d20 Modern Conversion: Gunslinger and Infiltrator (Draft 1)

by Dylan Richards

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Gunslinger

The Gunslinger knows everything there is to know about handguns of all types. Whereas the Martial Artist develops their body into a perfect weapon, the Gunslinger trains their mind and body to work in concert with their handguns. Their pistols become an extension of themselves.

The Gunslinger can be a mercenary or a modern-day knight, defending the weak and the innocent with a pair of blazing pistols instead of a sword and shield.

Select this advanced class if you want your character to excel with handguns or other fast-shooting ranged weapons

The Gunslinger
Level Features
3rd Additional Proficiencies, Fighting Style, Quick Draw
7th Defencive Position, Fast Loading
10th Extra Attack
15th Find the Shot
18th Bullseye, Hail of Bullets

Class Features

As a gunslinger, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per gunslinger level
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per gunslinger level

Additional Proficiencies

At 3rd level, you gain proficiency with two martial ranged weapons of your choice.

Fighting Style

When you take this advanced class, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Close-Quarters Shooter

You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Additionally, you have a +1 bonus to attack rolls on ranged attacks.

Sharpshooter

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defence

While wearing armour, you gain a +1 bonus to AC.

Duelling

When you are wielding a weapon in one hand and no other weapons, you gain a +2 bonus to Damage Rolls with that weapon.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.

Quick Draw

Beginning when you take this advanced class at 3rd level, your draw speed significantly increases. On your first turn in combat, you may draw one weapon without taking an action.

Additionally, you have advantage on ranged attack rolls against any creature that hasn’t taken a turn in the combat yet. Also, any ranged hit you score against a creature that is surprised is a critical hit.

Defencive Position

Starting at 3rd level, you are able to make the most of small amounts of cover. When you are in half cover, you can use a bonus action to take up a defencive position. While in a defencive position, you treat half cover as three-quarters cover for yourself. This effect ends when you next move.

Fast Loading

Beginning at 7th level, once per turn when you take the Attack action, you may reload one firearm as part of that action.

Extra Attack

Starting at 10th level, you can attack three times rather than twice, whenever you take the Attack action on your turn.

Find the Shot

Beginning at 15th level, you treat three-quarters cover as half cover and half cover as no cover for the purposes of your attack rolls using ranged weapons.

Bullseye

You have a reputation for never missing your target. Starting at 18th level, when you miss with a ranged weapon attack roll, you can Leverage your Reputation to succeed on the attack instead. Compare your reputation against a Value equal to the AC of the creature you were trying to hit, and lower your reputation accordingly.

Bullseye Alternate

The Gunslinger "Bullseye" ability makes use of the reputation system introduced later in this chapter. For those that don't wish to use the reputation system, the following alternative ability is offered.

If you make an ranged weapon attack roll and miss, you can reroll it. You can use this feature only once on each of your turns.

Hail of Bullets

Beginning at 18th level, you are able to fire off many shots in quick succession. When you take the Attack action on your turn, you can opt to take up to 6 attacks, rather than three.

Once you use this feature, you must finish a short or long rest before you can use it again.

Infiltrator

The Infiltrator can break into places others wouldn’t dream of, find what they're looking for, and get back out again while eluding or evading anyone who would try to stop them. The Infiltrator is a master of stealth, breaking and entering, and second-story work. many have connections to the criminal underworld, or at least know their way around the seedier parts of town.

An Infiltrator can be a cat burglar or a spy, or they may just have all the skills necessary to accomplish missions for whatever agency pays her salary.

Select this advanced class if you want your character to excel at roguish activity and stealthy endeavors.

The Infiltrator
Level Features
3rd Sweep, Fast Hands, Second-Story Work
7th Improvised Implements
10th Supreme Sneak
15th Engineer
18th Inside-Out

Class Features

As an infiltrator, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per infiltrator level
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per infiltrator level

Additional Proficiencies

Two from hacking tools, thieves tools, mechanical tools, electrical tools, or disguise kit

Sweep

You know how to size up an area and get the lay of the land in a single sweep of the eyes that often isn’t perceptible to those around you.

Starting at 3rd level, you can use your bonus action to take the Search action.

Additionally, when you Search, you automatically learn the location of any obvious enemies, alarms and surveillance devices, traps, escape routes, and any expensive objects that are within 30 feet of you.

Fast Hands

Beginning at 3rd level, you can use the bonus action to make a Dexterity (Sleight of Hand) check, disarm a trap or open a lock, or take the Use an Object action.

Second-Story Work

When you choose this advanced class at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.

In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

 

Improvised Implements

Often required to enter a situations without a weapon or tools, you have learnt to make do with whatever you can find.

Beginning at 7th level, you are proficient with improvised weapons, and your attacks with improvised weapons use a d8 for damage. Your unarmed strikes use a d4 for damage. Also, you can add your Dexterity modifier in place of your Strength modifier for attack and damage rolls with your unarmed strikes or improvised weapons.

Additionally, if you don't currently possess hacking tools, thieves tools, mechanical tools, or electrical tools, you can add half your proficiency bonus to any check which would normally gain a benefit from using any of those tools.

Supreme Sneak

Starting at 10th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

Engineer

At 13th level, you understand how machines and electrical devices work and are able to improvise the use of many devices. You gain advantage on checks to use, disarm or repair electrical and mechanical devices.

Additionally, when you fail to deactivate a trap, explosive or alarm, you can use your reaction to avoid triggering the effect (activating the trap, detonate an explosive or trigger an alarm). Once you use this feature, you must finish a short or long rest before you can use it again.

Inside-Out

At 18th level, you know locations you have studied down to the smallest detail. After studying an area with a maximum size of 1 square for at least 1 hour, you learn the location of any obvious enemies, alarms, surveillance devices, traps, escape routes, and any expensive objects. Additionally, you learn two of the following details:

  • Access: The method to get passed a particular physical barrier in the area. This may be the password to a door, where the key to the door is kept, or a short workaround through an unlocked window.
  • Danger: The location of the greatest threat in the area studied. This may be the most well-equipped guards, a deadly trap or a well-hidden alarm. This information does not include a way to deal with the threat, however.
  • Equipment: The location of helpful equipment you could access within the area. This may be a well-stocked armoury that is left unlocked, or perhaps a small dead drop you've managed to organise.
  • Tech: The location of any technoogical facilities that may be of use to you. This may include a surveillance room, networked computers, or a control facility for certain security features in the area.

While you are in an area you have studied or are within 30 feet of a location where you have performed the Search action, you have advantage on initiative rolls provided you studied or searched the area no longer than 24 hours ago.

Credits

Document and contents by Dylan Richards (Reddit: u/Altavus , Tumblr: decision-paralysis, Blogger: Decision Paralysis)

Source Material

"d20 Modern" role-playing game by Wizards of the Coast.

Built heavily upon "d20 Modern 5e Conversion" by Edward Wilson.

 

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