Gunman

The Gunman is mysterious man with mysterious weapons. Using his knowledge and charm, he floats from city to city, picking up odd jobs and hunting done those that have done him wrong.

Class Features

Hit Points

  • Hit Dice: 1d8 per level
  • Hit Points at First Level: 8 + Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + Constitution Modifier per level after 1st

Proficiencies

  • Armor: Light
  • Weapons: Simple, Guns
  • Tools: Gaming Set (playing card set)
  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose two from Sleight of Hand, Deception, Acrobatics, Survival, and History

    Starting Equipment

    You start with the following equipment in addition to anything provided by your background:
  • (a) 2 Flintlock pistole and 20 bullets (b) Musketoon and 10 shells (c) Matchlock and 20 bullets
  • (a) a dagger or (b) 2 handaxes
  • Leather armor
  • (a) a explorer's pack or (b) a dungeoneer's pack
Gunner
Level Proficiency Bonus Features
1st +2 Fighting Style, Sneak Attack (1d6)
2nd +2 Quick Draw
3rd +2 Gunner Archetype, Second Wind
4th +2 Ability Score Improvement
5th +3 Uncanny Dodge
6th +3 Expertise, Return Fire
7th +3 Archetype Feature, Sneak Attack (2d6)
8th +3 Ability Score Improvement
9th +4 Lucky Shot, Double Shot
10th +4 Evasion
11th +4 Dead Eye, Archetype Feature
12th +4 Ability Score Improvement
13th +5 Archetype Feature
14th +5 Vanish, Sneak Attack (3d6)
15th +5 Double Shot (2)
16th +5 Ability Score Improvement
17th +6 Archetype Feature
18th +6 Elusive
19th +6 Ability Score Improvement
20th +6 Double Shot (3), Sneak Attack (4d6)

Fighting Style

You've trained your whole life to become an expert with your weapons.Choose a fighting style from the list of optional features.

Dual Wielder Don't have disadvantage when shooting with your off-hand pistole.

Rifleman You can use your bonus action to reload rifles, as opposed to an attack action.

Breacher Double the effective range of blunderbuss guns.

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a gun.

You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.

Quick Draw

Starting at 7th level, the Gunslinger gains +2 Initiative and can draw and stow Firearms as a free Flourish.

Gunner Archetype

At 3rd level, you choose an archetype that you strive to emulate in your Combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 11th, and 17th levels

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain hit points equal to 1d10 + your gunner level.

Once you use this feature, you must finish a short or Long Rest before you can use it again.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 20th 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.

Uncanny Dodge

Starting at 6th level, when an attacker that you can see hits you with an Attack, you can use your reaction to halve the attack's damage against you.

Expertise

At 6th level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with Thieves' Tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Return Fire

At the 6th level, if an enemy misses you with a ranged attack, you can use your reaction to fire a shot back at it as long as you have a loaded bullet.

Lucky Shot

Beginning at the 7th level, the player can reroll a 1 on an attack roll. This can be used once per short rest.

Double Shot

Beginning at 9th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

The number of attacks increases to three when you reach 15th level in this class and to four when you reach 20th level in this class

Evasion

Beginning at 10th 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 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.

Dead Eye

Starting at 11th level, if the gunner succeeds on a hit, they gain advantage on the next shot against the same target.

Vanish

Starting at 14th level, you can use the Hide action as a Bonus Action on Your Turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.

Elusive

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No Attack roll has advantage against you while you aren't Incapacitated.

Gunner Archetype

At the 3rd level, you may select a Dealer Archetype. This path grants you features at 3rd, 7th, 11th, and 15th levels.

Gun Mystic

You've learned how to weave a special magic into your guns and ammo.

Magic Bullet

At 3rd level, one shot per turn is imbued with with magic, doing an additional 1d6 elemental damage of your choice.

Bullet Creation

At 7th level, you can transform 12 pebbles into either 12 bullets or 4 shells.

Slow Time

At 11th level, once per long rest you slow time around you, allowing you to double the amount of attacks you get for 1 round. Attacks this round also have disadvantage against you.

Explosive Bullets

At 17th level, when you succeed on a hit, all creatures within 5'of the hit target must make a dexterity save or take 2d10 elemental damage of your choice. DC is 8 + Poficiency + INT Modifier.

Marksmen

You've taken the time to increase your abilities with your guns.

Keen Shot

At 3rd level, you double the effective range of all guns.

Aim

At 7th level, you can use a bonus action to gain advantage on your next shot.

Target

At the 11th level, you can target 1 of 4 body parts with each shot. Each body part has a different effect. All damage is normal, unless otherwise stated.

Torso Gain advantage on the shot.

Head On a successful hit, target has disadvantage on all attacks until it can make a successful Constitution Save, DC = 8 +Profeciency + INT Modifier. This shot is made with disadvantage.

Arm On a successful hit, target must make a Constutition save or drop what they are holding. DC = 8 +Profeciency + Dex Mod

Leg On a successful hit, target must make a successful Dexterity check or be knocked prone. DC = 8 + Proficiency + Dex

Perfect Shot

At the 17th level, your firearm attack rolls now score a critical hit on a roll of 19 or 20. If you already would score a critical hit on 19 or 20, you now score a critical hit on 18-20.

Gunsmith

Over the years, you've learned how to to build and create specialty weapons. You gain profeciency with Tinkers' Tools

Ammo Creator

At level 3, you know how to make your own ammo. As long as you are in civilization, for every 3 gold and 10 minutes, you can make either 3 bullets or 1 shell.

Gun Maker

At Level 7, you've learned how to craft guns. The type of gun depends on the time and gold you spend.

Pistole: 100 GP and 1 Hour

Blunderbuss: 200 GP and 2 hours

Musket: 250 GP and 2 hours

Spending an extra 50 GP and 1 hour can upgrade any weapon to a +1 weapon.

Specialty Ammo

At level 11, you've learned how to create specialty ammo.

Pistole Ammo/Musket Ammo

Steel Rounds: +2 to damage. 2 GP and 10 minutes per bullet

Incendiary Rounds +2d6 fire damage. 10 GP and 10 minutes per bullet

Sleep Rounds Regular damage and target makes a constitution saving throw or fall asleep. DC = 8 + Profeciency + INT

Blunderbuss Shells

Fire Rounds +2d6 fire damage. 30 GP and 10 minutes for 1 shell.

Ice Rounds +2d6 cold damage. 30 GP and 10 minutes for 1 shell.

Lightning Rounds +2d6 electric damage. 30 GP and 10 minutes for 1 shell.

Slug +3d12 Damage, no cone, range 10/20. 50 GP and 10 minutes for 1 shell

Gun Upgrader

At level 17, you can create guns with rifling. This doubles the effective range of Pistoles and Muskets and grants advantage to all Blunderbusses. To add rifling to a weapon, it takes 50 GP and 1 hour.

Guns

Guns take 1 action to reload.

Pistoles

Flintlock: 150 GP, 1d10 piercing damage, 1 lb, light, one-handed (range 20/30), 4 rounds before reload.

Revolver: 200 GP, 2d8 piercing damage, 1 lb, light, one-handed (range 35/50), 6 rounds before reload.

Blunderbuss

Musketoon: 200 GP, 2d6 piercing damage, 5 lbs, heavy, two-handed (range 15' cone), 1 round before reload.

Dragon: 250 GP, 2d10 piercing damage, 5 lbs, heavy, two-handed (range 25' cone), 2 rounds before reload.

Musket

Matchlock: 200 GP, 1d12 piercing damage, 3 lbs, two-handed (range 60/120), 1 round before reload.

Percussion Lock: 300 GP, 2d10 piercing damage, 3 lbs, two-handed (range 100/150) 4 rounds before reload.