Points de Vie
Maîtrises
Gunslinger
| Niveau | Bonus de Maîtrise | Capacités | Maximum Grit |
|---|---|---|---|
| 1 | + 2 | New to this class? Start here Tinkerer Natural Talent | 0 |
| 2 | + 2 | New to this class? Start here Tinkerer Natural Talent | 2 |
| 3 | + 2 | New to this class? Start here Tinkerer Natural Talent | 2 |
| 4 | + 2 | New to this class? Start here Tinkerer Natural Talent | 2 |
| 5 | + 3 | New to this class? Start here Tinkerer Natural Talent | 3 |
| 6 | + 3 | New to this class? Start here Tinkerer Natural Talent | 3 |
| 7 | + 3 | New to this class? Start here Tinkerer Natural Talent | 3 |
| 8 | + 3 | New to this class? Start here Tinkerer Natural Talent | 3 |
| 9 | + 4 | New to this class? Start here Tinkerer Natural Talent | 4 |
| 10 | + 4 | New to this class? Start here Tinkerer Natural Talent | 4 |
| 11 | + 4 | New to this class? Start here Tinkerer Natural Talent | 4 |
| 12 | + 4 | New to this class? Start here Tinkerer Natural Talent | 4 |
| 13 | + 5 | New to this class? Start here Tinkerer Natural Talent | 5 |
| 14 | + 5 | New to this class? Start here Tinkerer Natural Talent | 5 |
| 15 | + 5 | New to this class? Start here Tinkerer Natural Talent | 5 |
| 16 | + 5 | New to this class? Start here Tinkerer Natural Talent | 5 |
| 17 | + 6 | New to this class? Start here Tinkerer Natural Talent | 6 |
| 18 | + 6 | New to this class? Start here Tinkerer Natural Talent | 6 |
| 19 | + 6 | New to this class? Start here Tinkerer Natural Talent | 6 |
| 20 | + 6 | New to this class? Start here Tinkerer Natural Talent | 6 |
Capacités de Classe
Niveau 1
Niveau 10
Niveau 11
Niveau 12
Niveau 13
Niveau 14
Niveau 15
Niveau 16
Niveau 17
Niveau 18
Niveau 19
Niveau 2
Niveau 20
Niveau 3
Niveau 4
Niveau 5
Niveau 6
Niveau 7
Niveau 8
Niveau 9
Maîtrises
light
simple
firearms
Équipement de Départ
Capacités de Classe
New to this class? Start here (Level 1)
If you are building a gunslinger for the first time, do not forget to check the Gunslinger book for a quick introduction to this homebrew and all its content. Of particular importance are the new firearm weapons and rules that replace their counterparts in the DMG.
Tinkerer (Level 1)
Beginning at 1st level, you can use tinker's tools to craft basic firearms, as well as basic ammunition for those firearms. The rules for those firearms are detailed in the firearms section of the Gunslinger document.
Natural Talent (Level 1)
Beginning at 1st level, choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses your chosen proficiency.
In addition, you gain a +1 bonus to attack rolls and damage rolls you make using firearms.
Grit (Level 2)
You, like every gunslinger, have something which allows you to remain cool and collected, even in the most dire situations. Starting at 2nd level, you gain a number of Grit points equal to your proficiency bonus. The number of Grit points you have can never exceed your proficiency bonus.
You can spend these points to fuel various class features. You start knowing one such feature: Aimed Shot. You learn more such features as you gain additional levels in this class. Any expended Grit points refill at the end of a short or long rest.
In addition, you regain 1 Grit point, up to your current maximum, whenever you roll a critical hit with a firearm attack, or you use a firearm to reduce a creature to 0 or fewer hit points. If you reduce a creature to 0 or fewer hit points with a critical hit, you regain only 1 Grit point, not 2.
Some of your Grit features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Grit
Aimed Shot (Level 2)
Beginning at 2nd level, when making an attack with a firearm as part of your attack action, you may choose to expend a number of Grit points up to your current maximum to gain a bonus on the attack roll equal to the number of Grit points spent. If this attack hits, you add the number of Grit points spent to its damage roll as well.
Gunslinger's Trail (Level 3)
At 3rd level, you choose the trail which reflects your own personal style and credo. Following one of these trails separates a mere gun-toting adventurer from a legendary gunslinger. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 17th levels.
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.
Gunslinger's Trail feature (Level 6)
At 6th level, you gain a feature granted by your Gunslinger's Trail.
Trick Shot (Level 7)
Starting at 7th Level, you can target a specific location on a foe's body, so long as the foe's body has the location you want to target. When making an attack with a firearm, you may spend a Grit point to add an additional effect based on the targeted location.
Armshot
On a hit, the target must make a Constitution saving throw or drop a single held item of your choice.
Headshot
On a hit, the target must make a Constitution saving throw or have disadvantage on attacks made until the start of your next turn.
Legshot
On a hit, the target must make a Constitution saving throw or fall prone.
Bodyshot
On a hit, the target must make a Constitution saving throw or have disadvantage on Strength and Dexterity ability checks and saving throws until the start of your next turn.
Wingshot
On a hit, the target must make a Constitution saving throw or fall 60 feet. Creatures of Huge size or larger automatically succeed on saving throws made against this shot.
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.
Evasion (Level 9)
Beginning at 9th 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.
Gunslinger's Trail feature (Level 10)
At 10th level, you gain a feature granted by your Gunslinger's Trail.
Violent Shot (Level 11)
Starting at 11th Level, you've learned that you can't always play safe if you want to win. As part of a ranged attack action using a firearm, you can spend a Grit point to perform a Violent Shot. If your attack hits, it is treated as a critical hit which does not restore Grit and your weapon is broken.
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.
Personal Effects (Level 13)
Beginning at 13th level, you may choose one special item as your Personal Effects. Your chosen item grants you a unique bonus. If your Personal Effects are lost or destroyed, they are mysteriously found immediately following your next long rest.
A list of the available options can be found on the Optional Features page.
Gunslinger's Trail feature (Level 14)
At 14th level, you gain a feature granted by your Gunslinger's Trail.
Trick Up Your Sleeve (Level 15)
When you reach 15th level, you never go anywhere without a gun on your person, come hell or high water. Whenever you make a Sleight of Hand check to draw or hide a light weapon on your person, you can treat a d20 roll of 19 or lower as a 20.
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.
Gunslinger's Trail feature (Level 17)
At 17th level, you gain a feature granted by your Gunslinger's Trail.
'Slinger's Luck (Level 18)
Starting at 18th level, some swear you've been kissed by Lady Luck herself. Before you roll a saving throw, you can choose to automatically succeed. Once you use this feature, you must take a long rest before using it again.
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.
True Grit (Level 20)
At 20th level, whenever you would regain 1 Grit Point, you instead regain 2, up to your current maximum.
Sous-classes
Capacités de Sous-classe
Trail of the Desperado
Trail of the Desperado (Level 3)
The desperado fights with skill, reflexes, and a quick trigger finger. Her movements are crisp and sharp, faster than the average person can track. Those following this path drill their motions until they surpass normal mortal limits.
Fast Reflexes
When you choose this trail at 3rd level, your speed increases by 10 feet while you are unarmored or wearing light armor.
In addition, you may use your bonus action to either repair or reload a weapon in your possession.
Quick Draw (Level 6)
By 6th level, you've learned to keep a close eye on your surroundings, and a close hand on your gun. You add your proficiency bonus to any initiative check.
Furthermore, during the first round of combat in which you are not surprised, you can spend a Grit point to make a single attack with a one-handed firearm at your initiative + 10. Afterward, initiative proceeds as normal.
Dodge Roll (Level 10)
Starting at 10th level, you've learned to tumble away from ranged attacks. Whenever you are on the ground and take damage from a source more than 10 feet away which you can see, you may use your reaction to dodge out of the way of further assault, moving a distance up to half your movement speed, and if you move at least 5 feet, reducing the damage by an amount equal to your Dexterity modifier. While moving in this manner, enemies have disadvantage on attacks of opportunity made against you.
Fan Fire (Level 14)
Starting at 14th level you can attack three times, instead of two, whenever you take the attack action on your turn.
Improved Quick Draw (Level 17)
At 17th level, Quick Draw no longer consumes Grit. In addition, you have advantage on any initiative check, and you are unable to be surprised while you are conscious.
Trail of the Gunsmith
Trail of the Gunsmith (Level 3)
A gunsmith is an eccentric arcane tinkerer, unafraid of taking risks or personally modifying their firearms. They learn by improving their existing creations and building new guns. Each new creation is a stepping stone to something greater. Those following this Trail use their intelligence to forge weapons and ammunition unparalleled in the rest of the world.
Some Gunsmith features require your target to make a saving throw to resist the feature's effects. The saving throw DC is equivalent to your Grit save DC.
Walking Armory
When you choose this trail at 3rd level, you craft a mechanism which allows you to easily store and equip your personal firearms. You may draw any firearm within arm's reach without using your object interaction.
Apprentice Guncrafting
When you choose this trail at 3rd level, you can craft new firearms and modify your current ones. One-handed guns are based on the pistol, two-handed guns on the musket, and cone guns on the scattergun.
Modifying a firearm requires 1 day of constant work per modification. You may remove an existing modification at the same time as you add a new one.
Maintenance
Modifications require constant tuning and maintenance in order to remain in working order. During a long rest, you may maintain a number of modified firearms up to your Intelligence modifier (minimum of one). If a modified firearm is not maintained during a long rest, any attack roll made with that firearm has disadvantage.
Limited Modification
You may modify a firearm a number of times up to your Intelligence modifier (minimum of once). In addition, every modification falls into a category. You may only place a single modification from each category on a given firearm.
Modifications for firearms are shown on the Modifications chart. At 3rd Level, you gain access to the Long Barrel, Snubnose Barrel, Elemental Barrel modifications. You gain additional modifications as your level increases, as detailed in the Modifications table.
| Level | Modification | Effect | Category |
|---|---|---|---|
3rd | Long Barrel | The firearm can make attacks up to its long range without disadvantage. | Barrel |
3rd | Snubnose Barrel | This weapon can only make attacks up to its short range. However, on a hit, the target is knocked back 5 feet. | Barrel |
3rd | Elemental Barrel | Damage dealt with the firearm is considered Acid, Cold, Fire, or Lightning for the purpose of overcoming resistance and immunity. You choose the damage type when you make this modification. | Barrel |
3rd | Rune of Hardening | The gun no longer needs to be maintained in order to function properly. | Personal Touches |
6th | Dampening Alloy | This firearm is treated as silenced. | Alloy |
6th | Light Alloy | The firearm becomes light. This does not affect firearms with the two-handed property. | Alloy |
6th | Nonporous Alloy | The firearm and loaded ammunition are no longer affected by being wet or submerged. You can use the firearm to make attacks normally while submerged, up to the firearm's short range. | Alloy |
6th | Old Faithful | The misfire rating of the gun is reduced by 2. | Personal Touches |
10th | Auto-Loader | If you do not use the firearm to make an attack during your turn, the firearm is reloaded to full capacity without requiring an action. | Reloading Mechanism |
10th | Vampiric Weapon | You no longer have to reload your weapon, but every attack you make with the firearm deals 1 necrotic damage to you. | Reloading Mechanism |
10th | Mechanical Reloader | The gun automatically reloads itself when its ammunition count drops to 0. After it reloads itself in this manner, the Mechanical Reloader must be reset before it is usable again. Resetting the Mechanical Reloader requires an action. You may still manually reload the gun. | Reloading Mechanism |
10th | Tactical Sniper Scope | As an action, you may aim down the scope and make a single attack with advantage. | Personal Touches |
14th | Piercing Ammo | Attacks made using this firearm ignore piercing resistance for the purpose of calculating damage. | Basic Ammunition |
14th | Ricochet Ammo | Attacks made using this firearm may ricochet. If an attack hits its intended target, you may choose a single additional target within 10 feet, and make an attack roll with disadvantage against the second target. This ricochet deals 1d6 + your Dexterity modifier piercing damage. This second attack roll won't cause your weapon to misfire. | Basic Ammunition |
14th | Corrosive Ammo | Successful attacks made using this firearm inflict an additional 1d4 acid damage. | Basic Ammunition |
14th | Modular Design | You may modify this firearm during a short rest. | Personal Touches |
Journeyman Guncrafting (Level 6)
When you reach 6th level, your skills at modifying and creating weapons have noticeably grown. Your proficiency bonus is doubled for any ability check which uses Tinker's Tools. In addition, you've learned how to modify your guns to pull latent magic from the world around them. From now on, any attack made with a gun you've modified is treated as magical for the purpose of overcoming resistance and immunity.
Blast Packs (Level 10)
At 10th level, your experiments with arcane technologies led you to an explosive, yet useful, discovery. When a creature moves within 5 feet of you, you can use your reaction to detonate a shaped explosive charge between you and the creature. The creature loses its reaction, and must make a Dexterity saving throw or be knocked prone by the blast, while you ride the shockwave 15 feet directly away from the creature. You cannot use this feature while prone.
You can create one shaped explosive charge during a short or long rest. Unfortunately, the chemicals within each charge are volatile, and only retain their potency until the beginning of your next short or long rest.
Specialty Ammo (Level 14)
Beginning at the 14th level, you can craft special ammo for your firearms with an arcane crystal core, which can be imbued with certain magical effects when fired. Each round of special ammo must be crafted during a long rest, and only retains its special effects until your next long rest. You can craft and store a number of specialty rounds equal to your Intelligence modifier (minimum of 1 round) during a long rest.
Upon loading a gun, you must declare how many specialty rounds (if any) that you are loading into the gun. Once a piece of specialty ammo has been loaded into a gun, you may expend it as part of any attack you make with that gun. You may only use one piece of specialty ammo per attack action. When you fire the round, you may imbue it with any effect from the following list:
Drill Round
The round becomes sheathed in a piercing arcane aura. When you use these rounds to make an attack against a target with half or three- quarters cover, you make the attack as if the target had no cover. In addition, this round deals an additional 3d6 damage on a hit. This damage increases by an additional 2d6 at 17th (5d6) and 20th (7d6) levels.
Explosive Round
The round detonates on impact with a target, dealing fire damage in a 10-foot radius sphere. Creatures in this area of effect must make a Dexterity saving throw or take an additional 3d8 fire damage, or half that on a successful save. This damage increases by an additional 2d8 at 17th (5d8) and 20th (7d8) levels.
Flash Round
The round doesn't deal any damage, but instead creates a blinding flash of light emanating in a 30-foot cone from the barrel of the gun. Any creature within the cone must make a Constitution saving throw or become blinded until the end of your next turn.
Freeze Round
When the round hits a target, a burst of ice spreads from the point of impact, trapping objects within 5'. A creature hit by a freeze round must make a Constitution saving throw or become chilled, taking 3d8 additional frost damage and becoming restrained until the end of your next turn, or half damage on a successful save. This damage increases by an additional 2d8 at 17th (5d8) and 20th (7d8) levels.
Masterwork Guncrafting (Level 17)
Starting at the 17th level, your long, hard hours at a workbench and in the field have paid off, giving you a master's grasp of tinkering and guncrafting. Whenever you would suffer a misfire, you may choose to ignore it. You must complete a short or long rest before using this ability again.
Trail of the Marksmage
Trail of the Marksmage (Level 3)
To those unaware of the discovery of black powder, a firearm may seem mystical. An observer could see the fire bursting out of metal tubes, mistaking it for some kind of wizard's spell. Some gunslingers embrace this misconception, combining their marksmanship with arcane prowess.
Spellcasting
When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.
Cantrips
You learn two cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.
Spell Slots
The Marksmage 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.
For example, if you know the 1st-level spell fog cloud and have a 1st-level and a 2nd-level spell slot available, you can cast fog cloud using either slot.
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 conjuration and transmutation spells on the wizard spell list.
The Spells Known column of the Marksmage Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an conjuration or transmutation 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 conjuration or transmutation spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. 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
Flash Reload (Level 3)
When you join this trail at 3rd level, you are able to load your with gun with ammunition pulled from the aether. When you reload your firearm, you can instead choose to reload your it with temporary ammunition, which is only usable for one minute before fading away into nothing. This ammunition deals force damage instead of the firearm's regular damage type. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Magic Bullet (Level 6)
Beginning at 6th level, you have learned to shoot your opponents beyond the limits of natural law. If your firearm is ready to fire, you can choose to spend 1 grit point to cast magic missile at 1st level, consuming the readied round of ammunition as a spell component. The damage type of the spell is instead the damage type of the firearm used. This does not count against your list of learned spells and does not use up a spell slot.
Now You Don't (Level 10)
Starting at 10th level, you can disappear to escape harm's way and reappear to return fire. When you take damage, you can use your reaction to teleport up to 30 feet to an unoccupied space you can see and may make one firearm attack with disadvantage. Once you use this feature, you can't use it again until you finish a short or long rest.
Scribing Grit (Level 14)
At 14th level, through your gun, you learn to mark your enemies with your essence. When you hit a creature with an Aimed Shot, Trick Shot, or Violent Shot, you have advantage on spell attacks against it and it has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Spell Blasting (Level 17)
Upon 17th level, you are able to infuse your bullets with spells. As an action, you can spend a number of grit points equal to the spell level used to imbue a spell of 1st level or higher into a round of ammunition you are holding. You cast the spell as normal, but the spell effect does not occur until after the ammunition is used in an attack. You can only imbue a spell that affects one creature or a spell that has an area such as a sphere, cloud, or cylinder. The ammunition holds the spell effect until the end of your next long rest or until it is used in an attack that hits.
If you cast a spell that affects one creature, the next time the imbued ammunition hits a creature with an attack, the attack deals damage as normal, and then you resolve the spell's effect against the target. If you imbued a spell that has an area, the creature does not need to be hit for the spell to take effect. Instead, you resolve the spell's effect from the space or creature you targeted. If the ammunition hits a creature, damage is dealt as normal. Once you resolve the spell's effect, the spell vanishes from the ammunition.
Trail of the Sniper
Trail of the Sniper (Level 3)
The sniper uses analytical and observational skills to take out foes from afar. Snipers will patiently watch their targets for hours, waiting until all of the right conditions in the environment, positioning, and their own reflexes are ideal before making their move. When they do, they leave a splatter across the ground and thunderous sound through the air without ever being seen.
Watcher's Eye
When you follow this trail at 3rd level, you become adept at finding threats, even when they try to hide. Your ranged weapon attacks ignore half cover and three-quarters cover.
Additionally, you can take the Search action as a bonus action.
Lock On (Level 6)
At 6th level, you further hone your deadly accuracy. You can use an action or a bonus action to make a Wisdom (Perception) on a creature you see. The DC is equal to its Dexterity score. If you succeed, for the next minute your next ranged weapon attack against that target gains the following benefits.
On hit, the weapon deals additional damage based on half your gunslinger level (rounded up).
By taking an action to use this feature, the attack gains the following additional benefits.
The attack roll has advantage.
If a firearm misfires, you can ignore it.
Positional Shooting (Level 10)
At 10th level, you learn optimal and stable positions for firing. While prone, you gain advantage on making Dexterity (Stealth) checks and you are able to make ranged weapon attack rolls without disadvantage.
Also, when you are targeted by a ranged weapon attack by an enemy you are aware of, you can use a reaction to immediately drop prone, imposing disadvantage on the attack.
Terminal Shot (Level 14)
Starting at 14th level, you learn how to hit multiple targets with a single shot. You can spend 1 grit point before making an attack roll with a firearm that deals piercing damage. If the attack hits, you can make an attack roll against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.
Pink Mist (Level 17)
At 17th level, hitting your enemies' vitals becomes natural to you. Your critical range with a firearm increases to 18-20.
Additionally, you no longer need to make a Wisdom (Perception) check to use your Lock On feature.