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Levi_Bonaparte
2019-07-02, 04:48 PM
Hey there, this is my first time posting here on this forum, although I've visited it a lot of times, especially as of late for some inspiration on some of the homebrew classes that I'm planning for my original setting. But first, it seems fair that I introduce a bit of myself.
I'm a really new DM and D&D player, I've been reading about the game for a lot of time (also due to the fact that my older brother owns a fair share of manuals) but only recently I managed to start playing, first on a Discord server as a player (I had trouble finding players where I lived) and then as a DM in real life (if you can't solve the problem as a player, you become the DM) with my group of friends. I've recently finished Lost Mines of Phandelver and had an absolute blast while playing it, and in the meantime I was also busy further reading the rules and reading manuals of older editions for ideas (I have very limited knowledge of D&D 3.5 and Pathfinder, and I also own the Starfinder Core Rulebook, and my brother also owns one of the Star Wars TTRPG manuals and a couple of GURPS manuals) and working on my personal setting and a campaign for that setting: since it was gonna take a long time, I figured I'd start preparing right away. I will have to pause D&D until September after July because two of my players will go on vacation and one will go back to live in South Italy. During September, after finding a couple new players we'll start Storm King's Thunder anyway, so I have still time to spare before starting this original campaign.
Anyhow, this long introduction is to present you the demo, the alpha version of my first original class: the Gunner, the class for anyone that can use firearms (being a steampunk setting where firearms are prominent, it makes sense to introduce a class that can use firearms).
This class was born from my desire to let players use firearms in a fantasy setting where they are prominent, but also because I was unable to find a version I liked.
So far, in this Alpha version, only the core class is finished and three out of seven archetypes. I have already shown it on Discord and it was judged as a good and solid class that needed some polishing and some nerfs (because some abilities were freakishly OP indeed). Since then, I've nerfed what needed to be nerfed according to their suggestion, so I have this first draft of the class which I'll write down below because I cannot include links yet. I will not include the lore bits but just the gamplay parts.
I would really love to have your help on this class because I really care about it, and I'm currently deciding on how to make the next archetypes (will discuss in the replies about them if asked).
I hope to have a good time here, because I also have a couple races that need to be judged and in the future I'll need your help in finding the classes I need or designing them.
Until then, thank you for your help in advance!
P.S.: I have not inclued the stats of my firearms, just now that they are not the ones featured in the DMG, I will post them when I can.

The Gunner
Firstly, Gunners require different stats depending on their future specialization, as they may differ a lot from each other.
- Commandos require high Strength or Dexterity, depending on which firearms you prefer, and then Charisma.
- Snipers need high Dexterity and Wisdom.
- Speedsters require high Strength and Dexterity.
- Juggernauts request high Strength and Constitution.
- Arcane Gunslingers require Strength or Dexterity, depending on whether you prefer Semiautomatic Pistols or Revolvers, and Intelligence to cast spells.
- Psychic Gunslingers are similar to Arcane Gunslingers, only with Intelligence replaced by Wisdom.
- Alchemical Torchers need high Intelligence and Constitution.
This Alpha Version only includes the first three archetypes listed.

Class Features
As a Gunner, you gain the following class features.

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

Proficiencies
Armor: Light Armors, Medium Armor
Weapons: Simple weapons, Semiautomatic Pistols, Revolvers, Carbines.
Tools: Tinkerer's tools

Saving Throws: Strength, Dexterity
Skills: Choose two from: Acrobatics, Athletics, Intimidation, Insight, Survival, Stealth, Heavy Weapons, Technology, Mechanics, Robotics, Vehicles.

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a chain shirt or *(b)* studded leather armor
- (a) a revolver with 24 .44 Magnum bullets (b) a carbine with 15 5.56 mm bullets and a semiautomatic pistol with 18 9×19 mm Parabellum bullets
- (a) a dungeoneer’s pack or (b) an explorer’s pack

Combat Readiness
Starting at first level, you gain +2 to Initiative and your movement speed increases by 10 ft.

Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.
Once you use this feature, you must finish a short or long rest before you can use it again.

Firearm Specialist
At 3rd level, you choose one particular style of combat with guns, often associated with one particular weapon. Choose Command, Sniper, Juggernaut, Speedster, Arcane Gunslinger and Psychic Gunslinger, all detailed at the end of the class description. The specialization you choose grants you features at 3rd level and again at 7th,
10th, 13th, and 17th level.

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. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Swift Hands
Starting at 6th level, it will only cost you one bonus action to unjam your weapon instead of an action.
Also, you can reload your weapon as a bonus action.

Unstoppable
Starting at 9th level, you gain advantage to Consitution Saving Throws and Saving Throws to avoid falling prone, and slashing, piercing and bludgeoning damage you take is reduced by 3.

Quick Shot
Beginning at 11th level, whenever you attack with a firearm, if you hit, roll a d20. If the result is higher than 15, add an extra die of the type of the weapon's damage dice to the damage roll.

Overwatch
Starting at 14th level, you may use your action to enter Overwatch. As long as you're in Overwatch, whenever an enemy moves or takes an action, you may use your reaction to attack with them with a firearm. Moving ends Overwatch.

Final Stand
Starting at 15th level, if you'd go down to 0 or less HP and aren't killed outright, you may instead fall prone, without the ability to stand up, stabilized at 0 HP and not unconscious. If you get hit during this state, you start to bleed and you now have to roll for Death Saving Throws at the start of each of your turns, as usual. If you kill someone while in this state, you regain half of your HP and end this condition.

Hemorraging Shot
Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn..

Hail of Bullets
At level 20 you gain the following abilities:
• You gain an additional +2 to your attack rolls.
• You can use your bonus action to attack with one of your firearms.
• Reloading doesn't cost you a bonus action anymore.

Firearm Specialists
A Gunner, at one point during their military service, will choose one field to specialize in and determine their role in combat.

/------------------------------------------------------/

Commando
Commandos are natural leaders, trained not only to be versatile in each combat but to be leaders and to support their team, ordering them to not die on their watch.

Gun Savvy
Commandos are expected to be able to adapt to any combat situation that gets presented to them, and thus have become able to use efficiently every gun. At 3rd level, you gain proficiency in each type of firearm.

Magical Targeting
Starting at 3rd level, you gain access to a special type of enchanted bullets, which emit light as they get shot. whenever you attack an enemy, that enemy gets Marked. Any allied creature attacking a Marked enemy has advantage on attack rolls. The Marked status lasts for a number of turns equal to your Charisma modifier and you may do this the same amount of times. You regain all uses of this ability once you take a long rest.

Tactical Analysis
Starting at 7th level, if you spend at least 1 e minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if lhe creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
Strength score
Dexterity score
Constitution score
Armor Class
Current hit points
Total class levels (if any)

Cover Mastery
Additionally at 7th level, your experience in gunfights makes you finally understand how to use covers properly, and how to teach your companions to take cover better. Half cover now counts as three-quarters cover for you and allied creatures now.

Shredding Bullets
Starting at 10th level, when you attack with a firearm, you may give yourself a -5 penalty to the attack roll. If you hit, the enemy takes +3 additional damage and their AC gets lowered by 5.

Inspiring Surge
Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you. Starting at 17th level, you can choose two allies within 60 feet of you, rather than one.

Back From the Brink
Starting at 13th level, whenever an ally would fall unconscious due to being at 0 HP, you may take a reaction and order an allied creature who can hear you to stand their ground and keep fighting. That target creature gains 1 HP and Temporary HP equal to your Gunner levels + your Charisma modifier. You may do this a number of times equal to your Charisma modifier, and an ally healed this way cannot be healed using this ability more than twice per long rest. You regain all uses of this ability each time you take a long rest.

Holding the Line
Starting at 17th level, each ally in a 120 ft radius becomes immune to Charm and Frightening effects, and whenever they take more than half of their total hit points in damage, they instantly regain that much HP in Temporary Hit Points, but only once per long rest.

/------------------------------------------------------/

Sniper
Snipers are agents trained in stealth and covert missions, shooting enemies from hundreds of feet away. The enemies of a sniper will never get to reach close combat.

Sniper Weapons
At 3rd level, you gain proficiency in the use of the Sniper Rifle and the Precision Pistol.

Silent Feet
Starting at 3rd level, your training in covert operations comes to fruition, and you learn how to be silent when you move. You gain proficiency in Stealth if you don't have it already (otherwise pick a skill from the Gunner class) and you can now Hide as a bonus action.

Stealth Shot
Beginning at 3rd level, you know how to shoot the enemy on their weak points. Once per turn, you can deal an extra 2d6 damage to one creature you hit with a firearm, if you have advantage on the attack. The attack must use a ranged weapon. The bonus damage increases to 4d6 at 10th level, 6d6 at 15th level, and 8d6 at 19th level.

Weakening Shot
Starting at 7th level, you may take a -5 penalty to the attack roll and a -3 to the damage roll. If you do and if you hit, the target becomes Stunned for 1 round. You may do this a number of times equal to your Wisdom Modifier. You regain all uses of this ability each time you take a long rest.

Rapid Hands
Additionally, at 7th level, before you take an Attack action, you may use your Bonus Action to shoot at the enemy with your Precision Pistol. You may do this a number of times equal to your Dexterity Modifier. You regain all uses of this ability each time you take a long rest.

Deep Analysis
Starting at 10th level, you may spend five minutes to look at one or more creatures you can see and analyze them to find weak points in their defenses. If you do that, you gain advantage to all attack rolls made against any target you analyzed. If you already had advantage, you instead gain a +5 bonus to the attack roll. You may do this a number of times equal to half your Gunner level, rounded down, and you may analyze a number of enemies at the same time no more than your Wisdom modifier. You regain all uses of this ability each time you take a long rest.

Black Ops Agent
You have learned how to become invisible to your enemies. You go in and out on your missions like a ghost, without anyone noticing you were even there. Starting at 13th level, your Proficiency bonus in Stealth gets doubled. When marching, you always walk at a slow pace. When you kill someone with your Precision Pistol, you may Hide as a free action.

Twin Strike
Additionally, at level 13, When you make an attack roll for the first time in your turn and you haven't moved or taken any other action or bonus action, you may attack again at a disadvantage.

Superior Critical
Starting at 17th level, your weapon attacks score a critical hit on a roll of 18-20.

/------------------------------------------------------/

Speedster
Speedsters are special soldiers, trained in the art of hit-and-run combat style, with a single goal in mind while in a fight: go in and out as fast as possible, unloading a barrage of projectiles on their enemies in as little as a few seconds.

SubMachine Guns Expertise
To better fight in hit-and-run operations you specialized in the use of fast weapons that excel at dealing a lot of damage in a short amount of time. Starting at 3rd level, you gain proficiency in SMG firearms.

Run & Gun
You toughened your muscles in years of training to reach farther enemies in as little time as possible to attack them. At third level, your walking speed increases by 20 ft. Additionally, if you take the Dash action, you may attack with a firearm as a bonus action.

Lightning Reflexes
Starting at 7th level, the first opportunity attack you would receive each turn always misses. Additionally, when Dashing, the Dexterity modifier of your AC gets doubled.

Guns Akimbo
Starting at 10th level, all Revolvers and SMGs now gain the Light ability, and SMGs are now one-handed weapons. To use two SMGs in dual wielding, though, you must have a Strentgh score of 16 or greater.

Rapid Reactions
Starting at 13th level, whenever an enemy enters in a square of 20 ft centered on you, you may make an Opportunity Attack against them.

Killer Instinct
Starting at 17th level, whenever you Dash, you gain advantage on attack rolls, and whenever you hit with an attack with a firearm after dashing, you gain a +5 bonus to damage.