[[],[],[],[],[],[],[],[{"id":8612,"name":"Gunslinger, Variant (5e Class)","type":"base","hit_die":"1d8","alignment":"Any","full_text":"
Type:<\/b> base<\/p>
Thunder rings across the battlefield, it is not the sound most of the combatants are used to, but the sound of a firearm. Held in the hand of a charming or gritty adventurer the firearm can be a new invention years ahead of its time or the product of a recent surge of technology. Gunslingers can be few or many in a world, and can come from all walks of life.<\/p>
<\/p>
As a Gunslinger you gain the following class features.<\/p>
Hit Dice:<\/b> 1d8 per Gunslinger level Armor:<\/b> Light armor, Medium armor You start with the following equipment, in addition to the equipment granted by your background:<\/p> Gunslinger's Table<\/strong><\/p> <\/p> At the 1st level, you can create firearms and craft bullets for all types of firearms. You are not limited by the normal 5gp per day rule for crafting firearms and bullets.<\/p> Crafting Firearms: You can craft a firearm for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 100 gp of the firearm’s total price.<\/p> Crafting Ammunition: You can craft bullets and pellets for a cost in raw materials equal to 50% of the price. Crafting bullets take 1 day of work for every 50 gp of ammunition.<\/p> At the 1st level, a Gunslinger has a number of Grit points equal to their Charisma Modifier (minimum 1). The number of Grit points the Gunslinger has can never exceed their Charisma Modifier. The Gunslinger can regain Grit points in the following ways:<\/p> Gained at the 1st level, Gunslingers use Grit points to perform Deeds. Some deeds are instant bonuses or attacks, while others are bonuses that can last for a period of time. Some deeds last as long as the Gunslinger has 1 Grit Point.<\/p> Quick Draw:<\/b> You can spend 1 Grit point to get a +5 to initiative roll and take your turn as normal if you were surprised.<\/p> Sniper's Mark:<\/b> You spend 1 Grit point and, as a bonus action, mark a creature that you can an see. You have advantage on all attack rolls with firearms against that creature.<\/p> Gunslinger’s Dodge:<\/b> The Gunslinger gains an uncanny knack for avoiding danger. When an attack is made against the Gunslinger, they can spend 1 Grit point and their reaction to gain a +2 to AC against the attack.<\/p> Targeting Shot:<\/b> You can spend a Grit point to target a specific location when you make a ranged attack against a humanoid. If the attack misses, the Grit point is still lost. If the Gunslinger has multiple attacks for their Attack action, they can make multiple Targeted shots for 1 Grit point each.<\/p> (DC = 5 + Damage Dealt) or is knocked prone.<\/p> (DC = 5 + Damage dealt) or plummet 20 ft.<\/p> Utility Shot:<\/b> If the gunslinger has at least 1 grit point, he can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot he is using before firing the shot.<\/p> Bonus Shot:<\/b> You can spend 1 Grit Point to fire an extra shot from your firearm as a bonus action.<\/p> Dash:<\/b> You can spend 1 Grit point to make a Dash.<\/p> At the 1st level, you gain one of the following benefits and you ignore the loading property of that firearm:<\/p> If you choose Pistol gun-fighting you may reload two pistols at once.<\/p> At the 2nd level, you can take cover behind any nearby object or take the Dodge action as a bonus action.<\/p> At the 2nd level, you gain the ability to craft special ammunition worth 1d4 of the desired damage type. At 8th level this is upgraded to 1d6, and at 14th level this is upgraded to 1d8.<\/p> At the 2nd level, your firearms deal additional weapon damage equal to half your Wisdom modifier rounded up (minimum of +1) and are considered magical for purposes of overcoming resistance.<\/p> At the 3rd level, if an enemy misses you with a ranged attack, you can use your reaction to fire a shot back at it. By spending 1 grit point you can drop a bullet into your gun to perform this reaction if you do not have the bullets loaded, as part of the same reaction.<\/p> When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.<\/p> At the 5th level, you are able to fire an extra shot from a firearm. This increases to a total of three shots at the 11th level and four at the 20th level.<\/p> At the 5th level, you can spend 1 grit point and not move this round to gain a bonus on all firearm attack rolls equal to your Constitution modifier (minimum 1) with all firearm attacks until the end of the turn.<\/p> At the 5th level, your number of Grit points is now equal to twice your Charisma Modifier. At the 15th level, your number of Grit points is now equal to three times your Charisma Modifier.<\/p> Focusing their skill on making one important shot the gunslinger unleashes a single, deadly shot with a firearm. At the 6th level, you learn to take the Deadshot action. To do so, spend 1 or more Grit points and make a ranged attack roll. You gain a +1 bonus to the attack roll each Grit point spent. If the attack hits, it deals damage normally, with an additional dice of weapon damage per grit point spent. If the attack missed, Grit points are still expended. (ex: 3 Grit points = +3 to hit, +3d[firearm damage dice])<\/p> At the 7th level, 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.<\/p> At 9th level, your uncanny prowess with firearms knows no limits, you can spend 1 Grit point and make an attack with a firearm against a creature, any one creature within 5ft of your target must succeed a Dexterity Saving Throw (DC 10 + damage dealt) and on a failure that creature takes the damage dealt to your target, and half as much on a success.<\/p> At the 10th level, as a bonus action you can roll 10 feet, ignoring any opportunity attacks that could occur and difficult terrain.<\/p> At the 10th level, as an action, you are able to pinpoint all enemies within your line of sight and shoot at them all with lightning reflexes. You can spend a number of grit equal to however many enemies you want to shoot but you are limited to how many bullets you have left in your gun. For each enemy is a seperate attack roll. For example, there are 6 enemies and you have 5 bullets left in your gun, you can spend 5 grit to shoot 5 enemies at the same time, each requiring a seperate attack roll.<\/p> Also at the 10th level, you can ignore the reloading property of all firearms.<\/p> At the 13th level, whenever the Gunslinger is reduced to 0 hit points or lower, the Gunslinger can immediately spend all remaining Grit points to instead be reduced to 1 hit point. This cannot be used if your hit points were 1 before you took the damage.<\/p> At the 19th level, when the gunslinger scores a critical hit against a creature with less than 100 HP, you can spend 1 grit point to deal normal damage, and the target must succeed at a Constitution saving throw (DC 5 + damage dealt). On a failed saving throw, the target dies. This is a death attack. Performing this deed does not allow the gunslinger to regain grit from confirming a critical hit or making a killing blow.<\/p> When you choose this archetype at the 1st level, you may have your shots that would be lethal render the target unconscious instead.<\/p> When you choose this archetype, you gain proficiency with Manacles.<\/p> Weight: 1 lb. Cost: 1 gp. DC to break free: 20. DC to pick lock: 15.<\/p> When you capture a target you may gain a grit point.<\/p> At the 3rd level, Peacekeepers are able to pronounce judgment upon their foes. As an action choose a judgment to make and the Peacekeeper receives a bonus or special ability based on the type of judgment. At first, a Peacekeeper can use this ability once per Long Rest. With each archetype increase the Peacekeeper gains an additional use. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. If the Peacekeeper become paralyzed, unconscious, or otherwise incapacitated, the ability does not end, but the bonuses do not resume until they can participate in the combat again. When the Peacekeeper uses this ability, select one type of judgment to make. As an action, they can change this judgment to another type.<\/p> Destruction:<\/b> The Peacekeeper is filled with great wrath, gaining a +1 bonus on all weapon damage rolls.<\/p> Healing:<\/b> The Peacekeeper is surrounded by a healing light, gaining fast healing 1. This causes the Peacekeeper to heal 1 point of damage each round as long as the Peacekeeper is alive and the judgment lasts.<\/p> Justice:<\/b> This judgment spurs the Peacekeeper to seek justice, granting a +1 bonus on all attack rolls.<\/p> Protection:<\/b> The Peacekeeper is surrounded by a protective aura, granting a +1 bonus to Armor Class.<\/p> Purity:<\/b> The Peacekeeper is protected from the vile taint of their foes, gaining a +1 bonus on all saving throws.<\/p> Resistance:<\/b> The Peacekeeper is shielded by a flickering aura, gaining 2 points of resistance against one damage type chosen when the judgment is declared.<\/p> Smiting:<\/b> This judgment bathes the Peacekeeper’s weapons in a holy light. The Peacekeeper’s weapons deal an additional hit dice equal to the weapons hit dice.<\/p>
Hit Points at 1st Level:<\/b> 8 + Constitution modifier
Hit Points at Higher Levels:<\/b> 1d8 (or 5) + Constitution modifier per Gunslinger level after 1st<\/p>
Weapons:<\/b> Simple weapons, Firearms
Tools:<\/b> Tinker's tools, Two gaming sets
Saving Throws:<\/b> Dexterity, Charisma
Skills:<\/b> Choose three<\/p>Level<\/th> Proficiency
Bonus<\/th>Features<\/th><\/tr> 1st<\/td> +2<\/td> Gunsmith, Grit, Deeds, Gunslinger Archetype, Archetype Grit Regain<\/td><\/tr> 2nd<\/td> +2<\/td> Defensive Cover, Arcane Infused Weaponry<\/td><\/tr> 3rd<\/td> +2<\/td> Fireback, Archetype Feature<\/td><\/tr> 4th<\/td> +2<\/td> Ability Score Improvement<\/td><\/tr> 5th<\/td> +3<\/td> Extra Shots, Focused Aim, Improved Grit I<\/td><\/tr> 6th<\/td> +3<\/td> Archetype Feature<\/td><\/tr> 7th<\/td> +3<\/td> Deadshot, Evasion<\/td><\/tr> 8th<\/td> +3<\/td> Ability Score Improvement, Special Ammunition Upgrade<\/td><\/tr> 9th<\/td> +4<\/td> Clipping Shot<\/td><\/tr> 10th<\/td> +4<\/td> Fast Reload<\/td><\/tr> 11th<\/td> +4<\/td> Extra Shots, Archetype Feature<\/td><\/tr> 12th<\/td> +4<\/td> Ability Score Improvement<\/td><\/tr> 13th<\/td> +5<\/td> Cheat Death<\/td><\/tr> 14th<\/td> +5<\/td> Special Ammunition Upgrade<\/td><\/tr> 15th<\/td> +5<\/td> Improved Grit II<\/td><\/tr> 16th<\/td> +5<\/td> Ability Score Improvement<\/td><\/tr> 17th<\/td> +6<\/td> Archetype Feature<\/td><\/tr> 18th<\/td> +6<\/td> —<\/td><\/tr> 19th<\/td> +6<\/td> Ability Score Improvement, Death Shot<\/td><\/tr> 20th<\/td> +6<\/td> Extra Shots<\/td><\/tr><\/tbody><\/table> Gunsmith:<\/span><\/h4>
Grit<\/span><\/h4>
Deeds<\/span><\/h4>
Gun-fighting<\/span><\/h4>
Defensive Cover<\/span><\/h4>
Special Ammunition<\/span><\/h4>
Arcane Infused Weaponry<\/span><\/h4>
Fire Back<\/span><\/h4>
Ability Score Increase<\/span><\/h4>
Extra Shots<\/span><\/h4>
Focused Aim<\/span><\/h4>
Improved Grit<\/span><\/h4>
Deadshot<\/span><\/h4>
Evasion<\/span><\/h4>
Clipping Shot<\/span><\/h4>
Combat Roll<\/span><\/h4>
Deadeye<\/span><\/h4>
Fast Reload<\/span><\/h4>
Cheat Death<\/span><\/h4>
Death's Shot<\/span><\/h4>
Peacekeeper Archetype<\/span><\/h4>
Bonus Proficiency<\/span><\/h4>
Archetype Grit Regain<\/span><\/h4>
Judgement<\/span><\/h4>