Revolverheld in Varzrath | World Anvil
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Revolverheld

2nd Gen Class --> vollständige PDF im Discord

Stats

Hit Points

Hit Dice: 1d8 per gunslinger level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per gunslinger level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons, simple firearms, martial firearms
Tools: One type of gaming set
Saving Throws: Dexterity, Charisma
Skills: Choose two from: Acrobatics, Animal Handling, Athletics, Deception, Insight, Intimidation, Perception, Persuasion, and Sleight of Hand

Equipment

• Leather armor with a longcoat
• A dagger and (a) a handgun and 20 bullets or (b) a revolver and 10 bullets
• Any two-handed firearm that isn’t heavy and 30 bullets or shells
• (a) a dungeoneer’s pack or (b) an explorer’s pack

Guts and Gunpowder

Black powder is not for the faint of heart. Its thunderous applause is volatile and imprecise—a barely controlled explosion directed at an enemy. Only the truly fearless seek to master it, for one must be mad or have nerves of steel to weather the risk of its use. But those who call themselves gunslingers are fearless combatants, hurling death from their guns in a roaring cacophony. Adapted for shootouts, gunslingers are mobile and daring, knowing that life or death hangs on snap decision-making and one’s own mettle.

Dangerous Outsiders

A gunslinger’s explosive lifestyle lends well to wandering and adventuring. Gunslingers will often shoot first and ask questions later, an attitude which earns them few friends and bountiful enemies. In their travels, most gunslingers are secretive and take great lengths to go unnoticed, lest they be spotted by old foes with scores to settle. Yet, their skills are not unneeded. Anyone requiring protection or revenge of their own can count on a gunslinger to be in need of an odd job when they roll into town. After all, skill with a gun is always in demand somewhere.

Creating a Gunslinger

When creating your gunslinger, consider where firearms fit in the campaign’s world and what the common perceptions are of those who use them. If firearms are the norm, your gunslinger might be a mercenary or militia fighter. If firearms are rare, your gunslinger might be one of a kind, a trailblazer in new types of warfare. It’s also not unusual for a gunslinger to be haunted by their past. Did some event drive you to the gun and motivate you to travel? Is there a bounty on your head in one or more areas? Do you have any old enemies that seek you for revenge?

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