The bounty hunter
Requirements
Alignment: Any
Starting Age: Moderate
Race: Any
Class Features
As a Gunslinger you gain the following class features.
Hit Points
Hit Dice: 1d10 per Gunslinger level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Gunslinger level after 1st
Proficiencies
Armor: Light Armor
Weapons: Simple Weapons and Firearms
Tools: One Gaming Set
Saving Throws: Dexterity, Intellect
Skills: Choose 2 from Deception, Intimidation, Investigation, Perception, or Sleight of Hand.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Table: The Gunslinger
Level Prof Bonus Features
1st +2 Firearm Mastery
2nd +2 Maverick
3rd +2 Quick Reload
4th +2 Ability Score Improvement
5th +3 Path of the Gunslinger, Extra Attack
6th +3 Warhead
7th +3 Improved Maverick
8th +3 Ability Score Improvement
9th +4 Quick Adjust
10th +4 Path Feature
11th +4 Firearm Mastery (2), Headshot
12th +4 Ability Score Improvement
13th +5 Gunslinger's Grit
14th +5 Improved Headshot
15th +5 Path Feature
16th +5 Ability Score Improvement
17th +6 Hawkeye
18th +6 Enhanced Targeting
19th +6 Ability Score Improvement
20th +6 Path Feature
Firearm Mastery
At 1st level, you choose one of the following firearm masteries. At 11th level, you can choose another one.
Revolvers
You can dual wield Revolvers with no downsides.
Snipers
In the regular range of Snipers, you have advantage on attack rolls, and no longer get disadvantage in the long range.
Shotguns
Instead of firing three bullets, if an enemy is within 5 feet of you, you can instead fire directly into them, dealing double damage. (only one damage/attack roll, multiplied by 2)
Maverick
Beginning at 2nd level, 1/2 your level + your Intellect modifier times per day, you can choose to go last in the initiative roll for one round. When you do, your next regular shot against a target deals 1.5x damage. At 7th level, this is increased to 2x damage.
Quick Reload
Starting at 3rd level, reloading your firearm only costs a bonus action, instead of a regular action.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Upon gaining 5th level you get the good shit.
Path of the Gunslinger
At 5th level, you choose a Path of the Gunslinger Archetype, which are featured at the bottom of this page.
Warhead
Beginning at 6th level, 1/2 your level + your Intellect modifier times per day, before you attack a target you may choose any element from the following list for your attack to do, for that turn: acid, fire, cold, necrotic, radiant, lightning, psychic, force. If you attack twice (e.g. double tap), you must use Warhead twice for both shots to deal elemental damage.
Quick Adjust
At 9th level, 1/4 your level + your Intellect modifier times per day, if you fail an attack roll, you can reroll it, adding your Intellect modifier to the roll.
Headshot
Starting at 11th level, each time you make an attack, roll a d10. If you roll a 10, if your attack roll hits, you get a guaranteed critical hit. If you already had rolled a critical hit, then add another die to the damage, as if you triple-critted. At 14th level, you get headshots on 9-10.
Gunslinger's Grit
At 13th level, whenever an enemy hits you with an attack, you gain +1 AC until the end of your next turn. This caps at +5 AC.
Hawkeye
At 17th level, if an attack roll of yours is 9 or lower, it is counted as 10.
Enhanced Targeting
At 18th level, 1/2 your level + your Dexterity modifier times per long rest, for any attacks or features that would cause you to only attack one target, you can instead target two different targets, spending twice the bullets and/or the uses.
Path of the Vigilante
For some Gunslingers, they believe that the law and its officers are corrupt, and that they need to take the law into their own hands. These are Vigilantes. Most Vigilantes use Revolvers, and Shotguns.
Quickdraw
Starting when you choose this path at 5th level, when you roll initiative, you can quickly draw your gun, and make an attack with advantage on any target within your range. If this kills the target, then your next attack also has advantage.
Justice Bullets
Beginning at 10th level, 1/2 your level + your Intellect modifier times per long rest, you can add 1d8 radiant damage to your next shot, as a free action. If the target is the opposite alignment of yours, and resistant to radiant, this deals full damage anyways, and if they're immune, the radiant deals half.
Fan the Hammer
Beginning at 15th level, 1/2 your level + your Intellect modifier times per long rest, you can fire off all of your ammunition in your current clip, in a 20 ft. cone in front of you. You cannot crit with this feature, or make headshots.
I t ' s H i g h N o o n
At 20th level, Your Int Mod + 1 times per long rest, you can choose 6 targets within 60 ft. of you. You can either fire instantly to hit all targets, bypassing attack rolls, or wait 2 turns to crit on all of them. You still roll a d10 for a Headshot, using this ability. If it's high noon, this deals +1 damage. There are but two drawbacks. Your Movement speed is Halved, and enemies that can hear you and have an intellect higher than 3 knows that something's up.
Path of the Marksman
Silent, but deadly, a Marksman is a fearsome foe, able to kill at a distance with ease, and with precision. Snipers are a must-have gun, while either Shotguns or Revolvers work as a nice secondary.
Future Targets
Starting at 5th level, choose two humanoid races (e.g. goblinoids, orcs). You add your proficiency bonus to all damage rolls against those targets. At 10th, and 15th levels you can choose two more races. At 20th level, all humanoid races take this bonus damage.
Aim Down Sights
At 10th level, 1/2 your level + your Intellect modifier times per long rest, you can take steady aim at a target. While taking steady aim, you can only move up to 10 ft., and if a target hits you, you must make a DC (5 + damage taken) Constitution roll, or lose focus. If you keep focus, at the start of your next turn, you fire a guaranteed Headshot bullet, ignoring all AC.
Fast Learning Headshots
You gain the Headshot feature at 10th level, instead of 11th. You also gain Improved Headshot at 13th level, instead of 14th.
Scope-like Oculation
At 15th level, you have double the range on every gun attack and feature.
Shadowbender
At 20th level, 1/2 your level times per day, you can bend shadows around yourself and up to 2 targets within 30 ft. of you, giving yourself and chosen targets 1/2 cover no matter which location you are at, for 5 minutes. Additionally, targets shrouded by shadows have advantage on Stealth checks.
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