Gunslinger Retainers
Grenadier
ARMOR: Medium (AC 15)
PRIMARY ABILITY: Dexterity
SAVES Constitution, Dexterity
SKILLS: Athletics, Intimidation
SIGNATURE ATTACK: Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 9 (2d4+4) piercing damage.
SPECIAL ACTIONS
3RD-LEVEL (3/DAY): Kaboom The grenadier throws a bomb to a point they can see within 30 feet of themselves. This forces all creatures in a 5 ft. radius of that point to make a Dexterity saving throw or take 10 (3d6) piercing damage, or half as much damage on a success.
5TH-LEVEL (3/DAY): Banana Bomb The grenadier chucks a large, cluster bomb at a point it can see within 30 feet of itself. This forces all creatures in a 10 ft. radius of that point to make a Dexterity saving throw or take 10 (3d6) piercing damage, or half as much damage on a successful one.
7TH-LEVEL (1/DAY): Artillery Inbound the grenadier prepares a large salvo of bombs, choosing a 40 ft. long, 10 ft. wide line that starts at a point within 20 ft. of itself. All creatures within this line must make a Dexterity saving throw or take 10 (3d6) piercing damage and 7 (2d6) fire damage, or half as much damage on a successful one.
Spellslinger
ARMOR: Light (AC 13)
PRIMARY ABILITY: Intelligence
SAVES Dexterity, Intelligence
SKILLS: Arcana, History
SIGNATURE ATTACK: Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 9 (2d4+4)
SPECIAL ACTIONS
3RD-LEVEL (3/DAY): Magic Missile
5TH-LEVEL (3/DAY): Shatter
7TH-LEVEL (3/DAY, BONUS ACTION): Magic Bullet The spellslinger casts firebolt.
Rifleman
ARMOR: Medium (AC 15)
PRIMARY ABILITY: Dexterity
SAVES Dexterity, Intelligence
SKILLS: History, Perception
SIGNATURE ATTACK: Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 9 (1d10+4) piercing damage.
SPECIAL ACTIONS
3RD-LEVEL (5/DAY, REACTION): Overwatch As a reaction to an ally being hit, the rifleman may make a single signature attack against the creature the attacking the ally, so long as they can see both the ally and enemy and the enemy is in range of their signature attack.
5TH-LEVEL (3/DAY): Unload The rifleman drops their aim and begins to unload all of his ammunition, forcing all creatures in a 30 ft. cone of itself to make a Dexterity saving throw or take 11 (2d10) piercing damage .
7TH-LEVEL (3/DAY, bonus action): Deadeye The rifle takes a moment to aim, and then fires a perfect shot. The next signature attack made by the rifleman deals an additional 16 (3d10) piercing damage
Vaquero
ARMOR: Light (AC 13)
PRIMARY ABILITY: Charisma
SAVES Charisma, Wisdom
SKILLS: Animal Handling, Persuasion
SIGNATURE ATTACK: Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 9 (2d4+4).
SPECIAL ACTIONS
3RD-LEVEL (5/DAY, BONUS ACTION): Rapid Fire The vaquero unleashes a quick volley of shots, causing their next attack signature attack to deal an additional 5 (2d4) piercing damage.
5TH-LEVEL (3/DAY, REACTION): Quick Wit When the vaquero is forced to make a saving throw, they can add a d6 to the roll.
7TH-LEVEL (3/DAY, Bonus Action): Tuck 'n' Roll The vaquero takes the dodge action, but may only do so after making a signature attack with their action.
The Gunslinger's Range
I the masked hero's lair a multitude of crime fighting activity occurs, generating one or more of the following effects at the GM's discretion.
Demesne Effects
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While you and your allies are within your demesne, the misfire score of your firearms is reduced by 1, and they can not break when you roll a 1; as firearms within the gunslingers demesne are immaculately crafted and maintained.
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The quality weapons, especially firearms, grants the gunslinger's units a +2 Power bonus.
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Horses and cattle are especially easy to break and coral within the gunslinger's demesne.
Stronghold Actions
On initiative count 20 (losing initiative ties) the gunslinger can take a stronghold action to cause on of the following effects. The gunslinger must be in the same hex or province as their stronghold and can't use the same effect again until after a short or long rest.
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You swiftly reload and unjam all firearms on your person.
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Choose a number of allies within 30 feet of you equal to your proficiency bonus. You and your chosen allies can not misfire and can reload as a free action until the next initiative count 20.
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You regain all Girt as if you had taken a long rest.
Class Feature Improvement:
Grit and Determination
While you have Grit points remaining, your firearms can not break and can have jams cleared as a bonus action no matter where you are.
Gunslinger Followers
| D100 | FOLLOWER |
|---|---|
| 01-3 | Veteran Medium Infantry (Size 1d6), Unit |
| 04-6 | Seasoned Light Archers (Size 1d6), Unit |
| 07-09 | Regular Medium Infantry (Size 1d6), Unit |
| 10-12 | Regular Light Archers (Size 1d6), Unit |
| 13-15 | Seasoned Medium Archers (Size 1d4), Unit |
| 16-20 | Regular Medium Cavalry (Size 1d6), Unit |
| 21-24 | Rifleman (3rd Level), Retainer |
| 25-28 | Grenadier (3rd Level), Retainer |
| 29-32 | Justicar (3rd Level), Retainer |
| 33-36 | Tracker (3rd Level), Retainer |
| 37-38 | Spellslinger (3rd Level), Retainer |
| 39-42 | Cutpurse (3rd Level), Retainer |
| 43-44 | Vaquero (5th level), Retainer |
| 45 | Healer (5th Level), Retainer |
| 46-48 | Cavalier (5th level), Retainer |
| 49-51 | Guild Adept (5th Level), Retainer |
| 52-54 | Battle Priest (5th Level), Retainer |
| 55-59 | Shaper (7th Level), Retainer |
| 60-62 | Seer (7th Level), Retainer |
| 63-65 | Beast Lord (7th Level), Retainer |
| 66-68 | Mason |
| 69-71 | Blacksmith |
| 72-74 | Carpenter |
| 75-76 | Miner |
| 77-78 | Commander |
| 79-82 | Elf Ambassador |
| 83-86 | Dwarf Ambassador |
| 87-89 | Gnome Ambassador |
| 90 | Hobgoblin Ambassador |
| 91-100 | Roll on the Special Allies table |