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5e homebrew
5e homebrew






5e homebrew

When you hit a creature with a firearm attack, you can expend one grit point to attempt to dizzy your opponent. On a failure, the creature is frightened until the end of your next turn. When you make an attack roll using a firearm, you can spend a Grit to force the target to make a Charisma saving throw against your Skill Shot save DC. You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier The saving throw DC is calculated as follows: Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. You regain all expended grit points after a short or long rest.

5e homebrew

You gain a number of grit points equal to your Wisdom modifier (minimum of 1). Each time you learn a new trick shot, you can also replace one trick shot you know with a different one. You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. You can use only one trick shot per attack. Many maneuvers enhance an attack in some way. You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Starting at 2nd level, you ignore the loading property of firearms with which you are proficient.Īt 2nd you learn to perform powerful trick shots to disable or damage your opponents using your firearms. Furthermore, you gain a +2 bonus to all attack rolls you make with ranged weapons. A gunslinger also requires their Tinker's Tools to craft such items. The DM must determine whether an item is craftable, what materials are required and how long it will take to make. Starting at 1st level, you can forge modern-style firearms and their ammunition. Pistol, a Musket, 12 Bullets, and Tinker's toolsĪdept Marksman Improvement, Gunslinger Bravado FeatureĪdept Marksman Improvement, Quick MovementĪdept Marksman Improvement, Feral Senses, Gunslinger Archetype Feature.( a) a dungeoneer's pack or ( b) an explorer's pack.( a) a light crossbow, and 20 bolts or ( b) any two simple weapons.You start with the following equipment, in addition to the equipment granted by your background: Hit Dice: 1d8 per Gunslinger level Hit Points at 1st Level: 8 + Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Gunslinger level after 1stĪrmor: light armor, medium armor Weapons: Simple weapons, martial weapons, firearms Tools: Tinker's tools Saving Throws: Dexterity, Intelligence Skills: Choose two from Acrobatics, Athletics, History, Insight, Perception, Sleight of Hand, Stealth, and Survival Equipment Third, choose for starting equipment a dagger, a handaxe, leather armor, an explorer's pack, a revolver, a rifle, 12 Bullets, and Tinker's tools Class FeaturesĪs a Gunslinger you gain the following class features. Second, choose the Bounty Hunter background. First, Dexterity should be your highest ability score, followed by Wisdom. You can make a gunslinger quickly by following these suggestions. As the gunslinger grows more comfortable with their weapons and knowledgable of combat, they become a formidable and deadly force. With their extreme smithing talent, no two are similar, as each one is engraved and crafted to the gunslinger's advantage. Don't cross one, they aren't to be taken lightly.Ī gunslinger's weapons are a reflection of them and are their most prized possessions. Regardless of the gunslinger's preferred method of attack. Others are the model of efficiency, lying in wait and killing their targets before they knew there was any danger. Some are unparalleled terrors at close range, decimating foes with their unflinching resolve. Some have incredible influence over the battlefield, shaping entire wars with their bravado. Gunslingers are technologically advanced and hyper-intelligent crafters.








5e homebrew