Gunslinger Retainers and Stronghold

by PlatinumSketch

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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

  • 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.

  • The quality weapons, especially firearms, grants the gunslinger's units a +2 Power bonus.

  • 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.

  • You swiftly reload and unjam all firearms on your person.

  • 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.

  • 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
 

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