Fusilier (5A)

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Just a dark siluette against the sulfurous smoke, the gunslinger aims, keeping a group of enemies down with mere presence. One enemy takes the initiative, moving out of cover to charge and is promptly shot down. "Who will be the next to die?" taunts the gunslinger, cowing the entire group with the single, slow firearm.

Gunslingers are expert marksmen with firearms. Rather than wasting gunpowder on a succession of rapid shots, a gunslinger squeezes every ounce of power of a each shot.

Class Features

As a gunslinger, you gain the following class features.

Hit Points

Hit Dice: 1d10 per gunslinger level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per gunslinger level after 1st

Proficiencies

Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons, firearms
Tools: None
Saving Throws: Dexterity, Intelligence
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Sleight of Hand, and Survival

Equipment

(a) chain mail or (b) studded leather leather
(a) a simple or martial melee weapon
(a) an arquebus, musket, pistol, cavalry pistol, or blunderbuss
(a) a pistol
(a) a dungeoneer's pack or (b) an explorer's pack

Multiclassing

You must have a Dexterity of 13 to multiclass into or out of this class. Multiclassing into the class gives you proficiency with light armor, simple weapons, and firearms. Gunslinger multiclassing gives no spellcasing progression, or one-third progression if you have a subclass with spell progression such as the Gun Mage.

Class Abilities

Gunsmoke

At 1st level, when you shoot a firearm, you are surrounded by an obscuring cloud of smoke. This provides you with the benefits of half cover, you gain a +2 bonus on AC and a +2 bonus on Dexterity saving throws. This lasts until you move away from the spot where you fired your firearm or until the start of your next turn. Bombs and grenades do not cause gunsmoke.

Optional Rule: Lingering Gunsmoke Gunsmoke quickly disperses in even the slightest breeze, but when in a dead calm or indoors, it can gather from round to round. Instead of the effect ending at the start of your turn, it continues until you move or at the end of a turn when you did not attack with a firearm. If you attack with a firearm on a later round, all creatures within 5 feet of you gains the advantages of gunsmoke, but also suffer a -2 penalty on any attacks they make.

Stand and Deliver

At 1st level you can give yourself advantage on your next attack roll with a firearm on the current turn. You can use this only if you haven't moved during this turn, and your speed is 0 until the end of the current turn.

Piercing Shot

Your attacks with firearms score a critical hit on a roll of 19 or 20, and a die roll in this range is always a hit, regardless of the target's Armor Class. At 14th level, your attacks with firearms score a critical hit and auto-hit on a roll of 18, 19, or 20.

Gunslinger Style

At 3rd level, you choose a gunslinger style with which you fight. The gunslinger style you choose grants you features at 3rd level and again at 6th, 10th, and 15th level.

Gunslinger Styles
  1. Ace
  2. Bushwacker
  3. Grenadier
  4. Gun Mage
  5. Musketeer
  6. Pistolieer
  7. Sharpshooter

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 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.

Devastation

At 5th level, firearms become even more lethal in your hands. Add an additional die of the same type the weapon already does to the damage of each attack. The damage bonus increases to 2 dice at 11th level and 3 dice at 20th level. These additional dice are included when rolling for additional damage on a critical hit.

A firearm that does multiple dice of damage, such as a grenade, still only get one additional die of damage.

Fields of Fire

At 7th level you are always ready to shoot an advancing enemy. As a reaction when you have a ready firearm and sees a creature that is moving and not in cover, you can make an attack against that creature with your ready firearm.

Pinning Shot

At 9th level when you attack a creature with a firearm, that creature must make a Wisdom saving throw with a DC equal to 8 + your Dexterity Bonus + your Proficiency Bonus or drop prone and become frightened until the end of the current turn. A target that is taking the Dodge action has advantage on this saving throw. An enemy immune to being frightened does not drop prone either.

Step and Deliver

At 13th level, when you use Stand and Deliver, your speed is reduced by half rather than being reduced to 0. You still cannot move before you attack to gain advantage.

Shock and Awe

At 17th level, when you reduce an enemy to 0 hit points with a firearms attack, all enemies within 10 feet of the defeated enemy must make a Wisdom save, DC 10 + your Proficency bonus. On a failure, the creature becomes frightened of you until the start of your next turn. If this happens on the first round after initiative is rolled, it affects all enemies within 30 feet of the target.

Evasion

Beginning at 18th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a 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.