Zaman's Playtest Material

Gunner

Whether as staunch protectors of frontier towns on the fringes of civilisation or ruthless desperados leaving a trail of empty bank vaults in their wake, Gunners make their mark upon the world with the crack of gunfire. Slick, resourceful, and lightning-fast, these deadly marksmen act when their foes least expect, changing the flow of battle with each well-timed, well-aimed shot. Blink and you’ll miss their next bullet—not that you could have dodged it, anyway.


hit dice: 1d8 per Gunner level
hit points at 1st level: 8 + your Con mod
hit points at higher levels: 1d8 (or 5) + your Con modifier per Gunner level after the 1st
armor proficiencies: Light armor
weapon proficiencies: Simple weapons, Martial Ranged weapons
tools: Smith's Tools or Tinker's Tools
saving throws: Dexterity, Charisma
skills: Choose two from Acrobatics, Athletics, Intimidation, Perception, Persuasion, Sleight of Hand, Stealth, Survival

starting equipment:

You start with the following equipment, in addition to the equipment granted by your background: ‹ (a) a Rifle or (b) two Pistols ‹ (a) a Dungeoneer’s Pack or (b) an Explorer's Pack ‹ (a) Smith’s Tools or (b) Tinker’s Tools ‹ Leather Armour, a Dagger, and 20 Bullets If you forgo this starting equipment, as well as the items offered by your background, you start with 4d4 x 10 GP to buy your equipment.





class features:

Multiclassing

Ability Score Minimum. As a multiclass character, you must have at least a Dexterity score of 13 to take a level in this class, or to take a level in another class if you are already a Gunner.

Proficiencies Gained. If Gunner isn’t your initial class, when you take the first level as a Gunner, you gain proficiency with Light armour and Martial Ranged weapons.

Moxie

1st-Level Gunner Feature

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.

  • Point-Blank. 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.
  • Second Chance. When you fail an ability check, you can expend 1 Moxie to reroll it. You must use the new result.
  • True Grit. When a creature ends its turn, you can expend 1 or more Moxie to gain 1d6 Temporary Hit Points per Moxie expended.

Bullet Time

2nd-Level Gunner Feature

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

2nd-Level Gunner Feature

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.

Gunner’s Creed

3rd-Level Gunner Feature

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.

Lucky Skill

3rd-Level Gunner Feature

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.

Ability Score Improvement

4th-Level Gunner Feature

When you reach 4th level, and again at 8th, 12th, 16th, and 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.

Extra Attack

5th-Level Gunner Feature

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

6th-Level Gunner Feature

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.

Improved Moxie

9th-Level Gunner Feature

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:

  • Bullet Clash. 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.
  • Close Call. 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.
  • Warning Shot. 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.

Tough as Nails

10th-Level Gunner Feature

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.

Adrenaline Rush

13th-Level Gunner Feature

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

14th-Level Gunner Feature

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.

Ultimate Weapon

20th-Level Gunner Feature

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.

  • Arcano-Intelligent Targeting (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.
  • Elemental Converter (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.
  • Megamag (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.
  • Omniscope (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.



Level

Proficiency Bonus (PB)FeaturesMaximum MoxieMaximum Total AttachmentsMaximum Attachments per Weapon

1

+2Moxie200

2

+2Bullet time (x1), Firearm Attachments221

3

+2Gunner's Creed } Lucky Skill221

4

+2Ability Score Improvement221

5

+3Extra Attack332

6

+3Quickdraw332

7

+3Gunner's Creed Feature332

8

+3Ability Score Improvement332

9

+4Improved Moxie442

10

+4Tough as Nails442

11

+4Gunner's Creed Feature442

12

+4Ability Score Improvement442

13

+5Adrenaline Rush553

14

+5Double tap553

15

+5Gunner's Creed Feature553

16

+5Ability Score Improvement553

17

+6Bullet Time (x2)664

18

+6Gunner's Creed Feature664

19

+6Ability Score Improvement664

20

+6Ultimate Weapon664


Created by

BabyAteMyDingo.

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