Gunslinger
Descriptions
There name says it all, ranged fighters who live and die by the gun. A wide array of tools fall in the wheelhouse of a gunslinger, everything from pistols to sniper rifles and plenty of magical variants in between.
This class didn't grow in popularity until the technology was established to mass manufactue firearms, the rare gunslinger often wielded makeshift firearms or magically created ones at very high cost of function.
| Level | Benefits (Can be traded for a Modification) |
|---|---|
| Level 3 | Fast Reload: Reload as a free action - This can be used x amount per long rest (x = Proficiency Bonus) |
| Level 5 | Headshot Superiority: Critical attacks deal 3x damage while using a gun class weapon. |
| Level 7 | Close Quarters Combat: Attacks made in melee range no longer have disadv. (This effect can stack with other CQC abilities for more bonuses.) OR Long Range Savant: Attacks made within the top 10 ft of a weapons range it is made with adv. |
| Level 9 | Dead Eye: Once per long rest - Take an additional action this turn |
Subclass
Sniper:
These gunslingers have specialization in long range fighting and critical strikes: Grants the character the following ability; No Distance too far: Increase all firearm based attacks range (Class of Weapon: Pistol; +10 ft - Shotgun; +5 ft - SMG: +5 ft - Rifle: +25 ft - Sniper: +50 ft) Any weapon attacks made in the extended range have increased odds to crit by +2 (18-20) and are made with an additional +2 ATR
Cowboy:
These gunslingers are proficient in close quarters combat and Sleight of hand movements, Grants the character the following abilities; Close Quarters Comfort: firearm attacks are no longer dis adv. at within melee range and also gain +2 additional ATR / Fast Hands: Free reload any pistol class once per long rest additional times
Mage Killer:
These gunslingers rely more on magic than the physical presence of their weapons, grants the character the following abilities; Firearm focus: All firearms can be used as a spell focus / Magical Rounds: During a long rest you can prep bullets equal to your gunslinger level to fire elemental rounds that each have special effects based on the element that deal 1d6+ spell mod
Fire: Burning Round; Target must make a con save - DC: 10 + spell mod on a fail target ignites taking 1d6 fire damage until the flame is quenched (This effect can stack)
Ice: Freezing Round; Target must make a con save- DC: 10 + spell mod on a fail target loses half their movement and their bonus action on their next turn
Radiant: Blinding Round; Target must make a dex save - DC: 10 + spell mod on a fail target is blinded for their next turn
Spectral: Piercing Round; This round can pass through solid objects Elements can be added with Modifications

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