Hit Points
Vaardigheden
Gunslinger
| Niveau | Proficiency Bonus | Eigenschappen | Risk Dice |
|---|---|---|---|
| 1 | + 2 | Fighting Style Quick Draw | - |
| 2 | + 2 | Fighting Style Quick Draw | {@dice 4d8} |
| 3 | + 2 | Fighting Style Quick Draw | {@dice 4d8} |
| 4 | + 2 | Fighting Style Quick Draw | {@dice 4d8} |
| 5 | + 3 | Fighting Style Quick Draw | {@dice 4d8} |
| 6 | + 3 | Fighting Style Quick Draw | {@dice 5d8} |
| 7 | + 3 | Fighting Style Quick Draw | {@dice 5d8} |
| 8 | + 3 | Fighting Style Quick Draw | {@dice 5d8} |
| 9 | + 4 | Fighting Style Quick Draw | {@dice 5d8} |
| 10 | + 4 | Fighting Style Quick Draw | {@dice 5d10} |
| 11 | + 4 | Fighting Style Quick Draw | {@dice 5d10} |
| 12 | + 4 | Fighting Style Quick Draw | {@dice 5d10} |
| 13 | + 5 | Fighting Style Quick Draw | {@dice 5d10} |
| 14 | + 5 | Fighting Style Quick Draw | {@dice 6d10} |
| 15 | + 5 | Fighting Style Quick Draw | {@dice 6d10} |
| 16 | + 5 | Fighting Style Quick Draw | {@dice 6d10} |
| 17 | + 6 | Fighting Style Quick Draw | {@dice 6d10} |
| 18 | + 6 | Fighting Style Quick Draw | {@dice 6d12} |
| 19 | + 6 | Fighting Style Quick Draw | {@dice 6d12} |
| 20 | + 6 | Fighting Style Quick Draw | {@dice 6d12} |
Klasse-eigenschappen
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
Vaardigheden
light
simple
simple firearms
martial firearms
Startuitrusting
Klasse-eigenschappen
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.
Akimbo
When you engage in two-weapon fighting with firearms, you do not take a penalty to the damage of the second attack.
Bullseye
You gain a +2 bonus to ranged attack rolls you make using firearms. The weapon must have the Sighted property or have a normal range of 80 feet or longer to gain this effect. This effect does not stack with the Archery fighting style.
Duelist
While you are wielding a firearm in one hand and nothing in the other, if you make a ranged weapon attack and exceed the target's AC by 5 or more, you deal an additional die of weapon damage. You can only use this ability once per round.
Shotgunner
When you hit with a ranged weapon attack using a firearm that has the Scatter property, you can reroll the lowest damage die, and you must use the new roll, even if the new roll is worse than the original.
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.
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 take a long rest.
Using Risk Dice
Once on each of your turns, 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.
Saving Throws
Some of your deeds require your target to make a saving throw to resist the deed's effects. The saving throw DC is calculated as follows:
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 on a Large or smaller creature using a firearm, the target of that attack is incapacitated until the beginning of your next turn. Elementals, oozes, and undead are immune to this effect.
Creed Feature (Level 7)
At 7th level, you gain a 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)
Starting at 9th level, your ranged firearm attacks score a critical hit on a roll of 18 to 20.
Creed Feature (Level 10)
At 10th level, you gain a feature granted by your Gunslinger's Creed.
Mankiller (Level 11)
At 11th level, when you take the Attack action on your turn, you can add your ability score modifier to firearm 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)
Starting at 13th level, whenever you score a critical hit, you regain one expended risk die.
Creed Feature (Level 14)
At 14th level, you gain a feature granted by your Gunslinger's Creed.
Cheat Death (Level 15)
By 15th level, you have a knack for escaping the reaper. When you would be reduced to 0 hit points, you can use your reaction and expend one risk die to avoid being incapacitated and instead be reduced to a number of hit points equal to the number rolled on the die.
Once you use this ability, you must finish a short or long rest before using it again.
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)
Starting at 17th level, your ranged firearm attacks score a critical hit on a roll of 17 to 20.
Maverick (Level 18)
By 18th level, you are 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 using a firearm, you can choose for this shot to be a head shot. If the creature has less than 100 hit points, it dies. Otherwise, it takes 10d10 additional damage. Elementals, oozes, undead, and creatures which lack nervous systems or vital organs take no additional damage from this ability.
Once you use this ability, you must finish a short or long rest before using it again.
Subklasses
Subklasse-eigenschappen
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, you don't suffer disadvantage from making a ranged attack with a firearm while you are within 5 feet of a hostile creature.
Fan the Hammer
At 3rd level, when you take the Attack action on your turn to attack with a firearm, you can use your bonus action to make two additional firearm attacks with disadvantage. These additional attacks always have disadvantage, regardless of circumstance. This weapon can't have the Automatic or Two-Handed property.
The number of bonus attacks you can make with disadvantage increases as you gain levels in this class. At 10th level, you can make 3 additional attacks and at 14th level you can make 4 additional attacks.
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 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, when you take damage from a creature within 15 feet of you, you can use your reaction to 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.
Aim
Starting at 3rd level, as a bonus action on your turn, you can take the Aim action. When you take this action, your next firearm attack suffers no penalty for long range, and ignores half and three-quarters cover.
Eagle Eye
At 3rd level, you can see better from far away. You gain proficiency in in the Perception skill, if you did not have it already, and you can add twice your proficiency modifier to Wisdom (Perception) checks you make that rely on sight.
Camouflage (Level 7)
By 7th level, you've learned to expertly conceal yourself with foliage and leaves. You can spend one minute to prepare camouflage for yourself. Until you move, you have advantage on Dexterity (Stealth) checks you make to hide among vegetation.
Utility Shot (Level 10)
At 10th level, you can quickly and precisely shoot objects. As an action, you can make a firearm attack targeting a Tiny object within the firearm's range which isn't being worn or carried, such as a rope, chain, belt, wooden rod, candle, bottle, or lock. This object is considered to have an AC of 10. On a hit, a nonmagical object is destroyed instantly and a magical object is flung 15 feet away.
Focus (Level 14)
Starting at 14th level, whenever you take the Aim action on your turn followed by the Attack action, you can choose to make only one firearm attack. This attack is made with advantage and deals critical damage on a hit.