Životy
Odbornosti
Gunslinger
| Úroveň | Bonus odbornosti | Vlastnosti | Risk Dice |
|---|---|---|---|
| 1 | + 2 | Fighting Style Quick Draw | 0 |
| 2 | + 2 | Fighting Style Quick Draw | 4d8 |
| 3 | + 2 | Fighting Style Quick Draw | 4d8 |
| 4 | + 2 | Fighting Style Quick Draw | 4d8 |
| 5 | + 3 | Fighting Style Quick Draw | 4d8 |
| 6 | + 3 | Fighting Style Quick Draw | 5d8 |
| 7 | + 3 | Fighting Style Quick Draw | 5d8 |
| 8 | + 3 | Fighting Style Quick Draw | 5d8 |
| 9 | + 4 | Fighting Style Quick Draw | 5d8 |
| 10 | + 4 | Fighting Style Quick Draw | 5d10 |
| 11 | + 4 | Fighting Style Quick Draw | 5d10 |
| 12 | + 4 | Fighting Style Quick Draw | 5d10 |
| 13 | + 5 | Fighting Style Quick Draw | 5d10 |
| 14 | + 5 | Fighting Style Quick Draw | 6d10 |
| 15 | + 5 | Fighting Style Quick Draw | 6d10 |
| 16 | + 5 | Fighting Style Quick Draw | 6d10 |
| 17 | + 6 | Fighting Style Quick Draw | 6d10 |
| 18 | + 6 | Fighting Style Quick Draw | 6d12 |
| 19 | + 6 | Fighting Style Quick Draw | 6d12 |
| 20 | + 6 | Fighting Style Quick Draw | 6d12 |
Vlastnosti třídy
Úroveň 1
Úroveň 10
Úroveň 11
Úroveň 12
Úroveň 13
Úroveň 14
Úroveň 15
Úroveň 16
Úroveň 17
Úroveň 18
Úroveň 19
Úroveň 2
Úroveň 20
Úroveň 3
Úroveň 4
Úroveň 5
Úroveň 6
Úroveň 7
Úroveň 8
Úroveň 9
Odbornosti
light
simple
simple firearms
martial firearms
Počáteční vybavení
Vlastnosti třídy
Fighting Style (Level 1)
You adopt a particular style of gunfighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Fighting Styles Will go here when I add them
Quick Draw (Level 1)
Gunslingers have twitch reflexes and can pull a gun in the blink of an eye. You have advantage on initiative rolls. Additionally, you can draw or stow up to two weapons when you roll initiative and whenever you take an action on your turn.
Critical Shot (Level 2)
At 2nd level, your ranged firearm attacks score a critical hit on a roll of 19 or 20.
Starting at 9th level, your ranged firearm attacks score a critical hit on a roll of 18–20, and at 17th level your ranged firearm attacks score a critical hit on a roll of 17–20.
Poker Face (Level 2)
Starting at 2nd level, you have advantage on ability checks and saving throws made to prevent others from sensing your motives, perceiving your emotions, or reading your thoughts.
Risk (Level 2)
By 2nd level, you can perform incredible feats of daring that are fueled by special dice called risk dice.
Risk Dice
You have four risk dice, which are d8s. You gain additional risk dice, and your risk dice change as you gain levels in this class, as shown in the Risk Dice column of the Gunslinger table. You regain all expended risk dice when you finish a long rest.
Using Risk Dice
Once per turn, you can expend a risk die to perform a deed of your choice. A list of the available options can be found on the Optional Features page.
Saving Throws
Once per turn, you can expend a risk die to perform a deed of your choice. Your deed options are detailed at the end of the class description.
Deed
Gunslinger's Creed (Level 3)
By the time gunslingers reach 3rd level, they embrace a way of living, known as their creed, which guides their judgments and their unique brand of gunslinging. Your choice grants you features at 3rd level and again at 7th, 10th, and 14th level.
Ability Score Improvement (Level 4)
When you reach 4th 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.
If your DM allows the use of feats, you may instead take a feat.
Extra Attack (Level 5)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Gut Shot (Level 6)
Starting at 6th level, whenever you score a critical hit against a Large or smaller creature with a firearm, the bullet lodges itself in the target. Until the creature uses its action to dislodge the bullet, it moves at half speed and has disadvantage on attack rolls and ability checks. Elementals, oozes, and undead are immune to this effect.
Gunslinger's Creed feature (Level 7)
At 7th level, you gain one feature granted by your Gunslinger's Creed.
Evasion (Level 7)
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Ability Score Improvement (Level 8)
When you reach 8th 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.
If your DM allows the use of feats, you may instead take a feat.
Critical Shot Improvement (Level 9)
At 9th level, your ranged firearm attacks score a critical hit on a roll of 18-20.
Gunslinger's Creed feature (Level 10)
At 10th level, you gain one feature granted by your Gunslinger's Creed.
Mankiller (Level 11)
Starting at 11th level, when you make one or more firearm attacks as part of an action, you can add your ability modifier to the firearm's damage rolls. Note that firearms do not normally add your ability modifier to their damage rolls.
Ability Score Improvement (Level 12)
When you reach 12th 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.
If your DM allows the use of feats, you may instead take a feat.
Dire Gambit (Level 13)
Beginning at 13th level, whenever you score a critical hit, you regain one expended risk die.
Gunslinger's Creed feature (Level 14)
At 14th level, you gain one feature granted by your Gunslinger's Creed.
Cheat Death (Level 15)
By 15th level, you have a knack for evading the grave. When you drop to 0 hit points and don't die outright, you can use your reaction and expend one risk die to remain standing. You instead drop to a number of hit points equal to the number rolled on the die.
Once you use this feature, you can't use it again until you finish a short or long rest.
Ability Score Improvement (Level 16)
When you reach 16th 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.
If your DM allows the use of feats, you may instead take a feat.
Critical Shot Improvement (Level 17)
At 17th level, your ranged firearm attacks score a critical hit on a roll of 17-20.
Maverick (Level 18)
By 18th level, you have become unshakable. You have advantage on Constitution checks and saving throws.
Ability Score Improvement (Level 19)
When you reach 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.
If your DM allows the use of feats, you may instead take a feat.
Head Shot (Level 20)
At 20th level, when you score a critical hit against a creature with a firearm, you can choose for the shot to be a head shot. If the creature has less than 100 hit points, it dies. Otherwise, it takes an extra 10d10 damage from the hit. Elementals, oozes, undead, and creatures that lack nervous systems or vital organs take no extra damage from this feature.
Once you use this feature, you can't use it again until you finish a short or long rest.
Multitřídy
Požadavky multitříd
{"dex":13}
Získané odbornosti
Podtřídy
Vlastnosti podtřídy
Covert Operative
Covert Operative (Level 3)
They say, "the pen is mightier than the sword," and you know that knowledge is power: the best way to defeat your enemies is by stealing what they know and replacing it with misinformation. To that end, you have been trained in the ways of covert warfare, giving you a broad range of abilities to complement your fearsome gunnery skills.
Secret Agent Training
When you adopt this creed at 3rd level, you gain proficiency in two sets of tools from the following list: disguise kit, thieves' tools, vehicles (land), vehicles (water) and two skills from the following list: Investigation, Sleight of Hand, Stealth, Survival. You can apply double your proficiency bonus to any check you make that uses one of these tools or skills.
Sneaky Shot
At 3rd level, your training allows you to make attacks on the hoof, even in the most intense operations. When you take the Dash or Disengage action on your turn, you can make a single attack with a firearm as a bonus action.
Fieldcraft (Level 7)
Starting from 7th level, your experience in the field gives you a number of advantages. You can't be surprised while you are conscious. Additionally, you can use a bonus action to make a Wisdom (Perception) check to spot hidden creatures.
Concealed Gear (Level 7)
Also at 7th level, you gain access to specialized adventuring gear that can be hidden about your person, either by being unusually small or by being disguised as something else. Any gear that you are carrying, except for weapons and armor that are not light, is undetectable by any casual observer. A creature that attempts to conduct a thorough search of you must make an Intelligence (Investigation) check with a DC equal to 13 + your Intelligence modifier + twice your proficiency bonus.
Risky Mission (Level 10)
At 10th level, you know which risks to take and which to leave alone. You can now expend two risk dice to perform two deeds within the same turn.
License to Kill (Level 14)
Starting at 14th level, whenever you hit with an attack using a firearm, you can expend a risk die and add it to the damage roll.
Grenadier
Grenadier (Level 3)
You believe that virtually all problems can be solved with the careful application of high-explosives, and will go to great lengths to prove this thesis. Demolitions are your expertise, and anything that can cause explosions at long range is your instrument. If you must, you can make do with an ordinary gun, but it's simply not as satisfying as blowing your enemies into smithereens.
High Explosive
Beginning when you choose this creed at 3rd level, whenever you make an attack with a weapon that has the Explosive property, you can use your bonus action to double the projectile's blast radius.
Heavy Ordinance
At 3rd level, weapons with the Explosive property use your Deed save DC, if it would be higher.
Additionally, starting at 5th level, once per turn when you hit a target with an attack from a firearm that has the Explosive property, you can deal an additional 1d8 damage to that target.
Lock and Load (Level 7)
By 7th level, you hurriedly and safely load even the heaviest weapons. As a bonus action at the end of your turn, you can reload any weapon you are holding that has the Reload property and requires more than 1 action to reload.
Mortar Shot (Level 10)
Starting at 10th level, when you make an attack with a weapon that has the Explosive property, you can fire it in a parabolic arc. This attack ignores half and three-quarters cover, as long as the target doesn't have cover from above.
Clusterbomb (Level 14)
By 14th level, you can load and fire a special projectile that is packed tight with smaller explosives which scatter on impact. You can load and fire this projectile as an action; the projectile's range is determined by the weapon that fires it. When the clusterbomb lands, it explodes in a 20-foot radius. Each creature within the blast radius must make a Dexterity saving throw with disadvantage against your Deed save DC, or take 10d6 fire damage on a failed save, or half as much on a successful one.
Once you use this ability, you can't use it again until you finish a long rest.
Gun Tank
Gun Tank (Level 3)
Restriction: Strength score 15 or Higher
Be bigger, be badder, and be tougher, and no man will stand in your way. You are a living siege engine, a titan of muscle, brandishing weapons most men are incapable of lifting. Armed with these devastating firearms, you wade into the field of battle, bombarding and destroying those foolish enough to approach you.
Heavy Gunner
When you choose this creed at 3rd level, you can also carry heavy firearms regardless of their weight. Additionally, you can use Strength, rather than Dexterity, for attack and damage rolls using heavy firearms, and you can use your Strength, instead of your Dexterity, when calculating your Deed save DC.
Tough As Nails
Also at 3rd level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
You also gain proficiency with medium and heavy armor.
Thick-Headed (Level 7)
At 7th level, you have advantage on saving throws made against being charmed.
Strong as an Ox (Level 10)
Starting at 10th level, your carrying capacity and the weight you can push, drag, and lift are doubled, and you have advantage on Strength checks and Strength saving throws. Additionally, you can ignore the Two-Handed property on firearms with which you are proficient.
Gun Rage (Level 14)
At 14th level, as a bonus action, you can explode into a fury to destroy lesser men. For the next minute, you have resistance to bludgeoning, piercing, and slashing damage and can make one additional attack whenever you take the Attack action on your turn. However, for the duration, your speed is halved and you have disadvantage on Dexterity checks and saving throws.
Your gun rage ends if you take cover, finish your turn without attacking, or use your bonus action to end it early
Once you use this feature, you can't use it again until you finish a short or long rest.
Gun-Ko Master
Gun-Ko Master (Level 3)
The ancient art of gun-ko is passed through generations of gunslingers who study the gun as a perfect weapon and meditate on its intricacies. This path is not for the impatient or the faint of heart, but those who practice it diligently make their guns an extension of themselves, learning to strike with the speed of a rifle and catch bullets out of the air.
Point-Blank Shot
Starting at 3rd level, being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged weapon attack rolls made with firearms.
Gun-Ko
Also at 3rd level, you learn the immortal art of gun-ko, which sees the gun as a total weapon, as devastating used as a melee weapon in close quarters as it is fired at range. You can treat firearms as melee weapons with the Finesse property that deal 1d6bludgeoning damage on a hit, or 1d8 damage if the firearm has the Two-Handed property.
Additionally, when you make a ranged weapon attack with a firearm against a creature within 5 feet of you, you can make a melee weapon attack using that firearm as a bonus action.
Lightning Disarm (Level 7)
Starting at 7th level, if a creature within 5 feet of you is holding a firearm, you can use your bonus action and expend a risk die to attempt to disarm that creature. The target must make a Dexterity saving throw against your Deed save DC. On a failed save, you take the firearm from the creature's hands after a series of rapid movements. You must have at least one empty hand to use this ability.
Bullet-Catch (Level 7)
Also at 7th level, you can use your reaction to deflect or catch the projectile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + proficiency bonus.
Predictive Dodge (Level 10)
At 10th level, your reflexes are so honed that you can dodge incoming bullets. You can use your bonus action to choose one creature that you can see within 30 feet of you. You gain the benefits of the Dodge action against the target's ranged attacks and effects until the start of your next turn. You lose this benefit if you take damage from the target.
Gatling Strikes (Level 14)
By 14th level, you have mastered the most advanced techniques of gun-ko. You can use your bonus action to make two melee weapon attacks and one ranged weapon attack with a firearm against targets within 15 feet of you. Once you use this feature, you can't use it again until you finish a short or long rest.
Gundead
Gundead (Level 3)
The gun is a pure connection between life and death; it is an object connected to the very soul, for it can send anyone to the afterlife with the pull of a trigger. Through a dark ritual, many a close brush with death, or pact with the Black Goddess of Guns herself, your soul has been shattered into many fragments, placing you in a state between life and death, and allowing you to manipulate dark powers of the Gun, one shot at a time.
Gun Soul
Starting at 3rd level, your brushes with death have loosened your soul, allowing you to enhance your firearm by placing a fragment of your soul into a shot. When you hit with a ranged attack using a firearm, you can use your bonus action to deal bonus necrotic damage equal to your proficiency bonus.
Dead Shot
Also at 3rd level, you can shoot a bullet into the heart of a humanoid corpse, rousing it from death. You can use this ability as an action, or as a reaction when you reduce a humanoid to 0 hit points with a ranged firearm attack, slaying and reanimating the target with a single bullet. The corpse rises as a zombie under your control, as per the animate dead spell.
Undead animated by this ability collapse into dust after 1 minute, but last longer as you gain higher levels in this class. At 7th level, undead you summon last for 10 minutes, at 10th level, undead last 1 hour, and at 14th level, undead last 24 hours.
Once you use this ability, you can't use it again until you finish a short or long rest. Beginning at 10th level, you can use this ability twice between rests.
Sleep of the Dead (Level 7)
Beginning at 7th level, while you remain motionless, you are indistinguishable from a corpse.
Grave Whisperer (Level 10)
At 10th level, you gain the ability to converse with undead as if you shared a language with them. In addition, you gain advantage on any Charisma checks you make to interact with undead creatures that understand a language.
Ghost Bullet (Level 14)
By 14th level, you have become more adept at creating undead using your soul and are now able to enhance those that you raise from the dead. When you animate an undead using your Dead Shot feature, the target now rises as a ghoul under your control, but otherwise follows the spell animate dead.
High Roller
High Roller (Level 3)
Fortune is a fickle thing—unless you're a high roller. These gunslingers are master card sharps and dice throwers that mix their love of risk with their talent for gunplay. High rollers push their luck until it runs out, then push harder. Why settle for just a win when you could bet it all and win big?
Bonus Proficiencies
When you choose this creed at 3rd level, you gain proficiency with all gaming set and in your choice of one of the following skills: Deception, Insight, or Perception.
All In
Also at 3rd level, you can use your bonus action when you make an ability check or attack roll, or your reaction when you make a saving throw to expend and roll one of your risk dice. You choose to do this after you roll the d20 but before the GM says whether the roll succeeds or fails
If you roll a 1 on your risk die, you fail the ability check, attack roll, or saving throw, regardless of the result. Otherwise, you add the number rolled on your risk die to the result.
Liar's Dice
Also at 3rd level, when you make an ability check, attack roll, or saving throw, you can roll the d20 in secret and declare any result you wish. If the GM chooses to call your bluff, reveal the number rolled on the d20. If you were telling the truth, treat the result as if you rolled a 20. If you were telling a lie, roll the d20 again and use the lower of the two rolls. If the GM chooses not to call your bluff, you use the result you declared regardless of what you rolled.
You can choose to roll in secret a number of times equal to 1 + your Charisma modifier (a minimum of once), and you regain all expended uses when you finish a long rest.
Risky Business (Level 7)
At 7th level, when you make an attack roll against a hostile creature or a hostile creature forces you to make a saving throw, you can choose to make the roll with disadvantage. When you do, you regain an expended risk die.
Boom and Bust (Level 10)
Starting at 10th level, when you score a critical hit on a ranged firearm attack, you can roll the damage twice and use the higher of the two results. When you roll a 1 on a ranged firearm attack roll, you can choose to take psychic damage equal to your proficiency bonus or lose this feature's critical hit benefit for the next minute.
Double or Nothing (Level 14)
At 14th level, when you score a critical hit with a firearm, you can roll two additional d20s. Treat these d20s as if they were ranged attack rolls you made against the target with a firearm. If they both miss, your critical hit becomes a normal hit. If either of these d20s would score a critical hit, roll all of the attack's damage dice three times and add them together, instead of only two times as normal for a critical hit. Otherwise, the critical hit happens as normal.
Janissary
Janissary (Level 3)
In a time when most warriors fight with swords or bows, you were among the first to see the potential of gunpowder to reshape warfare. As a janissary, you are at the cutting edge of military science, using not only the newest weapons, but also taking advantage of new innovations in tactics, organization, and logistical planning.
Coordinated Volley
When you reach 3rd level, your superior training enables you to focus fire with your allies. Once on each of your turns, when you make an attack with a firearm against a target within your weapon's normal range that has been hit by another firearm attack by one of your allies since the end of your last turn, you can gain advantage on the attack.
Masterwork Weapons
Also at 3rd level, you have access to the very best weapons that money can buy. When you are wielding a firearm, it never jams or misfires, even if submerged in water, and any spell or magical effect that would cause your weapons or ammunition to malfunction automatically fails.
Steel Discipline (Level 7)
By 7th level, your years of experience make you almost impossible to deceive. You have advantage on any saving throw imposed by a spell of the illusion school and on any ability check made to discern or disbelieve an illusion.
Influence (Level 10)
At 10th level, you are as skilled in the arts of politics as you are in those of war, drawing upon your gunfighting skills and battlefield achievements to impress rich and poor alike. When you make a Charisma check to influence another humanoid, you can expend one risk die, rolling it and adding it to the result. You make this roll after you roll the check, but before the outcome is determined.
Defensive Formation (Level 14)
Starting at 14th level, you are considered to benefit from half cover against all ranged attacks as long as you are within 10 feet of an ally who is not unconscious. If you are standing directly behind an ally, you have three-quarter cover instead.
Laserist
Laserist (Level 3)
Gunslinging, as you well understand, is more science than art, especially when using cutting-edge blaster technology. As a laserist, you're interested in maximizing blaster output while minimizing survivors, iterating and customizing your blasters to create the perfect weapon.
Beam Shot
Starting at 3rd level, once per turn when you make an attack roll with a firearm that has the Blaster property, you can expend a risk die to fire a penetrating laser shot. When you do so, your fire a blast in a 5-foot wide line, extending out to the normal range of the blaster; attacks against targets outside of this range automatically miss. Make a separate attack roll for each target in the line and add the risk die to one of the damage rolls.
Multi-Configure Blaster (Level 7)
At 7th level, you can integrate two weapons with the Blaster property into a single chassis, granting you a supremely flexible weapon. You can have one merged blaster at a time, but you can change which two blasters are integrated when you take a long rest. You can choose to fire the blaster as either of the two integrated weapons.
Deflection Shield (Level 10)
Beginning at 10th level, you have installed a sophisticated electromagnetic device on your person, capable of scattering an incoming blaster shot. As a reaction whenever you take lightning, necrotic, radiant, or thunder damage, you can expend a risk die to gain resistance to this damage.
Tri-Laser (Level 14)
By 14th level, you have perfected a blaster design of singularly destructive power, the tri-laser, whose projectiles emulate the dynamics of a sphere of annihilation. As an action, you can fire the laser, creating a two-foot diameter sphere of energy. However, this sphere floats to its target sluggishly, moving only 15 feet, and continuing its movement at the beginning of each of your turns, moving 15 feet each turn. The sphere deals 4d10 radiant damage to anything it touches, disintegrating nonmagical objects it reduces to 0 hit points. The sphere dissipates when it meets an obstruction that is not destroyed by it.
Musketeer
Musketeer (Level 3)
Be bigger, be badder, and be tougher, and no man will stand in your way. You are a living siege engine, a titan of muscle, brandishing weapons most men are incapable of lifting. Armed with these devastating firearms, you wade into the field of battle, bombarding and destroying those foolish enough to approach you.
Bonus Proficiencies
Starting when you choose this creed at 3rd level, you gain proficiency with the bayonet, cutlass, halberd, rapier, and shortsword.
Heavy Shot
At 3rd level, you can load and fire especially dense bullets. Whenever you hit a target with a blunderbuss, flintlock, or musket, you deal extra damage equal to the number of damage dice rolled for the attack.
Lock, Stock, and Barrel (Level 7)
At 7th level, you ignore the Loading and Misfire properties of the blunderbuss, flintlock, and musket.
Bayonet Charge (Level 10)
Starting at 10th level, when you move 15 feet or more in a straight line on your turn, you can use your bonus action to make one attack with a bayonet or a melee weapon.
All For One (Level 14)
By 14th level, whenever a friendly creature within 5 feet of you is targeted by an attack, you can use your reaction to make a firearm attack against the attacker.
Pistolero
Pistolero (Level 3)
Bullets are power, and you have long believed that more bullets equal more power. Your expertise is in delivering a hail of deadly fire to pulverize your enemies. Not every bullet needs to be accurate to make a difference.
Point-Blank Shot
Starting at 3rd level, being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged weapon attack rolls made with firearms.
Fan The Hammer
At 3rd level, when you take the Attack action on your turn to attack with a firearm, you can expend a risk die as a bonus action to make two additional ranged firearm attacks with that weapon. These additional attacks always have disadvantage, regardless of circumstance. This weapon can't have the Automatic or Two-Handed property, and you must have a free hand to use this feature.
At 14th level, you can make three additional attacks with disadvantage, instead of two, when you use this feature.
Speed Loader (Level 7)
Starting at 7th level, you have mastered the art of quickly reloading your weapon. On your turn, you can reload a single one-handed firearm without using an action or bonus action.
Bullet Time (Level 10)
At 10th level, when you make a ranged firearm attack with a one-handed firearm on your turn, you can use your bonus action to gain advantage on the attack roll. Once you use this ability, you can't use it again until you finish a short or long rest.
Swift Vengeance (Level 14)
At 14th level, as a reaction when you take damage from a creature within 15 feet of you, you can make a firearm attack targeting that creature.
Sharpshooter
Sharpshooter (Level 3)
A well-placed bullet is more powerful than a sword, arrow, or spell. Indeed, you believe that every violent conflict should sound like a single loud crack followed by a long silence. Such shots need to be delivered perfectly, even at range, for when they are done right, they are as deadly for the target as they are stupendous for the audience.
Eagle Eye
Starting when you choose this creed at 3rd level, when you make an attack with a firearm you are holding in two hands, you can use a bonus action to expend a risk die and add it to the attack roll. This attack doesn't have disadvantage due to being at long range.
Sniper's Stance
At 3rd level, you don't have disadvantage on ranged firearm attacks as a result of being prone. Additionally, when you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.
Camouflage (Level 7)
By 7th level, you've learned to expertly conceal yourself in a sniper's nest. You can spend 1 minute preparing camouflage for yourself. Until you move, you gain the following benefits:
You have advantage on Dexterity (Stealth) checks you make to hide
Attacks you make while hidden don't automatically reveal your location
Creatures have disadvantage on ability checks they make to discern the origin of your firearm attacks.
Eye For Movement (Level 10)
By 10th level, your vision is keen enough to place invisible targets in your sights. As a bonus action, you can gain darkvision and the effects of the see see invisibility spell against targets that are 30 feet or further from you until the end of your next turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
Focused Shot (Level 14)
Starting at 14th level, when you use your Attack action to make only one ranged attack with a firearm and do not have disadvantage, you can gain advantage on the attack roll and deal damage on a hit as if you scored a critical hit.
Space Cowboy
Space Cowboy (Level 3)
Nothing matters to you more than freedom. With a blaster on your hip and the wide-open sky to explore, you no longer have to answer to any man. Conversely, the horrible dangers of the final frontier tend to draw gamblers and risk-takers, be they unscrupulous smugglers, bloodthirsty bounty hunters, or big damn heroes.
Hot Shot
Also at 3rd level, when you take the Attack action on your turn with a blaster that does not have the Overheat property, you can use your bonus action to overcharge it. Whenever you hit a creature with an attack from this blaster during the Attack action, you can deal an additional die of damage to that creature. Afterward, however, your weapon is overheated. An overheated weapon can't be fired again until the end of your next turn.
Gun with a Name (Level 7)
At 7th level, you can customize your blaster to better suit the rugged lifestyle of a frontiersman. If you spend a short rest working on a blaster, you can modify it such that its normal and long ranges are doubled, it functions normally in adverse weather conditions, can be fired normally underwater, and can be used as a melee weapon with the statistics of a mace. You can only have one blaster modified in this way at any given time, and only you are able to use this weapon proficiently.
Final Frontier (Level 10)
By 10th level, the strange fighting styles of all manner of aliens no longer surprise you. You have advantage on saving throws against effects caused by aberrations, monstrosities, or oozes. In addition, you have advantage on Charisma checks you make to interact with aberrations.
Zero-G Gunfighter (Level 14)
When you reach 14th level, you master the art of fighting in deep space, fitting jet thrusters to your gear in order to gain extra maneuverability. You gain a jetpack magic item, which you can use for an unlimited amount of time each day while you are not wearing medium or heavy armor. Furthermore, you are always considered to benefit from half cover while airborne or in an area of zero gravity.
Spellslinger
Spellslinger (Level 3)
Magic and guns aren't so different. If arcane power is like gunpowder and a spell is like a bullet, you are like a gun, directing your spells with precision at unfortunate targets. You mix the disciplines of gun and spell, sometimes loading arcane charges with your shots and firing streaks of lighting, frost, or flame in the wake of your bullet.
Spellcasting
When you reach 3rd level, you complement your bullets with the ability to cast spells.
Cantrips
You learn finger guns and two other cantrips of your choice from the wizard spell list. You learn an additional wizard 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.
Spells Known of 1st-Level and Higher
You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.
The Spells Known column of the Spellslinger Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and 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 or 2nd level.
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 wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell
Spell
Bang, You're Dead!
At 3rd level, you can use Deeds with finger guns spell attacks. Additionally, when you hit a target with a finger guns attack, you can spend a risk die as a bonus action to deal an extra 1d8 force damage to the target.
Spellshot (Level 7)
Beginning at 7th level, you can load an entire cantrip into your gun. When you use your action to cast a cantrip, you can use your bonus action to make one ranged attack with a firearm or make a ranged spell attack using the finger guns cantrip.
Rune-Carved Cartridges (Level 7)
Also at 7th level, firearms you use count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Magic Bullet (Level 10)
Starting at 10th level, you can use your action to fire a bullet wreathed in the evocation of a magic missile spell. The attack must use a firearm and the target must be within the firearm's normal range. Do not roll this attack; it automatically hits its target and deals force damage.
Once you use this feature, you can't use it again until you finish a long rest.
Improved Spellshot (Level 14)
At 14th level, when you use your action to cast a spell, you can expend one risk die as a bonus action to make one ranged attack with a firearm or make a ranged spell attack using the finger guns cantrip.
If the spell requires a spell attack roll, you can choose to substitute the spell attack with a ranged attack using a firearm. Add the risk die to the firearm attack roll. On a hit, the attack deals its normal damage, in addition to the effects of the spell.
Storm Gunner
Storm Gunner (Level 3)
Overkill is a silly notion. You believe that holding down the trigger until your opponent resembles a fine cheese isn't just effective, it's the optimal way to begin and end any engagement. Like other storm gunners, you can rain bullets down on your foes with deadly precision, and favor tactics that involve sprinting around with a machine gun above all others.
Concentrated Fire
Starting when you choose this creed at 3rd level, you are surprisingly accurate, even when delivering a hail of gunfire. Whenever you use a firearm with the Automatic property to attack with disadvantage, you gain a +2 bonus to your attack rolls. This bonus does not stack with the Archery or Bullseye Fighting Styles.
Bullet Hell
Also at 3rd level, once per turn when you use a firearm with the Automatic property to attack twice with disadvantage, you can instead expend a risk die to make an attack roll with disadvantage against each target within the weapon's normal range, to a maximum number of targets equal to the number rolled on the die.
Ammunition Belt (Level 7)
By 7th level, you can use your action to load each firearm that has the Automatic property that you are holding with an extended belt of ammunition. While you are holding it, this weapon no longer needs to be reloaded, though it expends ammunition as normal.
Running Riot (Level 10)
Starting at 10th level, your base movement speed increases by 10 feet.
Riddle with Holes (Level 14)
By 14th level, you can shape your cloud of bullets any way you wish. When you use a firearm with the Automatic property to attack automatically, you can choose to make the attacks without disadvantage. However, if a feature such as Mankiller would let you add an ability score to the damage roll, you don't add it to these attacks.
Additionally, if you possess an ability, such as the Spray and Pray feat, that allows you to target an area with weapon attacks, you can exclude any creature you choose in the area of effect from making saving throws or taking damage.
Trick Shot
Trick Shot (Level 3)
Accuracy means different things to different people. For you, true accuracy isn't necessarily in hitting a target on the first shot, but might include hitting the mark after the bullet bounces around a dozen times. Your attacks are just as dangerous if they miss, or even after hitting their mark, as others' are while they're still in the air.
Creative Trajectory
Starting at 3rd level, you begin to learn how to make your bullets travel in unexpected ways. Your firearm attacks ignore half cover.
Ricochet
At 3rd level, when you miss with an attack using a firearm and you don't have disadvantage on the roll, you can use your bonus action to reroll the attack roll and you must use the new roll. If this causes the attack to hit, the attack only deals only half damage.
Light-Footed (Level 7)
By 7th level, you're just as good at escaping from trouble as you are at getting into it. Difficult terrain costs you no extra movement.
Deft Deflectionist (Level 10)
Starting at 10th level, as a reaction when an attacker you can see makes a ranged weapon attack against you, you can make an attack with a firearm you are holding to attempt to deflect the projectile. If your attack roll is higher than the attacker's, the attack targeting you has disadvantage. You must use this feature before you know the outcome of the attacker's attack roll.
Pinball Shot (Level 14)
Starting at 14th level, once per turn when you hit a creature with a ranged firearm attack, you can ricochet the bullet to hit an additional target. The second target must be within half the firearm's range of the first target. Make a separate attack roll for the second target. You can use this feature a number of times equal to your Dexterity modifier (a minimum of once), and you regain all expended uses when you finish a long rest.
Twice-Damned
Twice-Damned (Level 3)
Someone wronged you, and you refuse to die before you've shot them dead. You believe that the gun is the ultimate tool of vengeance, the only means to redress the balance of blood. Maybe you were robbed, humiliated, or left for dead; maybe you were even killed, but were later returned to life with hate overflowing your heart. Regardless of how you were first damned, you'll be damned twice before you let them get away with it.
Black Bullet
Starting at 3rd level, whenever you deal damage to a creature using a ranged firearm attack, the creature's hit point maximum is reduced for 1 hour by an amount equal to the damage dealt. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes.
Additionally, when you deal damage with a firearm to a creature that has less than half its maximum hit points, you can use your bonus action to deal an additional 1d6 necrotic damage. At 11th level, this damage increases to 2d6.
Hateful Vengeance
When you adopt this creed at 3rd level, choose a specific creature that has wronged you that you wish to seek revenge against. You must know this creature's name or must otherwise have enough information to identify it. Your attack rolls against this creature have advantage and deal maximum damage.
Once you have chosen a creature to take revenge against, you can only change this selection if you learn that the creature you have chosen was innocent of any wrongdoing against you and that another creature was instead responsible.
Grim Determination (Level 7)
By 7th level, nothing shakes your resolve. You have advantage on saving throws against being frightened.
Shotgun Interrogation (Level 10)
Starting at 10th level, with a cold glare and the barrel of a gun in someone's face, you can always get the answers you want to hear. You have advantage on Charisma (Intimidation) checks you make while holding a firearm, and you can treat a roll of 10 or lower as a 10.
Marked for Death (Level 14)
By 14th level, you feel an adrenaline burst whenever you exact vengeance. When you roll initiative, choose one creature you can see within 60 feet of you. If you reduce that creature to 0 hit points on your turn within the next minute, you gain one additional action, which can be used to take the Attack, Dash, Dodge, Disengage, or Hide action.
White Hat
White Hat (Level 3)
Some gunslingers live by a code and expect others to do the same. These gunslingers, known as white hats, sometimes serve as agents of local or regional law but never hesitate to do what's right no matter what the rules say. Despite their affinity for deadly weapons, white hats prefer to keep their friends safe and take their enemies in unharmed—a preference they find their enemies aren't often inclined to oblige.
Lay Down The Law
Starting at 3rd level, you can use a bonus action and expend one risk die to keep a keen eye out for dangers that threaten your companions. When you do, roll the risk die and gain a pool of temporary hit points equal to the number rolled + your level in this class. This pool of temporary hit points is immediately divided as you choose among any number of creatures that you can see (other than you) within range of a firearm you are holding. You must give at least 1 temporary hit point to each chosen creature.
When a creature loses temporary hit points granted by this feature as the result of an attack, you can use your reaction to make one ranged weapon attack with a firearm against the attacker. Any remaining temporary hit points granted by this feature are lost at the start of your next turn.
At 10th level, this feature improves: your pool of temporary hit points equals the number rolled on the risk die + twice your level in this class.
Steely-Eyed Aura
Also at 3rd level, you and friendly creatures within 10 feet of you have advantage on saving throws against being frightened while you are conscious.
Reach For The Skies (Level 7)
At 7th level, you can use your action to call for your enemy's surrender. When you do, a creature of your choice within 30 feet who can see or hear you must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). Creatures that are immune to being frightened automatically succeed on this saving throw. If the creature's current hit points are equal to or greater than half of its hit point maximum, it has advantage on this saving throw.
On a failed save, the creature is incapacitated and its speed is reduced to 0 for 1 minute or until it takes any damage. A creature can repeat the saving throw at the end of each of its turns, ending this effect on a success.
Once you use this feature, you must finish a long rest before you can use it again.
Long Arm of The Law (Level 10)
At 10th level, once per turn when you hit a Large or smaller creature with a firearm attack, you can choose to deal half as much damage to hobble the target. The creature can't move on its next turn unless it first takes the Disengage action.
Gold Star Hero (Level 14)
At 14th level, your capacity for heroism increases. Your features from this archetype gain the following benefits:
While a creature has temporary hit points granted by your Lay Down the Law feature, it has resistance to bludgeoning, piercing, and slashing damage.
The range of your Steely-Eyed Aura feature increases to 30 feet.
You regain the use of your Reach for the Skies feature when you finish a short or long rest.