Wild Westerner (5e Class)
Wild Westerner[edit]
In this world of peril and uncertainty, few things bring an individual more pleasure than the smoke plume exploding from the tip of his firearm. Whether you are an upstanding citizen of a small town or a large city, doing what you can to bring the wild west in to a more civilized pedigree, or you're a wild outlaw degenerate doing what he can to abscond with the wild west and keep it wild and free, you must have a piece on the hip that is as reliable as your talents you have wielding it.
Creating a Wild Westerner[edit]
As you build your Wild Westerner, think about two related elements of your character’s background: Where did you get your training with firearms, and what sets you apart from others who pick up a pistol or musket? Every Wild Westerner trains long and hard in the use of firearms. Do you have an attraction to the flare and grace of a desperado? One that you may have heard stories about from your parents? Did you receive your training from another Wild Westerner, a mentor looking to pass on their skills? Were you a recruit training at a military academy that stood out and was invited to an elite squad? Did you hone your aim as a hunter, taking down targets from a distance? Why did you first pick up a firearm? Whatever the reason you picked up a firearm, your training that followed is only half of what makes you a Wild Westerner. Your courage and confidence are what really sets you apart. As you trained as a Wild Westerner, how did you test yourself? Was there an event where your courage or bravado stood out? Did you stand in the face of danger while others cowered? Are you known for your trick shooting, quickdraw, or ability to hit far away targets?
- Quick Build
You can make a Wild Westerner quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution or Charisma. Lastly, pick a background option that would suit the character, whether it be Criminal, Soldier, etc…
Class Features
As a Wild Westerner you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Wild Westerner level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Wild Westerner level after 1st
- Proficiencies
Armor: Light Armor and Medium Armor
Weapons: One-Handed Weapons, Crossbows, and Firearms
Tools: Tinker’s tools
Saving Throws: Dexterity, Charisma
Skills: Choose three from the following: Acrobatics, Performance, Athletics, Insight, Intimidation, Persuasion, Perception, and Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Musket and Light Pistol with 30 Ammo or (b) Blunderbuss and Light Pistol with 30 Ammo or (c) Two Light Pistols with 30 Ammo or (d) Heavy Pistol and Cutlass
- (a) Studded Leather or (b) Chain Shirt
- 2 Daggers
- Tinker's Tools and Explorer's Pack
- If you are using starting wealth, you have 5d4 x 10 gp in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Gunnery, Gunsmith |
2nd | +2 | Firearms Training, Danger Sense |
3rd | +2 | Gunslinger Archetype |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack, Fleet Footwork |
6th | +3 | Gunslinger Archetype, Silver Bullets |
7th | +3 | Evasion, Deadeye |
8th | +3 | Ability Score Improvement |
9th | +4 | Gunslinger Archetype |
10th | +4 | Quick Movement |
11th | +4 | Steadied Aim |
12th | +4 | Ability Score Improvement |
13th | +5 | Luck of the Draw |
14th | +5 | Devil's Tongue |
15th | +5 | Elusive, Deadeye |
16th | +5 | Ability Score Improvement |
17th | +6 | Gunslinger Archetype |
18th | +6 | Feral Senses |
19th | +6 | Ability Score Improvement |
20th | +6 | Deadman's Grit |
Gunnery[edit]
Starting at 1st Level, you are trained and experienced in the art and use of firearms. You gain an additional +2 to attack rolls made with firearms.
Gunsmith[edit]
Starting at 1st Level, you have the capability of making and repairing your own Firearms as well as their ammunition. You can craft bullets and mix gunpowder for all types of firearms for half the cost and repair damages with your Tinker's Tools. You can also use your Tinker's tools to create new ones from the list below and others (DM’s discretion). Repairing a firearm takes 1 hour and requires material at the cost of 1/4 of the listed price of the firearm, the process counting as light activity for the purposes of resting.
Firearms Training[edit]
Starting at 2nd Level, your extensive training with firearms allows you to ignore the loading quality of firearms. In addition, being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
Danger Sense[edit]
Starting at 2nd Level, while wearing light armor, when an attacker that you can see hits you with an attack, you can use your reaction to add your impose Disadvantage to that attack and move up to half your movement speed (not provoking opportunity attacks).
You can do this twice, regaining the ability to do so after finishing a short or long rest. Beginning at 9th level, you can use your Danger Sense three times between rests, and beginning at 17th level, you can use it four times between rests.
Wild Western Archetypes[edit]
Starting at 3rd Level, your character can now pick a specialization or role that he/she will be now and forever known for. The roles that can be picked are: Desperado Gunslinger or Marksman. Your choice grant features at the 3rd level, and again at 6th, 9th, and 17th level.
Ability Score Improvement[edit]
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[edit]
Starting at 5th Level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Fleet Footwork[edit]
Also at 5th level, your courage and confidence allow you to act quickly when a fight breaks out. You add your Charisma modifier to your initiative rolls.
Tinkers' Bullets[edit]
Starting at 6th Level, Your firearms count as magical for the purpose of overcoming resistances and immunity to nonmagical damage.
Evasion[edit]
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice 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.
Deadeye[edit]
Starting at 7th Level, you've come to have a keen eye to the weak points of your enemies. You now score critical hits with a firearm on a roll of 19-20. Upon reaching 15th level, this range increases to 18-20.
Quick Movement[edit]
Starting at 10th Level, your adventures have made you fit and athletic to an extent. Your movement speed increases by 10 feet as long as you're wearing light armor. In addition, you can Dash or Disengage using a Bonus Action.
Steadied Aim[edit]
Starting at 11th Level, you have achieved true mastery with firearms. Once per turn when you make an attack roll that isn't at disadvantage with a firearm and miss, you can reroll the attack roll. You take the higher of the two rolls. If the total result is 20 or greater, you score a critical hit.
Luck of the Draw[edit]
Starting at the 13th level, you can give yourself advantage on initiative rolls. Should you take your turn before a target in the initiative order, you will have advantage on that target.
Devil's Tongue[edit]
Starting at 14th level, you gain proficiency in the following skills: Deception, Intimidation or Persuasion. If you are already proficient, you add twice your proficiency bonus in checks with that skill.
Elusive[edit]
Starting at 15th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated. You also gain benefits of three-quarters cover when you are in half cover.
Feral Senses[edit]
Starting at 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.
Deadman's Grit[edit]
Starting 20th level, when you score a critical hit against a creature with less than 100 HP, the target must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Dexterity modifier). On a failed saving throw, the target is reduced to 0 hit points.
Wild Westerner Archetypes[edit]
Desperado Gunslinger[edit]
A master of chaotic gunfights and quick-draw duels, the Desperado Gunslinger thrives in the heat of battle. Known for their lightning-fast reflexes and deadly aim, they can unleash rapid volleys of bullets and take reckless shots with terrifying precision. Whether surviving impossible odds or taking down multiple foes in a single breath, they are the embodiment of wild courage and relentless grit.
- Quick Draw
Starting at 3rd level, your lightning-fast reflexes allow you to draw and fire your firearm before most even realize you're a threat. On your first turn of combat, you can draw and make an attack with a firearm (no action required).
- Bulletstorm
At 6th level, your confidence and experience in chaotic gunfights allow you to unleash a barrage of bullets in rapid succession. You can use an Action to make a single attack with a firearm against a number of opponents equal to your proficiency bonus. Make a separate attack for each target.
You can use this feature a number of times equal to your proficiency bonus, regaining uses after a long rest.
- Wild Shot
At 9th level, your natural talent with firearms allows you to take shots others would consider reckless. Once per turn, when you make an attack with Disadvantage, if the higher die would hit the target, that creature takes half damage.
- The Lone Survivor
At 17th level, your legendary status as a Desperado allows you to survive even the most dangerous of situations. You gain the following benefits:
- You gain resistance to bludgeoning, piercing and slashing damage from nonmagical attacks.
- You can spend a use of your Danger Sense to gain Advantage on a saving throw.
Marksman[edit]
The Marksman is the expert at long-range precision, turning firearms into deadly tools of focused destruction. With unparalleled accuracy and a calm under pressure, they can take their time to line up the perfect shot or deliver devastating blows at extreme distances. With the ability to deal critical hits and stun targets with pinpoint precision, they are the perfect sharpshooters from afar.
- Focused Shot
At 3rd level, you learn to focus on your target, improving your accuracy. When you make an attack with a firearm, you can use your bonus action to take the "Aim" action. The attack made with this action has advantage, but your movement speed is reduced to 0.
You can't take the focused shot if you have moved on this turn.
- Longshot
At 6th level, as an Action, you can make a single attack with a firearm. This action doubles the range of your firearm, and, on a hit, you cause additional +3d6 damage.
- Bullseye
At 9th level, you have honed your aim to near perfection. When you make an attack roll with a firearm, you can choose to automatically score a critical hit if the target is within your firearm's short range.
You can use this feature a number of times equal to your proficiency bonus, and regain uses of this feature after finishing a short or a long rest.
- Deadly Precision
At 17th level, your skill with firearms is unparalleled. When you score a critical hit with a firearm, you deal an additional 10 damage, and if the target is within half your short range, they must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failed save, the target is stunned until the end of your next turn.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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