ignore piercing resistance for the purpose of calculating damage.14th Ricochet Ammo Attacks made using this firearm may ricochet. If an attack hits its intended target, you may choosea single additional target within 10’, and make an attack roll with disadvantage against the secondtarget. This second attack roll cannot cause your weapon to misfire.14th Corrosive Ammo Successful attacks made using this firearm inflict an additional 1d6 damage as acid damage.17th17th17thAs an action, you may send forth a wave of fire from the flamethrower in a 30’ cone. Each creaturecaught in the cone must make a Dexterity saving throw. A target takes 6d6 fire damage on a failedsave, or half as much damage on a successful one. The fire ignites flammable objects in the areathat aren’t being worn or carried. You must reload the Flamethrower before using it again. TheFlamethrower reloads separately from the firearm.Tactical Sniper As an action, you may aim down the scope and make a single attack with advantage.ScopeAs an action, you may make an attack roll to deliver an electric shock to a creature within the firearm’sStun Coilsshort range. On a hit, the target takes 6d6 Lightning damage and must succeed a Constitution savingthrow or lose its reaction and fall prone. You must reload the Stun Coils before using them again. TheStun Coils reload separately from the firearm.UnderslungFlamethrowerobject interaction.Apprentice GuncraftingWhen you choose this trail at 3rd level, you can craftnew firearms and modify your current ones. Onehanded guns are based on the pistol, two-handedguns on the musket, and cone guns on the scattergun.Modifying a firearm requires 1 day of constant work permodification. You may remove an existing modificationat the same time as you add a new one.Maintenance. Modifications require constant tuningand maintenance in order to remain in working order.During a long rest, you may maintain a number ofmodified firearms up to your Intelligence modifier. If amodified firearm is not maintained during a long rest,any attack roll made with that firearm has disadvantage.Limited Modification. You may modify a firearm anumber of times up to your Intelligence modifier. Inaddition, every modification falls into a category. lTouchesPersonalTouchesPersonalTouchesmay only place a single modification from each categoryon a given firearm.Modifications for firearms are shown on theModifications chart. At 3rd Level, you gain access to theLong Barrel, Snubnose Barrel, and Elemental Barrelmodifications. You gain additional modifications as yourlevel increases, as detailed in the Modifications Table.Journeyman GuncraftingWhen you reach 6th level, your skills at modifyingand creating weapons have noticeably grown. Yourproficiency bonus is doubled for any ability check whichuses Tinker’s Tools. In addition, you’ve learned how tomodify your guns to pull latent magic from the worldaround them. From now on, any attack made with a gunyou’ve modified is treated as magical for the purpose ofovercoming resistance and immunity.Classes GunslingerPDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot5

ScattergunScattergunCost DamageWeight Properties250 gp 1d12 piercing125 gp 1d10 piercing500 gp 1d6 piercing2 lb. Ammunition (range 15/60), capacity 1, light, misfire 0, reload,special - derringer9 lb. Ammunition (range 150/600), capacity 4, misfire 3, reload, two-handed4 lb. Ammunition (range 60/240), capacity 4, misfire 3, reload8 lb. Ammunition (range 10), capacity 2, light, misfire 3, reload, scatter250 gp 1d8 piercing8 lb. Ammunition (range 10), capacity 2, misfire 3, reload, two-handed, scatter1000 gp 1d6 piercingBlast PacksAt 10th level, your experiments with different types ofammunition led you to an explosive, yet useful, discovery.When a creature moves within 5 feet of you, you canuse your reaction to detonate a shaped explosive chargebetween you and the creature. The creature loses itsreaction, and must make a Dexterity saving throwor be knocked prone by the blast, while you ride theshockwave 15 feet directly away from the creature. Youcannot use this feature while prone.You can create one shaped explosive charge during ashort or long rest. Unfortunately, the chemicals withineach charge are volatile, and only retain their potencyuntil the beginning of your next short or long rest.Specialty AmmoBeginning at the 14th level, you can craft specialammo for your firearms with certain effects. Eachround of special ammo must be crafted during a longrest, and only retains its special effects until your nextlong rest. You can craft and store a number of specialtyrounds equal to your Intelligence modifier (minimum of1 round) during a long rest.Upon loading a gun, you must declare which specialtyrounds (if any) that you are loading into the gun. Once apiece of specialty ammo has been loaded into a gun, youmay expend it as part of any attack you make with thatgun.Freeze Round. A specially crafted round with asubdivided chemical core which shatters on impact.When it shatters, the chemicals mix and create a burstof ice spreading from the point of impact, trappingobjects within 5’. A creature hit by a freeze round mustmake a Constitution saving throw or become chilled,taking 3d8 additional frost damage and becomingrestrained until the end of your next turn, or halfdamage on a successful save. This damage increases byan additional 2d8 at the 17th and 20th levels.Explosive Round. A large bullet packed with anexplosive charge that detonates on impact, dealing firedamage in a 10’ radius sphere. Creatures in this areaof effect must make a Dexterity saving throw or take anadditional 3d8 fire damage, or half that on a successfulsave. This damage increases by an additional 2d8 at the17th and 20th levels.Heavy Round. A bullet crafted from a dense alloy.When you use these rounds to make an attack againsta target with half or three-quarters cover, you make theattack as if the target had no cover. In addition, thisround deals an additional 3d6 damage on a hit. Thisdamage increases by an additional 2d6 at 17th and 20thlevels.6Classes GunslingerFlash Round. A round filled with a magnesium charge.The round doesn’t deal any damage, but instead createsa blinding flash of light emanating in a 30’ cone fromthe barrel of the gun. Any creature within the cone mustmake a Constitution saving throw or become blind untilthe end of your next turn.Tranquilizer Dart. A thin metal syringe modified toinject a non-lethal sedative when piercing an organictarget. This round doesn’t deal any damage, butinstead a creature hit with the dart must succeed ona Constitution saving throw or fall prone and becomestunned until the end of your next turn.Masterwork GuncraftingStarting at the 17th level, your long, hard hours at aworkbench and in the field have paid off, giving you amaster’s grasp of tinkering and guncrafting. Wheneveryou would suffer a misfire, you may choose to ignore it.You must complete a short or long rest before using thisability again.Firearm PropertiesCredit to /u/raynfalldown for firearm attribute wordingand ideas.Ammunition. You can make a ranged attack with afirearm only if you have ammunition to fire with. Eachtime you attack with the firearm, you expend one pieceof ammunition. Drawing the ammunition from a belt,case, or other container is part of the attack (you needa free hand to load a one-handed weapon). You cannotrecover spent ammunition. Once fired, it is gone.Broken. A broken firearm cannot be fired until it isrepaired. To repair a broken firearm, you may use anaction to attempt a Tinker’s Tools ability check with aDC equal to 10 plus the weapon’s base misfire score. Ona success, the weapon is no longer considered broken.Capacity. A firearm’s capacity is the number of shotsit can hold at one time. When a firearm has been fireda number of times equal to its capacity, it must bereloaded before firing again.Misfire. If your natural roll for a gun attack falls at orbelow the misfire score of the gun you are using, yousuffer a misfire. Your attack misses, any ammo you usedin the attack is expended, and your gun becomes broken.You must repair a broken gun before using it.Range. Most firearms have two range increments,short and long. Firing at short range has no negativeeffect. Firing at long range imposes disadvantage onthe attack. Guns cannot be fired outside of their longrange increment. Some guns have only a single rangeincrement. In that case, the gun cannot be fired outoutside of its single range increment.

Reload. Reloading a gun replaces your next attack youwould make with the firearm, refilling the ammunitionin the gun to its capacity. If you prefer, you may insteaduse an action to reload your firearm.Scatter. Firearms with this property shoot pellets ina cone out to their long range increment. All creatureswithin the cone must make a Dexterity saving throw(DC equal to the 8 the shooter’s Dexterity modifier the shooter’s Proficiency modifier), taking full damageon a failed save, or half damage on a successful one.Creatures outside of the firearm’s short range haveadvantage on this saving throw. If the shooter is notproficient with firearms, all creatures attempt the savingthrow roll with advantage.Silenced. When fired, a silenced weapon makes nomore noise than a bowshot.Special - Derringer. A small pistol created for surpriseattacks at close range, the derringer is an assassin’sbest friend. Derringers grant their wielder advantageon Sleight of Hand checks to draw, and can attack fromwithin 5 feet without disadvantage.Gunslinger Class by/u/Ujio21 and /u/xQF13Art Credits in Order of Appearance“The Desert Prairie” by Kate Fox“Cowboy” by Kate Pfeilschiefter“Blunderbuss” by Beaulamb 1992“Connor Weapons” by Okmer“Prairie Sky” by Christopher Balaskas“Christine” by Polyraspad“Samorol Rifle” by Beaulamb 1992“Rpg Challenge Sidekick Companion” by Just MickOther RulesAmmunition and Water. If your ammunition becomeswet, there is a 50% chance it becomes a blank. You rolld100 to determine if a wet piece of ammo is a blankwhen it is fired. On a 1-50, it’s a blank and doesn’t fire.You cannot load or fire a firearm underwater withoutmagical aid, unless otherwise stated.Firearms and Water. If your firearm becomes wet,you must use your Tinker’s Tools to disassemblethe gun and clean it before it is operational again.Disassembling your gun does not require an abilitycheck, but it does require a set of Tinker’s Tools.Noise. When fired, a firearm makes a loud sound,much like two stones crashing together at high speed.This sound is easily heard by any creature within ¼ mileof the gunshot.Classes GunslingerPDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot7

As a gunslinger, you gain the following class features. Hit Points Hit Dice: 1d8 per gunslinger level Hit Points at 1st Level: 8 your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) your Constitution modifier per gunslinger level after 1st Proficiencies Armor: Light armor Weapons: Simple weapons, firearms Tools: Tinker's Tools