PaladinX
2017-09-11, 05:22 PM
Hello Playground,
I've been working on a Gunslinger archetype that could be used for different classes in a world that has guns everywhere. Please tell me what you think. Thank you in advance!
The Gunslinger
An Archetype for Bard, Fighter, Ranger, and Rogue
Gunslinger Tricks
Each Gunslinger can pick one gunslinger trick at levels assigned below
Bard 3. 6. 14.
Fighter 3. 7. 10. 15. 18.
Ranger 3. 7. 11. 15.
Rogue 3. 9. 13. 17.
Level 3 up gunslinger tricks
Unarmored Defense: while you are wearing no armour or light armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Trick Shot: These abilities are made as part of an attack. You can use these abilities a total of times equal to your Wisdom modifier (minimum 1), you regain all uses after a short or long rest
Item shot. The gunslinger makes a disarm attack (DMG 271) against an enemy within range of their firearm, if they succeed, the item is pushed 10 ft. This attack deals no damage
Leg Shot. The gunslinger makes an attack, if he succeeds, the target is also knocked prone.
Wing Shot. This attack can only be used on a creature that flies non-magically. If the attack hits, the creature loses its flying speed for 1 minute
Warning Shot. This attack deals no damage. If the target does not succeed on a Wisdom saving throw, they are frightened of you. They may repeat the saving throw at the end of their turn. The DC for this saving throw is equal to 8 + your proficiency bonus + your Dexterity modifier.
Ricocheting Shot. This attack ignores penalties for cover.
Pushing Shot. This attack pushes the enemy 10ft away from you if it hits
Fast Reload: Gunslinger ignores the loading property of the firearm.
Extra Fighting Style: Pick another fighting style.
Level 10 up Gunslinger Tricks
Blind Shooting: you gain the ability to fight creature you can’t see effectively. 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 creatures within 30ft of you, provided that you aren’t blinded or deafened
Gunslinger Speed: You become proficient with DEX saves and have advantage to all DEX saves.
Fast Draw: Gain Advantage on all initiative checks.
Fanning: Gain one extra attack with a firearm per round.
Multiclassing Rules
Characters can multiclass into a different class and take the Gunslinger archetype. For example a 3 level gunslinger fighter can multiclass into rogue and take the Gunslinger archetype. However the levels do not stack for the purpose of determining which Gunslinger tricks you can take.
Update: Scrapped the above Archetype in favor of different archetypes for class.
I'm still trying to decide what I want to do with the rogue archetype.
College of the Gun
Bard Gunslinger Archetype
Starting at level 3 Bards who take this archetype become proficient with one handed firearms.
Gun Tricks: Starting at level 3 bards who take College of the Gun learn to perform Tricks when fighting with an one handed firearm. College of the Gun Bards can forgo one attack action to perform one of these tricks. You can use these tricks a total of times equal to your Charisma modifier (minimum 1), you regain all uses after a short or long rest.
Suppressing Fire: You laid down cover fire on one target. Giving the enemy disadvantage on attacks for their next turn.
Make Them Dance: You shot a hail of bullets at one enemy’s feet reducing the enemy’s movement to 0 for the enemy's next turn.
Warning Shot. This attack deals no damage. If the target does not succeed on a Wisdom saving throw, they are frightened of you. They may repeat the saving throw at the end of their turn. The DC for this saving throw is equal to 8 + your proficiency bonus + your Charisma modifier.
Item shot. You make a disarm attack (DMG 271) against an enemy within range of their firearm, if they succeed, the item is pushed 10 ft. This attack deals no damage.
Beguiling Bullet: Beginning at level 6 College of the Gun Bards as an attack action enchant a bullet with any Enchantment spell they know, and make a ranged attack with a gun. If the attack is successful target takes damage and the effects of the spell. Any saves apply, and if the enchantment is an area effect only the target is affected.
Improved Gun Trick: At level 14 College of the Gun Bards can target all enemies in a 30’ radius with their Gun Tricks.
Gun Master
Fighter Gunslinger Archetype
Trick Shot: Starting at 3rd level, you master a variety of difficult ranged attacks.
As an attack, you can attempt to shove or disarm any target with your ranged weapon's range. The target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your dexterity modifier) or suffer the effect. If you would have disadvantage on ranged attacks against the target the target has advantage on this saving throw, and vice versa.
As a reaction, you can make a ranged weapon attack against a creature that enters or exits your ranged weapon's short range.
You ignore the loading property of any ranged weapon.
Eagle Eyes: At 7th level, you've honed keen eyesight and alertness. You can use a bonus action on your turn to take the Search action.
Fast Hands: At 10th level, you've honed reflexes fast enough to shoot first and dodge backfire. You gain proficiency in Dexterity saving throws, and you have advantage on initiative rolls.
Called Attack: At 15th level, you've learned to exploit the thinnest opening. When you take a reaction, you can choose to react just before your trigger instead of just after it. In addition, when you use the Ready action to ready a ranged weapon attack, the attack has advantage.
Deadly Shot: At level 18 you learn to vital locations. When you score a critical hit you roll 3 times the normal damage rather than the normal 2 times the damage. Also you score a critical hit when you roll a 19 or 20 rather than just a 20.
MARINE
Gunslinger Archetype for the Ranger
Stopping Power: Starting at 3rd level, you've learned to keep ferocious foes at bay and shepherd flighty foes nearer with ranged attacks. A creature hit by your ranged weapon attack is unable to make reactions and has its speed reduced to 0 for the rest of the turn.
Duck & Cover: Starting at 7th level, you've learned to take advantage of the extra time ranged threats take to reach you. You can use your reaction to impose disadvantage on a ranged attack targeting yourself, or to gain advantage on a Dexterity saving throw.
Penetrating Shot: Starting at 11th level, you've mastered piercing the toughest defenses with carefully aimed shots. When you make a ranged weapon attack, you can instead allow the target to make a Dexterity saving throw. The DC = 8 + your proficiency bonus + your dexterity modifier.
Dive: Starting at 15th level, you've mastered repositioning yourself to evade harm. When an melee or ranged attack misses you, or when you succeed on a Dexterity saving throw against a harmful effect, you can use your reaction to move up to half your speed..
Starting at level 3 you become proficient with one type of Firearm, deception, and one gaming set.
Silent Shot: Starting at 3rd level, you are able to suppress the loud reports of your firearms. If you are hidden, you can remain hidden after making an attack with a firearm.
A Friendly Game: At 9th level, you master the art of Gathering information over a game. You can use you game tool check to gather information on a subject in place of the investigation skill.
It wasn’t Me!: at level 13, You become master of masking your guilt. You gain advantage on Deception checks when excused of some wrong doing.
Killer Mouth: You master throwing your opponents off with your cutting words.
I've been working on a Gunslinger archetype that could be used for different classes in a world that has guns everywhere. Please tell me what you think. Thank you in advance!
The Gunslinger
An Archetype for Bard, Fighter, Ranger, and Rogue
Gunslinger Tricks
Each Gunslinger can pick one gunslinger trick at levels assigned below
Bard 3. 6. 14.
Fighter 3. 7. 10. 15. 18.
Ranger 3. 7. 11. 15.
Rogue 3. 9. 13. 17.
Level 3 up gunslinger tricks
Unarmored Defense: while you are wearing no armour or light armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Trick Shot: These abilities are made as part of an attack. You can use these abilities a total of times equal to your Wisdom modifier (minimum 1), you regain all uses after a short or long rest
Item shot. The gunslinger makes a disarm attack (DMG 271) against an enemy within range of their firearm, if they succeed, the item is pushed 10 ft. This attack deals no damage
Leg Shot. The gunslinger makes an attack, if he succeeds, the target is also knocked prone.
Wing Shot. This attack can only be used on a creature that flies non-magically. If the attack hits, the creature loses its flying speed for 1 minute
Warning Shot. This attack deals no damage. If the target does not succeed on a Wisdom saving throw, they are frightened of you. They may repeat the saving throw at the end of their turn. The DC for this saving throw is equal to 8 + your proficiency bonus + your Dexterity modifier.
Ricocheting Shot. This attack ignores penalties for cover.
Pushing Shot. This attack pushes the enemy 10ft away from you if it hits
Fast Reload: Gunslinger ignores the loading property of the firearm.
Extra Fighting Style: Pick another fighting style.
Level 10 up Gunslinger Tricks
Blind Shooting: you gain the ability to fight creature you can’t see effectively. 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 creatures within 30ft of you, provided that you aren’t blinded or deafened
Gunslinger Speed: You become proficient with DEX saves and have advantage to all DEX saves.
Fast Draw: Gain Advantage on all initiative checks.
Fanning: Gain one extra attack with a firearm per round.
Multiclassing Rules
Characters can multiclass into a different class and take the Gunslinger archetype. For example a 3 level gunslinger fighter can multiclass into rogue and take the Gunslinger archetype. However the levels do not stack for the purpose of determining which Gunslinger tricks you can take.
Update: Scrapped the above Archetype in favor of different archetypes for class.
I'm still trying to decide what I want to do with the rogue archetype.
College of the Gun
Bard Gunslinger Archetype
Starting at level 3 Bards who take this archetype become proficient with one handed firearms.
Gun Tricks: Starting at level 3 bards who take College of the Gun learn to perform Tricks when fighting with an one handed firearm. College of the Gun Bards can forgo one attack action to perform one of these tricks. You can use these tricks a total of times equal to your Charisma modifier (minimum 1), you regain all uses after a short or long rest.
Suppressing Fire: You laid down cover fire on one target. Giving the enemy disadvantage on attacks for their next turn.
Make Them Dance: You shot a hail of bullets at one enemy’s feet reducing the enemy’s movement to 0 for the enemy's next turn.
Warning Shot. This attack deals no damage. If the target does not succeed on a Wisdom saving throw, they are frightened of you. They may repeat the saving throw at the end of their turn. The DC for this saving throw is equal to 8 + your proficiency bonus + your Charisma modifier.
Item shot. You make a disarm attack (DMG 271) against an enemy within range of their firearm, if they succeed, the item is pushed 10 ft. This attack deals no damage.
Beguiling Bullet: Beginning at level 6 College of the Gun Bards as an attack action enchant a bullet with any Enchantment spell they know, and make a ranged attack with a gun. If the attack is successful target takes damage and the effects of the spell. Any saves apply, and if the enchantment is an area effect only the target is affected.
Improved Gun Trick: At level 14 College of the Gun Bards can target all enemies in a 30’ radius with their Gun Tricks.
Gun Master
Fighter Gunslinger Archetype
Trick Shot: Starting at 3rd level, you master a variety of difficult ranged attacks.
As an attack, you can attempt to shove or disarm any target with your ranged weapon's range. The target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your dexterity modifier) or suffer the effect. If you would have disadvantage on ranged attacks against the target the target has advantage on this saving throw, and vice versa.
As a reaction, you can make a ranged weapon attack against a creature that enters or exits your ranged weapon's short range.
You ignore the loading property of any ranged weapon.
Eagle Eyes: At 7th level, you've honed keen eyesight and alertness. You can use a bonus action on your turn to take the Search action.
Fast Hands: At 10th level, you've honed reflexes fast enough to shoot first and dodge backfire. You gain proficiency in Dexterity saving throws, and you have advantage on initiative rolls.
Called Attack: At 15th level, you've learned to exploit the thinnest opening. When you take a reaction, you can choose to react just before your trigger instead of just after it. In addition, when you use the Ready action to ready a ranged weapon attack, the attack has advantage.
Deadly Shot: At level 18 you learn to vital locations. When you score a critical hit you roll 3 times the normal damage rather than the normal 2 times the damage. Also you score a critical hit when you roll a 19 or 20 rather than just a 20.
MARINE
Gunslinger Archetype for the Ranger
Stopping Power: Starting at 3rd level, you've learned to keep ferocious foes at bay and shepherd flighty foes nearer with ranged attacks. A creature hit by your ranged weapon attack is unable to make reactions and has its speed reduced to 0 for the rest of the turn.
Duck & Cover: Starting at 7th level, you've learned to take advantage of the extra time ranged threats take to reach you. You can use your reaction to impose disadvantage on a ranged attack targeting yourself, or to gain advantage on a Dexterity saving throw.
Penetrating Shot: Starting at 11th level, you've mastered piercing the toughest defenses with carefully aimed shots. When you make a ranged weapon attack, you can instead allow the target to make a Dexterity saving throw. The DC = 8 + your proficiency bonus + your dexterity modifier.
Dive: Starting at 15th level, you've mastered repositioning yourself to evade harm. When an melee or ranged attack misses you, or when you succeed on a Dexterity saving throw against a harmful effect, you can use your reaction to move up to half your speed..
Starting at level 3 you become proficient with one type of Firearm, deception, and one gaming set.
Silent Shot: Starting at 3rd level, you are able to suppress the loud reports of your firearms. If you are hidden, you can remain hidden after making an attack with a firearm.
A Friendly Game: At 9th level, you master the art of Gathering information over a game. You can use you game tool check to gather information on a subject in place of the investigation skill.
It wasn’t Me!: at level 13, You become master of masking your guilt. You gain advantage on Deception checks when excused of some wrong doing.
Killer Mouth: You master throwing your opponents off with your cutting words.