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Oramac
2016-04-07, 03:32 PM
Please read the spoiler first!

I'm fully aware there's about a thousand other Gunslinger classes out there, but I need the practice writing homebrew. Please feel free to speak your mind when critiquing this!

Gunslinger

A wily Half-Elf silently sneaks up on his victim, swinging his pistol to surprise and cripple his foe. He uses his agility and quick reflexes to lock down the target, allowing his allies to complete their mission unimpeded.

Standing off to the side of the battle, a human female controls her firearm with deadly precision to eliminate her targets with ruthless efficiency. Her aim stays true as her enemies fall before her.

Channeling his will through his firearms, a Dwarf uses magic to shatter his enemies resolve and scatter their focus, giving him a chance to line up his shots.

Charismatic Loners

The Gunslinger is a fast talker. They’re always able to come up with a witty comeback, or a quippy remark to ease the tension of any situation. They usually prefer to work alone or in small groups, and they can have all manner of backgrounds and motivations, though they tend towards the chaotic.

Creating a Gunslinger
When creating your Gunslinger, consider how you came by your firearms training. Were you a member of an elite military unit? Did you train yourself? Or did you have a mentor who showed you how to handle a firearm?

Although you don’t gain class features related to your specialization until 3rd level, think about why you chose a particular specialization. Are you particularly cunning, relying on stealth and deception to get the drop on your foes? Or do you prefer to rain down hell on your enemies from afar? Perhaps you’ve learned to focus your will through your firearms to unleash devastating magic on your enemies.

Quick Build
You can build a Gunslinger quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the Criminal or Soldier background.

Class Features

Hit Points
Hit Dice: 1d8 per Gunslinger Level
Hit points at 1st level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 5) + your Constitution modifier per Gunslinger level after first.

Proficiencies
Armor: Light armor
Weapons: Simple melee weapons; Firearms
Tools: Gunsmith’s Kit
Saving Throws: Dexterity, Charisma
Skills: Choose two from Athletics, Deception, Insight, Intimidation, Perception, Persuasion, and Survival.
Multiclass: Light Armor; Simple melee weapons; Gunslingers require a score of 13 Dexterity and 13 Charisma.

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a Rifle or (b) a Pistol and a Dagger or (c) two Pistols
- (a) two Daggers or (b) any simple melee weapon
- (a) a Dungeoneer’s pack or (b) an Explorer’s Pack
- Leather armor and a Gunsmith’s Kit

See the Firearms Table on page 268 of the DMG for more information about Firearms.

=================



[tr]
Level
Prof. Bonus
Features
Grit
[/td]


1
+2
Grit
2


2
+2
Fighting Style
2


3
+2
Gunslinger Specialization
2


4
+2
Ability Score Improvement
2


5
+3
Extra Attack
4


6
+3
Specialization Feature; Quick Talker
4


7
+3
Grit Option
4


8
+3
Ability Score Improvement
4


9
+4
Squad Tactics
4


10
+4
Specialization Feature
4


11
+4
Grit Option
6


12
+4
Ability Score Improvement
6


13
+5
Precision Shot
6


14
+5
Specialization Feature
6


15
+5
Grit Option
6


16
+5
Ability Score Improvement
6


17
+6
Execute
8


18
+6
Grit Option
8


19
+6
Ability Score Improvement
8


20
+6
Specialization Feature
10



Grit: At 1st level, you can tap into your natural Grit to fuel your Gunslinger features. You have a number of Grit points as shown in the Gunslinger table. You cannot have more Grit than shown in the table, and you recover all spent Grit points during a short rest.

You know one Grit Option at 1st level, and you learn one more option at 7th, 11th, 15th, and 18th levels. You may use only one Grit Option per turn. If a Grit Option requires a saving throw, the saving throw DC is equal to 8 + proficiency + your Charisma modifier.

Deadeye: When you make an attack roll, you may spend 1 Grit to gain advantage on that attack.

Snap Shot: When you are hit with a melee or ranged attack, you may use your reaction and spend 1 Grit to make one weapon attack against your attacker.

Trick Shot: When making an attack against a target that can see you, you may spend 1 Grit to attempt to intimidate the target with a flashy display of gunmanship. If the attack hits, the target must make a Wisdom saving throw. On a failed save, the target is frightened until the beginning of your next turn.

Gunslinger’s Edge: You may spend 1 Grit to gain advantage on the next Strength or Dexterity check you make.

Suppressed Shot: You may spend 1 Grit to suppress the sound of your firearm for one turn. When used in this manner, attacking while hidden does not reveal your position.

Through and Through: As an attack action with a rifle, you may spend 1 Grit and take a -2 on the attack roll to attempt to shoot through the soft tissue of a creature and hit a target beyond it. If the attack hits, the target you shot through takes 1d4 piercing damage, and the main target of the attack takes the normal attack damage. To use this option, the creature you shoot through must be Large or smaller and both targets must be within the short range of your firearm.

Curve the Bullet: With a pistol, you can spend 1 Grit and take a -5 penalty to the attack roll to attempt to curve the bullet around corners. If the attack hits, the target takes the normal attack damage plus 10, as it is surprised by the hit. To use this option, you must have seen the target within the last 2 turns before it went around the corner, and it must have been within the short range of your firearm.

Explosive Shot: You may spend 1 Grit to load your firearm with an explosive round. Make a ranged attack roll against a target you can see within range. If the attack hits, the target takes the normal attack damage. Hit or miss, the round then explodes. The target and each creature within 5 feet of the target must succeed on a Dexterity saving throw or take 2d6 fire damage.

Bean Bag Round: you may spend 1 Grit to load a bean bag round in your firearm. Make a ranged attack roll. If the attack hits, the target takes 1d4 bludgeoning damage and must make a constitution saving throw or be stunned until the beginning of its next turn.

Flash-Bang: As an action, you may spend 4 Grit to toss a flash-bang into an area. All creatures within 30 feet of the flash-bang that can see or hear it, including you, must make a Constitution saving throw or be blinded and deafened until the beginning of your next turn. A creature with full cover is not affected by the flash-bang.

Fighting Style: At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a fighting style more than once, even if you later get to choose again.

Defense: While you are wearing armor, you gain a +1 bonus to AC.

Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Long Gun Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a Rifle, you can reroll the die and must use the new roll. The weapon must have the two-handed property for you to gain this benefit.

Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Combat Specialization: At 3rd level you choose a specialization that you follow. Your choice grants you features at 6th, 10th, 14th, and 20th levels.

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. Additionally, you ignore the loading property of firearms with which you are proficient.

Quick Talker: At 6th level, your skill speaking to those around you increases. You have advantage on Charisma (Deception) and Charisma (Persuasion) checks.

Squad Tactics: At 9th level, when you are the first or second person to enter an enclosed area, you have advantage on Wisdom (Perception) and initiative checks while in that area.

Precision Shot: At 13th level, you may make a precision shot against an object. You may not move for two turns while lining up this shot. Make a ranged attack roll against the object. If the object is stationary, you gain a +5 to the attack roll in addition to your normal attack bonus. If the attack hits, the object is affected in a way deemed most appropriate by the DM. For example, a rope may be cut, a lock broken open, or a bell may be rung.

Execute: At 17th level, when you score a critical hit, you may attempt to execute the target. The target must make a constitution saving throw. On a failed save, the target is killed if it has 100 hp or fewer. If it has more than 100 hp or succeeds on the save, it suffers the normal critical damage.

Combat Specializations:

Scoundrel (melee; High CC, Low damage)

The Scoundrel is a Gunslinger who understands that damage isn’t everything. He knows that controlling his enemy is often more effective than trying to stand toe-to-toe with him. Low damage; High CC

Pistol Whip: When you select this Specialization at 3rd level, you may attempt to swing your firearm at a target rather than shooting it. When used in this manner, your firearm is treated as a melee weapon with the finesse property that deals bludgeoning damage equal to its ranged damage and has a reach of 5 feet. All other class features may be used with this feature. Additionally, you no longer suffer disadvantage when making a ranged weapon attack with a firearm against a target within 5 feet.

Scoundrel’s Grace: At 6th level, when you hit with a melee attack, you may expend 2 Grit to move up to half your speed without provoking opportunity attacks. You may do this only once per turn.

Debilitating Strikes: At 10th level, when you hit a creature that has not yet acted in combat with a melee attack, you may expend 2 Grit to stun the target until the beginning of its next turn. Additionally, when making an opportunity attack, you target the enemy’s vital areas. If the opportunity attack hits, the enemy has its speed reduced by half until the beginning of its next turn.

Quick Hands: At 14th level, you gain proficiency in Sleight of Hand if you do not already have it, and you may add double your proficiency bonus on Dexterity (Sleight of Hand) checks made to conceal your pistol(s).

Paralyzing Strike: At 20th level, your Pistol Whip is at its pinnacle. When you hit a target with a melee attack using your firearm, you may expend 4 Grit to force the target to make a constitution saving throw. On a failed save the target is paralyzed for 1 minute. On its turn, the target may use its action to attempt a new constitution saving throw. On a success, the condition ends.

Rifleman (rifle; Low CC; High Damage)

While the Scoundrel tries to control its target, the Rifleman knows the best way to deal with an enemy is to kill it quickly. Riflemen focus on devastating ranged attacks, and staying out of range of their enemies as much as possible.

Brutal Critical: When you take this Specialization at 3rd level, your aim improves. You score a critical hit on a roll of 19 or 20.

Careful Aim: At 6th level, you learn to aim with greater precision. Your normal range for all firearms increases by fifty feet. Additionally, when you make a ranged attack with your firearm and you did not move on your previous turn, you gain advantage on the attack roll.

Critical Shot: Starting at 10th level, your quick reflexes allow you to take advantage of critical hits. You can roll one additional weapon damage die when determining the extra damage for a critical hit with a ranged attack. This increases to two additional dice at 14th level and three additional dice at 18th level.

Rangefinder: At 14th level, you always know the exact distance to any object or creature that you can see.

Full Auto: At 20th level, your control of your firearm is unmatched. As an action, you may spend 4 Grit to make a ranged attack roll against a creature you can see in range. If the attack hits, you go Full Auto on the target, dealing 10d10 + 20 damage to the target. You may not use any other feature with this feature. The turn after you go Full Auto, you must reload your firearm. You may not attack, but you may take the Dash, Dodge, or Disengage actions as a Bonus Action.

Spellslinger (ranged spellcasting)

The archetypical Spellslinger combines the gaudy showmanship of the Gunslinger to cast spells as a Sorcerer would. They learn to focus their will to cast spells even while using their firearms to create a dazzling display that confuses and destroys their enemies.

Spellcasting: When you select this Gunslinger archetype at 3rd level, you gain the ability to cast spells. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and chapter 11 of the Player’s Handbook for the sorcerer spell list.

Cantrips:You learn two cantrips of your choice from the Sorcerer spell list. You learn an additional Sorcerer cantrip of your choice at 10th level.

Spell Slots: The Spellslinger Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st level and Higher. You know three 1st-level Sorcerer spells of your choice.

The Spells Known column of the Spellslinger Spellcasting table shows when you learn more Sorcerer spells of 1st level or higher. Each of these must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st level or 2nd level.

The spellcasting table is identical to the Eldritch Knight table

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the Sorcerer spells you know with another spell of your choice from the Sorcerer spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability. Charisma is your spellcasting ability for your spellslinger spells, since you learn your spells through force of personality. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spellslinger spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Bonded Arms: At 3rd level, you learn a ritual that creates a magical bond between yourself and one firearm. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the firearm and forge the bond.

Once you have bonded a weapon to yourself, you can’t be disarmed of that firearm unless you are incapacitated. If it is on the same plane of existence, you can summon that firearm as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded firearms, but can summon only one at a time with your bonus action. If you attempt to bond with a third firearm, you must break the bond with one of the other two.

Booming Flame: At 6th level, you may use the Green Flame Blade and Booming Blade cantrips with your firearms.

Spellslinger’s Strike: At 10th level, you learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Arcane Adept: At 14th level, when you take an action, you may expend 4 Grit to teleport up to 30 feet to an unoccupied space you can see. You can teleport before or after you take your action.

Metamagic: At 20th level, you gain control over the magic you weave through your firearms. Choose 4 Metamagic options from the Sorcerer Metamagic list. You may use these options on your spells as normal, and each option costs 1 Grit to use. You cannot use any of these metamagic options with any other Metamagic or Grit options, even if the description says otherwise.


Sniper Shot: As a bonus action, you may spend 1 Grit to negate disadvantage due to long range for this turn.

SilverStud
2016-04-08, 01:54 PM
Seems like a fun class. It's nice to see range getting some love. Apart from a feat or two, and a feature from the ranger, ranged weapons don't get a lot of attention. Some parts seem like a bit much, but I'm not an OP-crier. You may want to notice, though, that Sniper Shot is completely redundant, because if you have disadvantage, then gain advantage, they cancel each other.

So if you have disadvantage because of long range, then use 1 Grit and activate Deadeye to gain advantage, they cancel each other, and you make your shot as normal.

Oramac
2016-04-08, 02:17 PM
Sniper Shot is completely redundant

Hmm. Good point. I'll remove it.

Also, if you see something that is OP, I'd like to know, even if you think it's not a big deal.

Thanks for your feedback!

Final Hyena
2016-04-09, 05:57 AM
As of right now the rifle is just a re skinned heavy crossbow, but without the loading property. I would recommend looking at the pre existing guns in the DMG.

Oramac
2016-04-11, 08:15 AM
As of right now the rifle is just a re skinned heavy crossbow, but without the loading property. I would recommend looking at the pre existing guns in the DMG.

I was unaware there were guns in the DMG. Thank you for pointing it out! I'll add that.

Oramac
2016-04-14, 11:32 AM
Anyone else have thoughts or feedback?

Final Hyena
2016-04-14, 05:52 PM
There are some interesting features of your class, but one thing that strikes me is, how does someone get multiple attacks with a firearm? As a weapon with the loading quality you can only fire it once a turn. I dealt with this in two ways firstly with this feat (A copy of the crossbow feat) for classes that aren't built around guns;

Firearm Expert

Thanks to extensive practice with firearms, you gain the following benefits:
You ignore the loading quality of firearms with which you are proficient.
Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a loaded pistol you are holding.


Secondly I vary extra attack for a class centred on firearm by adding in the line;
You ignore the loading quality of firearms with which you are proficient.

Do consider that firearms are stronger than bows because of that loading feature and so you should consider this in the balance for the rest of the class.

Also when it comes to the guns from the DMG they're not perfect, the musket is just a heavy crossbow with an extra +1 avg damage, but the pistol is a hand crossbow with an extra avg +2 damage. This is why I have pistols do d8 damage.

Oramac
2016-04-15, 09:29 AM
There are some interesting features of your class, but one thing that strikes me is, how does someone get multiple attacks with a firearm? As a weapon with the loading quality you can only fire it once a turn.

When I originally made the class, I had my own table for firearms, based on modern semi-automatic firearms.

As it currently sits, I'm kinda leaning everything towards the "Modern Item" firearms table, where all the weapons get more than one shot before requiring reloading.

I may add a line to Extra Attack stating that you ignore the loading quality of the firearm, if using one that doesn't allow for multiple shots.

EDIT: I added "Additionally, you ignore the loading property of firearms with which you are proficient" to the end of the Extra Attack feature.