Fighter
Base Class: Fighter

Gunslinger

To be a true gunslinger is to live a certain kind of life.  While anyone could pick up a firearm and wield it, a gunslinger serves a higher purpose, using their skills to diffuse situations whether it be through diplomacy or permanent ends.   While they operate above the law in some ways, they have a social responsibility to remove threats to the populace.

I do not aim with my hand;
He who aims with his hand has forgotten the face of his father.
I aim with my eye.

I do not shoot with my hand;
He who shoots with his hand has forgotten the face of his father.
I shoot with my mind.

I do not kill with my gun;
He who kills with his gun has forgotten the face of his father.
I kill with my heart.

Gunsmith

At 3rd level, you gain proficiency with firearms and Tinker's Tools. 
You may use the tools to craft ammunition, repair damaged firearms, or possibly draft and create new ones.

Pistoleer's Discipline

At third level your training with firearms allows you to tap into the mystic guiding force that all gunslingers believe in, ka.  Your access to this guiding force is represented by a number of Discipline points.  Your fighter level determines the number of points you have (1 per level, beginning at third level). The points can be used in performing certain Deeds.  At third level, you know 3 deeds.  You learn 2 additional deeds at 7th, 10th, and 15th levels. You regain all spent Discipline points when you finish a short or long rest.

 The save DC for any Deed that requires one is 8 + proficiency bonus + Wis modifier.

 

As a Unit

(2 points) When you take the Attack action on your turn, you can forgo one of your attacks to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack, adding your Wisdom modifier to the attack's damage.

Cheat Death

(3 points) When reduced to 0 hit points, you instead drop to 1 hit point. (7th level required)

Dead Eye

(1 point) You can add your Wis modifier to the attack roll of a firearm shot.

Disarming shot

(1 point) If the shot hits, the target takes normal damage and must make a Strength saving throw. On a fail, the target must drop 1 held item of your choice.

Fanning the Hammer

(1 point) Immediately after you take the attack action on your turn, you can fire off two more shots in quick succession as a bonus action.

Fleet of Foot

(2 points) Your lightning fast reflexes allow you to move quicker than anyone on the battlefield. Right before combat you can double your DEX bonus that is added to your Initiative roll; additionally, on your first turn, you can take the dash action as a bonus action.

Gone with the Wind

(2 points) 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. (7th level required)

Gunslinger's Dodge

(1 point) When a ranged attack roll is made against you, you can take a reaction to move 5 ft. with +2 AC, or drop prone for +4 AC.

Lightning Reload

(1 point) You can reload any firearm as a free action. 

Overpowering shot

(X point) You can spend Discipline points up to twice a firearms misfire score to roll one additional weapon damage die for each point spent. For each point dedicated, that attack gains +2 to the misfire score (does not allow you to dedicate more points than twice the firearms natural misfire score). You can activate this Deed after a hit is confirmed. (10th level required)

Parting Shot

(1 point) When you take the disengage action, you can fire at a target as a bonus action. 

Piercing shot

(X points) Your accuracy is unrivaled. If you hit a creature with a shot, you can spend 1 Discipline per attack roll to attack each creature directly behind them with disadvantage within your first range increment. (15th level required)

Pistol Whip

(1 point) You can make a melee attack roll with the butt/handle of your gun against an enemy within 5 ft. of you as a bonus action after making using the attack action with your gun. This attack roll uses your full proficiency bonus and deals 1d4 + your Str modifier bludgeoning damage.

Return fire

(1 point) When a creature hits you with a ranged weapon attack, you may use your reaction to make 1 firearm attack against the creature. If you hit, add your Wisdom modifier to the attacks damage roll.

Seasoned Gunsmith

(2 points) You can fix a jammed firearm as a result of a misfire as a bonus action.  Your repair DC is always 10, even if the firearm's misfire score is higher.  If you fail the check, the firearm doesn't gain the broken condition, though it still needs to be successfully cleared before it can fire again. (7th level required)

Slinger's luck

 (3 points) You can reroll a saving throw or ability check and must use the new roll, even if it is lower. (10th level required)

Until you see the white's of their eyes

(2 points) You can hold your attack action until a creature enters your firearms first range increment. You make your attack action and if at least one shot hits, you reduce their speed to 0ft until the end of your next turn. (7th level required)

Warning Shot

(2 points) You can fire a shot next to a target and the target must make a Wisdom saving throw or be stunned until the start of your next turn. This consumes your action.

Quick Draw

Starting at 7th level, you gain a +2 bonus to initiative.  You can also draw and stow firearms as part of a movement.

Remembering the Face of your Father

At 7th level your firearm shots count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.  

Dealing in Lead

Upon reaching 10th level, you gain expertise in the Intimidate skill, even if you did not already have Intimidate.  This allows you to use double your proficiency bonus on Intimidate checks.

Unwavering Discipline

Starting at 15th level, when you roll initiative and have no Discipline points remaining, you gain 4 points.

Widow Maker

At 18th level, you have the ability to call a truly deadly shot.  You can spend 5 points of discipline to focus on a shot so debilitating that the target must make a Constitution saving throw.  If it fails, the target is reduced to 0 hit points.  If it succeeds, it takes 10d10 necrotic damage.  You can only affect one creature in this manner once per round, and only twice per short rest

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