Base Class: Fighter
Gunslingers have mastery over a wide variety of weapons and if left unchecked can dominate the battlefield. Where they differ though, is their focus. Where other fighters tends to focus on traditional arms - the sword, the shield, the bow - the gunslinger puts their efforts to mastering firearms.
Professional Gunfighters, specializing in solving problems, either ones of their own, or if compensated well enough others peoples problems.
Duelist proficiency
3rd-level Duelist feature
You gain proficiency with smith’s tools, tinkers tools, Alchemist set Firearms and the Investigation skill.
You also ignore the Loading property and use reload values.
- All Firearms have a Reload value. this is your Ammo capacity. Determined by you and your DM. Many already have values feel free to adjust as needed.
- You may use any 1 action to reload your Firearm.
- Crafting ammo requires the materials and a dc10 check with tinker tools and 1 hour of work to make(30).
- For balance, keeping track of cost and ammo is highly recommended.
| Ammunition | ||||
| Lead Balls (30) | 10 gp | – | 1 lb. | Special |
| Reagents (30 handfuls) | 20 gp | – | 1 lb. | for Infused Ammo |
| Powder flask (30) | 10 gp | – | 2 lb. | – |
| Palm Pistol | 50 gp | firearm*Crafted | 1d8 piercing | 1 lb. | 40/160 | Light, reload 1, |
| Pistol | 150 gp | firearm | 1d10 piercing | 3 lb. | 30/90 | Reload 2, |
| Musket | 300 gp | firearm | 1d12 piercing | 10 lb. | 40/120 | Two-handed, reload 1, |
| Pepperbox | 250 gp | firearm*Crafted | 1d10 piercing | 5 lb. | 80/120 | reload 3, |
| Hunting Rifle | 300 gp | firearm | 2d10 Piercing | 10 lb. | 80/240 | two handed, reload 2, |
| Shotgun | 200 gp | firearm | 2d12 piercing | 10 lb. | 30/90 | Two-handed, reload 2, |
| revolver | 200 gp | firearm | 2d8 piercing | 3lbs | 40/120 | reload 4, |
Level 3: Particular set of Skills
3rd-level Duelist feature
You've gained a particular set of skills over your career.
Runes Known
| Fighter Level | Number of skills |
|---|---|
| 3rd | 2 |
| 7th | 3 |
| 10th | 4 |
| 15th | 5 |
The following Skills are available to you when you learn them. If a skill has a level requirement, you must be at least that level in this class to learn theSkill. If a Skill requires a saving throw, your Skills save DC equals 8 + your proficiency bonus + your Constitution modifier. All skills reset on either a short or long rest.
Unerring eye. This Skill grants, you have advantage on Wisdom (Perception) checks and (Insight) checks. for 5 mins
Evasive Maneuver. This Skill allows you to make a Reaction,When you are hit by an Ranged attack, to reduce the damage taken by 1d6+Constiution Modifier.
En Garde! This Skill allows you to use your Reaction when a Melee attack is made against you, you instantly make a single Attack with a One handed weapon you currently have equipped and drawn.
My Friend wrote this, This skill allows you gain advantage on Charisma (Deception) checks and (Persuasion) checks.for 5 mins
They shoulda armed themselves(7th Level or Higher). You have advantage on all attacks made during a surprise round.
My cape Sir!(7th Level or Higher). As a bonus action you distract a single target giving them disadvantage on attacks made until the end of their next turn.
Almost,Almost... (10th level or Higher) As a reaction you may immediately use the Disengage action but may only move upto 1/2 your movement speed.
Almost, Almost...
As a reaction you may immediately use the disengage action but only move half of your movement speed
En Garde!
En Garde! This Skill allows you to use your Reaction when a Melee attack is made against you, you instantly make a single Attack with a One handed weapon you currently have equipped and drawn.
Evasive Maneuver
Evasive Maneuver. This Skill allows you to make a (Acrobatics) dc 15 check as a Reaction to reduce damage of a Ranged attack by 1d6+Constiution Modifier.
My Cape Sir!
As a bonus action you distract a single target giving them disadvantage on attacks made until the end of their next turn.
My Friend wrote this!
My Friend wrote this, This skill allows you gain advantage on Charisma (Deception) checks and (Persuasion) checks. for 5 mins
They shoulda armed themselves
You have advantage on all attacks made during a surprise round.
Unerring Eye
This Skill grants, you have advantage on Wisdom (Perception) checks and (Insight) checks. for 5 mins
Crack Shot
3rd-level Duelist feature
You have learned how to see the most minute gap in a opponents defense. As a bonus action, you gain the following benefit, which last for 1 minute:
- Once on each of your turns, one of your attacks with a weapon can deal an extra 1d4 damage to a target on a hit.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
It might just be Pocket Sand
7th-level Duelist feature
Or it might just be a blinding bomb his rogue buddy gave him for just this occasion. When another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
I Shoot First,
10th-level Duelist feature
Han shot first, the end.
Honing your skills to such an extent that you understand there is never a time that shooting first is not the correct Choice.
- You may draw and fire a one handed Firearm during a surprise round as part of the Attack action.
- You can't be surprised while you are conscious.
- You may act during the surprise round even if you are not the one who initiated combat
Master Duelist
15th-level Duelist feature
You can use your Particular set of Skills feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.
And, I shoot Last
18th-level Duelsit feature
When you reduce an target to 0 hitpoints you may use your Bonus action to make an attack with advantage at an enemy within 30ft of you.







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