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korodel:classes:gunslinger [2020/06/15 19:56]
imm
korodel:classes:gunslinger [2020/09/01 01:06] (current)
trbatpanda [Levelling Table]
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-# Gunslinger - (Korodel) +~~CLOSETOC~~ 
-~~CLOSETOC~~ ​+# Gunslinger ​ (Korodel)
  
 ## Class Description ## Class Description
- 
 Some say that there is no skill behind the man with the gun, that it is a cheap and undignified chance-based form of combat and that anyone could use one. Gunslingers are normally the ones to shoot such people. With great skill and power, a gunslinger cares first for his weapons of choice then for themselves, but that care is not unrewarding for combined they truly are a force to be afraid off. Some strike forwards thirsting for close combat, while others strike terror into their enemy’s, unseen from afar. There is a gun for every gunslinger, and a bullet for every one of their victims. Just hope you are not one of them. Some say that there is no skill behind the man with the gun, that it is a cheap and undignified chance-based form of combat and that anyone could use one. Gunslingers are normally the ones to shoot such people. With great skill and power, a gunslinger cares first for his weapons of choice then for themselves, but that care is not unrewarding for combined they truly are a force to be afraid off. Some strike forwards thirsting for close combat, while others strike terror into their enemy’s, unseen from afar. There is a gun for every gunslinger, and a bullet for every one of their victims. Just hope you are not one of them.
  
 ## Class Features ## Class Features
 +
 ### Hit Points & Dice: ### Hit Points & Dice:
 +
 1d8 per Gunslinger level 1d8 per Gunslinger level
 +
 Hp at 1st level: 8 + Constitution Mod. Hp at 1st level: 8 + Constitution Mod.
 +
 Hp after 1st level: 1d8 + Constitution Mod. Hp after 1st level: 1d8 + Constitution Mod.
  
 ### Proficiencies:​ ### Proficiencies:​
-Armour: Light armour, Medium armour + 
-Weapons: Guns +**Armour**: Light armour, Medium armour 
-Tools: Tinker’s Tools + 
-Saving Throws: Dexterity, Wisdom +**Weapons**: Guns 
-Skills: Choose two from: Acrobatics, Athletics, History, Insight, Perception, Sleight of Hand, Stealth and Survival. ​+ 
 +**Tools**: Tinker’s Tools 
 + 
 +**Saving Throws**: Dexterity, Wisdom 
 + 
 +**Skills**: Choose two from: Acrobatics, Athletics, History, Insight, Perception, Sleight of Hand, Stealth and Survival. ​
  
 ### Equipment: ### Equipment:
 +
 You start with the following equipment, in addition to the equipment granted by your background: You start with the following equipment, in addition to the equipment granted by your background:
 +
 - (a) Leather Armour or (b) Hide Armour - (a) Leather Armour or (b) Hide Armour
 +
 - (a) a dungeoneer’s pack or (b) an explorer’s pack - (a) a dungeoneer’s pack or (b) an explorer’s pack
 +
 A Revolver, a Rifle, 12 revolver bullets, 6 Rifle bullets, and Tinker’s Tools A Revolver, a Rifle, 12 revolver bullets, 6 Rifle bullets, and Tinker’s Tools
  
-## Levelling ​Table+## Leveling ​Table
  
 ^ Level ^ Proficiency Bonus  ^ Features ^ ^ Level ^ Proficiency Bonus  ^ Features ^
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 Starting at second level you learn to perform some interesting trick shots that can disable or damage your opponent’s using your firearms. Starting at second level you learn to perform some interesting trick shots that can disable or damage your opponent’s using your firearms.
  
-**Trick Shots:** You learn two trick shots of your choice from are ladled ​below. You can only use one trick shot per attack.+**Trick Shots:** You learn two trick shots of your choice from [[korodel:​classes:​gunslinger#​trick_shots1|the table below]]. You can only use one trick shot per attack.
 You gain an additional trick shot at 7th, 10th, 15th and 18th level. ​ You gain an additional trick shot at 7th, 10th, 15th and 18th level. ​
  
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 ###Blink of an Eye ###Blink of an Eye
 At 20th level, you are so blindingly fast that no one can draw and shoot faster than you. When combat starts, as long as you aren't surprised, you can draw a firearm and take an Attack action before anyone else even has a chance to roll initiative. No creature can take reactions in response to this special action. Once you have taken this action, every remaining creature, including yourself, rolls initiative and proceeds normally. At 20th level, you are so blindingly fast that no one can draw and shoot faster than you. When combat starts, as long as you aren't surprised, you can draw a firearm and take an Attack action before anyone else even has a chance to roll initiative. No creature can take reactions in response to this special action. Once you have taken this action, every remaining creature, including yourself, rolls initiative and proceeds normally.
 +
 +---
 +
 +##Marksman
 +Marksmen are the guardians of the battlefield,​ constantly watching over their allies they prefer to sit back and aid from a distance while also watching over the battlefield from a safe position.
 +
 +###​Sniper'​s Mark
 +Starting at 3rd level, as a bonus action, you mark a creature that you can see. You have advantage on all attack rolls with firearms against that creature. This lasts for 1 minute or until you make an attack against another creature or the creature has 0 hit points. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain any expended uses when you finish a long rest.
 +
 +###Marked Quarry
 +Starting at 7th level, you deal an additional 1d6 damage of your weapon'​s damage type against a creature effected by your Snipers Mark feature.
 +
 +###​Resistance Piercing Weaponry
 +Starting at 13th level, attacks with your firearms on creatures marked by your Snipers Mark go through resistances and treat damage immunity as resistance. ​
 +
 +###​Interrupting Shot
 +Starting at 15th level, when a creature marked by your Snipers Mark feature makes an attack, you may use your reaction to make a ranged weapon attack with a firearm you are holding against the marked creature. This attack happens before the marked creature hits.
 +
 +###Sharp Eyes
 +Starting at 18th level, when you make an attack roll with a firearm, you now land critical hits on a roll of 19-20.
 +
 +###Master Marksman
 +Starting at 20th level, your Sniper'​s Mark feature becomes second nature to you. You can now use it a number of times equal to your wisdom modifier + proficiency bonus.
 +
 +# Trivia ​
 +
 +Gunslinger was based off [[https://​www.dndbeyond.com/​subclasses/​gunslinger | Matthew Mercer'​s Gunslinger]].