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Points de Vie

Dés de Vie 1d8 par niveau

Maîtrises

DEX , CHA

Gunner

Niveau Bonus de Maîtrise Capacités Moxie Total Attachments Attachments per Weapon
1 + 2 Moxie 2 0 0
2 + 2 Moxie 2 2 1
3 + 2 Moxie 2 2 1
4 + 2 Moxie 2 2 1
5 + 3 Moxie 3 3 2
6 + 3 Moxie 3 3 2
7 + 3 Moxie 3 3 2
8 + 3 Moxie 3 3 2
9 + 4 Moxie 4 4 2
10 + 4 Moxie 4 4 2
11 + 4 Moxie 4 4 2
12 + 4 Moxie 4 4 2
13 + 5 Moxie 5 5 3
14 + 5 Moxie 5 5 3
15 + 5 Moxie 5 5 3
16 + 5 Moxie 5 5 3
17 + 6 Moxie 6 6 4
18 + 6 Moxie 6 6 4
19 + 6 Moxie 6 6 4
20 + 6 Moxie 6 6 4

Capacités de Classe

Niveau 1

Moxie

Niveau 10

Tough as Nails

Niveau 11

Gunner's Creed Feature

Niveau 12

Ability Score Improvement

Niveau 13

Adrenaline Rush

Niveau 14

Double Tap

Niveau 15

Gunner's Creed Feature

Niveau 16

Ability Score Improvement

Niveau 17

Bullet Time (x2)

Niveau 18

Gunner's Creed Feature

Niveau 19

Ability Score Improvement

Niveau 2

Bullet Time (x1)
Firearm Attachments

Niveau 20

Ultimate Weapon

Niveau 3

Lucky Skill
Gunner's Creed

Niveau 4

Ability Score Improvement

Niveau 5

Extra Attack

Niveau 6

Quickdraw

Niveau 7

Gunner's Creed Feature

Niveau 8

Ability Score Improvement

Niveau 9

Improved Moxie

Maîtrises

Armor

light

Weapons

simple

martial

Skills

Équipement de Départ

(a) a Rifle or (b) two Pistol
(a) Smith's Tools or (b) Tinker's Tools
Alternativement, vous pouvez commencer avec: 4d4*10

Capacités de Classe

Moxie (Level 1)

You harness your grit and derring-do to take swift action the moment your foes blink. During combat, you can build momentum, represented by a resource called Moxie. You can never have more Moxie than shown on the Gunner table for your level. You can use a Bonus Action to gain 1 Moxie if, on the same turn, you've made an attack against a hostile creature or forced a hostile creature to make a saving throw.

Additionally, you gain 1 Moxie each time you do any of the following:

  • Score a Critical Hit on an attack roll against a hostile creature of Challenge Rating ½ or higher, or roll a 20 on a saving throw imposed by a hostile creature.

  • The first time each turn that you reduce a hostile creature of Challenge Rating ½ or higher to 0 Hit Points.

If you haven't gained or expended any Moxie for 1 minute, you lose all Moxie. You can expend 1 Moxie to reload a firearm when you use its last bullet (no action required), or to take the special Reactions described below, which don't use your normal Reaction. You can still only take one Reaction, special or otherwise, on each turn.

  • {@action Point-Blank|ZGttEoT}

    When a creature you can see leaves your reach, you can expend 1 Moxie to make an Opportunity Attack against that creature. You can choose to make a ranged weapon attack with a firearm you're holding instead of a melee attack.

  • {@action Second Chance|ZGttEoT}

    When you fail an ability check, you can expend 1 Moxie to reroll it. You must use the new result.

  • {@action True Grit|ZGttEoT}

    When a creature ends its turn, you can expend 1 Moxie to gain 1d6 Temporary Hit Points per Moxie expended.

GM Tip: Turns and Rounds

In D&D combat, a round is how long it takes for each creature in the Initiative order to take its turn. Normally, a creature has one Reaction and regains it at the start of its turn, effectively limiting it to one Reaction per round. However, features such as the Gunner's Moxie allow a creature to take several Reactions per round. Limiting those to one Reaction per turn still allows a creature to take multiple Reactions—it just can't do so on the same creature's turn.

For example, a Gunner wouldn't be able to make a normal Opportunity Attack to strike at a fleeing goblin and then use True Grit at the end of that goblin's turn. However, making an Opportunity Attack against the goblin and using True Grit at the end of the next goblin's turn is perfectly fine.

Bullet Time (x1) (Level 2)

As a Bonus Action, you can enter a state of heightened reflexes until the start of your next turn. During this time, you have Advantage on attack rolls, ability checks, and Dexterity saving throws, and creatures have Disadvantage on attack rolls made against you. In addition, you expend 1 less Moxie the first time you take a special Reaction that would require you to expend Moxie.

Once you've used this Bonus Action, you can't do so again until you finish a Short or Long Rest. Starting at 17th level, you can use it twice before a rest.

Firearm Attachments (Level 2)

A marksman is only as good as their weapon, and you've learned to improve yours with special attachments. When you finish a Long Rest, you can apply, remove, or swap any number of attachments from the list at the end of this class on firearms you're holding. The maximum number of attachments you can have in total, as well as the maximum number of attachments that a single firearm can hold at a time, are listed on the Gunner table. You can apply the same attachment to different firearms, but each one counts against your limit.

Attachments are divided into five types: Barrel, Melee, Muzzle, Sights, and Miscellaneous. With the exception of Miscellaneous attachments, you can't have more than one attachment of any type on the same firearm. In addition, some attachments have a level requirement in this class that you must meet in order to apply them to a firearm.

Other creatures can use firearms bearing attachments you've applied using this feature, but those creatures can't benefit from those attachments.

Lucky Skill (Level 3)

Using a distinctive combination of raw skill and dumb luck, you can snatch victory from the jaws of defeat. Choose a skill or tool in which you're proficient; it becomes your Lucky Skill. When you make an ability check using your Lucky Skill, you can use your Second Chance special Reaction without expending any Moxie.

Gunner's Creed (Level 3)

Gunners are as varied as the firearms they proudly brandish, but some find common ground under the same creed—a discipline that shapes not only their combat style, but also the artistry of their gunslinging. Creeds aren't rigid codes of honour, and they don't dictate a Gunner's morals or ambitions, but rather the way in which they defend them. One might charge recklessly into battle to bring righteous fury upon a nefarious cult, while another opts to infiltrate the cult's headquarters to assassinate its leader under the cover of night. At the end of the day, whichever creed a Gunner decides to follow, it's usually bad news for any unfortunate fools who find themselves staring down the barrel of a loaded firearm.

You choose a creed to follow, which reflects your combat style and approach to marksmanship. Your creed choice grants you features at 3rd level and again at 7th, 11th, 15th, and 18th 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. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack (Level 5)

You can attack twice, instead of once, whenever you take the Attack action on your turn. You can forgo one of these attacks to instead reload a weapon with the Reload property.

Quickdraw (Level 6)

You want there to be no mistake: you shot first. When you roll Initiative and you're not surprised, you can use a Reaction to make one weapon attack with a firearm. If the attack hits a hostile creature of Challenge Rating ½ or greater, you gain 1 Moxie.

Gunner's Creed Feature (Level 7)

At 7th level, you gain one feature granted by your Gunner's Creed.

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. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Improved Moxie (Level 9)

When you would lose all Moxie as a result of not gaining or expending any for 1 minute, you instead lose all but 1 Moxie. In addition, your True Grit special Reaction grants you 1d8 Temporary Hit Points per Moxie expended instead of 1d6 and you gain new special Reactions for which you can expend Moxie:

  • {@action Bullet Clash|ZGttEoT}

    When a creature you can see makes a ranged attack while within the normal range of a firearm you're holding, you can expend 1 Moxie to deflect the attack. Make a ranged attack with that firearm. If your attack roll is higher than the triggering attack's, that attack automatically misses.

  • {@action Close Call|ZGttEoT}

    When you make a saving throw, you can expend 1 Moxie to add your Proficiency Bonus to your roll. You can do this after you make the roll, but before the GM determines whether it succeeds or fails.

  • {@action Warning Shot|ZGttEoT}

    When a creature you can see moves towards you while within the normal range of a firearm you're holding, you can expend 1 Moxie to stop it in its tracks. Make a ranged attack with that firearm, which deliberately misses the creature. The creature must succeed on a Wisdom saving throw with the DC equal to the result of your attack roll or be frightened of you until the end of your next turn.

GM Tip: Attack Rolls as Saving Throws

Instead of a static save DC, a few Gunner features utilise the result of an attack roll as the DC for the saving throw they impose. This represents how the Gunner's accuracy and swiftness in that precise moment affect the situation—a Warning Shot is scarier the closer the bullet comes to a creature. In addition, it allows for the save DC to be dynamically altered depending on the environment or the conditions of the battle—for example, a Gunner would have Disadvantage on the attack roll for Warning Shot if poisoned, or if a hostile creature was within 5 feet of them, thus potentially lowering the save DC.

This need not impact the speed of a turn at a table, even if it adds an extra roll. The GM can roll the saving throw for the creature at the same time as the player rolls the attack roll to determine the save DC. Then, it's just a matter of comparing the two.

Tough as Nails (Level 10)

The world has chewed you up and spat you out, and you're all the more resilient for it. You gain proficiency in Constitution saving throws.

Gunner's Creed Feature (Level 11)

At 11th level, you gain one feature granted by your Gunner's Creed.

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. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Adrenaline Rush (Level 13)

When the going gets tough... you get even tougher. When you take damage that puts you at or below half of your Hit Point maximum, you can use your Reaction to immediately gain an amount of Moxie equal to your maximum Moxie, which can put you over your maximum amount. In addition, your Bullet Time feature immediately activates without expending its use, even if you have no uses of it left.

Once you've used this feature, you can't use it again until you finish a Long Rest.

Double Tap (Level 14)

You have the fastest hands in the multiverse. You can take an additional Bonus Action on each of your turns. This Bonus Action can't be used to make an attack.

Gunner's Creed Feature (Level 15)

At 15th level, you gain one feature granted by your Gunner's Creed.

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. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Bullet Time (x2) (Level 17)

As a Bonus Action, you can enter a state of heightened reflexes until the start of your next turn. During this time, you have Advantage on attack rolls, ability checks, and Dexterity saving throws, and creatures have Disadvantage on attack rolls made against you. In addition, you expend 1 less Moxie the first time you take a special Reaction that would require you to expend Moxie.

Starting at 17th level, you can use it twice before a rest.

Gunner's Creed Feature (Level 18)

At 18th level, you gain one feature granted by your Gunner's Creed.

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. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Ultimate Weapon (Level 20)

You've reached the apex of weapon modification. Choose one of the following special attachment options, which doesn't count against the maximum number of attachments you can have or the maximum number of attachments that a weapon can hold. You can only have one instance of the chosen attachment, and you can move it between different firearms when you finish a Long Rest, but you can't choose to replace it with a different special attachment from this feature.

  • {@optfeature Arcano-Intelligent Targeting|ZGttEoT} (Miscellaneous)

    When you make a ranged attack using the firearm with this attachment against a creature you can see, you can choose not to roll, but instead treat it as if you'd rolled a 20 on the attack roll. Once you use this attachment, you can't do it again until the attachment recalibrates over the course of your next Long Rest.

  • {@optfeature Elemental Converter|ZGttEoT} (Miscellaneous)

    When you make a ranged weapon attack using the firearm with this attachment, you can choose to change its damage type to Acid, Cold, Fire, Lightning, or Thunder. As a Reaction when you take damage of one of those types, you can choose to gain Resistance to the triggering damage type until the end of the turn. Once you do, the next attack you make using the firearm with this attachment before the end of your next turn deals an extra 2d6 damage of the triggering type on a hit.

  • {@optfeature Megamag|ZGttEoT} (Miscellaneous)

    This attachment pulls bullets from an extradimensional space, removing the Reload property from the firearm to which it's applied and causing it to require no ammunition. You can still reload the firearm manually to load special ammunition into it. This attachment can hold six pieces of special ammunition inside, and you can choose to use one when you make a ranged attack with the firearm.

  • {@optfeature Omniscope|ZGttEoT} (Sights)

    Attacking at long range doesn't impose Disadvantage on ranged weapon attack rolls made using the firearm with this attachment. The attachment also functions as a Spyglass. As a Bonus Action while holding the firearm with this attachment, you can activate the scope, choosing either Truesight or X-Ray mode. If you choose Truesight, you have Truesight out to 30 feet while looking through the scope. If you choose X-Ray, you can see into and through solid matter out to 30 feet while looking through the scope. Either mode lasts until you activate the other mode.

Multiclassage

Prérequis de Multiclassage

{"dex":13}

Maîtrises Acquises

Armor light

Sous-classes

Deadeye
ZGttEoT
Slugger
ZGttEoT

Capacités de Sous-classe

Deadeye

Deadeye (Level 3)

As patient as they are lethal, Deadeyes are master sharpshooters, prizing accuracy and efficiency above all else. With eagle eyes, they scan the battlefield in the span of a heartbeat, accounting for factors such as wind velocity, projectile drop, and target trajectory as instinctively as they breathe. Then, they take their first shot. Seldom do they need a second.

What first led you down the path of a Deadeye? Have you always had the patience of a saint and an uncanny knack for complex mental physics? Or is each of your bullets guided by pure chance, with the multiverse conspiring to bury them in your foes through a series of unlikely coincidences, even in the face of your ineptitude? Whatever the case, one thing is certain: you never miss.

Stakeout

No foe can escape your notice... unfortunately for them, the opposite isn't true. You gain proficiency in the Perception and Stealth skills. Choose one of these skills to become an extra Lucky Skill, as per your Lucky Skill feature.

Deadeye's Flair

Each of your shots is perfectly calculated, with ponderous rigor and endless patience. You learn unique ways to gain and spend Moxie:

  • {@action Careful Aim|ZGttEoT}

    At the end of each of your turns, you gain 1 Moxie if you hit a hostile creature of Challenge Rating ½ or higher with a ranged weapon attack using a firearm and didn't spend any of your movement that turn.

  • {@action Calculated Ricochet|ZGttEoT}

    When you miss with a ranged weapon attack using a firearm, you can expend 1 Moxie as a special Reaction to reroll the attack roll against a different target within range of the weapon and 30 feet of the original target.

Scoping Mechanism (Level 7)

The logic is simple: aim better, kill better. When you apply attachments at the end of a Long Rest, you can apply an additional Sights attachment to one of your firearms, even if the firearm already has a different Sight attachment. This extra attachment doesn't count against your total number of attachments or the maximum attachments a firearm can hold.

In addition, the number you need to roll on the d20 to score a Critical Hit with a firearm is reduced by 1 for each Sight attachment applied to it.

Marksman's Insight (Level 7)

You've learned to carefully study your marks for chinks in their armour. You can use a Bonus Action to examine a creature through a Sights attachment on a firearm you're holding, making an Investigation (Intelligence) check with the DC equal to 8 + half of the creature's level or Challenge Rating. On a success, choose a condition or damage type. The GM tells you whether the creature has Vulnerability, Resistance, or Immunity to the chosen condition or damage type. Success or fail, you can't use this feature again on the same creature for 24 hours

One Shot, One Kill (Level 11)

You can forgo additional shots to gamble it all on a single bullet—and the more you put on the line, the more you stand to win. Once per turn, when you reload a firearm, you can choose to load it with a single bullet instead of its maximum amount. If you do, the next attack made with that firearm before it's reloaded again deals extra damage depending on the firearm's Reload value, as detailed in the table below.

Damage per Reload Value
Reload ValueExtra Damage

Reload (1)

None

Reload (2)

1d6

Reload (3)

2d6

Reload (4)

3d6

Reload (5)

4d6

Reload (6)

5d6

Steady Breath (Level 15)

By drawing in your breath, you steady both body and mind. As a Bonus Action, you can choose to start holding your breath, and you must concentrate on this as if concentrating on a spell. If you maintain Concentration on this effect until your next turn, you have Advantage on the first attack roll you make that turn, after which your Concentration ends.

Additionally, when you make an Intelligence, Wisdom, or Charisma saving throw while concentrating on this feature, you can choose to stop concentrating on it to use your Close Call special Reaction without expending Moxie.

Re-Ricochet (Level 18)

You can fish for the perfect hit with clever, well-calculated plans... so what if they happen to be extremely convoluted? You can use your Calculated Ricochet special Reaction when the attack would hit its target, causing it to miss instead so you can reroll the attack roll.

In addition, after you use your Calculated Ricochet special Reaction to reroll an attack roll, you can expend 1 Moxie to reroll the attack roll again, with Advantage, against a different creature within 30 feet of the second target, which can be the original one.

Slugger

Slugger (Level 3)

What's even more painful than a bullet to the gut? A point-blank bullet to the gut, of course. Sluggers exchange the relative safety of distance and cover for the exhilarating chaos of close-quarters combat, leveraging their superior agility to run circles around their foes and bring them down with a combination of blade and bullet. Detractors accuse these Gunners of simply covering for their poor aim, but curiously enough, they rarely voice this opinion within earshot of one.

There are many reasons why you may have chosen to be a Slugger. Perhaps you're a thrill seeker who thrives on high-risk, high-reward tactics. You could be a maverick inventor who sought to merge firearms with melee weapons against the recommendations of your colleagues and in flagrant violation of local safety ordinances. Or maybe you do have bad aim—no one needs to know! Whichever the case, you're among the rare few Gunners whose foes desperately wish would keep their distance.

Close-Quarters Expert

Any enemy that thinks you won't be as dangerous up close as you are from a distance is in for a very painful realisation. You gain proficiency in the Acrobatics skill, and it becomes an extra Lucky Skill for you, as per your Lucky Skill class feature. In addition, you gain proficiency with Martial weapons that lack the Two-Handed property.

Slugger's Flair

Alternating between gunshots and melee attacks, you unleash devastating combos. You learn unique ways to gain and spend Moxie

  • {@action Blade & Bullet|ZGttEoT}

    The first time you hit with a ranged weapon attack using a firearm and a melee weapon attack on the same turn, you gain 1 Moxie.

  • {@action Tacticool Reload|ZGttEoT}

    Immediately after you reload a firearm, you can expend 1 Moxie as a special Reaction to make a melee weapon attack.

Lead to the Face (Level 7)

You love the smell of powder burn in the morning. When you apply attachments at the end of a Long Rest, you can apply the Sawed-Off Barrel attachment to one of your firearms, even if the firearm already has a different Barrel attachment. This extra attachment doesn't count against your total number of attachments or the maximum attachments a firearm can hold.

Bullet Ballet (Level 7)

Quick feet and quicker fingers are a deadly combination on the battlefield. When you gain or expend 1 or more Moxie, you can move 5 feet without provoking Opportunity Attacks. If the Moxie is expended as part of a Reaction, you can choose to move immediately before or after you take that Reaction.

Concealed Parry (Level 11)

Your heightened reflexes allow you to deflect attacks using your firearms. As a Reaction when a creature hits you with a melee attack while you're holding a firearm, you gain a +2 bonus to AC against the triggering attack, potentially causing it to miss.

Bulletstorm (Level 15)

As an action, you can weave across the battlefield in a whirlwind of steel and gunpowder. Until the end of your turn, you can make a weapon attack against a creature (no action required) the first time you move within 5 feet of it. Once you've used this feature, you can't use it again until you finish a Long Rest.

Counter-Strike (Level 18)

Each missed opportunity for an opponent is a new opportunity for you. The bonus to AC from your Concealed Parry feature increases to +3. If the triggering attack misses, you can make a weapon attack against the attacking creature as part of the same Reaction.