SIGNING IN

Trefferpunkte

Trefferwürfel 1d8 pro Stufe

Übungen

DEX , CHA

Gunslinger

Stufe Übungsbonus Eigenschaften Bad Medicine
1 + 2 Deadeye Bad Medicine 1
2 + 2 Deadeye Bad Medicine 1
3 + 2 Deadeye Bad Medicine 2
4 + 2 Deadeye Bad Medicine 2
5 + 3 Deadeye Bad Medicine 3
6 + 3 Deadeye Bad Medicine 3
7 + 3 Deadeye Bad Medicine 3
8 + 3 Deadeye Bad Medicine 3
9 + 4 Deadeye Bad Medicine 4
10 + 4 Deadeye Bad Medicine 4
11 + 4 Deadeye Bad Medicine 4
12 + 4 Deadeye Bad Medicine 4
13 + 5 Deadeye Bad Medicine 5
14 + 5 Deadeye Bad Medicine 5
15 + 5 Deadeye Bad Medicine 5
16 + 5 Deadeye Bad Medicine 5
17 + 6 Deadeye Bad Medicine 6
18 + 6 Deadeye Bad Medicine 6
19 + 6 Deadeye Bad Medicine 6
20 + 6 Deadeye Bad Medicine 6

Klassenzauber

Guidance Light Mending Resistance Sacred Flame Spare the Dying Thaumaturgy Toll the Dead|xge Word of Radiace|xge guidance|xphb light|xphb mending|xphb resistance|xphb sacred flame|xphb spare the dying|xphb thaumaturgy|xphb

Klasseneigenschaften

Stufe 1

Deadeye
Bad Medicine

Stufe 10

Gunslinger Trail feature

Stufe 11

Frontier Justice

Stufe 12

Ability Score Improvement
Proficiency Versatility

Stufe 13

Skullcracker

Stufe 14

Deadeye Improvement

Stufe 15

Cheat Death

Stufe 16

Ability Score Improvement
Proficiency Versatility

Stufe 17

Gunslinger Trail feature

Stufe 18

True Grit

Stufe 19

Ability Score Improvement
Proficiency Versatility

Stufe 2

Grit
Quickdraw

Stufe 20

Golden Gun

Stufe 3

Gunslinger Trail

Stufe 4

Ability Score Improvement
Proficiency Versatility

Stufe 5

Extra Attack
Lock N' Load

Stufe 6

Gunslinger Trail feature

Stufe 7

Ace In The Hole

Stufe 8

Ability Score Improvement

Stufe 9

Born Lucky

Übungen

Armor

light

Weapons

simple

firearms

whip

Skills

Startausrüstung

(a) a Pistol, hand cannon and 20 Rounds or (b) a repeating rifle and 20 Rounds or (c) a sawed-off shotgun and 20 Shotshells
Alternativ kannst du starten mit: 6d4x10|6d4 x 10|Starting Gold

Klasseneigenschaften

Deadeye (Level 1)

Starting at 1st level, In combat, you find your flow with deadly efficiency. Whenever you hit a creature with a ranged weapon attack, the lowest number you must roll on the d20 to score a critical hit with subsequent ranged weapon attacks decreases by one. You can gain this benefit multiple times, but it can't 4reduce the threshold for scoring a critical hit below 16.

You lose this benefit if you miss with an attack, you become incapacitated, or if your turn ends and you haven't attacked a creature since your last turn.

From 14th level, whenever you gain this benefit you can gain it one additional time, but it still can't reduce the threshold for scoring a crit hit below 16

Bad Medicine (Level 1)

Starting at 1st level, You can roll one additional weapon damage die when determining the extra damage for a critical hit with a firearm. The number of additional dice increases as you gain levels in this class, as shown in the Bad Medicine column of the Gunslinger table.

Grit (Level 2)

Starting at 2nd level, The hard-fought battles of your past have instilled in you a wellspring of resolve, which is represented by grit points. You have a number of grit points equal to 1 + your Wisdom modifier (minimum of 1 point).

You can spend these points to fuel various grit features. You start knowing four such features: Buck Up, Bullet Time, Covering Fire, and Dodge Roll. You learn more grit features as you gain levels in this class.

When you spend a grit point, it is unavailable until you regain it. You regain 1 expended grit point whenever you score a critical hit against a hostile creature, and you regain all expended grit points when you finish a short or long rest.

Buck Up

You can spend 1 grit point as a bonus action to spend one or more Hit Dice, following the normal rules for regaining hit points using Hit Dice. The maximum number of HitDice you can spend each time you use this feature equals your proficiency bonus.

Bullet Time

When a creature you can see makes a ranged attack against you, you can spend 1 grit point to impose disadvantage on the attack roll.

Covering Fire

While you are holding a firearm, when a creature you can see within 60 feet of you makes an attack against a creature other than you, you can spend 1 grit point as a reaction to impose disadvantage on the attack roll.

Dodge Roll

You can spend 1 grit point as a bonus action to move up to 10 feet without provoking opportunity attacks. You can't take this bonus action if your speed is 0.

Quickdraw (Level 2)

Starting at 2nd level, You have advantage on initiative rolls. In addition, whenever you draw or stow a firearm, you can draw or stow any number of weapons as part of the same move or action.

Gunslinger Trail (Level 3)

Starting at 3rd level, You choose a path to walk: Maverick, Beastrider, Enforcer, Preacher, or Revelator, each of which is detailed at the end of the class's description. Your choice grants you features at 3rd level and again at 6th, 10th, and 17th 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.

Proficiency Versatility (Level 4)

4th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Extra Attack (Level 5)

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

Lock N' Load (Level 5)

Starting at 5th level, You can load or reload a firearm you are holding as part of your move or your action.

Gunslinger Trail feature (Level 6)

Starting at 6th level, you gain one feature granted by your Gunslinger Trail.

Ace In The Hole (Level 7)

Starting at level 7th, Once per turn when you miss with an attack roll, you can spend 1 grit point to add your Wisdom modifier to the roll, potentially turning the miss into a hit.

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.

Born Lucky (Level 9)

Starting at 9th level, When you are forced to make a saving throw, you can spend 1 grit point to make it with advantage.

Gunslinger Trail feature (Level 10)

At 10th level, you gain a feature granted by your Gunslinger Trail.

Frontier Justice (Level 11)

Starting at 11th level, When a creature you can see willingly moves into a space within 10 feet of you while you are wielding a firearm, you can use your reaction to make one ranged weapon attack against that creature.

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.

Proficiency Versatility (Level 12)

12th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Skullcracker (Level 13)

Starting at 13th level, When you deal damage with a ranged weapon attack to a creature that is concentrating, the target has disadvantage on the saving throw it makes to maintain its concentration. If the attack is a critical hit, the target automatically fails this saving throw.

Deadeye Improvement (Level 14)

Starting at 14th level, In combat, you find your flow with deadly efficiency. Whenever you hit a creature with a ranged weapon attack, the lowest number you must roll on the d20 to score a critical hit with subsequent ranged weapon attacks decreases by one. You can gain this benefit multiple times, but it can't 4reduce the threshold for scoring a critical hit below 16.

You lose this benefit if you miss with an attack, you become incapacitated, or if your turn ends and you haven't attacked a creature since your last turn.

From 14th level, whenever you gain this benefit you can gain it one additional time, but it still can't reduce the threshold for scoring a crit hit below 16

Cheat Death (Level 15)

Starting at 15th level, When you are reduced to 0 hit points but not killed outright, you can spend 1 grit point to drop to 1 hit point instead. Each time you do so, you gain 1 level of exhaustion.

Ability Score Improvement (Level 16)

Starting at 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.

Proficiency Versatility (Level 16)

16th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Gunslinger Trail feature (Level 17)

At 17th level, you gain a feature granted by your Gunslinger Trail.

True Grit (Level 18)

Starting at 18th level, When you start your turn and have no grit points remaining, you regain 1 grit point.

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.

Proficiency Versatility (Level 19)

19th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Golden Gun (Level 20)

Starting at 20th level, You have advantage on ranged weapon attack rolls while the threshold for scoring a critical hit is 16 or lower

Multiklassen

Multiklassen-Voraussetzungen

{"dex":13,"wis":13}

Erworbene Übungen

Armor light
Weapons simple weapons , firearms

Unterklassen

Beastrider
HA:GS
Enforcer
HA:GS
Maverick
HA:GS
Preacher
HA:GS
Revelator
HA:GS

Unterklassen-Eigenschaften

Beastrider

Beastrider (Level 3)

If a dog is man's best friend, then a gun and a horse are his most loyal servants

A beastrider is born to the saddle, capable of taming any beast and riding any mount. While any fool can jump on an old mare, it takes more than reins and spurs to master a spirited beast. Living life fast, both literally and figuratively, the beastrider knows freedom tastes better at a gallop, and a loyal companion is worth more than gold.

To The Manor Born

Starting at 3rd level, Whether through hard work or natural talent, you possess a level and breadth of skill few can match. You gain proficiency in two skills of your choice from the gunslinger skill list, one of which should be Animal Handling if you aren't already proficient in it.

In addition, choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.

Broncbuster

Also at 3rd level, As an action, you can touch a Beast that is at least one size larger than you and that has an appropriate anatomy to serve as a mount. It must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or become charmed by you until you dismiss it, you use this feature to charm a different creature, or you die. While charmed in this way, the target is friendly to you and acts under your control while you are riding it. A creature that successfully saves against this effect is immune to it for 24 hours, after which time it can be affected again. A creature you are fighting automatically succeeds on the saving throw.

Your gunslinger level determines the range of beasts you can charm in this way, as shown in the Mounts table. At 3rd level, for example, you can attempt to charm any Beast that has a challenge rating of 1/2 or lower that doesn't have a flying or swimming speed:

Mounts
LevelMax. CRLimitations

3rd

1/2

No flying or swimming speed

6th

1

No flying speed

10th

2

17th

In addition, while you are mounted and aren't incapacitated, your mount gains a bonus to its AC and saving throws equal to your proficiency bonus while it isn't wearing barding or other armor.

Rough Rider (Level 6)

Starting at 6th level, Whenever you take the Attack action, you can forgo one of the attacks from that action to command a mount you are controlling to use its action to make one weapon attack, choosing from those in its stat block.

Rider's Reflexes (Level 6)

Also at 6th level, When a creature you can see hits your mount with an attack, you can spend 1 grit point as a reaction to halve the attack's damage against it.

Blazing Saddles (Level 10)

Starting at 10th level, While you are mounted and aren't incapacitated, your mount ignores difficult terrain. Furthermore, whenever your mount takes the Dash action, it gains additional movement equal to your walking speed.

Air Superiority (Level 17)

Starting at 17th level, Bestride your mount, you soar, you are the eagle. When you use your Covering Fire while flying, you can make one ranged weapon attack against the attacking creature as part of the same reaction, provided the target is within your weapon's range.

Enforcer

Enforcer (Level 3)

Do I get my money now or after I've killed you?

Even in bad company, enforcers have a reputation for giving as good as they get, shrugging off blow after blow and returning tenfold. Yet it is not only their tenacity that makes them a valuable ally but also their keen insight; a knack for sniffing out the truth that is as dangerous to an adversary as any arms they bring to bear.

Bloodhound

Starting at 3rd level, You learn the telltale signs of dishonesty and evasiveness. You gain proficiency in the Insight skill. If you already have this proficiency, you gain proficiency in another skill of your choice from the gunslinger skill list. Your proficiency bonus is doubled for any ability check you make to determine the motive or intent of a Humanoid that uses Insight.

Rugged Endurance

At 3rd level, You know how to roll with the punches, so to speak. Whenever you regain hit points during combat, you gain the same number of temporary hit points. These temporary hit points last until the start of your next turn.

Unforgiven

Also at 3rd level, If your first attack on your turn hits a creature that attacked you or targeted you with a spell or other harmful effect since the end of your last turn, you can roll one additional weapon damage die and add it to the damage of your attack.

Sharp Eye (Level 6)

Starting at 6th level, Experience and necessity have honed your ability to discern your surroundings at a glance. You can take the Search action as a bonus action on your turn.

In addition, while you are resting, or you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.

Hard Case (Level 10)

Starting at 10th level, While you have temporary hit points, you can't be charmed or frightened. Furthermore, when you use your Buck Up, you can make a saving throw to end one effect on yourself that is causing you to be charmed or frightened.

King Of The Hill (Level 17)

Starting at 17th level, Once per turn, you can spend 1 grit point to use your Frontier Justice feature without using your reaction.

Maverick

Maverick (Level 3)

I tried being reasonable—I didn't like it.

Rulebreakers, groundbreakers, and, often, heartbreakers, mavericks are those loose cannons who dance on a razor's edge and live life like there's no tomorrow. Armed with a quick wit and quicker trigger, they're out to make a name for themselves no matter the cost—and to the Hells with anyone, or anything, that stands in their way.

Wild Card

Starting at 3rd level, Your inscrutable manner veils your intentions. You gain proficiency in the Intimidation skill. If you already have this proficiency, you gain proficiency in the Persuasion skill or one skill of your choice from the gunslinger skill list. Your proficiency bonus is doubled for any ability check you make against an intelligent creature that uses Intimidation while you are carrying a weapon.

Snapshot

Also at 3rd level, When you roll initiative, you can spend 1 grit point as a reaction to draw a firearm and make one ranged attack with it against a creature or object you can see.

Rough And Tumble (Level 6)

Starting at 6th level, You can use a bonus action to dash, and throw an object you are holding against at a creature within 5 feet of you. The target must succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or be blinded until the end of your turn.

Notorious (Level 10)

Starting at 10th level, Dramatic tales of your virtue or villainy have traveled far enough to establish a well-known alias. Whenever you make a Charisma check against a creature that is aware of your alias, you can treat a d20 roll of 9 or lower as a 10.

High Noon (Level 17)

Starting at 17th level, You can target up to six creatures or objects you can see with your Snapshot, making a separate attack roll for each.

Preacher

Preacher (Level 3)

Why, you look like someone just walked over your grave.

Whatever the raiment, symbols, and ceremonies of their faith, firearms are but divine implements in the preacher's holy arsenal. Faith is their greatest weapon, devotion their greatest strength. As enigmatic as the gods they serve, the preacher gives life with one hand and takes it away with the other.

At your option, you can use the Motivations table to help discover the reason for your character choosing to follow the preacher's path:

Motivations
d4Motivations

You're following in the footsteps of a guardian or mentor.

You made a promise to someone you hold dear.

You witnessed a miracle.

You seek atonement for a life of drinking and wickedness.

Man of the Cloth

Starting at 3rd level, You have proven yourself worthy to take your god's holy vows. You gain proficiency in the Religion skill. If you already have this proficiency, you gain proficiency in one skill of your choice from the gunslinger skill list.

In addition, you learn two cantrips of your choice from the cleric spell list. Wisdom is your spellcasting ability for these spells.

Sacrifice

Also at 3rd level, Through the ardency of your faith, you can heal others at a cost to yourself. When you use your Buck Up, you can choose another creature within 60 feet of you that you can see to regain hit points instead of you. For each Hit Die spent, roll the die and add your Wisdom modifier to it. The target regains hit points equal to the total (minimum of 1 hit point). This feature has no effect on Constructs or Undead.

Strength of Spirit (Level 6)

Starting at 6th level, Your unwavering resolve is a balm to your spirit. At the end of a long rest, you regain all spent Hit Dice, instead of up to half your total number of them.

Cleanse (Level 10)

Starting at 10th level, Whenever you restore hit points to a creature using your Buck Up or your Sacrifice, it also ends the blinded, deafened, and poisoned conditions on the target, and cures any diseases or poisons affecting it.

Revitalize (Level 17)

Starting at 17th level, You can target a creature that has been dead for no longer than one minute with your Sacrifice. When you do so, the target returns to life if its soul is free and willing, regaining hit points from Sacrifice normally. This ability can't restore to life a creature that has died of old age or is a Construct or an Undead, nor can it restore any missing body parts. A creature can be returned to life in this way no more than once between long rests.

Revelator

Revelator (Level 3)

Sometimes it takes a devil to kill a devil.

The revelator is the shield of the innocent and the sword of the just, seeking to uphold the law and punish the wicked. While some join organizations dedicated to eradicating evil, earning a rank and title from their order, others work alone, waging a more personal war, seeking to avenge a great wrong or defeat a terrible evil. No matter the method, no matter the reason, all are driven to a righteous cause. Where injustice persists, where iniquity dwells, the revelator comes.

Path of the Righteous

Starting at 3rd level, You arm yourself with knowledge of evil and its crooked ways. You gain proficiency in one of the following skills of your choice: Arcana, History, or Religion. Your proficiency bonus is doubled for any Intelligence check you make to recall information about fiends or undead.

Consecrate Arms

At 3rd level, As an action, you can touch a willing creature and utter a prayer to sanctify it. Whenever that creature hits with a weapon attack, the attack deals radiant damage instead of the weapon's normal damage type. This benefit lasts until the creature dismisses it (no action required), the creature dies, or it finishes a short or long rest.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Baptism of Fire

Also at 3rd level, With holy fire you deliver judgment unto your enemies. When you hit a creature with a ranged weapon attack while benefiting from your Consecrate Arms, you can spend 1 grit point to deal 1d8 radiant damage to the target, in addition to the weapon's damage. The damage increases by 1d8 if the target is a Fiend or an Undead.

Dead Reckoning (Level 6)

Starting at 6th level, You develop a keen instinct for the presence or influence of outsiders and undead. You are always under the effects of a detect evil and good spell, and you know when you are in the lair of an Aberration, Celestial, Elemental, Fey, Fiend, or Undead.

Spirit Shackles (Level 10)

Starting at 10th level, When a creature you can see within 60 feet of you attempts to travel using teleportation or by extradimensional or interplanar means, you can spend 1 grit point as a reaction to force that creature to make a Charisma saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier). On a failed save, the attempt at travel fails and is wasted.

Ashes to Ashes (Level 17)

Starting at 17th level, Whenever you hit a Fiend or an Undead with a weapon attack while benefiting from your Consecrate Arms, the target is instantly destroyed if the attack reduces it to 50 hit points or fewer.