Primary Ability | Dexterity and Constitution |
---|---|
Hit Point Die | 1D8 per Gunner level |
Saving Throw Proficiencies | Dexterity and Charisma |
Skill Proficiencies | Choose 2: Acrobatics, Athletics, Intimidation, Perception, Persuasion, Sleight of Hand, Stealth, or Survival |
Weapon Proficiencies | Simple weapons and Martial Ranged weapons |
Tool Proficiencies | Choose 1: Smith's Tools or Tinker's Tools |
Armor Training | Light Armor |
Starting Equipment | Choose A or B: (A) Leather Armour, Dagger, Pistol, Rifle, 20 Bullets, Bandolier, Tool chosen for the tool proficiency above, Explorer's Pack, and 4 GP; or (B) 100 GP |
Steady of hand and breath, a camouflaged scorpid lies in wait atop the windswept cliffs, aiming down the sights of his rifle. Though it takes him ten minutes to line up the perfect shot, his patience is rewarded when splatters of dark crimson speckle the sunscorched rock below.
The ground quakes under the charge of a spectral steed, atop which rides a grinning fennekkin, pistols blazing. Regretful highwaymen scatter in a panic to escape the trampling hooves… only to fall to a sudden rain of hot lead.
Smoke, sweat, and gunpowder hang heavy in the air of the workshop where a rocborn smith labours through the night, each ring of the hammer strengthening her resolve. Come dawn, she will hold the perfect bullet with which to avenge her family.
Whether as staunch protectors of frontier towns on the fringes of civilization 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.
As a Gunner, you gain the following class features when you reach the specified Gunner levels. These features are listed in the Gunner Features table.
Level | Proficiency Bonus | Class Features | Maximum Moxie | Maximum Total Attachments | Maximum Attachments per Weapon |
---|---|---|---|---|---|
1 | +2 | Moxie, Weapon Mastery | 2 | - - - | - - - |
2 | +2 | Bullet Time (×1), Firearm Attachments | 2 | 2 | 1 |
3 | +2 | Gunner's Subclass, 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 Subclass 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 Subclass 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 Subclass Feature | 5 | 5 | 3 |
16 | +5 | Ability Score Improvement | 5 | 5 | 3 |
17 | +6 | Bullet Time (×2) | 6 | 6 | 4 |
18 | +6 | Gunner's Subclass Feature | 6 | 6 | 4 |
19 | +6 | Epic Boon | 6 | 6 | 4 |
20 | +6 | Ultimate Weapon | 6 | 6 | 4 |
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 Maximum Moxie column of the Gunner Features table for your level. You can use a Bonus Action to gain 1 Moxie if, on the same turn, you’ve made an attack roll against an enemy or forced an enemy 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.
Point-Blank. When a creature that you can see leaves your reach using its action, its Bonus Action, its Reaction, or one of its speeds, you can expend 1 Moxie to make an Opportunity Attack against that creature. This Opportunity Attack can be a ranged 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, and you must use the new roll.
True Grit. When you start your turn, or when an enemy starts its turn within 60 feet of you, you can expend 1 or more Moxie to gain Temporary Hit Points. To determine the number of Temporary Hit Points, roll a number of d6s equal to the Moxie expended.
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you are proficient, such as Pistols and Rifles.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Revolvers and Muskets.
As a Bonus Action, you can enter a state of heightened reflexes until the start of your next turn. For the duration, you have Advantage on attack rolls, ability checks, and Dexterity saving throws, and creatures have Disadvantage on attack rolls made against you. In addition, when you expend Moxie during this time, you can choose to expend 1 less Moxie. You can do this once for each use of this feature.
Once you use this Bonus Action, you can’t do so again until you finish a Short or Long Rest. Starting at Gunner level 17, you can use it twice before a rest.
A marksman is only as good as their weapon, and you’ve learned to improve yours with special attachments. You apply one attachment of your choice, such as Extended Capacity, to two different firearms you are holding. Each firearm can have the same attachment or a different one. Attachments are described in the “Firearm Attachment Options” section later in the class’s description.
Applying Attachments. Whenever you finish a Long Rest, you can apply attachments to one or more firearms you are holding The Gunner Features table shows how many attachments you can have attached in total. The table also shows the maximum number of attachments that a single firearm can hold at a time. You can apply the same attachment to different firearms, but each counts against the number of attachments you can have attached in total.
If applying an attachment would cause you to exceed your maximum number of attachments, choose one of your existing attachments. That attachment ceases to function and no longer counts towards your maximum
Attachment Types. 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 the same type on the same firearm.
Prerequisites. If an attachment has a prerequisite, you and the weapon you want to apply the attachment to must meet it to apply that attachment. For example, if an attachment requires you to be a level 5+ Gunner, you can apply the attachment to a firearm you are holding once you reach Gunner level 5.
Other creatures can use firearms bearing attachments you’ve applied with this feature, but those creatures can’t benefit from those attachments.
You gain a Gunner subclass of your choice. The Bulletsmith’s Creed, Chronotrigger’s Creed, Deadeye’s Creed, and Slugger’s Creed subclasses are detailed after this class’s description. A subclass is a specialization that grants you features at certain Gunner levels. For the rest of your career, you gain each of your subclass’s features that are of your Gunner level or lower.
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 have proficiency; it becomes your Lucky Skill. When you take your Second Chance special Reaction after failing an ability check using your Lucky Skill, doing so doesn’t expend Moxie.
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Gunner levels 8, 12, and 16.
You can attack twice instead of once whenever you take the Attack action on your turn. In addition, you can reload a firearm with the Reload property in place of one of those attacks.
You want there to be no mistake: you shot first. When you roll Initiative and you’re not surprised, you can take a Reaction to draw a weapon and make an attack with it If you hit an enemy that has a Challenge Rating of ½ or higher with this attack, you gain 1 Moxie.
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 die becomes a d8, and you gain new special Reactions for which you can expend Moxie:
Bullet Clash. When a creature you can see makes a ranged attack roll while within the normal range of a firearm you’re wielding, you can expend 1 Moxie to deflect the attack. Make a ranged attack roll with that firearm. If your attack roll’s total is higher than the triggering attack’s, that attack automatically misses.
Close Call. When you fail a saving throw, you can expend 1 Moxie to add your Proficiency Bonus to the roll, even if it already benefits from your Proficiency Bonus.
Warning Shot. When a creature you can see moves towards you using its action, its Bonus Action, its Reaction, or one of its Speeds while within the normal range of a firearm you’re wielding, you can expend 1 Moxie to attempt to stop it in its tracks. Make a ranged attack roll 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.
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.
When the going gets tough… you get even tougher. When you become Bloodied, or take damage while Bloodied, you can take a Reaction to 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 use this feature, you can’t use it again until you finish a Long Rest.
You have the fastest hands in the multiverse. You can take an additional Bonus Action on your turn. This Bonus Action can’t be used to make an attack.
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.
You’ve reached the apex of weapon modification. Choose one of the special attachment options presented below, which doesn’t count against the maximum number of attachments you can have or the maximum number of attachments that a weapon can hold.
Whenever you finish a Long Rest, you can apply the same special attachment to one firearm you are holding, causing the previous one to cease to function.
Arcano-Intelligent Targeting (Miscellaneous). When you make a ranged attack using a firearm with this attachment against a creature you can see, you can choose to activate the attachment. When you do so, you do not roll the d20 for the attack; instead, treat the roll as a 20. Once you activate this attachment, you can’t activate it again until the attachment recalibrates itself over the course of your next Long Rest.
Elemental Converter (Muzzle). Whenever you hit with a ranged attack using a firearm with this attachment, you can cause it to deal your choice of Acid, Cold, Fire, Lightning, or Thunder damage rather than its normal damage type.
Additionally, when you take Acid, Cold, Fire, Lightning, or Thunder damage while wielding a firearm with this attachment, you can take a Reaction to gain Resistance to the triggering damage type until the end of the turn. When you do so, the first creature you hit with a ranged attack using this firearm before the end of your next turn takes an extra 2d6 damage of the triggering type.
Megamag (Miscellaneous). This attachment pulls bullets from an extradimensional space. A firearm with this attachment loses the Barrel property, and requires no ammunition to fire. You can still manually reload a firearm with this attachment to load up to six pieces of special ammunition into it. You can choose to use a special piece of ammunition whenever you make a ranged attack with the firearm.
Omniscope (Sights). Attacking at long range doesn’t impose Disadvantage on your attack rolls using a firearm with this attachment. The attachment also functions as a Spyglass. As a Bonus Action while holding a firearm with this attachment, you can activate the scope, choosing either Truesight or X-Ray mode. Either mode lasts until you activate the other mode.
If you choose Truesight, you have Truesight with a range of 30 feet while looking through this attachment. If you choose X-Ray, you have X-Ray vision with a range of 30 feet while looking through this attachment; to you, solid objects within that radius appear transparent and don’t prevent light from passing through them. X-Ray vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt; thicker substances or a thin sheet of lead block the vision.
Firearm Attachment options are categorized into five types: Barrel, Melee, Muzzle, Sights, and Miscellaneous. Each category’s options appear in level order.
This barrel has been elongated to increase accuracy and range. The normal range of a firearm with this attachment increases by 20 feet, and its long range increases by 60 feet.
Starting at Gunner level 11, the normal range of a firearm with this attachment increases by 40 feet total, and its long range increases by a total of 120 feet.
This barrel has been cut short to facilitate close-quarters combat. Being within 5 feet of an enemy doesn’t impose Disadvantage on your attack rolls using a firearm with this attachment. The normal and long ranges of a firearm with this attachment are halved (calculated after other attachments that affect range).
This barrel has been improved to fire underwater. Attack rolls made using a firearm with this attachment ignore the rules of underwater combat.
Prerequisite: Level 9+ Gunner
This wide barrel allows for larger bullets with more stopping power. When you hit a Large or smaller creature with a ranged attack using a firearm with this attachment, you can push the creature up to 5 feet straight away from you. If you hit the same creature a second time on the same turn, you can push it an additional 5 feet, or knock it Prone instead. If you roll a 1 on the d20 for a ranged attack roll using a firearm with this attachment, you are pushed 5 feet straight away from your target
Starting at Gunner level 15, a firearm with this attachment can affect Huge or smaller creatures.
Prerequisite: Level 11+ Gunner
This magitech barrel accelerates projectiles to near impossible speeds. Ranged attacks made using a firearm with this attachment pass through the first Medium or smaller creature or object that they hit. If there’s another creature or object within 5 feet straight behind the original target, make a new ranged attack roll against it. This attack roll ignores any Cover provided by the original target. The attack is otherwise stopped early by 2 feet of a fragile material such as flesh or wood, 1 foot of a resilient material such as steel or stone, or a thin sheet of a fortified material such as adamantine or mithral.
Starting at Gunner level 15, ranged attacks made using a firearm with this attachment pass through magical barriers such as those created by the Tiny Hut, Wall of Force, and Forcecage spells. In addition, ranged attack rolls made using a firearm with this attachment ignore the AC bonus provided by the Shield spell.
Prerequisite: Level 15+ Gunner, Reload (2) or higher
This extra barrel makes a firearm twice as dangerous. Ranged attacks made using a firearm with this attachment deal an extra die of damage to the target on a hit. The Reload value of a firearm with this attachment is halved (calculated after other attachments that affect the Reload value).
Being Prone or targeting a Prone creature more than 5 feet away from you doesn’t impose Disadvantage on ranged attack rolls made using a firearm with this attachment.
You have Darkvision with a range of 60 feet while looking through this attachment.
Starting at Gunner level 15, you can see normally in magical Darkness within 60 feet of yourself while looking through this attachment.
Attacking at long range doesn’t impose Disadvantage on your attack rolls made using a firearm with this attachment. The attachment also functions as a Spyglass.
Prerequisite: Level 9+ Gunner
While looking through this attachment, you can see a faint aura around any visible creature or object within 30 feet of you that bears magic.
Starting at Gunner level 15, you can’t have Disadvantage on ranged attack rolls using a firearm with this attachment against a creature or object that bears the aura.
Prerequisite: Level 9+ Gunner
When you make a ranged attack using a firearm with this attachment against a creature you can see, you can choose to activate the attachment. When you do so, you do not roll the d20 for the attack; instead, treat the roll as a 10. Once you activate this attachment, you can’t activate it again unless you take an action to reset the mechanism.
Prerequisite: Level 9+ Gunner
You have Advantage on Wisdom (Perception) checks made to detect creatures that produce heat while looking through this attachment, and you can always see those creatures regardless of light or obscured areas, as long as they’re not behind Total Cover. Some Constructs, Elementals, and Undead exist at ambient temperature and can’t be seen with this property (GM’s discretion).
This knife, spike, or similar implement allows you to use your firearm as a melee weapon. A firearm with this attachment is also a Simple Melee weapon. You can use Dexterity instead of Strength for the attack rolls and damage rolls of melee attacks made using the firearm with this attachment, and it deals 1d4 Piercing damage on a hit.
The damage die of this attachment increases when you reach Gunner levels 5 ( 1d6 ) and 11 ( 1d8 ).
This metal rod crackles with electricity. A firearm with this attachment is also a Simple Melee weapon. You can use Dexterity instead of Strength for the attack rolls and damage rolls of melee attacks made using the firearm with this attachment, and it deals 1 Lightning damage on a hit. If a creature takes Lightning damage from this attachment, it can’t take Reactions until the start of its next turn.
The damage die of this attachment increases when you reach Gunner levels 9 ( 1d4 ) and 15 ( 1d6 ).
Prerequisite: Level 5+ Gunner
This sharp hook is connected to the firearm by a short length of chain. A firearm with this attachment is also a Simple Melee weapon. You can use Dexterity instead of Strength for the attack rolls and damage rolls of melee attacks made using the firearm with this attachment, and it deals 1d4 Piercing damage on a hit.
When you hit a Medium or smaller creature with a melee attack using this attachment, you can embed the hook in the target. While the hook is embedded on a creature, it can’t move farther than 10 feet away from you, and you can use a Bonus Action to reel it 5 feet towards you. The hook is removed from a creature if you move farther than 10 feet away from it, you make a melee attack using this attachment against a different target, or a creature uses its action to remove the hook from itself or another creature within its reach.
Starting at Gunner level 15, you can embed this attachment in Large or smaller creatures.
Prerequisite: Level 5+ Gunner
This attachment consists of a hollow needle filled with venomous fluid. A firearm with this attachment is also a Simple Melee weapon. You can use Dexterity instead of Strength for the attack rolls and damage rolls of melee attacks made using the firearm with this attachment, and it deals 1 Piercing damage on a hit. When you hit a creature with an attack using this attachment, you can inject poison into its body. When you do so, the creature becomes Poisoned until the end of its next turn.
Once you inject poison with this attachment, you can’t do so again until you use your action to reset the needle’s mechanism. Starting at Gunner level 11, when you hit a creature with an attack using this attachment, you can deal an extra 1d4 Poison damage.
Prerequisite: Level 9+ Gunner
This attachment consists of a small shield mounted to the barrel. While you’re wielding a firearm with this attachment, you gain a +1 bonus to Armour Class.
Prerequisite: Level 9+ Gunner
This attachment has a dangerous heft to it. A firearm with this attachment is also a Simple Melee weapon. You can use Dexterity instead of Strength for the attack rolls and damage rolls of melee attacks made using the firearm with this attachment, and it deals 1d4 Bludgeoning damage on a hit. If you roll a 4 on the d4 for this damage roll against a creature, that creature has Disadvantage on its next attack roll before the end of its next turn.
Starting at Gunner level 15, the damage die of this attachment increases to 1d6, and a creature has Disadvantage on a damage roll of 5 or higher.
This attachment breaks bullets into a shower of shrapnel as they exit the barrel. A firearm with this attachment can’t be used to make ranged attacks. Instead, when you would make a ranged attack with it, you fire shrapnel from it in a 10-foot Cone, making one ranged attack roll. Each creature in the area makes a Dexterity saving throw with the DC equal to the result of your attack roll. On a failed save, a creature takes damage equal to a roll of the weapon's damage dice plus any bonuses to damage an attack with it would gain from other firearm attachments. Magical ammunition can’t be fired by a firearm with this attachment, and mundane bullets fired from it are destroyed.
A firearm with this attachment loses the Loud property.
Starting at Gunner level 11, making an attack using a firearm with this attachment while hidden doesn’t reveal your location to creatures outside of the firearm’s normal range.
Prerequisite: Level 5+ Gunner
When you make the first ranged attack using a firearm with this attachment after reloading it, the muzzle produces a blinding flash. Each creature in a 5-foot Emanation originating from you has Disadvantage on its next attack roll before the end of its next turn, unless it has Immunity to being Blinded.
Prerequisite: Level 5+ Gunner
This muzzle is built with a deliberate fault that causes it to overheat. When you make the first ranged attack using a firearm with this attachment after reloading it, the muzzle becomes incandescent until the firearm is reloaded again. The next time you hit with a melee attack using this firearm, the target takes an extra 1d6 Fire damage from the attack.
Starting at Gunner level 11, the damage die of this attachment increases to 1d8.
Prerequisite: Level 9+ Gunner
This muzzle imbues bullets that pass through it with anti-magic properties. Creatures have Disadvantage on saving throws to maintain Concentration as a result of taking damage from ranged attacks using a firearm with this attachment.
Prerequisite: Level 9+ Gunner
When you make the first ranged attack using a firearm with this attachment after reloading it, the muzzle produces a pulse of repelling force. Each Medium or smaller creature in a 5-foot Emanation originating from you is pushed 5 feet straight away from you.
You push Large or smaller creatures with this attachment starting at Gunner level 11, and you push Huge or smaller creatures with this attachment starting at Gunner level 15.
Prerequisite: Barrel (1) or higher
The first time that a firearm with this attachment needs to be reloaded, the attachment automatically reloads it (no action required). Once this attachment is triggered, it can’t trigger again until you use your action to reset the reloading mechanism.
While visibly holding a firearm with this attachment, you have Advantage on Charisma (Intimidation or Persuasion) checks.
Prerequisite: Barrel (1) or higher
The Barrel value of a firearm with this attachment is increased by 1, to a maximum of 6.
The Barrel value of a firearm with this attachment increases by an additional 1 when you reach Gunner levels 5 (2), 11 (3), and 15 (4), to a maximum of 6.
You can’t be disarmed of a firearm with this attachment unless you are Incapacitated.
Starting at Gunner level 11, you can’t have Disadvantage on melee attack rolls made using a firearm with this attachment.
Prerequisite: Level 5+ Gunner
Whenever you deal damage with a firearm with this attachment, it can deal your choice of Force damage or its normal damage type.
You gain a +1 bonus to attack rolls and damage rolls made using a firearm with this attachment starting at Gunner level 11, and a +2 bonus starting at Gunner level 15. If the firearm already has a bonus to attack rolls and damage rolls, use the higher of the two.
Prerequisite: Level 9+ Gunner
As an action or Bonus Action while on the ground and holding a firearm with this attachment, you can unfold and mount a bipod to aid in your aiming. While the bipod is unfolded, you have Advantage on the first ranged attack roll you make using the firearm on your turn. If you move or are moved without first folding the bipod, you have Disadvantage on attack rolls made using the firearm until the bipod is folded. You can fold the bipod back in using an action or Bonus Action.
Prerequisite: Level 15+ Gunner
This attachment allows you to overheat your firearm in order to push it past its limits. When you take the Attack action on your turn and attack using a firearm with this attachment, you can make one extra ranged attack as part of that action. When you do so, you take 3d6 Fire damage as the weapon overheats. If you take any of this Fire damage, you have Disadvantage on the attack roll.
Once you make an extra attack with this attachment, you can’t do so again until you use your action to vent the excess heat.
Gunners are as varied as the firearms they proudly brandish, but some find common ground under the same creed—a discipline that shapes not only their combat style, but also the artistry of their gunslinging. Creeds aren’t rigid codes of honour, and they don’t dictate a Gunner’s morals or ambitions, but rather the way in which they defend them. One might charge recklessly into battle to bring righteous fury upon a nefarious cult, while another opts to infiltrate the cult’s headquarters to assassinate its leader under the cover of night. At the end of the day, whichever creed a Gunner decides to follow, it’s usually bad news for any unfortunate fools who find themselves staring down the barrel of a loaded firearm.
A Gunner subclass is a specialisation that grants you features at certain Gunner levels, as specified in the subclass. This section presents the Bulletsmith’s Creed, Chronotrigger’s Creed, Deadeye’s Creed, and Slugger’s Creed subclasses