Fighter
Base Class: Fighter

Gunslinger

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 with 3 at third level).  When you spend a discipline point, it is unavailable until you finish a short or long rest.  The points can be used in performing certain Deeds.  At third level, you know 2 deeds.  You learn 1 additional deed at 7th, 10th, and 15th levels.

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

 

Cheat Death

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

Dead Eye

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

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.

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. 

Parting Shot

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

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.

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.

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.

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.

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.

Deeds

Cheat Death 

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

Dead Eye

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

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.

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. 

Parting Shot

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

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.

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.

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.

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.

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 can the ability to call a truly deadly shot.  You can spend 3 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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