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Gunslinger traits

Main Traits

Dead eye - Crit can't go below 16
You lose this benefit if you miss with an attack, you become incapacitated, or if your turn ends and you haven’t attacked a creature since your last turn.

Bad Medicine -- (3 at leavel 6)
You can roll one additional weapon damage die when determining the extra damage for a critical hit with a firearm.

Grit Points -- 1 + char
You regain 1 expended grit point whenever you score a critical hit against a hostile creature, and you regain all expended grit points when you finish a short or long rest.

  • BUCK UP (3 dice)
    BONUS ACTION:
    You can spend one or more Hit Dice, following the normal rules for regaining hit points using Hit Dice.
  • Bullet Time
    FREE ACTION
    When a creature you can see makes a ranged attack against you, you can spend 1 grit point to impose disadvantage on the attack roll.
  • Covering Fire
    REACTION
    While you are holding a firearm, when a creature you can see within 60 feet of you makes an attack against a creature other than you, you can spend 1 grit point as a reaction to impose disadvantage on the attack roll.
  • Dodge Roll
    BONUS ACTION
    You can move up to 10 feet without provoking opportunity attacks. You can’t take this bonus action if your speed is 0.
  • Baptism of Fire
    When you hit a creature with a ranged weapon attack while benefiting from your Consecrate Arms, you can spend 1 grit point to deal 1d8 radiant damage to the target, in addition to the weapon’s damage. The damage increases by 1d8 if the target is a Fiend or an Undead.

Extra Attack


PISTOLERO

When you take the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a pistol you are holding in your other hand.

If you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you attack with a pistol before doing anything else on that turn.


REVELATOR
  • Path of the Righteous
    Your proficiency bonus is doubled for any Intelligence check you make to recall information about Fiends or Undead.
  • Consecrate Arms (Cha mod)
    ACTION
    You can touch a willing creature and whenever that creature hits with a weapon attack, the attack deals radiant damage instead of the weapon’s normal damage type. This benefit lasts until the creature dismisses it (no action required), the creature dies, or it finishes a short or long rest. You regain all expended uses when you finish a long rest.

Muzzle devices

As an action, you can use a free hand to attach a muzzle device to a firearm you are holding, or to remove or replace an existing muzzle device.


Firearm properties

Ammunition. You can discharge a firearm only if appropriate ammunition has been loaded into the weapon. Each time you discharge a firearm, you expend one piece of ammunition. Firearm ammunition is destroyed on use.

Kick. This weapon can be used with one or two hands. You have disadvantage on ranged attack rolls you make with it using one hand, unless your Strength score is equal to or higher than the weapon’s kick score.

Loud. Attacks with this weapon emit a piercing crack, audible out to 300 feet.

Pocket. You have advantage on Dexterity (Sleight of Hand) checks to conceal this weapon.2

Reload. This weapon can be fired a number of times equal to its reload score before it must be reloaded before it can be fired again. Reloading takes an action or bonus action. You must have a free hand to reload a firearm.


Special Firearms and Ammunition

Shotguns. The damage of a shotgun increases to 1d12 when attacking a target within 10 feet of you.

Heat Seeker. When you attack a creature that isn’t a Construct or an Undead using this ammunition, you gain a +1 bonus to the attack roll, and the target gains no benefit from cover for the attack.

Incendiary. Attacks using this ammunition that hit deal fire damage instead of the weapon’s normal damage type, cause the target to start Burning (1d6), and ignite flammable objects that aren’t being worn or carried.


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