Gunner (2024)

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Gunner (2024)

Gunner

Masters of ranged weaponry, Marksmen are capable of precise shots and incredible feats while using crossbows and firearms. They excel at ranged combat, able to pick off foes from a distance with ease and provide covering fire to allies. Unlike a Fighter or Rogue, they are not jacks of all trades or generalist warriors. Instead, they focus their craft into being crack shots with crossbows and firearms.

Masters of Ranged Combat

Marksmen are specialists, focusing their combat ability on ranged weapons that are stable, reliable, and precise. This means that they fancy Crossbows and Firearms, leaving bows to those in the past and melee combat to those with more muscle than brains.

Skilled Spotters

Marksmen are also skilled at spotting small details or even the slightest of movement. This is due to their training in precision and accuracy, requiring keen eyesight to land important shots. As such, they tend to have a history as hunters, watchmen, or private investigators as their keen senses make them adept at those jobs.

Professionalism and Discretion

Marksmen are professionals, holding to a set of personal standards that they adhere to no matter what. This varies from person to person, but it's what separates a Gunner from a crazed shooter. Many Marksmen are professional assassins, and among assassins Marksmen are known for their odd sense of honor and lack of duplicity.

Still, they favor discretion for the most part; it's easier to kill an unaware foe than it is to kill one who knows you're there, and after the first shot it's unlikely you'll get a second clean one due to the loud sound of a firearm discharging.

“Smokepowder is a blessing of Gond, and to not use that blessing is a disrespect to his greatness.” — Felogyr Sonshal

Signature Weapon Origin

Marksmen have acquired their weapons from somewhere, be it a shady arms dealer or a legitimate place of business. Regardless, they got their first gun at some point in their past, and it's likely an important event in their life.

How did your character get their first gun? Was it a gift from a family friend? Stolen from a mad Artificer? Or perhaps purchased from an illegal auction?

d6 Signature Weapon Origin
1 I acquired my first firearm as a gift when I reached adulthood from a family friend.
2 I stole the weapon from the corpse of a dead bandit who didn't know what he had.
3 I created it myself, using an old tome I found.
4 I bought it off a criminal looking to get rid of his ill-gotten gains.
5 I stole it from the workshop of a mad Artificer.
6 I won it in an auction of rare items and oddities.

First Kill

All marksmen remember their first kill. Whether it's a wild animal they killed hunting for the first time or a hit on a person they didn't even know, all Marksmen have this first kill engraved in their minds.

What was your character's first kill? How do they feel about it? Consider these things when making a Gunner.

d6 First Kill
1 A deer during my first hunting trip. My parents were so proud, and I remember that pride as I wield my weapon.
2 An enemy soldier. I fought during a war in my homeland, and used my weapon to take my first life; his dead eyes still haunt me.
3 A nameless target. I was hired as a hitman, and I killed a man I didn't even know; the memory nags at me from time to time.
4 A monster. My town was under attack by a foul creature, and I used my weapon to put it down and defend my people; my weapon is a tool to protect others.
5 An accident. I wasn't aware of the power of my weapon, and killed someone by accident; I now treat my weapon with due respect as a result.
6 A criminal. I was part of a town guard, and shot down a man at 50 paces. My virtue is justice, bringing law and order to the lawless lands.

Attitude

Marksmen take up different attitudes based on their weapons of choice. Be it calm and cool, smarmy and confident, or angry and aggressive, all Marksmen have some notable personality tick.

So how does your character feel with your weapon in hand? Does your character keep a calm head? Or do they relish battle, wading into combat with a scattergun and a death wish?

d6 Attitude
1 Calm and Collected. I speak when I need to, and keep a cool head so that I can work more effectively.
2 Smug and Confident. I'm a damn good shot and I know it - and so does everyone that crosses me.
3 Aggressive and Proud. I charge into battle with courage and pride, slaying my foes with precision and brutality!
4 Reserved and Just. I don't enjoy taking lives, but I'll use my skills to do so and protect those who can't protect themselves.
5 Deceptive and Aloof. I put up an air of incompetence and stupidity, but that's what I want my foes to think; I strike when least expected.
6 Malicious and Cruel. My weapon is power; I wield it to slaughter my foes with glee.
The Gunner
Level Proficiency Bonus Features Maneuvers Known Superiority Dice Weapon Mastery Talents Known Bullet Time Uses Bullet Time Bonus Deadly Shot Die
1st +2 Battle Maneuvers, Bullet Time, Deadly Shot, Fighting Style, Firearm Expert, Weapon Mastery 2 2 2 - 2 1 1d4
2nd +2 Covering Fire, Martial Talents 2 2 2 2 2 1 1d4
3rd +2 Gunner Subclass, Martial Knowledge 2 2 2 2 3 1 1d4
4th +2 Ability Score Improvement 2 2 2 2 3 1 1d4
5th +3 Multi-Attack, Power Attack 2 2 3 3 3 1 1d6
6th +3 Ability Score Improvement 2 2 3 4 3 1 1d6
7th +3 Subclass Feature 4 4 3 3 4 2 1d6
8th +3 Ability Score Improvement 4 4 3 4 4 2 1d6
9th +4 Extra Powder, Hand-Load 4 4 3 4 4 2 1d6
10th +4 Subclass Feature 6 6 4 4 4 2 1d8
11th +4 Dive for Cover, Peak Performance 6 6 4 5 4 2 1d8
12th +4 Ability Score Improvement 6 6 4 5 5 3 1d8
13th +5 Counterstrike, Iron Focus 6 6 4 5 5 3 1d8
14th +5 Ability Score Improvement 6 6 4 6 5 3 1d8
15th +5 Subclass Feature 8 8 4 6 5 3 1d10
16th +5 Ability Score Improvement 8 8 4 6 6 4 1d10
17th +6 Heroic Resistance 8 8 4 7 6 4 1d10
18th +6 Subclass Feature 8 8 4 7 6 4 1d10
19th +6 Epic Boon 8 8 4 7 6 4 1d10
20th +6 Killshot, Master Marksman 8 8 4 8 6 4 1d10
Multiclassing

Ability Score Minimum: Dexterity 13
When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.
Armor: Light Armor
Weapons: Martial Weapons with the Ranged Property

Creating a Gunner

As you build your gunner, think about your character's background. What job did they have before becoming an adventurer? Were they a guard, protecting a town with their weapon of choice? Were they a private eye, using their weapon to gun down criminals on the run? Were then an assassin, killing for gold?

Your character might have trained under another Gunner, or perhaps learned from an Artificer who they still hold a friendship with that crafted their firearm for them.

Quick Build

You can make a gunner quickly by following these suggestions. First, make Dexterity your highest ability score. Your next-highest score should be Wisdom to improve your perception. Second, choose the soldier background.

Class Features

  • Hit dice: 1d8 per Gunner level.
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per gunner level after 1st.

Proficiencies

Armor: light armor
Weapons: Simple Weapons, Martial Weapons with the Ranged Property
Tools: gunsmith's tools (MCoC)*, smith's tools, two of your choice.
Saving Throws: Dexterity, Constitution
Skills: Any five of your choice.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Studded Leather Armor, a Dagger, a Flintlock Musket (MCoC), 20 rounds of ball ammunition (MCoC), an Explorer's Pack, and 21 GP
  • (b) 155 GP

*NOTE: MCoC - Magniloth's Compendium of Changes

Battle Maneuvers

At 1st level, your experience on the battlefield has refined your fighting techniques. You learn maneuvers that are fueled by special dice called Superiority Dice.

Maneuvers. You learn two maneuvers of your choice from the "Maneuver Options" section later in this feature's description. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

You learn two additional maneuvers of your choice when you reach Gunner levels 7, 10, and 15. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice. You have two Superiority Dice, which are d6s. A Superiority Die is expended when you use it. You regain all expended Superiority Dice when you finish a Short or Long Rest.

You gain two additional Superiority Dice when you reach Gunner levels 7 (four dice total), 10 (six dice total), and 15 (eight dice total).

Saving Throws. If a maneuver requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.

Maneuver Options

The Battle Maneuvers are presented here in Alphabetical order.

Ambush. When you make a Dexterity (Stealth) check or an Initiative roll, you can expend one Superiority Die and add the die to the roll, unless you have the Incapacitated condition.

Bait and Switch. When you're within 5 feet of a creature on your turn, you can expend one Superiority Die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and doesn't have the Incapacitated condition. This movement doesn't provoke Opportunity Attacks. Roll the Superiority Die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.

Commander's Strike. When you take the Attack action on your turn, you can replace one of your attacks to direct one of your companions to strike. When you do so, choose a willing creature who can see or hear you and expend one Superiority Die. That creature can immediately use its Reaction to make one attack with a weapon or an Unarmed Strike, adding the Superiority Die to the attack's damage roll on a hit.

Commanding Presence. When you make a Charisma (Intimidation, Performance, or Persuasion) check, you can expend one Superiority Die and add that die to the roll.

Disarming Attack. When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to disarm the target. Add the Superiority Die roll to the attack's damage roll. The target must succeed on a Strength saving throw or drop one object of your choice that it's holding, with the object landing in its space.

Distracting Strike. When you hit a creature with an attack roll, you can expend one Superiority Die to distract the target. Add the Superiority Die roll to the attack's damage roll. The next attack roll against the target by an attacker other than you has Advantage if the attack is made before the start of your next turn.

Evasive Footwork. As a Bonus Action, you can expend one Superiority Die and take the Disengage action. You also roll the die and add the number rolled to your AC until the start of your next turn.

Feinting Attack. As a Bonus Action, you can expend one Superiority Die to feint, choosing one creature within 5 feet of yourself as your target. You have Advantage on your next attack roll against that target this turn. If that attack hits, add the Superiority Die to the attack's damage roll.

Goading Attack. When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to goad the target into attacking you. Add the Superiority Die to the attack's damage roll. The target must succeed on a Wisdom saving throw or have Disadvantage on attack rolls against targets other than you until the end of your next turn.

Lunging Attack. As a Bonus Action, you can expend one Superiority Die and take the Dash action. If you move at least 5 feet in a straight line immediately before hitting with a melee attack as part of the Attack action on this turn, you can add the Superiority Die to the attack's damage roll.

Maneuvering Attack. When you hit a creature with an attack roll, you can expend one Superiority Die to maneuver one of your comrades into another position. Add the Superiority Die roll to the attack's damage roll, and choose a willing creature who can see or hear you. That creature can use its Reaction to move up to half its Speed without provoking an Opportunity Attack from the target of your attack.

Menacing Attack. When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to frighten the target. Add the Superiority Die to the attack's damage roll. The target must succeed on a Wisdom saving throw or have the Frightened condition until the end of your next turn.

Parry. When another creature damages you with a melee attack roll, you can take a Reaction and expend one Superiority Die to reduce the damage by the number you roll on your Superiority Die plus your Strength or Dexterity modifier (your choice).

Precision Attack. When you miss with an attack roll, you can expend one Superiority Die, roll that die, and add it to the attack roll, potentially causing the attack to hit.

Pushing Attack. When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die to attempt to drive the target back. Add the Superiority Die to the attack's damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 15 feet directly away from you.

Rally. As a Bonus Action, you can expend one Superiority Die to bolster the resolve of a companion. Choose an ally of yours within 30 feet of yourself who can see or hear you. That creature gains Temporary Hit Points equal to the Superiority Die roll plus half your Fighter level (round down).

Riposte. When a creature misses you with a melee attack roll, you can take a Reaction and expend one Superiority Die to make a melee attack roll with a weapon or an Unarmed Strike against the creature. If you hit, add the Superiority Die to the attack's damage.

Sweeping Attack. When you hit a creature with a melee attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die to attempt to damage another creature. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your Superiority Die. The damage is of the same type dealt by the original attack.

Tactical Assessment. When you make an Intelligence (History or Investigation) check or a Wisdom (Insight) check, you can expend one Superiority Die and add that die to the ability check.

Trip Attack. When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die and add the die to the attack's damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or have the Prone condition.

Bullet Time

At 1st level, you can twist your perception to view the battlefield at a slowed speed, in a power called Bullet Time, a force that lets you aim more carefully and avoid incoming attacks. You can enter it as a Bonus Action if you aren't wearing Medium or Heavy Armor.

You can enter Bullet Time the number of times shown for your Gunner level in the Bullet Time Uses column of the Gunner Features table. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

While active, your Bullet Time follows the rules below.

Bullet Time Bonus

When you make attack using Dexterity with a Weapon that has the Ranged and Ammunition Properties, you gain a bonus to that Attack Roll equal to a bonus that increases as you gain levels as a Gunner, as shown in the Gunner Features Table.

Dexterity Advantage

You have Advantage on Dexterity Checks and Dexterity Saving Throws.

Duration

Bullet Time lasts until the end of your next turn, and ends early if you don Medium or Heavy Armor or have the Incapacitated Condition. If your Bullet TIme is still active on your next turn, you can extend the Bullet Time for another Round by doing one of the following:

  • Make an Attack Roll against an enemy with a Weapon that has the Ranged Property.
  • Force an enemy to make a Saving Throw.
  • Take a Bonus Action to extend your Bullet Time.

Each time the Bullet Time is extended, it lasts until the end of your next Turn. You can maintain a Bullet Time for up to 10 Minutes.

Deadly Shot

At 1st level, you know how to leverage your skill with firearms to deliver deadly shots. When you score a Critical hit using Dexterity with a Weapon that has the Ranged and Ammunition Properties, you roll an additional die of Damage that increases in size as you gain levels as a Gunner, as shown in the Gunner Features Table.

Fighting Style

At 1st level, you have honed your martial prowess and gain a Fighting Style feat of your choice. Archery is recommended.

Whenever you gain a Gunner level, you can replace the feat you chose with a different Fighting Style feat.

Firearm Expert

At 1st level, you become an expert with firearms. You gain the following benefits:

  • The Cost of all Firearms and Ammunition for said firearms is reduced by half (rounded down, minimum 1 CP) for you.
  • The crafting time for all Firearms and Ammunition for said firearms is reduced by half for you.
  • You ignore the Loading Property on any Firearm that has it.

Weapon Mastery

At 1st Level, your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial Melee weapons of your choice, such as Flintlock Pistols and Revolvers. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.

When you reach certain Gunner levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Gunner Features table.

Covering Fire

At 2nd level, when you are wielding a Weapon with the Ranged and Ammunition Properties and an allied creature other than yourself is the target of an Attack, you can use a Reaction to roll your Deadly Shot Die and force the attacker to take a Penalty to their Attack Roll equal to the result.

You may use this feature a number of times equal to your Dexterity Modifier (minimum once) and regain all expended uses when you finish a Short or Long Rest.

Martial Talents

At 2nd level, you gain access to Martial Talents. Refer to the list on page [page] for a list of options. At Gunner Level 2, you learn 2 Martial Talents. You learn an additional Martial Talent at Gunner Levels 5, 8, 11, 14, 17, and 20.

When you gain a Gunner Level, you may substitute one Martial Talent for a different one for which you meet the prerequisites.

Gunner Subclass

At 3rd level, You gain a Gunner subclass of your choice. A subclass is a specialization that grants you features at certain Fighter levels. For the rest of your career, you gain each of your subclass's features that are of your Gunner level or lower.

Martial Knowledge

When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice.

Additionally, you gain Expertise in one of your skills of your choice in which you are Proficient. At Gunner Level 10, you gain Expertise in a second skill proficiency of your choice.

Ability Score Improvement

When you reach Gunner Level 4, and again at Gunner Levels 6, 8, 12, 14, and 16, you gain the Ability Score Improvement Feat as well as one other feat of your choice for which you qualify.

Multi-Attack

Starting at 5th level, when you take the Attack action, you can make attacks equal to your Proficiency Bonus - 1. Each Attack you make beyond the first suffers a stacking -2 Penalty.

Power Attack

At 5th level, When you make Weapon Attack or Unarmed Strike, you can take a penalty equal to your proficiency bonus to that attack roll. If you do and the attack hits, you gain a bonus to your damage with that attack equal to 2 x your proficiency bonus. You can only use Power Attack Once per Round.

Extra Powder

At 9th level, you score a Critical Hit with any Weapon that has the Ranged and Ammunition Properties on a 19 or 20.

Additionally, when you deal damage with your Deadly Shot Die while your Bullet Time Feature is active, you roll your Deadly Shot Die twice, combine the results, and deal that much damage instead of a single roll of your Deadly Shot Die in extra damage.

Hand-Load

At 9th level, whenever you craft Ammunition, you craft twice as much and all Crossbow Bolt Cases, Quivers, and Pouches hold three times as much ammunition of their type for you.

Additionally, you now ignore the Reload Property on Firearms that have it, instantly reloading the weapon when it runs out of ammunition in its magazine.

Dive for Cover

At 11th level, if you are the target of a Ranged Attack and there is half, three-quarters, or full cover within 15 feet of you, you can use your Reaction to instantly move behind that cover, gaining its bonus to your AC and potentially turning a hit into a miss.

You can use this feature a number of times equal to your Wisdom Modifier (minimum once), and regain all expended uses when you finish a Long rest.

Peak Performance

At 11th level, you reach peak physical performance. You now age slower, with every five years counting as one for you.

Additionally, you are immune to magical aging and your Strength, Dexterity, Constitution scores and your Hit Point Maximum cannot be reduced by any means.

Counterstrike

At 13th level, as part of the Reaction you take to use your Dive for Cover Feature, you can make one Weapon Attack with a Weapon that has the Ranged and Ammunition Properties you are wielding against the creature that made the Attack that you used Dive for Cover against.

You must finish a Short or Long Rest to use this feature again.

Iron Focus

At 13th level, you gain proficiency in Wisdom Saving Throws.

Heroic Resistance

At 17th level, you gain Resistance to Bludgeoning, Piercing, and Slashing damage.

Epic Boon

At 19th level, you gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Truesight is recommended.

Killshot

At 20th level, you learn how to deliver a shot that can instantly fell a foe. When you take the Attack Action while wielding a Weapon with the Ranged and Ammunition Properties, you can forgo the benefits of your Multi-Attack Feature to force a single target within the Normal Range of that Weapon to make a Dexterity Saving Throw against 8 plus your Dexterity modifier plus your Proficiency Bonus. On a failed save, if it has 100 Hit Points or fewer remaining, it is instantly reduced to 0 Hit Points. If it has more than 100 Hit Points remaining it instead takes ten rolls of your Deadly Shot Die in Force Damage. On a successful save, nothing happens and the target cannot be affected by this Feature for 24 hours.

You must finish a Long Rest to use this feature again. If the target succeeds on its Saving Throw, then your use of this Feature is not expended.

Master Marksman

At 20th level, you become a master marksman. Your Dexterity and Wisdom scores increase by 4, to a maximum of 26.

Arcane Marksman

Arcane Marksmen combine the use of firearms with magic. Their Spells usually serve to help them keep a distance from their foes, or otherwise put their enemies in the perfect position for a fatal blow.

Magical Marksman

At 3rd level, you can perform a special ritual that empowers one Weapon with the Ranged and Ammunition properties of your choice. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and imbue it with power.

A weapon empowered by this feature grants the following benefits while you wield it:

  • It can be used as a Spellcasting Focus for any spells you cast using this Subclass's Spellcasting Feature.
  • If the weapon lacks ammunition, it produces its own, automatically creating one piece of magic ammunition when the wielder makes a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.
  • It can deal Lightning Damage instead of its normal Damage Type.

You can have up to two weapons empowered in this way. If you attempt to empower a third weapon, you must remove the empowerment from one of the other two.

Spellcasting

At 3rd level, you have learned to cast spells. See chapter 7 of the 2024 Player's Handbook for the rules on spellcasting. The information below details how you use those rules as an Arcane Marksman.

Cantrips. You know two cantrips of your choice from the Wizard spell list (see that class's section in the 2024 Player's Handbook for its list). Dancing Lights and Mind Sliver are recommended. Whenever you gain a Gunner level, you can replace one of these cantrips with another cantrip of your choice from the Wizard spell list.

When you reach Gunner level 10, you learn another Wizard cantrip of your choice.

Spell Slots. The Arcane Marksman Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Wizard spell list. Color Spray, Magic Missile, Shield, and Tasha's Hideous Laughter are recommended.

The number of spells on your list increases as you gain Gunner levels, as shown in the Prepared Spells column of the Arcane Marksman Spellcasting table. Whenever that number increases, choose additional spells from the Wizard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 7 Gunner, your list of prepared spells can include eight Wizard spells of levels 1 and 2 in any combination.

Changing your Prepared Spells. Whenever you gain a Gunner level, you can replace one spell on your list with another Wizard spell for which you have spell slots.

Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells.

Spellcasting Focus. You can use an Arcane Focus or a Weapon affected by your Magical Marksman Subclass Feature as a Spellcasting Focus for your Wizard spells.

Elemental Marksman

At 7th level, the damage type of a Weapon affected by your Magical Marksman Subclass Feature can be Acid, Cold, Fire, Lightning, Poison, or Thunder instead of just Lightning. You still choose one when you deal damage with that weapon.

Additionally, any damage you deal with your Magical Marksman Weapons ignores Resistance.

Magic Bullet

At 10th level, when you deal damage to a creature with a weapon empowered by your Magical Marksman Subclass Feature, the next time you deal damage with a spell against that creature, that damage ignores any Resistance that creature has.

Magical Beam

At 15th level, the damage type of a Weapon affected by your Magical Marksman Subclass Feature can be Force as well as the options listed in your Elemental Marksman Subclass Feature.

Additionally, you can replace one Attack you make as part of the Attack Action with a weapon empowered by your Magical Marksman Subclass Feature with a use of this Feature instead. All creatures in a 60-foot long, 5-foot wide line with you as the point of origin must make a Dexterity Saving Throw against your Spell Save DC. A creature takes four rolls of your Deadly Shot Die in Force Damage on a failed save, or half as much on a successful one. You can use this feature a number of times equal to your Intelligence Modifier (minimum once) and regain all expended uses at the end of a Long Rest. You can also expend a 4th-level Spell Slot to regain a use of this feature.

Magical Twin Burst

At 18th level, when you take the Attack action on your turn, you can replace two of the attacks with a casting of one of your level 1 or level 2 Wizard spells that has a casting time of an action.

Arcane Marksman Spellcasting Table
Level Cantrips Prepared Spells 1st 2nd 3rd 4th 5th
1st
2nd
3rd 2 4 3
4th 2 5 3
5th 2 6 4 2
6th 2 7 4 2
7th 2 8 4 3
8th 2 9 4 3
9th 2 10 4 3 2
10th 3 10 4 3 2
11th 3 11 4 3 3
12th 3 11 4 3 3
13th 3 12 4 3 3 1
14th 3 12 4 3 3 1
15th 3 13 4 3 2 2
16th 3 13 4 3 3 2
17th 3 14 4 3 3 3 1
18th 3 14 4 3 3 3 1
19th 3 15 4 3 3 3 2
20th 3 15 4 3 3 3 2

Drifter Style

Drifter Style Gunners are those who move from town to town doling out justice with pistols, favoring mobility and dual wielding over hiding behind cover.

Bonus Proficiency

At 3rd level, you gain proficiency in the Performance skill.

Drifter's Alertness

At 3rd level, you know when trouble's brewing. You can add your Wisdom modifier to your Initiative Rolls.

Quickdraw

At 3rd level, you can stow or draw two Weapons with the Ranged, Ammunition, and Light Properties that lack the Two-handed Property at the same time.

Additionally, you treat any Firearm that has the Light Property as if it has the Nick Mastery, even if it normally would have a different Mastery (you benefit from both Mastery types if the weapon has a different Mastery Type and you have Mastery with that Weapon).

Drifter's Step

At 7th level, you no longer suffer Disadvantage when making a Ranged Attack with a Weapon that has the Ranged, Ammunition, and Light Properties against a creature within 5 feet of you.

Additionally, Once per Turn, if you do make a Ranged Attack against a creature within 5 feet of you with a Weapon that has the Ranged, Ammunition, and Light Properties, you can move up to half of your Speed as part of that Attack. This movement does not provoke Opportunity Attacks.

Double Tap

At 10th level, if you miss with an attack using a weapon that benefits from your Quickdraw Subclass Feature, you can use your reaction to immediately draw and fire another weapon that benefits from your Quickdraw Subclass feature. If you are already dual wielding, you instead make a second Weapon Attack with that Reaction.

You can use this feature a number of times equal to your Dexterity Modifier, and regain all expended uses when you finish a Long Rest.

Drifter's Wake

At 15th level, when a creature misses an Attack Roll against you, you can immediately use a Reaction to make a single Ranged Attack against that creature with a Weapon that benefits from your Quickdraw Subclass Feature.

Showstopper

At 18th level, as an Action, you can force every creature of your choice within a 30-foot Emanation centered on you to make a Dexterity Saving Throw against 8 plus your Dexterity modifier plus your Proficiency Bonus. Creatures take four rolls of your Deadly Shot Die in Piercing Damage that ignores Resistance and Immunity and are afflicted with the Stunned Condition until the end of your next Turn on a failed save or half as much damage and are not stunned on a successful one.

You must finish a Long Rest to use this Feature again.

Slayer Style

Slayer Gunners are violent, brutal warriors who will rip and tear until it's done, wading through foes with scatterguns and melee combat, chaining strikes and tearing foes asunder with zeal unmatched. They favor brutal, close-quarters combat.

BFG

At 3rd level, while you are wielding a Weapon with the Ranged, Ammunition, and Spread Properties, you do not have disadvantage when making Ranged Attacks against a creature within 5 feet of you and these weapons gain the Finesse Property when wielded by you.

Additionally, you may now replace any use of Dexterity for a Gunner Class or Subclass Feature with Strength instead (for example, the Killshot Gunner Class Feature would calculate its Save DC as 8 plus your Strength modifier plus your Proficiency Bonus).

Rip and Tear

At 3rd level, you can roll your Deadly Shot Die in place of the normal damage of your Unarmed Strike.

Additionally, when you make an Attack with a Weapon that benefits from your BFG Subclass Feature, you can make a single Unarmed Strike as a Bonus Action.

Finally, while wearing Light Armor, you can add your Strength Modifier to your Armor Class.

The Only Thing They Fear

At 3rd level, you gain Proficiency in the Intimidation Skill. If you are already proficient in this Skill, choose another Skill to gain Proficiency in.

At 10th level, you gain Expertise in the Intimidation Skill. If you already have Expertise in the Intimidation Skill, choose another Skill to gain Expertise in.

Glory Kill

At 7th level, when you reduce a creature to 0 hit points with a Weapon that benefits from your BFG Subclass Feature or an Unarmed Strike, roll your Deadly Shot Die once and add your Strength Modifier to the result. You recover that many Hit Points. You may only regain hit points in this way Once per Round.

If you use this Feature while using your Bullet Time Gunner Feature, you roll your Deadly Shot Die twice instead.

If the Attack that reduced a creature to 0 hit points with this feature was a Critical hit, you can also move up to half of your Speed towards another hostile creature. You must end this movement closer to that creature than you started.

I Sawed the Demon

At 10th level, you deal an additional 1d6 Radiant damage with any Weapon that benefits from your BFG Subclass Feature. This damage is increased to 2d6 against fiends and undead.

Unchained Preator

At 15th level, you gain resistance to fire and necrotic Damage.

Additionally, any time a creature that is a fiend or undead forces you to make a Saving Throw, you make that Saving Throw with Advantage and are Immune to the Frightened and Charmed Conditions.

Lethal Slayer

At 15th level, you now score a Critical hit on a roll of 18-20 with any Weapon that benefits from your BFG Subclass Feature.

Immortal Slayer

At 18th level, you now have Resistance against all Damage dealt to you by Fiends or Undead.

Additionally, when you would be reduced to 0 Hit Points, you roll your Deadly Shot Die four times and your Hit Points are set to that amount instead of 0. You must finish a Long Rest to use this Feature again.

Sniper Style

Snipers are both deadly assassins and stealthy protectors. They hide in the dark and underbrush, striking from a distance unseen with devastating efficiency and precision.

Sniper's Mark

At 3rd level, as a Bonus Action or as part of the Bonus Action you use to activate your Bullet Time Gunner Feature, you can cast the Hunter's Mark Spell without expending a Spell Slot. Wisdom is your Spellcasting Modifier for this Spell. You must finish a Short or Long Rest to use this Feature Again.

At Gunner Level 7, you can use this Feature twice per Long Rest. At Gunner Level 10, you can use this Feature three times per Long Rest. At Gunner level 15, you can use this Feature four times per Long Rest. At Gunner Level 18, you can use this Feature 5 times per Long rest.

When you cast Hunter's Mark using this Feature while your Bullet Time Gunner Feature is active, you can use your Deadly Shot Die instead of a d6 for Hunter's Mark's Damage.

Sniper's Precision

At 3rd level, you double the Normal and Maximum Ranges of any Weapon you wield that has the Ranged, Ammunition, and Two-Handed Properties.

Additionally, when your Bullet Time Feature is active, you add +1 to the bonus granted to Ranged Attack Rolls by that feature.

Sniper's Sight

At 3rd level, you gain Proficiency in the Perception Skill. If you are already proficient in this Skill, choose another Skill to gain Proficiency in.

At 10th level, you gain Expertise in the Perception Skill. If you already have Expertise in the Intimidation Skill, choose another Skill to gain Expertise in.

Prone Shooter

At 7th level, you gain the following benefits while Prone:

  • You do not have Disadvantage on Attack Rolls made with a Weapon that benefits from your Sniper's Precision Subclass Feature.
  • Wisdom (Perception) and Intelligence (Investigation) Skill Checks made to locate you are made with Disadvantage.
  • Once per Turn, you can use your Bonus Action to give yourself Advantage on the next Attack Roll you make with a Weapon that benefits from your Sniper's Precision Subclass Feature.
  • Standing up from Prone only costs 5 feet of movement for you.

All Ghillied Up

At 10th level, you have advantage on Stealth (Dexterity) Skill Checks to hide so long as you aren't moving.

Additionally, if you make an attack against a creature that has yet to take its turn in combat, you treat it as a Critical Hit if it is not aware of your presence.

Fatal Precision

At 15th level, you now score a Critical hit on a roll of 18-20 with any Weapon that benefits from your Sniper's Precision Subclass Feature.

Additionally, any creature who is under the effects of Hunter's Mark cast by your Sniper's Mark Subclass Feature cannot gain the Invisible Condition.

Headshot

At 18th level, when you score a Critical hit with a Weapon that benefits from your Sniper's precision Subclass Feature, you roll two Deadly Shot Dice and add them together before adding them to the damage you deal.

Additionally, when you deal damage to a creature with a Critical hit, it must make a Constitution Saving Throw or be affected by the Stunned Condition until the end of your next turn. A creature can only be affected by this Feature once every 24 hours.

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Changes: Me, SmugCoffeeMan

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This work is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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Changelog

1.0

  • Reworked the entire class. No more Luck Points, and has a new feature called Bullet Time that's an antithesis to Barbarian's Rage. Added Weapon Mastery. Updated Maneuvers to be consistent with Monk and Rogue. Removed, altered, or tweaked a ton of features from the 2014 version.