Gunslinger (Korodel)

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.

Class Features

Hit Points & Dice:

1d8 per Gunslinger level

Hp at 1st level: 8 + Constitution Mod.

Hp after 1st level: 1d8 + Constitution Mod.

Proficiencies:

Armour: Light armour, Medium armour

Weapons: Guns

Tools: Tinker’s Tools

Saving Throws: Dexterity, Wisdom

Skills: Choose two from: Acrobatics, Athletics, History, Insight, Perception, Sleight of Hand, Stealth and Survival.

Equipment:

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Leather Armour or (b) Hide Armour
  • (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

Leveling Table

Level Proficiency Bonus Features
1 +2 Firearm Expertise, Gunslingers Favourite
2 +2 Quick Reload, Trick shots
3 +2 Gunslinger Archetypes
4 +2 Ability Score Improvement
5 +3 Extra Attack
6 +3 Ammunition Expert
7 +3 Archetype Feature
8 +3 Ability Score Improvement, Master Evasion
9 +4 Ammunition Expert Improvement
10 +4 Gunslingers Stride
11 +4 Gunslingers Mark, Extra Attack
12 +4 Ability Score Improvement
13 +5 Archetype Feature
14 +5 Low Profile
15 +5 Archetype Feature
16 +5 Ability Score Improvement
17 +6 Ammunition Expert Improvement
18 +6 Archetype Feature, Gunslingers Insight
19 +6 Ability Score Improvement
20 +6 Archetype Feature

Features

Starting Gun Table:

Gun Type: Name: Accurate Range: Ammo Capacity Damage Roll: Reload Time
Revolver Anaconda 5-40ft 8 Bullets 1d4+4 Bonus Action
Revolver Python 10-45ft 8 Bullets 1d4+3 Action
Revolver Taurus 5-35ft 6 Bullets 1d5+3 Bonus Action
Revolver Diamondback 15-60ft 6 Bullets 1d4+3 Bonus Action
Revolver Remington 15-70ft 6 Bullets 1d4+2 Bonus Action
Revolver Redmister 20-80ft 8 Bullets 1d5 Action
Revolver Silverhorn 5-100ft 6 Bullets 2d3+2 Bonus Action
Revolver Tornheart 10-100ft 8 Bullets 1d6+2 Action
Revolver Slimhilt 5-80ft 6 Bullets 2d3+2 Bonus Action
Revolver Astra 15-90ft 6 Bullets 2d3+4 Bonus Action
Revolver Hazekiller 5-110ft 6 Bullets 4D2+4 Action
Rifle BloodSeeker 20-150ft 8 Rounds 2D10+10 Action
Rifle Redline 40-260ft 6 Rounds 2D20+4 Action
Rifle Dew 80-330ft 6 Rounds 3D20+5 Action
Shotgun Infiltrator 30ft 6 Shells 2D12+10 Action
Shotgun Shortstock 10ft 8 Shells 4D10+10 Action

Firearm Expertise

You gain a +2 bonus to rolls you make with firearms.

Gunslingers Favourite

You may take an extra revolver and its ammo bullet capacity, or you may take a shotgun and its shell capacity.

Quick Reload

Starting at 2nd level, you can pick a gun type and reduce its reloading speed: • Reloads that take an action take a bonus action • Reloads that take a bonus action take a reaction

Trick shots

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 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.

Grit: You gain a number of grit points equal to your wisdom modifier (minimum of 1). You regain this after a short or long rest.

Saving throws: some of your trick shots require your targets to make a saving throw to resist the effects of the shot, the saving throw DC is calculated like so:

TS DC = 8 + Proficiency bonus + your Wisdom modifier

Gunslinger Archetypes

Starting at 3rd level, you choose an archetype that you strive to follow, from Urban Slinger, Daredevil and Marksman. Your choice grants feature at 3rd level, and again at 7th, 13th, 15th, 18th and 20th level.

Extra Attack

Starting at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. The number of attacks increases to three at 11th level.

Ammunition Expert

Starting at 6th level, you can craft 2 special ammunition shots costing 50 notes in materials, dealing 1d6 extra damage in a desired damage type. You can also make your own ammunition for 5 notes a day. At 9th level this is upgraded to 100 notes, dealing 1d8 extra damage, and at 17th level this increased to 200 notes increasing the damage to 1d10 and allowing an extra bullet to be made.

Master Evasion

Starting at 8th level, if caught in a fire of bullets you can attempt a dexterity saving throw to dodge, jumping to cover. you take no damage if you succeed of the saving throw, and half damage if you fail.

Gunslingers Stride

Starting at 10th level you base walking speed increased by 10 feet and you may take the disengage action as a bonus action.

Gunslingers Mark

Starting at 11th level, you may choose to customize a gun that you have owned for over a month, this weapon will become an identifying mark of your fame holding as much standing as its wielder. It carries distinct patterns and marking that are unique to your character, this weapon deals an addition damage modifier. Level 11: +2, Level 15: +3 Level 17: +4 Level 20: +5

Low Profile

Starting at 14th level, ½ cover counts as ¾ cover for you.

Gunslingers Insight

Starting at 18th level, you gain preternatural senses that help you fight creatures that you can’t see. You attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls.

Trick Shots

Bullying Shot

You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature, you can expend one grit point while making a charisma (intimidation) check to gain advantage on the roll.

Dazing Shot

When you hit a creature with a firearm attack, you can expend one grit point to dizzy your opponent. The creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attack rolls until the end of their next turn.

Deadeye Shot

When you make a firearm attack against a creature you can expend one grit point to gain advantage on the attack roll.

Disarming Shot

When you hit a creature with a firearm attack you expend one frit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a strength saving throw or drop 1 held item you were aiming at which will be pushed 10 feet away from the target.

Forceful Shot.

When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. The creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.

Winging Shot

When you hit a creature with a firearm attack, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.


Gunslinger Archetypes

Urban Slinger

Urban Slinger prefer to be at the front line of combat, dealing damage and taking hits in place of others.

Urban Training

Starting at the 3rd level you gain the following stats:

Being within 5 ft of a hostile creature doesn't impose disadvantage on your ranged attack rolls with firearms.

You may use Strength instead of Dexterity for your ranged weapon attacks when you use a firearm

Combat Conditioning

Starting at 7th level, your hit point maximum increases by an amount equal to twice your level when you gain this feature. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit point.

Crowd Control

Starting at 13th level, when you make a ranged attack, with a firearm against a creature within 5 feet of you, you may make a melee attack against the creature as a bonus action to attempt to shove the creature. The distance you push the creature from yourself is 10 feet, and at the end of the push the creature must make a Strength saving throw or be knocked prone (DC = 8 + your Strength Modifier + your Proficiency Bonus).

Well armoured

Starting at 15th level, you gain +1 to your AC as long as you are wearing armour.

Riot Shield

Starting at 18th level, you gain proficiency with Shields and can mount a shield onto your forearm, this counts as carrying one for the purpose of qualifying for feats and you gain the appropriate AC bonus from it. With the shield mounted you can still carry a two-handed, heavy weapon if it's a firearm.

Master Combatant

Starting at 20th level, as long as you aren't incapacitated, you have advantage on saving Throws against any abilities that would knock you prone, push you against your will, or cause you to be frightened. You also ignore any reduction to your move speed.


Daredevil

Daredevils, with a reckless, flashy style, excel at fighting with one-handed weapons, either singly or in pairs.

At third level you can choose one of the two following fighting styles:

Duellist Fighting Style

Starting at 3rd level, when you are wielding a firearm in one hand and no other weapons, you gain a +4 bonus to damage rolls with that firearm.

Two-Gun Fighting Style

Starting at 3rd level, when you take the Attack action and attack with a one-handed firearm that you're holding in one hand, you can use a bonus action to attack with a different one-handed firearm that you're holding in the other hand. You can also load or reload a firearm without difficulty if your hands are full.

Unique Style

Beginning at 7th level, you carry yourself like a natural hero or villain, allowing you to use your presence to great effect. You gain proficiency in the Intimidation and Persuasion skills, and your proficiency bonus is doubled for any ability check you make that uses either of those skills.

Taunt

Once you reach 13th level, you gain a knack for pissing enemy’s off so much so that their aim and focus is spoiled. You can use an action to taunt a creature within 60 feet of you which can see or hear you. The creature must make a Wisdom saving throw. On a failure, the creature is taunted by you for 1 minute. While the creature is taunted by you, it has disadvantage on attack rolls against you. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to your Taunt feature for the next 24 hours.

Fearless

Starting at 15th level, you've become so inured to danger that nothing really scares you anymore… Even surrounded by enemies and under constant heavy fire, you still manage to keep your head cool, zen-like. You become immune to the frightened condition.

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.

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 Matthew Mercer's Gunslinger.