Oramac
2016-10-19, 09:26 AM
Gunslinger Martial Archetype
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. Their volatile nature lends them well to the use of firearms, an unpredictable weapon with great potential for good or evil.
Firearm Proficiency
When you take this archetype at 3rd level, you gain proficiency with firearms. See the table in the DMG (p. 268) for firearm stats, and discuss which types are applicable with your DM.
Grit
When you choose this archetype at 3rd level, you gain the Grit of an experienced gunman, which is used to fuel maneuvers.
Maneuvers: You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. You may not use any weapon other than a firearm when you use a Maneuver.
Grit. You have four Grit points. A Grit point is expended when you use it. You regain all of your expended Grit when you finish a short or long rest. You gain another Grit point at 7th level and one more at 15th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Quick Talker: At 7th level, your skill speaking to those around you increases. You have advantage on Charisma (Deception) and Charisma (Persuasion) checks.
Brutal Critical: At 10th level, your aim improves. You score a critical hit on a roll of 19 or 20.
True Grit: Beginning at 15th level, when you roll initiative and have no Grit left, you gain 2 Grit.
Maneuvers:
Deadeye: When you take the attack action, you may spend 1 Grit to gain advantage your next attack this turn.
Snap Shot: When you are hit with a melee or ranged attack or spell, 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. If you are proficient in the Intimidation skill, the target has disadvantage on the save.
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. Make an attack roll against the target further from you. 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 in a line and 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 turn 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.
Precision Shot: You may spend 1 Grit to make a precision shot against an object. You may not move for one turn 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. You may use Precision Shot with other maneuvers by spending additional Grit points.
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. The target must be within the short range of your firearm.
Flash-Bang: As an action, you may spend 2 Grit to toss a flash-bang. You may toss it up to 30 feet to a point you can see. At the end of your turn a loud blast originates from that point, and any creature within 30 feet without full cover must make a Constitution saving throw or be blinded and deafened until the beginning of your next turn.
Changes:
Updated to specify that Maneuvers require a firearm
Updated Deadeye to only work with one attack
Specified that Snap Shot does not work against AOE spells or spells that do not deal damage.
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. Their volatile nature lends them well to the use of firearms, an unpredictable weapon with great potential for good or evil.
Firearm Proficiency
When you take this archetype at 3rd level, you gain proficiency with firearms. See the table in the DMG (p. 268) for firearm stats, and discuss which types are applicable with your DM.
Grit
When you choose this archetype at 3rd level, you gain the Grit of an experienced gunman, which is used to fuel maneuvers.
Maneuvers: You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. You may not use any weapon other than a firearm when you use a Maneuver.
Grit. You have four Grit points. A Grit point is expended when you use it. You regain all of your expended Grit when you finish a short or long rest. You gain another Grit point at 7th level and one more at 15th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Quick Talker: At 7th level, your skill speaking to those around you increases. You have advantage on Charisma (Deception) and Charisma (Persuasion) checks.
Brutal Critical: At 10th level, your aim improves. You score a critical hit on a roll of 19 or 20.
True Grit: Beginning at 15th level, when you roll initiative and have no Grit left, you gain 2 Grit.
Maneuvers:
Deadeye: When you take the attack action, you may spend 1 Grit to gain advantage your next attack this turn.
Snap Shot: When you are hit with a melee or ranged attack or spell, 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. If you are proficient in the Intimidation skill, the target has disadvantage on the save.
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. Make an attack roll against the target further from you. 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 in a line and 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 turn 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.
Precision Shot: You may spend 1 Grit to make a precision shot against an object. You may not move for one turn 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. You may use Precision Shot with other maneuvers by spending additional Grit points.
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. The target must be within the short range of your firearm.
Flash-Bang: As an action, you may spend 2 Grit to toss a flash-bang. You may toss it up to 30 feet to a point you can see. At the end of your turn a loud blast originates from that point, and any creature within 30 feet without full cover must make a Constitution saving throw or be blinded and deafened until the beginning of your next turn.
Changes:
Updated to specify that Maneuvers require a firearm
Updated Deadeye to only work with one attack
Specified that Snap Shot does not work against AOE spells or spells that do not deal damage.