Well I'm back again with a new character class, one that some may think is a bit limiting, but it's purpose is to be a new class that fits into a game setting where firearms are either a new technology that is coming about, or an existing technology that anyone familiar with can use.
Keep in mind this is a first draft of this class, and while I may think it's ok and balanced at this time - that may not be the case, so be sure to comment on any improvement that need to be made.
[Note that any images featured below where gained from using Google and searching for "Gunfighter" as well as using other various key words. I do not own any of the pictures used and credit goes to their respective owners/artists.]
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Tough and smelling of smoke, the human stood alone amidst
the throng of onlookers as the swordsman whom was bent on ending his life
twirled his blade. He moved forward but
got barely a step as the human drew the device at his side in a single swift
motion. The pistol barked loudly and the
swordsman fell.
Hunting was a sport many took up either for sport, to
find food, or for some it was a manner of creating income. But for the dwarf it was a little of all
things. Hunting criminals was his game,
his sport, and it did put food on his table when he earned his bounty. Patience was the key and not a common trait
in dwarves. Through the scope the dwarf
spied his quarry at last. An exceptional
archer could make the shot he was about to do, but for him it was simpler. Squeezing the trigger of his rifle it barked
loudly and in the scope he saw the man move into the path of his bullet where
it struck him in the head.
Life was good for the elf as she twirled the pistols in
her hands. People cheered as she entered
the room. A posh man in a hat knew the
routine and immediately tossed a can into the air. She moved and fired the pistol once putting a
hole in it. Then came a bottle which she
shattered with her next shot. Then the
coin came twirling into the air. An
impossible shot for some, but her it was simple and the bullet punched through
the coin with ease.
Modernized Warriors
While some people prefer bows and arrows, or swords and axes,
the gunfighter prefers their own unique weapons. Gunfighters specialize in the use of
firearms, namely pistols and rifles of different types. In some places, the gunfighter is an inventor
and the first crafter of such a weapon.
In other cases, the gunfighter may be just one of many such people in the
world.
Gunfighters find a place where ever they go whether it is
as a soldier, a performer, or adventurer.
Those who take up the art are keen on moving swiftly, using stealth, and
being able to draw and load their firearms with deft skill.
Gun Smoke and Danger
Gunfighters tend to work in a trade that allows them to
either be around firearms or one that allows them to utilize their firearms. They work at best from a distance, but some
are capable of getting up close with their firearms. Gunfighters are often a first and last line
of defense in any battle.
Though one may assume that while they are agile they are
not tough, the gunfighter is quite hardy, making them well suited to a life of
adventure. Much to the irritation of
many adventurers, the gunfighter is not a quiet fighter as their method of
fighting is typically very noisy and easily draws attention.
Creating a Gunfighter
When creating a gunfighter there are some things to take
into consideration. How did you become a
gunfighter? Are you the first of your
kind, or one of many that exist? Do you
keep your wondrous invention to yourself or do make more to sell to
others? Why do you adventure, is it to
test your newest gun, or is it to test your skill with it?
What drives you forward?
Is there a monster that can only be killed by your unconventional
weapon? In all, why do you adventure?
Quick Build
You can make a gunfighter quickly by following these
suggestions. First you will want to make
Dexterity your primary score. Next you
will want Intelligence and Constitution to be higher. Next you will want to choose either the
Entertainer or Sage backgrounds.
Level
|
Proficiency
Bonus
|
Features
|
1
|
+2
|
Gunsmith, Mechanical Expert
|
2
|
+2
|
Triggerman, Quick Draw
|
3
|
+2
|
Gunfighter Archetype, Quick Reload
|
4
|
+2
|
Ability Score Improvement
|
5
|
+3
|
Extra Attack
|
6
|
+3
|
Gunfighter Archetype Feature
|
7
|
+3
|
Dodger
|
8
|
+3
|
Ability Score Improvement
|
9
|
+4
|
Disarming Shot
|
10
|
+4
|
---
|
11
|
+4
|
Gunfighter Archetype Feature
|
12
|
+4
|
Ability Score Improvement
|
13
|
+5
|
Silenced Gunplay
|
14
|
+5
|
---
|
15
|
+5
|
Deadly Shot
|
16
|
+5
|
Ability Score Improvement
|
17
|
+6
|
Gunfighter Archetype Feature
|
18
|
+6
|
Line Them Up
|
19
|
+6
|
Ability Score Improvement
|
20
|
+6
|
Gun Them Down
|
Class Features
As a gunfighter, you gain the following class features.
Hit Points
Hit Dice: 1d8
per gunfighter level
Hit Points at 1st
Level: 8 + your Constitution modifier
Hit Points at
Higher Levels: 1d8 (or 5) + your Constitution modifier per ranger level
after 1st
Armor: Light
armor, medium armor
Weapons: Simple
Weapons, Firearms*
Tools: Alchemy
tools
Saving Throws:
Dexterity, Intelligence
Skills: Choose
three from Acrobatics, Arcana, Investigation, Perception, Deception, Sleight of
Hand, Stealth, Survival.
*: Firearms are
normally classified as Martial Weapons.
In settings where firearms are common, this should be changed to Martial
Weapons.
Equipment
You start with the following equipment, in addition to
the equipment granted by your background:
·
(a) scale mail or (b) leather armor
·
(a) one rifle and one pistol or (b) two pistols
·
(a) an explorer’s pack or (b) scholar’s pack
·
A short sword and a dagger
Gunsmith
Beginning at 1st level, you possess the
knowledge and skill needed to craft pistols and rifles, as well as the powder
and bullets. It can take you several
days to craft a pistol or rifle by hand.
As for the black powder used this alchemical process requires patience
and a few hours if the proper materials are present. When constructing either the guns or mixing
the black powder you have advantage on any rolls needed regarding these. Below are the different gun types that can
possibly exist and that a GM may allow a player to not only make, but also
possibly work toward making. See page
267 in the DMG for stats on Firearms.
·
Flintlock
Guns: These firearms make use of a
ramrod to add powder and bullet into the weapon. Flintlock guns have the loading property. If submerged in water the weapon has a 50%
chance that it will not fire and will need.
·
Cylinder Guns: These are firearms that make use of a central
cylinder that either has powder and bullets loaded into it individually (and
covered with wax), or a cartridge “bullet” is inserted into each chamber
instead with each cartridge containing the powder & bullet. Reloading the first type takes a minute,
otherwise an action can be used to load a number of cartridges equal to the
character’s DEX mod. In some cases, the
entire cylinder is removed and a preloaded one is put into its place.
·
Clip Guns: These types of guns are extremely advanced in
technology compared to the previous two types of firearms. Here a clip is loaded with a number of
cartridges into some part of the firearm.
These weapons often can be short rapidly with a risk of jamming
occurring if done; otherwise, they simply hold more shots than a cylinder gun,
or at least make it faster to reload the weapon.
·
Black
Powder (Gun Powder): One has to be
careful with black powder (also known as gun powder); if exposed to high
temperatures or an open source of flame it can ignite. Your skill in making it allows you to produce
1 ounce (equivalent to 1 powder horn full) of black powder per hour of work.
·
Explosives: One’s knowledge of black powder lends itself
to the creation of different types of explosives and the character can craft 1
grenade or stick of dynamite per hour of work.
·
Cannons: With significant time and effort one can make
a cannon and make enough gunpowder for its use. These weapons are not man-portable, and
work similar to a ballista in this way.
When traveling you know how to carry your gear so as to
keep powder from igniting when hit by something like a fireball, or from
getting wet when it’s raining (this assumes one is using flintlock weapons
which are muzzle loaded). Note that this
is not a problem for cartridge based bullets, though they can still be set off
if directly hit or significant heat is applied to the casing. If the GM ever requires a roll to avoid
ammunition igniting, then the character is considered to be at an advantage.
Mechanical Expert
At 1st level you are adapt at mechanical
workings of things. While this lends
itself to your expertise in firearms, it also has other applications. When working with any sort of mechanical
device (like traps or locks) you have advantage on saving throws and skill
checks (this includes setting off the trap).
This feature also can be employed to allow you to build mechanical
devices as well (given time).
Triggerman
At 2nd level you pick up on a number of tricks
and tactics when using firearms. You suffer no penalties when using a 1 handed
firearm in melee combat (allowing you to make a ranged attack with it), and you
may use the butt of a rifle to make a melee strike with (as if it were a club) at
no penalty as well. Additionally, one of
your firearms is considered magical for the purposes of overcoming resistances. You may choose just one and must spend an
hour attuning to it for this purpose; you may change the weapon if desired,
should you acquire a new firearm you prefer.
Quick Draw
At 2nd level you have developed the skill of
the quick draw. You may draw a one
handed weapon as an incidental action and may swap 1 weapon as an
incidental. Drawing another weapon still
takes the normal time allotment. You
also may perform a “Quick Shot” action.
When performing a quick shot, you draw your weapon and may take 1 shot
as a bonus action. You may then continue to hold the weapon or you may holster
it.
Gunfighter Archetype
At 3rd level, you choose an archetype that you
train to emulate: Pistoleer, Sniper, or Magic Gunner, all of which are detailed
at the end of the class description. Your choice grants you features at 3rd
level, and again at 6th, 11th, and 17th level.
Quick Reload
At 3rd level you can rapidly reload your
firearm. When your firearm is empty, you
may use a bonus action to reload the weapon, (or an incidental action if a
bonus action is already an applicable option for the weapon).
Ability Score Improvement
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
Beginning at 5th level, you can attack twice,
instead of once, whenever you take the Attack action on your turn.
Dodger
At 7th level you adapt at avoiding being hit
both at a range or up close. Against all
attacks you gain a +1 bonus to your AC.
You may also designate a single target you wish to dodge and gain an
additional +1 to your AC against all attacks from that target. You may switch targets as an incidental
action at the start of your turn.
Disarming Shot
At 9th level you gain the Disarming Shot
feature. With an action or reaction, you
may shoot the weapon or item out of the opponent’s hands with a normal attack
roll. If you hit, the opponent must make
a STR save against a difficulty of 8 + your DEX Mod + your Proficiency
bonus. If they fail the weapon is
knocked from their grasp landing with in 10ft of them; additionally, they take
damage. If they succeed, however they
retain their hold of the weapon, and take half damage. Your weapon must have ammunition in order to
use this, or you must have something you can throw.
Silenced Gunplay
At 13th level you gain a magic ability to
muffle the sounds of your gun fire.
While concentrating when using your guns, you are able to silence the
sound of them being fired imposing a disadvantage on opponents attempting to
hear them. If attacked you must make an
INT save in order to maintain your concentration.
Deadly Shot
At 15th level your aim is deadly. Attacks made with a firearm deal an
additional +2 damage, and if a critical hit is rolled you may add an additional
2d8 to the damage done (this amount does not double).
Line Them Up
At 18th level you can hit two opponents with
one shot. One opponent must be standing
in front of the other. One attack roll
is made against the first target, the second may make a DEX save against 8 +
the characters DEX mod, + their Proficiency Mod. If they succeed, they take no damage, but if
they fail they take half damage. If you
can make multiple attacks with your action, you may use this for each attack
made so long as you have the shots available.
Gun Them Down
At 20th level, you can choose an opponent to
vest a bullet-filled wrath upon. When
you make a successful attack on a single opponent, you may spend your bonus
action to continue to pump lead into them.
On your turn you make an attack roll, if successful you unload as many
shots as you can in a single attack.
Each shot fired increases the base damage rolled by 1 die (equal to the
base damage dice of the firearm. You can
reload between shots if needed, but this limits the number of dice you can
add. Aside from the first shot you can
add a number of dice to the attack equal to your DEX mod + INT mod, if you must
reload between shots you reduce the extra dice rolled by 1 per reload made. After this attack is used it cannot be used
again until a long rest is taken.
Gunfighter Archetypes
The gunfighter has three paths that they may follow:
Pistoleer, Sniper, and Magic Gunner. Your
choice grants you features at 3rd level, and again at 6th,
11th, and 17th level.
Pistoleer
Taking up the pistoleer archetype means you have chosen
to focus your skill into performing tricks with a pistol that in some cases
border upon being magical. As you walk
the pistoleer’s path you learn to perform trick shots such as shooting fast
moving or small targets, or bouncing your shots in otherwise impossible ways.
Trick Shot
At 3rd level, you gain the ability to perform
one of several trick shots. You gain a
number of Trick Points equal to your INT modifier + 1; this increases by 1 per
level. Each trick you use makes use of a
trick point. These are recovered after a
long rest.
·
Bounce the Shot: You can bounce your shot off surfaces to
negate cover advantages an opponent may have.
Surfaces must be present for this to work with, a mystic effect is
applied to the bullet that allows it to ricochet off the surface. For ½ cover you may spend 1 trick point to
negate the cover. For ¾ cover 2 trick
points must be spent.
·
Wings Off a Fly: When you focus your mind onto a shot you can
essentially “shoot the wings off a fly”.
When you spend 1 trick point, you gain advantage on one attack
roll. No more than one trick point can
be spent in this manner on your turn, should you be able to make multiple
attacks.
·
Roulette Shot: You can infuse your
firearm with some mystic energy, however you have no control over what it is
for 2 trick points. This turns the
bullet into a cantrip attack spell, which is randomly chosen by the GM. The spells caster level is half that of the
Player. Save DC’s for the spell are
equal to 8 + INT mod, + Proficiency bonus.
The pistol must be loaded for this to be used.
Marvelous Slinger
At 6th level, you gain one of the following
features of your choice.
·
Steely Gaze: You can lock eyes with an opponent, whether
creature or man, and instill fear into them.
You gain advantage on Intimidation skill checks to inspire fear in
opponents or creatures.
·
Concealed Weaponry: You gain advantage on any skill rolls made to
conceal your weapons from the views of others, or to convince them that you are
not armed. Weapons that this can apply
to must of course be one handed and capable of being concealed.
·
Impressive Performance: When using your firearms to put on a show you
gain advantage on your rolls to entertain the people watching.
Dueling Pistoleer
At 11th level, you gain one of the following
features of your choice.
·
Diving Shot: When the subject of an attack that lets you
make a DEX saving throw; if you make your save you can use your reaction to
make an immediate attack roll against the target.
·
Greased Lightning: You can act normally when an opponent would
normally be able to make a surprise attack against you. Additionally you gain advantage on Initiative
rolls.
·
Reach for it: You can designate a single target on your
turn for this to apply to. When a target
is about to attack you, you may interrupt their attack with your reaction –
attacking them instead (with a normal attack roll). If your attack is successful they have
disadvantage on all attacks made against you until the start of your next
turn. After this is used the character
must take a short rest before they may use it again.
Mystic Marksmanship
At 17th level, the range of your trick shot
capabilities has increased allowing you access to the following additional
uses.
·
Curve the
Bullet: Through some mystic means
you can curve your shots to allow one bullet to hit more than one target. For each target you wish to hit you need to
spend 1 trick point. This allows you to
make an attack roll against the AC any target you can see. The bullet however cannot be used to hit a
missed opponent and must continue to move in a line, but it cannot make any
sharp turns.
·
Magic
Bullet: For 3 trick points you can
negate cover and concealment benefits a target may have. The bullet, when fired, will seek out the
target. A normal attack roll is made
however, and the character must have seen the target at least once.
·
Ballistic
Bullet: For 5 trick points your
ordinary little bullet gains some mystic punch to it and can deal some
significant harm. The attack gains +2d10
in damage and opponents hit by the attack must make a STR save (8 + DEX mod +
Proficiency Bonus); if they fail they fall prone.
Sniper
Taking up the way of the sniper is one where you rely
more on rifles than pistols. As you walk
the path of the sniper you develop skills and abilities that allow you to
easily spot targets and follow them as well as putting an end to them from
distances no archer can hope to achieve.
Perfect Sight
At 3rd level, your sight is not something that
is easily fooled or obscured. You have
advantage on all Perception rolls you make regarding your sight. Additionally you also gain darkvision up to
60ft (if you already possess this then your range of vision increases to
120ft).
Far-Shot Master
At 6th level, the range of any weapon you use
is doubled when in your hands. If using
a firearm however, you gain advantage on one attack roll per turn made at Long
Range. Additionally, your sight is
similarly affected for the purposes of making perception rolls.
Deadly Shot
At 11th level, when using a firearm, you may
add an extra 1d8 to the damage you deal for a single shot. This damage applies only once per turn
however.
Sniper’s Wrath
At 17th level, you are capable of firing a
lethal shot that that can pierce armor, surroundings and inflict severe trauma
on anyone foolish enough to be in its path.
On your action when you attack with a ranged weapon your attack ignores
cover, concealment, and illusions (this includes invisibility) as you are able
to briefly understand and know the position of everything that is within range
of your weapon. All targets in a straight line from the firing point must make
a DEX save vs. a difficulty of 8 + DEX mod + proficiency bonus. If the save is made the target(s) take half
damage. If the target(s) fails their
saving throw, they take damage of the weapon (and any bonus damage that can be
applied) as well as an additional 4d10 damage.
Once used this attack cannot be used again until a long rest is taken.
Magic Gunner
For some the mixture of magic and gunplay is a strong
calling. Where other magical types rely
upon their various spells you instead rely upon your guns and the power you
infuse into them.
Magic Bullets
At 3rd level you don’t need to buy bullets for
your firearms, or rely upon black powder.
You gain a number of “essence reloads” for your weapons equal to your
level, (single shot guns however get a total of 2 shots before reloading). Reloading takes the normal amount of time for
the weapon as you infuse the weapon with magic energy (you can still use normal
ammo though). This works even with
enchanted firearms. You can attune your
magic bullets to a number of firearms equal to 1 + your INT modifier. Your essence reloads are shared between all
firearms you have. Magic bullets deal
Force based damage and are magical (if the weapon is not already treated at
such). Once your essence reloads have
been used up you must take a short rest to recover all of your reloads. Damage of the shots is still based upon the
weapon.
Gun Caster
At 6th level you gain the ability to fire off
spells with your firearms. At 6th
level you can learn 3 level 1 spells, 2 level 2 spells, and 1 level 3 spell of
your choosing from the Wizards spell list.
Each spell fired uses a number of magic bullets equal to the spells
level. To cast a spell as 1 level higher
it expends additional 1 reload. The
spell casting in this manner is limited to the number of shots that the gun can
normally fire. Thus if using a revolver
(with 6 shots) and you cast your 3rd level spell then you could only
cast it as 1 level higher.
Elemental Shots
At 11th level you get to generate elemental
shots with your magic bullets. Here you
may choose four elements that your weapon can do damage as instead of just
Force damage. The damage type can be:
Acid, Cold, Fire, Lightning, Necrotic, Poison, Psychic, Radiant, and
Thunder. In addition to the type, it
also gains certain additional aspects for the attack. If there is a saving throw the difficulty is
8 + DEX mod + proficiency bonus.
·
Acid: When the attack hits it deals splash damage
to any opponent with in 5ft of the initial target. These additional opponents must make a DEX
save or take the weapon’s damage (just the weapon’s damage, no modifiers).
·
Cold: When hit by the attack the target’s speed is reduced
by 10ft until the start of your next turn.
·
Fire: A flammable object hit by this spell ignites
if it isn’t being carried or worn.
·
Lightning: When hit the target cannot take reactions
until the start of its next turn.
·
Necrotic: When hit the target cannot regain HP until
the start of your next turn. Undead
targets also have disadvantage on attack rolls until the end of your next turn.
·
Poison: Instead of an attack roll the target must
make a CON saving throw or take damage.
·
Psychic: Instead of an attack roll the target must
make a WIS saving throw or take damage.
·
Radiant: The attacks damage type simply changes to
radiant.
·
Thunder: If hit the target must make a STR saving
throw. If they fail, they are pushed
back 10ft. Additionally the sound of the
weapon being fired is magnified (double the range at which a Perception roll is
required and grants advantage on that skill check to those with in that range).
Gun Mage
At 17th level your ability to wield magic
through your firearms is increased to its fullest. First the number of spells you may know
increases. You can know up to 5 level 1
spells, 4 level 2 spells, 3 level 3 spells, 2 level 4 spells, 1 level 5 spell,
and 1 level 6 spell. Finally, you and
any weapon you have can never really be separated. You may spend an hour to attune up to a
number of the weapons you own equal to your INT mod +1. Once attuned to these weapons (this is
besides the normal attunement some magic weapons require) you may use your move
action to call one of any of these weapons to an empty hand regardless of where
they may be (unless they are in a different dimension or plane of existence). If already on your person you must still draw
them normally.