Sorry because im very new to dnd and just wanted to kinda throw together a basic gunslinger build but I just cant rlly seem to get his fully down pat, any help would be appreciated
Starting character is going to struggle as a pistol is 250gp but starting money taps out way short on that.
Looking at 2024 rules (which lack a gunslinger class/feat) ... I'd go something like this [ Sample Gunslinger ] at 1st level based on a western gunslinger type. Equipment is 1st level free stuff and not really that relevant for this exercise, but you have to start with a trusty longbow before being able to afford firearms.
Animal Handling cos cowboys ride, athletics cos they do that stuff, Intimidate cos that's how you force the other guy to draw first cos he's chicken, Nature and Survival cos you spend life in the saddle in the outdoors.
Soldier background for the savage attacker origin feat as that is like a well aimed shot effect, Human species for the heroic advantage and other origin feat of Alert for that quickdraw feel to the flavour.
Stats using points buy for Str11, Dex 16, Con 14, Int 12m Wis 12, Cha 12. Int/Wis/Cha cos it's nice to have a +1 on all those skill checks and you don't want to have a -ve on intimidate etc so no dump stats. Dex main as ranged combatant, Str 11 so there is no -ve mainly, and Con as high as we can get with what is left.
3rd level take Champion subclass as you get advantage on intiative and athletics checks, and score criticals on a 19+ which tie in to the quickdraw and deadly shot vibe.
4th level take sharpshooter feat to double down on the firearms stuff.
6th level take whatever grabs your fancy.
Mounted Combatant - double down on the cowboy story
Mage Slayer - Sniper on the battlefield hunting witches
Piercer - Musket and Pistol use peircing damage so this stacks the deadly shot dude effect
ASI - boosting stats is always good for business
Musketry Firearms have the loading penalty and crossbow expert only fixes that for crossbows, so once you hit 5th level and have more than one attack it get's tricky to use firearms using only 2024. The 2024 DMG lists Revolver, Hunting Rifle and Shotgun etc as better options so a revolver can fire 6 shots before needing to be reloaded. I like the idea of the gunslinger (The Dark Tower novels) with dual wielder swapping in and out loaded revolvers etc. None of the firearms have the light property though, so dual wielding is limited use.
Starting character is going to struggle as a pistol is 250gp but starting money taps out way short on that.
Looking at 2024 rules (which lack a gunslinger class/feat) ... I'd go something like this [ Sample Gunslinger ] at 1st level based on a western gunslinger type. Equipment is 1st level free stuff and not really that relevant for this exercise, but you have to start with a trusty longbow before being able to afford firearms.
Animal Handling cos cowboys ride, athletics cos they do that stuff, Intimidate cos that's how you force the other guy to draw first cos he's chicken, Nature and Survival cos you spend life in the saddle in the outdoors.
Soldier background for the savage attacker origin feat as that is like a well aimed shot effect, Human species for the heroic advantage and other origin feat of Alert for that quickdraw feel to the flavour.
Stats using points buy for Str11, Dex 16, Con 14, Int 12m Wis 12, Cha 12. Int/Wis/Cha cos it's nice to have a +1 on all those skill checks and you don't want to have a -ve on intimidate etc so no dump stats. Dex main as ranged combatant, Str 11 so there is no -ve mainly, and Con as high as we can get with what is left.
3rd level take Champion subclass as you get advantage on intiative and athletics checks, and score criticals on a 19+ which tie in to the quickdraw and deadly shot vibe.
4th level take sharpshooter feat to double down on the firearms stuff.
6th level take whatever grabs your fancy.
Mounted Combatant - double down on the cowboy story
Mage Slayer - Sniper on the battlefield hunting witches
Piercer - Musket and Pistol use peircing damage so this stacks the deadly shot dude effect
ASI - boosting stats is always good for business
Musketry Firearms have the loading penalty and crossbow expert only fixes that for crossbows, so once you hit 5th level and have more than one attack it get's tricky to use firearms using only 2024. The 2024 DMG lists Revolver, Hunting Rifle and Shotgun etc as better options so a revolver can fire 6 shots before needing to be reloaded. I like the idea of the gunslinger (The Dark Tower novels) with dual wielder swapping in and out loaded revolvers etc. None of the firearms have the light property though, so dual wielding is limited use.
I think being a champion kind of defeats the point of being a gunslinger.
Sorry because im very new to dnd and just wanted to kinda throw together a basic gunslinger build but I just cant rlly seem to get his fully down pat, any help would be appreciated
What exactly are you looking to get out of this build? Just a non-magical martial that specializes with a pistol?
Also what level range are you expecting to play? Will your campaign be going all the way to 20?
Starting character is going to struggle as a pistol is 250gp but starting money taps out way short on that.
Looking at 2024 rules (which lack a gunslinger class/feat) ... I'd go something like this [ Sample Gunslinger ] at 1st level based on a western gunslinger type. Equipment is 1st level free stuff and not really that relevant for this exercise, but you have to start with a trusty longbow before being able to afford firearms.
Animal Handling cos cowboys ride, athletics cos they do that stuff, Intimidate cos that's how you force the other guy to draw first cos he's chicken, Nature and Survival cos you spend life in the saddle in the outdoors.
Soldier background for the savage attacker origin feat as that is like a well aimed shot effect, Human species for the heroic advantage and other origin feat of Alert for that quickdraw feel to the flavour.
Stats using points buy for Str11, Dex 16, Con 14, Int 12m Wis 12, Cha 12. Int/Wis/Cha cos it's nice to have a +1 on all those skill checks and you don't want to have a -ve on intimidate etc so no dump stats. Dex main as ranged combatant, Str 11 so there is no -ve mainly, and Con as high as we can get with what is left.
3rd level take Champion subclass as you get advantage on intiative and athletics checks, and score criticals on a 19+ which tie in to the quickdraw and deadly shot vibe.
4th level take sharpshooter feat to double down on the firearms stuff.
6th level take whatever grabs your fancy.
Musketry Firearms have the loading penalty and crossbow expert only fixes that for crossbows, so once you hit 5th level and have more than one attack it get's tricky to use firearms using only 2024. The 2024 DMG lists Revolver, Hunting Rifle and Shotgun etc as better options so a revolver can fire 6 shots before needing to be reloaded. I like the idea of the gunslinger (The Dark Tower novels) with dual wielder swapping in and out loaded revolvers etc. None of the firearms have the light property though, so dual wielding is limited use.
Life's hard - get a helmet!
I think being a champion kind of defeats the point of being a gunslinger.
How so compadre ? Given I stated that 2024 has no Gunslinger as such. Ithought the champion offered a style of shooty gun thing flavour.
Life's hard - get a helmet!
I didn't read that to closely, but even so, you can still use legacy subclasses.
Gunslinger was always Critical Role though and "Unofficial".
Life's hard - get a helmet!