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
Previous Versions
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I've been working a standalone gunslinger class and I was trying to make sure that no one else has already achieved what I'm trying to create, and it looks like you almost hit the nail on the head! I love the use of the gunslinger's lore. I personally dislike the steampunk/tinkerer aspect of the gunslinger, as well as misfiring and jamming. But you're the first person I've come across so far to at least make the attacks arcane, which is pretty darn close to what I want to do. love this!
@basilSSS I agree. I've been meaning to test it out, but my group has been backed up with different games for awhile now. I'll look into that though. Thank you for your input!
I like the references to King. Such flavor, much wow.
personally i would allow for 3 deeds to start with and add afew more utility based shots. Matt Mercers gunslinger trick shots are a great source for inspiration, however i feel this overall subclass fits the magic flair of a old west revolver weidling stranger with no name, so i overall prefer this for my taste, but find you need to add more to the deeds system.
It looks like you have your Deeds in there twice, might want to look at that.
Version 1.1 edits:
Main description of archetype is still being worked out.