Gunman (5e Class)

From D&D Wiki

Jump to: navigation, search

Gunman[edit]

An elven bounty hunter find himself a sniper's nest on a three-stored building nearby to a the central square of the most active city on the realm. He carefully aim his rifle towards the heavily guarded nobleman, protected by all sides by armored sentinels. The thunderous sound of the gunpowder exploding is followed by a dry stomp on the ground, as the nobleman falls lifeless on the ground. The guards frantically look for the killer, while the bounty hunter scoops out by a secret passage, with a grin in his face, already counting the his payment on his head.

The old dwarf scribbles and sketches on his coffee-stained notebook with maniacal passion, drawing mechanisms, his connections and writing proportions and materials. Sitting on a closed room, with a strong scent of gunpowder and smoke, heated by a lit forge, he resumes to his work, carefully molding a piece of metal, preparing his newest creation, a deadly firearm, custom-made for himself.

A tiefling confidently walks towards the center of the small village. All the doors in the houses and businesses are locked, and even the guards are nowhere to be seen, afraid of the upcoming confrontation. Four human bandits walk towards him, approaching with murderous intent. They stand still, looking at each other, while the air stagnate, filled with anticipation. Then, four shots are heard, while the tiefling stow his pair of pistols, while the hands of the four man never reached their holsters.

These are gunman, fighters specialized in the use of guns, firing with accuracy and quickness, mastering the art of wielding the most mortal personal weapons ever conceived.

Creating a Gunman[edit]

When creating a gunman, ask yourself the following questions: how did you gained your skill with guns? Are you a former soldier, or have you been trained since your youth by a parent or professor? Have you learned by yourself, trough trial and error, or maybe trough real life practice, improving your technique by surviving real life gunfights. How your ability with guns is used, for what purpose? Do you seek justice, bringing swift revenge to wrongdoers; gold, by gaining rewards after capturing bounties or slaying monsters with your bullets in deep dungeons; or mainly for self defense and to defend your allies and loved ones? Is not only the ability of the gunman, but how and when this ability is used that is remembered by tales and legends.

Quick Build

You can make a Gunman quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose the Criminal or Soldier background. Third, choose the hand crossbow and 20 bolts, the dungeoneer's pack, the leather armor, a dagger and a shortsword.

Class Features

As a Gunman you gain the following class features.

Hit Points

Hit Dice: 1d10 per Gunman level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Gunman level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons, martial weapons, firearms*
Tools: Tinker's tools
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Acrobatics, Athletics, Insight, Investigation, Perception, and Stealth.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) hand crossbow and 20 bolts or (b) heavy crossbow and 20 bolts or (c) dungeoneer's pack
  • explorer's pack
  • leather armor, a dagger and a shortsword
  • If you are using starting wealth, you have 4d4*10 in funds.

Table: The Gunman

Level Proficiency
Bonus
Trick Die Features
1st +2 1d4 Trick Shot, Careful Aim
2nd +2 1d4 Bullet Hell, Uncanny Aim
3rd +2 1d4 Marksman Style
4th +2 1d4 Ability Score Improvement
5th +3 1d6 Fast Shot, Gunman Tricks (1)
6th +3 1d6 Marksman Style Feature
7th +3 1d6 Energy Surge
8th +3 1d6 Ability Score Improvement
9th +4 1d6 Kill Shot, Gunman Tricks (2)
10th +4 1d6 Marksman Style Feature
11th +4 1d8 Uncanny Dodge, Gunman Tricks (3)
12th +4 1d8 Ability Score Improvement
13th +5 1d8 Bullet Hell (2)
14th +5 1d8 Marksman Style Feature
15th +5 1d8 Supernatural Precision, Gunman Tricks (4)
16th +5 1d8 Ability Score Improvement
17th +6 1d10 Improved Agility
18th +6 1d10 Rapid Shot
19th +6 1d10 Ability Score Improvement
20th +6 1d10 Improved Aim

Optional Rule:Firearm Proficiency[edit]

The secrets of gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in the Dungeon Master's Guide and your gunman has been exposed to the operation of such weapons, your gunman is proficient with them.

Trick Shot[edit]

Also at 1st level, you can use your action to make a trick shot. When making a trick shot, you ignore any disadvantage due to making attacks with a ranged weapon at its long range. In addition, you ignore any cover that is not total cover.

In addition, you add your trick die to the damage dealt on a hit. At 11th level, you add twice your trick die to the damage dealt, and three times your trick die at 17th level.

Careful Aim[edit]

Starting at 1st level, if you don't take the Attack or Cast a Spell action on your turn, you can choose a creature you can see and gain a number of aim points equal to half your proficiency bonus (rounded up). You can have a maximum of aim points equal to your Gunman level.

Whenever you hit the chosen creature with a ranged weapon attack, you can spend any amount of aim points, causing damage equal to 1d4 per point spent. This damage die increases by the amount equal to your trick die, as shown on the Trick Die column on the Gunman table.

You lose your aim points after rolling initiative, or if you lose sight of your target for 1 minute.

Bullet Hell[edit]

Starting at 2nd level, you can make one ranged weapon attack without using an action on your turn. At 5th level you can make two attacks, three attacks at 11th level and four attacks at 17th level.

Once you use this ability, you can't use it again until you finish a long rest. At 13th level, you gain one additional use of this feature.

Uncanny Aim[edit]

Starting at 2nd level, you can use your bonus action you can spend any amount of aim points and choose a creature you can see within the range of your ranged weapon. That creature damage equal to your Trick Die per aim point spent, without needing for an attack. This damage ignore resistance and immunity to nonmagical damage.

You can use this feature a number of times equal to your Dexterity modifier + your proficiency bonus, and regain your ability to do so after finishing a long rest.

Fast Shot[edit]

At 5th level, you can use your bonus action and spend any amount of aim points, up to your maximum. You can make one ranged attack for each 2 aim points spent, as part of that bonus action.

Gunman Tricks[edit]

By 5th level, select two options (for which you meet the prerequisites) from the Tricks detailed at the end of the class description. You gain one additional option at 9th, 11th and 15th level.

Energy Surge[edit]

Starting at 7th level, you can use your bonus action to refuel you energy reserves. You can use this feature to regain one use of any Gunman feature that recharges either after a long rest, short rest or after you roll initiative.

You can also use this feature to gain a number of aim points equal to your Gunman level, up to your maximum.

Once you use this feature, you can't use this feature again until you finish a long rest.

Kill Shot[edit]

Starting at 9th level you can use your action to perform a killing shot against a creature with a CR equal to no more than twice your level in this class. Instead of making an attack, roll a d10, and you generate one of the following effects:

  • On a 1-2, the shot fails and the weapon misfire. A non-magical weapon is destroyed. A magical weapon loses all its magical properties for 24 hours.
  • On a 3-9, you reduce the target's hit point current and maximum to half, until the target completes a short or a long rest.
  • On a 10, you reduce the target to 0 hit points.

On a roll of 1-9, you regain the use of this feature when you roll initiative. On a 10, you can't use this feature again for the next 7 days.

Uncanny Dodge[edit]

Starting at 11th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Supernatural Precision[edit]

Starting at 15th level, when you miss a ranged weapon attack, you can use your reaction to reroll that attack. You must use the new result.

Improved Agility[edit]

Starting at 17th level, your Dexterity score increases by 2, to a maximum of 22.

Rapid Shot[edit]

Starting at 18th level, you learn to trade accuracy for fast shots. If you take the Attack action on your turn and have advantage on an attack roll against against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

Improved Aim[edit]

At 20th level, whenever you gain a number of aim equal to your proficiency modifier.

Marksman Styles[edit]

Deadshot[edit]

the Deadshot are cold killers, capable of maintaining themselves calm and collected under heavy enemy fire. They are fearless and have nerves of steel, but this is not result of noble bravery and reckless courage, but from an analytical mind from an individual that knows that losing control over your emotions can mean death for a marksman.

Perfect Shot

Starting at 3rd level, when you make a ranged weapon attack, you can benefit , you may gain a bonus on your attack equal to your level in this class. You can choose to use this ability after making the roll, but before knowing whether it succeeded or failed.

Once used, this feature cannot be used again until you’ve finished a short or a long rest.

Gunslinger's Mind

Starting at 6th level, you become a fearless and precise shooter, and gain the following benefits:

  • Immunity to the charmed or frightened condition.
  • Your attacks are considered magical for the purposes of overcoming resistances to non-magical damage.
  • The next time you make a ranged weapon attack, you gain a bonus of +10 to hit.
Agile Retaliation

Starting at 10th level, whenever a creature makes a ranged weapon attack against you, if you are wielding a ranged weapon you can spend 1 piece of ammunition and cause damage equal to one trick die x your Dexterity modifier.

You can add a bonus to Dexterity checks equal to the number of aim points you have accumulated, up to half your Gunman level.

Cold Shooter

At 14th level, you can expose yourself to danger to get a perfect shot. Whenever a creature make an attack against you, you can allow that creature to make the attack with advantage.

If the attack misses you, you can make an attack against that creature without taking an action. On a hit, that attack is a critical.

Pistoleer[edit]

Pistoleer are marksman that rely on agility and quick movement to make themselves a target to hit for their enemies. They are the classic gunslinger, having the quickest gun draw and shadowless reflexes, they can rain bullets upon their foes before their hands even touch the handle of their guns.

Reactive Shot

Starting at 3rd level, when a creature moves within your ranged weapon's short range for the first time, you can use a reaction to make a ranged attack against it.

If you reduce the target to 0 hit points with this attack, you gain a bonus equal to half your Gunman level to your next ranged weapon attack roll made within 1 minute.

Quick Step

At 6th level, you gain a bonus to your movement speed equal to 15 feet.

In addition, you can use your quick step to evade an attack. When you do so, you reduce the damage taken by the attack by half, and gain resistance to that damage type until the start of your next turn. Doing so cause you to lose the benefits of quick step until you complete a short rest.

Fast Evasion

At 10th level, ranged weapon attacks against you are made at disadvantage, and you have advantage on Dexterity saving throws against effects you are able to see.

In addition, you add a bonus to your Dexterity saving throws equal to the amount of aim points you have (up to a maximum of 10).

Expert Shooter

Starting at 14th level, whenever you use your Kill Shot, you can roll two d10s, and choose either result.

Gunman Tricks[edit]

Dodge Roll

As a reaction to an attack, you can spend up to 2 aim points, rolling 1 trick die per point spent. When you do so, you increase your AC by the number rolled on the dice against the triggering attack, and lasting until the start of your next turn.

Versatile Tricks

Prerequisite: Intelligence score of 13 or higher

You can spend 1 minute to replace one trick shot you know for a new one. Once you use this ability, you can't use it again until you finish a long rest.

Bullet Rampage

Prerequisite: 9th level

As an action, you can choose up to 5 creatures within your range. You can make three ranged weapon attacks against each chosen creature.

Once you use this feature, you can't use it again until you finish a long rest.

Agile Movement

As a bonus action, choose either the Dash or Disengage action. You take the chosen action, and can take the same action again in each of your subsequent turns as a bonus action, for 1 minute.

You can use this feature a number of times equal to your Dexterity modifier, regaining the ability to do so after finishing a long rest.

Counter Shot

When a creature makes an attack against you, but before you know if the attack hit your misses, you can mark the attacker with a counter. If the attack misses, you cause damage equal to your Dexterity modifier, from the type equal to the ranged weapon you wield. At 11th level, you cause damage equal to twice your Dexterity modifier.

Analytical Eye

You can spend 1 aim point to add a trickery die to your Wisdom (Perception) and Intelligence (Investigation) checks.

Mobility Training

You can train your mobility to evade ranged attacks. During a rest, you can make a number of Dexterity (Acrobatics) checks against a DC of 15, equal to your Dexterity modifier. For each success, you gain a bonus of +1 to your AC against ranged attacks, that lasts until you end your next rest.

Athleticism

You can spend up to three aim points, and roll 1 trick dice per point spent. For the next 10 minutes, you can add the number rolled in the dice on all your Dexterity (Acrobatics) and Strength (Athletics) checks.

You can't use this ability again until you finish a short or a long rest.

Grave Wound

As an action, you can deliver a profound wound with a ranged weapon attack. On a hit, you can make a Wisdom (Perception) check against a DC of 15. On a success, you cause one of the following effects:

  • The hit point maximum of the target is reduced by the damage dealt.
  • The target suffer 1 level of exhaustion.
  • You can inflict one of the following conditions, lasting for 1 minute: stunned, blinded, deafened, prone. The target can make a Constitution saving throw against a DC of 8 + your proficiency bonus + your Dexterity modifier at the end of each turn to end it earlier.
Quick Reaction

You can add your trick die to your Initiative rolls.

Shoot Training

Prerequisite: 11th level.

During a rest, you can practice your aim against a target. Roll the damage you normally deal with a ranged weapon attack and record the number. The next time you hit a creature with a ranged weapon attack before the next rest, you can add the recorded number to the damage dealt.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Gunman class, you must meet these prerequisites: Dexterity 13.

Proficiencies. When you multiclass into the Gunman class, you gain the following proficiencies: Light armor, simple weapons, martial weapons, firearms*, one skill proficiency, one tool proficiency.

3.00
(2 votes)

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: