Gungeoneer, Variant (5e Class)
From D&D Wiki
Gungeoneer, a sharp-eyed stranger who has their own past to kill and they go questing to find the means to do it, armed with their wits, and guns they navigate the lands to find ways to deal with their inner demons and resolve their unfinished business
A Gungeoneer's dodgeroll is the highmark of their training under Ser Manuel, they're able to avoid attacks with ease and style.
As a Gungeoneer you gain the following class features.
- Hit Points
Armor: Light armor, heavy armor
Weapons: Simple weapons, firearms
Tools: Tinkerer's tools
Saving Throws: Dexterity, charisma
Skills: Choose four from Acrobatics, History, Insight, Perception, Persuasion, Sleight of Hand, Stealth, Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow,20 bolts or (b) any two simple weapons
- (a) leather armor or (b) Chainmail
- (a) a dungeoneer's pack or (b) an explorer's pack
- (a) A revolver, 40 bullets, and Tinkerer's tools or (b) A Musket, 40 bullets, and Tinkerer's tools
|1st||+2||Weapon Forging, Dodgeroll, 1 Magical Item Per LvL|
|4th||+2||Ability Score Improvement|
|7th||+3||Combat Expertise Feature|
|8th||+3||Ability Score Improvement, Dodgeroll Advancement|
|9th||+4||Gungeon Ammunition Improvement|
|11th||+4||Gun friendship, Extra Attack|
|12th||+4||Ability Score Improvement|
|13th||+5||Combat Expertise Feature|
|15th||+5||Combat Expertise Feature|
|16th||+5||Ability Score Improvement|
|17th||+6||Gungeon Ammunition Improvement|
|18th||+6||Blank, Combat Expertise Feature|
|19th||+6||Ability Score Improvement|
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.
Gungeon training At level 3, 7, 13, 15, 18 gain +1 to damage rolls with firearms for each level in Combat Expertise till Master at level 20 (+5 max).
Weapon knowledge Starting at level 1, you have knowledge of all guns and you can repair any broken gun in 1/2 the time.
Dodgeroll When a creature hits you with an attack, you can use your reaction to being attacked to do a DC 13 roll to evade the attack.
Swift Rechamber Starting at 2nd level, you ignore the reload and loading properties of firearms.
Gungeon Ammunition Starting at 6th level, you can craft 2 special ammunition shots costing 25gp in materials (https://docs.google.com/document/d/1zepV4aObnTf2YVCZ0l86K3bxMn2I_w56CAcU79Qfrl8/edit?usp=sharing). Appropriate materials are required to craft special ammunition, DM's discretion. You can craft ammunition in increments of 25gp per day instead of 5gp per day, See Players Handbook for "Crafting" pg. 187. At 9th level, this is upgraded to 100gp cost for 3, and at 17th level, this is upgraded to 200gp cost for 5.
Extra Attack Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three at 11th level in this class.
Dodgeroll Advancement Starting at 8th level, you can nimbly dodge out of the way of area effects, such as a cone of cold or a storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Gungeon armor Starting at 10th level, you gain 5 temporary hit points when these are depleted, the residual damage is halved.
Gun friendship Starting at 11th level, you may choose to bond with a weapon that has been with you for more than a month. This weapon will become a Friendship Gun which gives the wielder +1 on all attack rolls made with the gun.
Dodgeroll Perfection Starting at 14th level, your Dodgeroll works automatically without rolling, can be used three times per long rest
Blank Starting at 18th level, you can use your reaction to automatically pass a save, you can do this once per long rest.
Marines are soldiers of conviction and discipline, protecting their allies and dealing damage.
Marine's armor Starting at 3rd level, you gain +5 temporary hit points worth of Gungeon armor(Per level), military training, and Ammo Drop.
Military Training: In the course of an hour, you can teach your allies how to use firearms and they gain advantage on rolls with ranged weaponry for 6 hours.
Ammo Drop: As an action, you can order a supply drop using a prestidigitation scroll and a sack of bullets (Max 250 of 1 ammo type.)
Roll bomb Starting at 5th level, your dodgeroll will leave behind a bomb dealing d10 force damage or half as much on a successful dex save equal to 10+ dex mod. At 13th level it deals 2d10. 15th 3d10, 18th 4d10, and 20th 5d10.
Co-op Starting at 10th level, when an ally is about to be attacked you can dodgeroll over to them as a reaction to an ally being targeted to impose a disadvantage on the enemy.
Assist Starting at 15th level, when you are within 5ft of an ally you can give your gungeon armor to them transferring the benefits you can do this once per long rest.
Major Sargent Starting at 18th level, you gain the command maneuver from the battlemaster archetype.
True Marine Starting at 20th level, your Ammo drop will completely restock all ammo. (Max 250 of 2 ammo type)
Accused of pretty much everything, you use your conditioned rage to destroy any animosity.
Convict's rage Starting at 3rd level, you gain the following abilities. You gain proficiency with Sleight of Hand or if you already have it double proficiency. Being attacked by an enemy makes you want revenge, so attacking your enemy gives you advantage and a d4 bonus damage die.
Molotov maker you know how to turn alcohol into incendiary bombs, use alchemist's fire statistics plus d4 burning for one turn.
Slip away Starting at 5th level, your dodgeroll now leaves behind a smoke bomb preventing Attack of opportunity
Acid bomb Starting at 10th level, when you dodgeroll you instead leave behind an acid cloud still preventing attack of opportunity and doing d6 acid damage. Damage scales 2d6 for 15th 3d6 for 18th and 4d6 for 20th.
Mug Starting at 15th level, you can rip items from enemies hands with athletics at advantage.
Disguiser Starting at 18th level, you gain proficiency with Disguise kits to create alter egos for yourself to avoid detection.
Master Convict Starting at 20th level, you gain the following additional abilities, as long as you aren't unconscious. You have advantage on Saving Throws against any spells or abilities that would knock you prone, push you against your will, or cause you to be Frightened. You also ignore any reduction to your move speed.
Hunters are the guardians of the battlefield, constantly watching over their allies they prefer to sit back and provide assistance from a distance while also watching over the battlefield from a safe position.
Dog Starting at 3rd level, you can summon a familiar that follows you to the end of time, non-combat engaging however they can dig for treasure and sniff out mimics on a dc 15
Arrow roll starting at 5th level, your dodgeroll magically launches arrows at the nearest target dealing d6 damage and scaling to 2d6 at 13th level, 3d6 at 15th, 4d6 at 18, and 5d6 at 20
Mark of the Hunt Starting at 10th level, you gain two level one spells from the ranger spell list, wisdom is your spellcasting mod.
Arcane bullet Starting at 15th level, you can add basic magic damage to a projectile attack either cold, fire, poison, or lightning, and you gain 3 level 2 ranger spells
Rune Trap Starting at 18th level, as a bonus action, you can lay down a basic elemental rune trap for someone to trigger based on predetermined factors like proximity or timed detonation that deals 5d4 damage.
Master Hunter Starting at 20th level, you can cause arrows to rain down and hit all enemies in a 30ft circle dealing 6d8 damage
Pilots are masters of the sea and air, able to jump into the captain's chair with ease and assist allies with his tools and skills
Quick Hands Starting at 3rd level you gain the following abilities Proficiency with thieves tools and sea vehicles
Trusty Lockpick Starting at 5th level, you can make any lockpicking attempt at advantage. And your dodgeroll lets you cross gaps at advantage, level 13 adds +1 to the roll, 18 is +2 and 20 is +3 to acrobatics rolls
Hidden pocket Starting at 10th level, you can stash a non-combat item on your person that can't be found out, it has to be less than 10lbs and is small enough that it could be hidden on your person
Charmer Starting at 18th level, you gain persuasion proficiency if you already have persuasion proficiency then you gain double
Master Pilot Starting at 20th level, gain an automatic discount at shops and can use land and air vehicles without a roll for 20 minutes
Prerequisites. To qualify for multiclassing into the Gungeoneer class, you must meet these prerequisites: Dexterity 13, Wisdom 13
Proficiencies. When you multiclass into the Gungeoneer class, you gain the following proficiencies: Firearms, Tinkers' Tools