Zaman's Playtest Material
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.
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.
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:
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.
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:
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.
Level | Proficiency Bonus (PB) | Features | Maximum Moxie | Maximum Total Attachments | Maximum Attachments per Weapon | |
|---|---|---|---|---|---|---|
1 | +2 | Moxie | 2 | 0 | 0 | |
2 | +2 | Bullet time (x1), Firearm Attachments | 2 | 2 | 1 | |
3 | +2 | Gunner's Creed } Lucky Skill | 2 | 2 | 1 | |
4 | +2 | Ability Score Improvement | 2 | 2 | 1 | |
5 | +3 | Extra Attack | 3 | 3 | 2 | |
6 | +3 | Quickdraw | 3 | 3 | 2 | |
7 | +3 | Gunner's Creed Feature | 3 | 3 | 2 | |
8 | +3 | Ability Score Improvement | 3 | 3 | 2 | |
9 | +4 | Improved Moxie | 4 | 4 | 2 | |
10 | +4 | Tough as Nails | 4 | 4 | 2 | |
11 | +4 | Gunner's Creed Feature | 4 | 4 | 2 | |
12 | +4 | Ability Score Improvement | 4 | 4 | 2 | |
13 | +5 | Adrenaline Rush | 5 | 5 | 3 | |
14 | +5 | Double tap | 5 | 5 | 3 | |
15 | +5 | Gunner's Creed Feature | 5 | 5 | 3 | |
16 | +5 | Ability Score Improvement | 5 | 5 | 3 | |
17 | +6 | Bullet Time (x2) | 6 | 6 | 4 | |
18 | +6 | Gunner's Creed Feature | 6 | 6 | 4 | |
19 | +6 | Ability Score Improvement | 6 | 6 | 4 | |
20 | +6 | Ultimate Weapon | 6 | 6 | 4 | |