ludomastro
2017-11-24, 11:47 PM
THIS POST HAS BEEN EDITED. THIS IS VERSION 2.
Our regular GM needs a break so I said I would run something. She wanted to play 5e as a PC and I'm obliging. One of the guys wanted to play a gunslinger and brought me a partial fan made class. It didn't fit with the early modern period world I built so I took a shot at making my own. I've gotten preliminary feedback from the group but would like to borrow the brain of the larger community. This forum was recommended by a player in the group.
So, positive or negative, please let me know the WHY so I can try to tweak things. Thanks in advance.
GUNSLINGER
A human lies prone with a rifle braced against his shoulder. At the signal he breathes out and squeezes the trigger. The orc chief fifty yards away drops dead throwing the orc raiders into chaos.
A dwarf readies her fire lance and looks into the darkness. The next goblin attack will have a surprise to deal with — fire. She grins. Then she hears the sound of drums and lights the slow match.
The half-orc had told the tall human that he didn’t appreciate being accused of theft. The he had the audacity to accuse the half-orc of being a coward. Now, the half-orc’s hands drift over the handle of his pistol as he waits for the town clock to strike noon.
All of these heroes are gunslingers, experts in dealing death through the barrel of a gun. They each become masters of high velocity lead poisoning. However, each has their own reasons for taking up the life. Some travel toward a goal such as vengeance or justice while others merely drift from one location to the next.
MASTERS OF TECHNOLOGICAL RANGED COMBAT
Gunslingers prefer ranged combat over melee. They use the specialized branch of technology called firearms to dominate the battlefield. They eschew carved word or wrought steel for the explosive power of gunpowder.
AN UNUSUAL FOCUS
Few people who use a firearm become gunslingers. Most are conscripted to use a weapon that has not yet become commonplace. They line up in rows and stand, kneel, fire and reload when told to do so. Warriors who value distance, who focus the mind and let their firearm become an extension of their will become gunslingers.
CREATING A GUNSLINGER
As you build your gunslinger, think about why your character took to firearms like ducks take to water. What are their goals? Is the gun itself the goal or merely a means to an end? Do they view their skills with pride or wish they didn’t have them? Are they looking for redemption, justice, vengeance, or something else? Did they gain their training in a military or were they a test subject for an inventor? Just remember to trust in the gods and keep the powder dry.
QUICK BUILD
You can make a Gunslinger quickly by following these suggestions. First, make Dexterity your highest ability score. Your next highest score should be Constitution or Charisma if you want your Gunslinger to focus on social skills. (Remember that Intimidation and Persuasion are social skills.) Second, choose the Soldier background.
The Gunslinger
Level
Proficiency Bonus
Features
1st
+2
Gunsmith, Pay with Lead
2nd
+2
Crack Shot I, Range Time (1 use)
3rd
+2
Gunslinger Archetype
4th
+2
Ability Score Increase
5th
+3
Extra Attack
6th
+3
Gunslinger Archetype Feature
7th
+3
Shoot with the Mind
8th
+3
Ability Score Increase
9th
+4
Range Time (2 uses)
10th
+4
Gunslinger Archetype Feature
11th
+4
Crack Shot II
12th
+4
Ability Score Increase
13th
+5
Lightning Reload
14th
+5
Gunslinger Archetype Feature
15th
+5
Extra Attack (2)
16th
+5
Ability Score Increase
17th
+6
Range Time (3 uses)
18th
+6
Hard to Kill
19th
+6
Ability Score Increase
20th
+6
Perfect Shot
CLASS FEATURES
As a gunslinger, you gain the following class features.
HIT POINTS
Hit Dice: 1d8 per gunslinger level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 + your Constitution modifier
PROFICIENCIES
Armor: Light Armor
Weapons: Simple Weapons, Firearms, Shortsword
Tools: Artisan’s Tools (Gunsmith‘s Tools)
Savings Throws: Intelligence and Wisdom
Skills: Choose two skills from Acrobatics, Insight, Intimidation, Perception, Persuasion, and Survival.
EQUIPMENT
• (a) a shortsword or (b) a simple weapon
• (a) a longarm with 20 rounds or (b) a sidearm with 20 rounds
• (a) a bayonet or (b) a dagger
• an explorer’s pack
GUNSMITH
You’ve learned to maintain your own gear.
• You may use Gunsmith‘s Tools to correct a misfire as a Bonus Action.
• You may use Gunsmith‘s Tools to repair a broken firearm outside of combat.
You roll your own … powder and shot that is.
• You may purchase Power & Shot at half price.
• During each day of downtime, you may craft firearm ammunition equal to your Wisdom modifier (minimum 1). When crafting firearm ammunition this way, you don’t expend raw materials; however, you are limited to an amount of ammunition equal to your Wisdom score.
PAY WITH LEAD
You can make a living from your skills with a firearm. During downtime you earn enough to support a comfortable lifestyle. At the DM’s discretion, you may instead support a wealthy lifestyle. However, if you do so, the exact source of those funds is defined by the DM. Surely you wouldn’t rob a bank, would you?
CRACK SHOT
Learning to put lead where is it needed is critical and you teach the classes.
• At Level 2 you are considered to be within 5 feet of any hostile creature for the purposes of the Help (feint) action if that creature is within the normal range of your firearm.
• At Level 11 you are considered to have an extended melee reach equal to the normal range of your firearm or 20 feet, whichever is less. If a hostile creature leaves this extended reach without taking the Disengage action you may use your reaction to make an Opportunity Attack just before the creature leaves your reach.
RANGE TIME
Practice makes perfect. Good thing you spend so much time at the firing range. Staring at Level 2, you may take one of the following actions. You must take a short or long rest before you can use this ability again. You gain additional uses of this ability at Level 9 and Level 17.
• You may attempt an attack with a firearm at up to twice the weapon’s long range. This attack is made with disadvantage.
• You may make a firearm attack check with advantage if the target is within the weapon’s normal range.
ABILITY SCORE INCREASE
<See PHB for text.>
EXTRA ATTACK
<See PHB for text. Extra Attacks at Level 5 and Level 15.>
SHOOT WITH THE MIND
You may apply your proficiency bonus to Wisdom skills as if you were proficient.
LIGHTNING RELOAD
As soon as your firearm is out of ammunition, you may use your reaction to reload it.
HARD TO KILL
• You gain resistance to piercing damage.
• If you are dying due to a firearm attack, you may apply your proficiency bonus to your death saving throws.
PERFECT SHOT
Before you make an attack roll, you may declare the shot a perfect shot. You treat the roll as if the die rolled a 20. Please note, this is not a natural 20 and therefore does NOT trigger a critical hit. You must complete a short or long rest before using this ability again.
Original P.S.
Guns are typically 2d4 (small pistols), 2d6 (large pistols / small long guns), or 2d8 (long guns and rifles).
Yes, I am aware of the Sharpshooter feat but wanted to stretch the idea in a few different directions.
GUNSLINGER ARCHETYPES
DEADEYE
The deadeye excels at distance combat. Others want to be in the middle of combat; however, the Deadeye knows that distance can bring it’s own benefits.
Sharpshooter
At Level 3, you gain the Sharpshooter feat.
Know Your Limits
At Level 6, you may select a lesser penalty to the attack roll in exchange for a lesser bonus to the attack’s damage when using the Sharpshooter feat. (e.g. If you select a penalty of -2, you would get +4 damage on a hit.)
Sniper
At Level 6, you gain 2 + WIS modifier (min. 1) points of Focus. You regain these points whenever you complete a short or long rest.
At Level 6, you may select a sniper ability from the following list. You may only select a given ability once. You must either have or spend a point of Focus to use the ability. If the ability calls for a saving throw it is calculated as follows:
Save DC = 8 + Proficiency Bonus + WIS modifier OR DEX modifier, your choice.
At Level 10, you may select an additional sniper ability.
At Level 14, you may select an additional sniper ability.
Sniper Abilities:
- Make every shot count: if you miss a firearm attack roll by 5 or less, you may spend a point of Focus to cancel the shot. No ammunition is expended; however, the attack action is lost. This does not trigger an enemy reaction or attack of opportunity.
- Improved Critical: <See PHB for text.> As long as you have at least one point of Focus, you benefit from Improved Critical.
- Maneuverig Attack: <See PHB for text.> Substitute a point of Focus for the superiority die. Save DC calculated as shown above.
- Menacing Attack: <See PHB for text.> Substitute a point of Focus for the superiority die. Save DC calculated as shown above.
- Trip Attack: <See PHB for text.> Substitute a point of Focus for the superiority die. Save DC calculated as shown above.
- Cover Fire: You may spend a point of Focus to use your attack to provide covering fire. Your allies are considered to have half-cover until your next turn.
- Guardian Angel: You designate one ally, spend a point of Focus and use your attack to serve as their guardian angel. If a hostile creature attempts to attack your designated ally, you may spend your reaction to make an immediate attack. On a hit, the creature looses it’s attack.
Dead to Rights
At Level 10, you may roll damage twice and keep the result you prefer. You must complete a short or long rest before using this ability again.
Improved Focus
Starting at Level 14, when you roll initiative and have no Focus points remaining, you gain one Focus point.
New P.S.
I'm working on the Gunfighter Archetype (more of a melee gun user) but it's not done yet. Not to mention I'd like to see if this approach works better.
Our regular GM needs a break so I said I would run something. She wanted to play 5e as a PC and I'm obliging. One of the guys wanted to play a gunslinger and brought me a partial fan made class. It didn't fit with the early modern period world I built so I took a shot at making my own. I've gotten preliminary feedback from the group but would like to borrow the brain of the larger community. This forum was recommended by a player in the group.
So, positive or negative, please let me know the WHY so I can try to tweak things. Thanks in advance.
GUNSLINGER
A human lies prone with a rifle braced against his shoulder. At the signal he breathes out and squeezes the trigger. The orc chief fifty yards away drops dead throwing the orc raiders into chaos.
A dwarf readies her fire lance and looks into the darkness. The next goblin attack will have a surprise to deal with — fire. She grins. Then she hears the sound of drums and lights the slow match.
The half-orc had told the tall human that he didn’t appreciate being accused of theft. The he had the audacity to accuse the half-orc of being a coward. Now, the half-orc’s hands drift over the handle of his pistol as he waits for the town clock to strike noon.
All of these heroes are gunslingers, experts in dealing death through the barrel of a gun. They each become masters of high velocity lead poisoning. However, each has their own reasons for taking up the life. Some travel toward a goal such as vengeance or justice while others merely drift from one location to the next.
MASTERS OF TECHNOLOGICAL RANGED COMBAT
Gunslingers prefer ranged combat over melee. They use the specialized branch of technology called firearms to dominate the battlefield. They eschew carved word or wrought steel for the explosive power of gunpowder.
AN UNUSUAL FOCUS
Few people who use a firearm become gunslingers. Most are conscripted to use a weapon that has not yet become commonplace. They line up in rows and stand, kneel, fire and reload when told to do so. Warriors who value distance, who focus the mind and let their firearm become an extension of their will become gunslingers.
CREATING A GUNSLINGER
As you build your gunslinger, think about why your character took to firearms like ducks take to water. What are their goals? Is the gun itself the goal or merely a means to an end? Do they view their skills with pride or wish they didn’t have them? Are they looking for redemption, justice, vengeance, or something else? Did they gain their training in a military or were they a test subject for an inventor? Just remember to trust in the gods and keep the powder dry.
QUICK BUILD
You can make a Gunslinger quickly by following these suggestions. First, make Dexterity your highest ability score. Your next highest score should be Constitution or Charisma if you want your Gunslinger to focus on social skills. (Remember that Intimidation and Persuasion are social skills.) Second, choose the Soldier background.
The Gunslinger
Level
Proficiency Bonus
Features
1st
+2
Gunsmith, Pay with Lead
2nd
+2
Crack Shot I, Range Time (1 use)
3rd
+2
Gunslinger Archetype
4th
+2
Ability Score Increase
5th
+3
Extra Attack
6th
+3
Gunslinger Archetype Feature
7th
+3
Shoot with the Mind
8th
+3
Ability Score Increase
9th
+4
Range Time (2 uses)
10th
+4
Gunslinger Archetype Feature
11th
+4
Crack Shot II
12th
+4
Ability Score Increase
13th
+5
Lightning Reload
14th
+5
Gunslinger Archetype Feature
15th
+5
Extra Attack (2)
16th
+5
Ability Score Increase
17th
+6
Range Time (3 uses)
18th
+6
Hard to Kill
19th
+6
Ability Score Increase
20th
+6
Perfect Shot
CLASS FEATURES
As a gunslinger, you gain the following class features.
HIT POINTS
Hit Dice: 1d8 per gunslinger level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 + your Constitution modifier
PROFICIENCIES
Armor: Light Armor
Weapons: Simple Weapons, Firearms, Shortsword
Tools: Artisan’s Tools (Gunsmith‘s Tools)
Savings Throws: Intelligence and Wisdom
Skills: Choose two skills from Acrobatics, Insight, Intimidation, Perception, Persuasion, and Survival.
EQUIPMENT
• (a) a shortsword or (b) a simple weapon
• (a) a longarm with 20 rounds or (b) a sidearm with 20 rounds
• (a) a bayonet or (b) a dagger
• an explorer’s pack
GUNSMITH
You’ve learned to maintain your own gear.
• You may use Gunsmith‘s Tools to correct a misfire as a Bonus Action.
• You may use Gunsmith‘s Tools to repair a broken firearm outside of combat.
You roll your own … powder and shot that is.
• You may purchase Power & Shot at half price.
• During each day of downtime, you may craft firearm ammunition equal to your Wisdom modifier (minimum 1). When crafting firearm ammunition this way, you don’t expend raw materials; however, you are limited to an amount of ammunition equal to your Wisdom score.
PAY WITH LEAD
You can make a living from your skills with a firearm. During downtime you earn enough to support a comfortable lifestyle. At the DM’s discretion, you may instead support a wealthy lifestyle. However, if you do so, the exact source of those funds is defined by the DM. Surely you wouldn’t rob a bank, would you?
CRACK SHOT
Learning to put lead where is it needed is critical and you teach the classes.
• At Level 2 you are considered to be within 5 feet of any hostile creature for the purposes of the Help (feint) action if that creature is within the normal range of your firearm.
• At Level 11 you are considered to have an extended melee reach equal to the normal range of your firearm or 20 feet, whichever is less. If a hostile creature leaves this extended reach without taking the Disengage action you may use your reaction to make an Opportunity Attack just before the creature leaves your reach.
RANGE TIME
Practice makes perfect. Good thing you spend so much time at the firing range. Staring at Level 2, you may take one of the following actions. You must take a short or long rest before you can use this ability again. You gain additional uses of this ability at Level 9 and Level 17.
• You may attempt an attack with a firearm at up to twice the weapon’s long range. This attack is made with disadvantage.
• You may make a firearm attack check with advantage if the target is within the weapon’s normal range.
ABILITY SCORE INCREASE
<See PHB for text.>
EXTRA ATTACK
<See PHB for text. Extra Attacks at Level 5 and Level 15.>
SHOOT WITH THE MIND
You may apply your proficiency bonus to Wisdom skills as if you were proficient.
LIGHTNING RELOAD
As soon as your firearm is out of ammunition, you may use your reaction to reload it.
HARD TO KILL
• You gain resistance to piercing damage.
• If you are dying due to a firearm attack, you may apply your proficiency bonus to your death saving throws.
PERFECT SHOT
Before you make an attack roll, you may declare the shot a perfect shot. You treat the roll as if the die rolled a 20. Please note, this is not a natural 20 and therefore does NOT trigger a critical hit. You must complete a short or long rest before using this ability again.
Original P.S.
Guns are typically 2d4 (small pistols), 2d6 (large pistols / small long guns), or 2d8 (long guns and rifles).
Yes, I am aware of the Sharpshooter feat but wanted to stretch the idea in a few different directions.
GUNSLINGER ARCHETYPES
DEADEYE
The deadeye excels at distance combat. Others want to be in the middle of combat; however, the Deadeye knows that distance can bring it’s own benefits.
Sharpshooter
At Level 3, you gain the Sharpshooter feat.
Know Your Limits
At Level 6, you may select a lesser penalty to the attack roll in exchange for a lesser bonus to the attack’s damage when using the Sharpshooter feat. (e.g. If you select a penalty of -2, you would get +4 damage on a hit.)
Sniper
At Level 6, you gain 2 + WIS modifier (min. 1) points of Focus. You regain these points whenever you complete a short or long rest.
At Level 6, you may select a sniper ability from the following list. You may only select a given ability once. You must either have or spend a point of Focus to use the ability. If the ability calls for a saving throw it is calculated as follows:
Save DC = 8 + Proficiency Bonus + WIS modifier OR DEX modifier, your choice.
At Level 10, you may select an additional sniper ability.
At Level 14, you may select an additional sniper ability.
Sniper Abilities:
- Make every shot count: if you miss a firearm attack roll by 5 or less, you may spend a point of Focus to cancel the shot. No ammunition is expended; however, the attack action is lost. This does not trigger an enemy reaction or attack of opportunity.
- Improved Critical: <See PHB for text.> As long as you have at least one point of Focus, you benefit from Improved Critical.
- Maneuverig Attack: <See PHB for text.> Substitute a point of Focus for the superiority die. Save DC calculated as shown above.
- Menacing Attack: <See PHB for text.> Substitute a point of Focus for the superiority die. Save DC calculated as shown above.
- Trip Attack: <See PHB for text.> Substitute a point of Focus for the superiority die. Save DC calculated as shown above.
- Cover Fire: You may spend a point of Focus to use your attack to provide covering fire. Your allies are considered to have half-cover until your next turn.
- Guardian Angel: You designate one ally, spend a point of Focus and use your attack to serve as their guardian angel. If a hostile creature attempts to attack your designated ally, you may spend your reaction to make an immediate attack. On a hit, the creature looses it’s attack.
Dead to Rights
At Level 10, you may roll damage twice and keep the result you prefer. You must complete a short or long rest before using this ability again.
Improved Focus
Starting at Level 14, when you roll initiative and have no Focus points remaining, you gain one Focus point.
New P.S.
I'm working on the Gunfighter Archetype (more of a melee gun user) but it's not done yet. Not to mention I'd like to see if this approach works better.