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PaladinX
2017-09-11, 05:22 PM
Hello Playground,

I've been working on a Gunslinger archetype that could be used for different classes in a world that has guns everywhere. Please tell me what you think. Thank you in advance!


The Gunslinger
An Archetype for Bard, Fighter, Ranger, and Rogue

Gunslinger Tricks
Each Gunslinger can pick one gunslinger trick at levels assigned below
Bard 3. 6. 14.
Fighter 3. 7. 10. 15. 18.
Ranger 3. 7. 11. 15.
Rogue 3. 9. 13. 17.

Level 3 up gunslinger tricks
Unarmored Defense: while you are wearing no armour or light armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Trick Shot: 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

Fast Reload: Gunslinger ignores the loading property of the firearm.

Extra Fighting Style: Pick another fighting style.

Level 10 up Gunslinger Tricks
Blind Shooting: you gain the ability to fight creature you canít see effectively. When you attack a creature you canít see, your inability to see it doesnít 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 arenít blinded or deafened

Gunslinger Speed: You become proficient with DEX saves and have advantage to all DEX saves.

Fast Draw: Gain Advantage on all initiative checks.

Fanning: Gain one extra attack with a firearm per round.

Multiclassing Rules
Characters can multiclass into a different class and take the Gunslinger archetype. For example a 3 level gunslinger fighter can multiclass into rogue and take the Gunslinger archetype. However the levels do not stack for the purpose of determining which Gunslinger tricks you can take.


Update: Scrapped the above Archetype in favor of different archetypes for class.

I'm still trying to decide what I want to do with the rogue archetype.

College of the Gun
Bard Gunslinger Archetype



Starting at level 3 Bards who take this archetype become proficient with one handed firearms.

Gun Tricks: Starting at level 3 bards who take College of the Gun learn to perform Tricks when fighting with an one handed firearm. College of the Gun Bards can forgo one attack action to perform one of these tricks. You can use these tricks a total of times equal to your Charisma modifier (minimum 1), you regain all uses after a short or long rest.

Suppressing Fire: You laid down cover fire on one target. Giving the enemy disadvantage on attacks for their next turn.

Make Them Dance: You shot a hail of bullets at one enemyís feet reducing the enemyís movement to 0 for the enemy's next turn.

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 Charisma modifier.
Item shot. You make 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.

Beguiling Bullet: Beginning at level 6 College of the Gun Bards as an attack action enchant a bullet with any Enchantment spell they know, and make a ranged attack with a gun. If the attack is successful target takes damage and the effects of the spell. Any saves apply, and if the enchantment is an area effect only the target is affected.

Improved Gun Trick: At level 14 College of the Gun Bards can target all enemies in a 30í radius with their Gun Tricks.


Gun Master
Fighter Gunslinger Archetype


Trick Shot: Starting at 3rd level, you master a variety of difficult ranged attacks.
As an attack, you can attempt to shove or disarm any target with your ranged weapon's range. The target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your dexterity modifier) or suffer the effect. If you would have disadvantage on ranged attacks against the target the target has advantage on this saving throw, and vice versa.
As a reaction, you can make a ranged weapon attack against a creature that enters or exits your ranged weapon's short range.
You ignore the loading property of any ranged weapon.

Eagle Eyes: At 7th level, you've honed keen eyesight and alertness. You can use a bonus action on your turn to take the Search action.

Fast Hands: At 10th level, you've honed reflexes fast enough to shoot first and dodge backfire. You gain proficiency in Dexterity saving throws, and you have advantage on initiative rolls.

Called Attack: At 15th level, you've learned to exploit the thinnest opening. When you take a reaction, you can choose to react just before your trigger instead of just after it. In addition, when you use the Ready action to ready a ranged weapon attack, the attack has advantage.

Deadly Shot: At level 18 you learn to vital locations. When you score a critical hit you roll 3 times the normal damage rather than the normal 2 times the damage. Also you score a critical hit when you roll a 19 or 20 rather than just a 20.


MARINE
Gunslinger Archetype for the Ranger


Stopping Power: Starting at 3rd level, you've learned to keep ferocious foes at bay and shepherd flighty foes nearer with ranged attacks. A creature hit by your ranged weapon attack is unable to make reactions and has its speed reduced to 0 for the rest of the turn.

Duck & Cover: Starting at 7th level, you've learned to take advantage of the extra time ranged threats take to reach you. You can use your reaction to impose disadvantage on a ranged attack targeting yourself, or to gain advantage on a Dexterity saving throw.

Penetrating Shot: Starting at 11th level, you've mastered piercing the toughest defenses with carefully aimed shots. When you make a ranged weapon attack, you can instead allow the target to make a Dexterity saving throw. The DC = 8 + your proficiency bonus + your dexterity modifier.

Dive: Starting at 15th level, you've mastered repositioning yourself to evade harm. When an melee or ranged attack misses you, or when you succeed on a Dexterity saving throw against a harmful effect, you can use your reaction to move up to half your speed..


Starting at level 3 you become proficient with one type of Firearm, deception, and one gaming set.

Silent Shot: Starting at 3rd level, you are able to suppress the loud reports of your firearms. If you are hidden, you can remain hidden after making an attack with a firearm.

A Friendly Game: At 9th level, you master the art of Gathering information over a game. You can use you game tool check to gather information on a subject in place of the investigation skill.

It wasnít Me!: at level 13, You become master of masking your guilt. You gain advantage on Deception checks when excused of some wrong doing.

Killer Mouth: You master throwing your opponents off with your cutting words.

GalacticAxekick
2017-09-12, 01:45 AM
Hello Playground,

I've been working on a Gunslinger archetype that could be used for different classes in a world that has guns everywhere. Please tell me what you think. Thank you in advance!Different classes have different mechanical and thematic needs. If you want everyone to access the same Gunslinger features, make the Gunslinger a class they can multiclass into.

Here's a rough guide on each class's needs:

The Bard's 3rd level feature offers bonus proficiencies and combat tools to go with them. The 6th level feature ties these tools with the Bard's spellcasting. The 14th level is an upgrade to 3rd level.
The Fighter's 3rd level feature defines their options in combat. Their 7th and 10th level features are social or exploration tools. 15th level is an upgrade to 3rd level.
The Ranger's 3rd level feature helps the Ranger challenge a specific environment or enemy type. 7th level is a defensive feature to help the Ranger evade a specific kind of harm. 11th level is an offensive feature that helps the Ranger overcome a specific defense (numbers, armour, etc). 15th level is yet another specific defense.
The Rogue's 3rd level feature decides their specialty (such as the Assassin's ambushes or the Thief's infiltration). Their 9th and 13th level features are social or exploration tools. 17th level is an upgrade to 3rd level.


What does that look like for the Gunslinger? You tell me. Some rough ideas might be:

Fighter-Gunslinger is based on full-frontal assault. 3rd level gives ranged weapons all the privileges of melee weapons (disarming, shoving, opportunity attacks, no loading). 7th level grants keen eyesight. 10th level grants keen reflexes. 15th level removes most sources of ranged attack disadvantage (at point blank, at long range, against prone targets and while prone).
Ranger-Gunslinger is based on dispatching hard-to-reach or dangerous-to-approach enemies. 3rd level probably looks the same as the Fighter's. 7th level lets the ranger dodge ranged attacks as a reaction, maybe. 11th level lets the ranger pierce armour (using a Dex save rather than an attack roll for the gunshot). 15th level lets the ranger retreat from melee as a reaction, maybe.
Rogue-Gunslinger is based on sniping. 3rd level feature makes ranged attacks stealthy and accurate. 7th level feature helps the rogue "nest" in their sniping spot, maybe letting hide using distance rather than concealment. 10th level helps the rogue pursue or change targets, maybe using the Cunning Action to search. 17th level might let shots penetrate one target and pierce another, carrying leftover damage with them.

PaladinX
2017-09-13, 12:35 AM
Thanks for the help! I've made changes accordingly. :)

GalacticAxekick
2017-09-13, 09:09 AM
Definitely making progress! But you'll need to follow the guidelines for each class more closely (for example, replacing many combat features with social/exploration features) and you'll need to explain mechanics explicitly. Below I've modified the Fighter and Ranger archetypes to do just that.

The Bard might need work too, but I'm not a fan of Bards and don't care to put much effort into one, lol.

The Marksman

Trick Shot: (Edited to clearly explain how ranged weapons use typically melee effects)
Starting at 3rd level, you master a variety of difficult ranged attacks.

As an attack, you can attempt to shove or disarm any target with your ranged weapon's range. The target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your dexterity modifier) or suffer the effect. If you would have disadvantage on ranged attacks against the target the target has advantage on this saving throw, and vice versa.
As a reaction, you can make a ranged weapon attack against a creature that enters or exits your ranged weapon's short range.
You ignore the loading property of any ranged weapon.


Eagle Eyes: (Replaces Extra Weapon Style and Improved Snapshot to fulfill the need for a social or exploration feature)
At 7th level, you've honed keen eyesight and alertness. You can use a bonus action on your turn to take the Search action.

Fast Hands: (Removed Blindsense, which is a 14th level Rogue feature, and advantage on Dex saves, which is gratuitous)
At 10th level, you've honed reflexes fast enough to shoot first and dodge backfire. You gain proficiency in Dexterity saving throws, and you have advantage on initiative rolls.

Called Attack: (Removed the extra attack, which the Fighter gets enough of, which doesn't modify their playstyle at all, and which doesn't really relate to the marksman's themes or features)
At 15th level, you've learned to exploit the thinnest opening. When you take a reaction, you can choose to react just before your trigger instead of just after it. In addition, when you use the Ready action to ready a ranged weapon attack, the attack has advantage.

The Marine

Stopping Power: (Ignoring cover is redundant with the sharpshooter feat. Replaced with tools to overcome certain enemy types
Starting at 3rd level, you've learned to keep ferocious foes at bay and shepherd flighty foes nearer with ranged attacks. A creature hit by your ranged weapon attack is unable to make reactions and has its speed reduced to 0 for the rest of the turn.

Duck & Cover: (Rephrased for clarity)
Starting at 7th level, you've learned to take advantage of the extra time ranged threats take to reach you. You can use your reaction to impose disadvantage on a ranged attack targeting yourself, or to gain advantage on a Dexterity saving throw.

Penetrating Shot: (Rephrased for clarity)
Starting at 11th level, you've mastered piercing the toughest defenses with carefully aimed shots. When you make a ranged weapon attack, you can instead allow the target to make a Dexterity saving throw. The DC = 8 + your proficiency bonus + your dexterity modifier.

Dive: (Rephrased to work in melee)
Starting at 15th level, you've mastered repositioning yourself to evade harm. When an melee or ranged attack misses you, or when you succeed on a Dexterity saving throw against a harmful effect, you can use your reaction to move up to half your speed.

PaladinX
2017-09-18, 05:27 PM
Update: Made some changes to The ranger and fighter.

Wrote up a archetype for the rogue. Not in love with it.

I'm unsure about the level 3 ability. I might change out the 3rd level ability in for an ability that allows a deception check to give advantage. Unsure if that's balanced or not. have the 17th level ability improve it.