Gunslinger (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. Early firearms are slow to load and powder is expensive. Rather than wasting gunpowder on a succession of rapid shots, a gunslinger squeezes every ounce of power out of a each shot.

Greyhawk Gunslingers are the elite forces of rich or militarily progressive states like the Cosmopolitan city-states and Ahlissa. A vast majority of gunslingers are humans or demi-humans well integrated into human society. A few dwarfs, gnomes, and goblins are know to practice the art, but have to be self-sufficient to do so. Only among humans are guns and powder readily available, and only in some lands.

Class Profile

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 melee 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

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

(a) chain mail or (b) studded leather armor
(a) a rapier or (b) a scimitar or (c) a pistol
(a) an arquebus, musket, pistol, cavalry pistol, dragon, or blunderbuss
(a) a dungeoneer's pack or (b) an explorer's pack

Alternatively you can start with 8d4 x10 gp or 200 gp.

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.

Gunslinger Table

Level Proficiency
Bonus
Features
1st +2 Gunsmoke, Piercing Shot 19-20
2nd +2 Stand and Deliver
3rd +2 Gunslinger Style
4th +2 Ability Score Improvement
5th +3 Devastation +1 die
6th +3 Gunslinger Style Feature
7th +3 Step and Deliver
8th +3 Ability Score Improvement
9th +4 Fields of Fire
10th +4 Gunslinger Style Feature
11th +4 Devastation +2 dice
12th +4 Ability Score Improvement
13th +5 Pinning Shot
14th +5 Piercing Shot 18-20
15th +5 Gunslinger Style Feature
16th +5 Ability Score Improvement
17th +6 Shock and Awe
18th +6 Evasion
19th +6 Ability Score Improvement
20th +6 Devastation +3 dice

Class Features

As a gunslinger, you gain the following class features.

Gunsmoke

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. Gunsmoke does not provide enough concealment to use the Hide action. 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: Gunsmoke and Wind Gunsmoke quickly disperses in even the slightest breeze, and a strong wind blows gunsmoke away immediately, negating the bonus.

When in a dead calm or indoors, gunsmoke 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 your turn if you did not attack with a firearm that turn. If you attack with a firearm while in lasting gunsmoke, you and all creatures within 5 feet of you gains the advantages of gunsmoke, but also suffer a -2 penalty on any attacks they make.

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.

Stand and Deliver

At 2nd 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 becomes 0 until the end of the current turn. If you are mounted, the mount must also obey these restrictions if you are to use Stand and Deliver.

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

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.

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.

Bombs and Grenades are firearms and gunslingers can add their Devastation bonus to the damage they do. A firearm that does multiple dice of damage, such as a Bomb and Grenade, only gets one additional die of damage each time your Devastation improves.

Example: At 5th level, an arquebus does 2d12 damage, a pistol does 2d10 damage, and a grenade does 3d6 damage. At 11th level the arquebus' damage increases to 3d12, the pistol's damage to 3d10, and the bomb's damage to 4d6.

Step and Deliver

At 7th level, when you use Stand and Deliver, your speed is reduced by 15 feet rather than being reduced to 0 and you can move before you attack and still gain advantage.

Fields of Fire

At 9th level you are always ready to shoot an advancing enemy. As a reaction when you have a ready firearm and see a creature that is moving and not in cover or concealment of any kind, you can make an attack against that creature with a ready firearm. This is the equivalent of a ranged attack of opportunity, and any effect that affects attacks of opportunity also affects Fields of Fire.

Pinning Shot

At 13th level when you hit or miss a creature that does not have any cover against your attack with a firearm attack, that creature must make a Wisdom saving throw with a DC 10 + your Proficency bonus or drop prone. Effects that affect saving throws or grant immunity to the frightened condition apply against pinning shot.

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. 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.