Your weapon list is likely referring to homebrew weapons, whilst some guns exist in the PHB the revolver does 2d8 which is overpowered for a normal starting weapon at range. Are you going to do this with your group? I don't believe gunpowder has a rulebook suggested cost so you'll have to figure that out, maybe just using arrow costs. Some groups tend to, at least partially, ignore how much ammo people with bows are actually carrying. There's normally an optional rule to swap out ASI for feats if the player wants to, is that allowed? As a result you may be better using that which is a archetype of fighter, likely very balanced, and fully formed.īefore going through the entire thing, a couple of questions/notes that may effect the rest of your campaign: ASI: Once you use this feature you can't use it again until you finish a long rest.ĭepending on your group, it may not matter if it goes up to level 20 as a lot of groups campaigns dissolve before that point especially with new players.Īlong with this, this class is at least partially inspired by Matthew Mercer's Gunslinger which isn't official, but normally widely respected (though I can't say for this class specifically). For the next round, you gain advantage on Dexterity saving throws and Perception checks, and can use your reaction to make a number of attacks equal to your Dexterity modifier. Once per long rest, you can use your bonus action to enter Bullet Time. Starting at 10th level, your senses become so honed that you can momentarily perceive time slower. The number of attacks increases to three when you reach 13th level in this class. Extra Attackīeginning at 5th level, you can attack twice, instead of once, when you take the Attack action on your turn. As normal, you can't increase an ability score above 20 using this feature. When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th and 19th level, you can increase one ability score of your choice by 2, or two ability scores of your choice by 1. You can also add modifiers to existing firearms up to a total of your proficiency bonus. You must have access to raw materials worth at least half of the firearm's cost, which are expended in this process, as well as the extra price added by each modifier, and access to the facilities needed to craft the firearm. To craft the firearm, it takes a number of days equal to the base firearm's crafting time plus extra time for each modifier you apply. Pick any basic firearm and add to it (if you wish) a number of modifiers equal to your proficiency bonus. Every 2 levels starting from 3, you can learn a new firearm schematic. To craft a firearm, you must first have the schematics for it. You have a +2 bonus to attack rolls made with firearms and do not incur disadvantage on attack rolls due to range Gunsmithingīeginning at 3rd level, you can craft firearms. When you use an explosive, grenade, or a weapon with the Explosive property, you can reroll 1s and 2s on the damage die, though you must take the new rolls even if they are 1s and 2s.Īttacks you make with two-handed firearms deal +2 bonus damage. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack so long as the attack is made by a firearm. You can't choose a Shooting Style again, even if you later get to choose again. Skill Shot Save DC = 8 + your proficiency bonus + your Dexterity modifier Shooting StylesĪt 2nd level, you develop a particular style of shooting and using firearms. Additionally, only one Skill Shot may be performed per turn. Some Skill Shots may call for an enemy to make a saving throw, if that is the case, the following is the DC for the saving throw called. At 1st level you know 2 Skill Shots, and you learn 2 more at 9th, and 17th levels. You can expend Grit Points to perform abilities called Skill Shots, with you regaining all expended Grit at the end of a short or long rest. This is represented by the number of Grit points you have, which can be seen on the Gunslinger class table. Your way of life has caused you to develop a particular hardiness to your person called grit. You can't be surprised while you're conscious. Gun fights and ambushes have taught you one thing, and that's to be alert and watchful. A small pouch of gunpowder, enough to make 50 more rounds of ammunition.(a) a revolver, (b) a smoothbore rifle, (c) a blunderbuss or (d) two pistols,.You start with the following equipment, in addition to the equipment granted by your background: Skills: Choose three from Acrobatics, Athletics, Perception, Sleight of Hand, Stealth and Survival. Weapons: simple weapons, pistols, revolvers, rifles, shotguns Hit Points at Higher Levels: 5 (1d8)+Constitution modifier Hit Points at 1st Level: 8+Constitution modifier As a Gunslinger, you gain the following class features
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