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View Full Version : "Draw." Gunslinger martial archetype for 5e.



Belac93
2015-07-13, 04:57 PM
This is my attempt at a gun using archetype for 5e. It fits well as a cowboy/western character. Please give feedback.
Gunslinger Martial Archetype

"If you try to run, I’ve got six little friends and they can all run faster than you can."
— From Dusk Til Dawn

Gunslinging.
At 3rd level you gain proficiency in firearms, and may make a firearm in 3 hours by expending 1/3 of its cost. You may also make bullets by expending 10 minute and 1/2 their cost per 10 bullets.

In addition, you gain one of the following Gunslinging Specialities of your choice
Double Pistol Fighting. You may treat all 1 hand firearms as if they were light weapons, you may reload your weapon without having a free hand. You have disadvantage with the attack rolls for your off hand firearm unless you have the two-weapon fighting feat
Close Quarters Firing. You ignore disadvantage on ranged weapon attacks with firearms when the target is within 5ft of you.
Sniper. The long range of your weapon attacks with firearms increases by 30ft, and you ignore disadvantage because of long range.
Fast Draw. You can ready weapons and switch weapons as a bonus action and if you attack before anyone else, you have advantage on attack rolls until someone else attacks.

Unarmoured Defence.
At 3rd level, while you are wearing no armour and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier

Trick Shot.
At 7th choose 2 of the following options. These abilities are made as part of an attack. You can use these abilities a total of times equal to your Wisdom modifier (minimum 1), you regain all uses after a short or long rest
Item shot. The gunslinger makes a disarm attack (DMG 271) against an enemy within range of their firearm, if they succeed, the item is pushed 10 ft. This attack deals no damage
Leg Shot. The gunslinger makes an attack, if he succeeds, the target is also knocked prone.
Wing Shot. This attack can only be used on a creature that flies non-magically. If the attack hits, the creature loses its flying speed for 1 minute
Warning Shot. This attack deals no damage. If the target does not succeed on a Wisdom saving throw, they are frightened of you. They may repeat the saving throw at the end of their turn. The DC for this saving throw is equal to 8 + your proficiency bonus + your Dexterity modifier.
Ricocheting Shot. This attack ignores penalties for cover.
Pushing Shot. This attack pushes the enemy 10ft away from you if it hits

Wary
At 10th level you gain proficiency in Dexterity saving throws, and advantage on initiative rolls.

Gunslingers Defence.
At 15th level, you gain one of the following features of your choice
Evasion. You can nimbly dodge out of the way of certain area affects, such as a red dragons fiery breath or a lightning bolt 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.
Uncanny Dodge. When an attacker you can see hits you with an attack, you can use your reaction to halve the attacks damage against you.
Gunslingers Reflexes. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. You must not be blinded, deafened, or incapacitated to gain this benefit. In addition, if you are surprised at the beginning of combat and are not incapacitated, you can act normally on your first turn, but only if you use your action to attack

Blind Shooting.
At 18th level, you gain the ability to fight creature you can’t see effectively. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.
You are also aware of the location of any invisible creatures within 30ft of you, provided that you aren’t blinded or deafened.



Guns
These rules are an alternative to the guns in the DMG. Using the the guns in the DMG can quickly lead to too much damage.
Name Cost Damage Weight Properties
Revolver 250 gp 1d8 3 ib. Ammunition (range 30/90), reload (6 shots).
Rifle 500 gp 1d10 7 ib. Ammunition (range 40/120), reload (5 shots), two-handed.
Ammunition
Bullet (10) 4 gp - 2 ib. -