Introduction
This document exists as one of several that is a way to completely overhault the way Dungeons & Dragons 2024 handles its progresssion and power level. The name comes from older editions of Dungeons & Dragons such as 3rd Edition and similar spinoff games, and aims to empower classes and make D&D 2024 a better feeling game to play for Players.
References to Other Documentation
The following abbreviations are used to reference official Dungeons & Dragons 5th Edition and 2024 expansion documents as well as other documents I have created.
- AAG: Astral Adventurer's Guide
- BMT: Book of Many Things
- DMG14: Dungeon Master's Guide (2014)
- DMG24: Dungeon Master's Guide 2024
- EEPC: Elemental Evil Player's Companion
- EFA: Eberron: Forge of the Artificer
- EGW: Explorer's Guide to Wildemount
- ERLW: Eberron: Rising From the Last War
- FRHoF: Forgotten Realms: Heroes of Faerun
- FTD: Fizzban's Treasury of Dragons
- GGR: Guildmaster's Guide to Ravnica
- IDRotF: Icewind Dale: Rime of the Frostmaiden
- MCoC: Magniloth's Compendium of Changes
- MOT: Mythic Odysseys of Theros
- MPMM: Mordenkainen Presents: Monsters of the Multiverse
- MM25: Monster Manual 2025
- MTF: Mordenkainen's Tome of Foes
- PHB14: Player's Handbook (2014)
- PHB24: Player's Handbook 2024
- SCAG: Sword Coast Adventurer's Guide
- SCC: Strixhaven: A Curriculum of Chaos
- SCoC: Smug's Compendium of Changes
- SatO: Sigil and the Outlands
- TCE: Tasha's Cauldron of Everything
- TDSCR: Tal'Dorei Campaign Setting Reborn
- UCR: Unchained Rules
- VGM: Volo's Guide to Monsters
- VRGR: Van Richten's Guide to Ravenloft
- XGE: Xanathar's Guide to Everything
- XUA25ApS: Unearthed Arcana 2025: Apocalyptic Subclasses
- XUA25ArS: Unearthed Arcana 2025: Arcane Subclasses
- XUA25P: Unearthed Arcana 2024: The Psion
- XUA25PU: Unearthed Arcana 2025: The Psion Update
- XUA25SU: Unearthed Arcana 2025: Subclasses Update
How to Use
To use this Document, simply use it in place of the normal Dungeons & Dragons 2024 Class this document is named after. Game Masters should increase the CR of all Encounters by +1 from the normal calculations to account for the greater power of these Classes.
Note that the Unchained Class documents do not include any of the Spells listed in their Spells appendix, should they have one. These are found in official documentation from Wizards of the Coast, their affliates, or within other Homebrew documents found on the References to Other Documentation list to the left. Purchase official products from Wizards of the Coast to gain access to that content if it is from an official source, or via other homebrew documents linked in that list.
If a document does not list an Unchained Class in the list of Classes or Subclasses that can learn or prepare that Spell, then the list found in the appropriate appendix in that Unchained Class's Document takes priority.
Unchained 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 an Unchained 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.
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 an Unchained 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 Unchained Gunner
| Level | Proficiency Bonus | Features | Maneuvers Known | Maneuver Dice | Weapon Mastery | Talents Known | Bullet Time Uses | Bullet Time Bonus | Deadly Shot Die |
|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Bullet Time, Deadly Shot, Fighting Style, Firearm Expert, Martial Maneuvers, Unchained Gunner Subclass, Weapon Mastery | 2 | 2 | 2 | - | 2 | 1 | 1d4 |
| 2nd | +2 | Covering Fire, Martial Talents | 2 | 2 | 2 | 2 | 2 | 1 | 1d4 |
| 3rd | +2 | Gunner's Skill, 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, Subclass Feature | 4 | 4 | 3 | 3 | 3 | 2 | 1d6 |
| 6th | +3 | Ability Score Improvement | 4 | 4 | 3 | 4 | 3 | 2 | 1d6 |
| 7th | +3 | Heroic Resistance (One Use) | 4 | 4 | 3 | 3 | 4 | 2 | 1d6 |
| 8th | +3 | Ability Score Improvement | 4 | 4 | 3 | 4 | 4 | 2 | 1d6 |
| 9th | +4 | Hand-Load, Indomitable | 4 | 4 | 3 | 4 | 4 | 2 | 1d6 |
| 10th | +4 | Subclass Feature | 6 | 6 | 4 | 4 | 4 | 3 | 1d8 |
| 11th | +4 | Dive for Cover, Heroic Resistance (Two Uses), Peak Performance | 6 | 6 | 4 | 5 | 4 | 3 | 1d8 |
| 12th | +4 | Ability Score Improvement | 6 | 6 | 4 | 5 | 5 | 3 | 1d8 |
| 13th | +5 | Counterstrike | 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 | 4 | 1d10 |
| 16th | +5 | Ability Score Improvement | 8 | 8 | 4 | 6 | 5 | 4 | 1d10 |
| 17th | +6 | Unbreakable | 8 | 8 | 4 | 7 | 6 | 4 | 1d10 |
| 18th | +6 | Heroic Resistance (Three Uses) | 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 an Unchained Gunner
As you build your Unchained 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 Unchained 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 an Unchained 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 Unchained Gunner level.
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Unchained Gunner level after 1st.
Proficiencies
Armor: light armor
Weapons: Simple Weapons, Martial Weapons with the Ammunition Property, Firearms (MCoC)
Tools: gunsmith's tools (MCoC), one 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
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 Unchained Gunner level in the Bullet Time Uses column of the Unchained 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 a Ranged Weapon that has the Ammunition Property, you gain a bonus to that Attack Roll equal to a bonus that increases as you gain levels as an Unchained Gunner, as shown in the Unchained 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 Ranged Weapon that has the Ammunition 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 Ranged Weapon that has the Ammunition Property, you roll an additional die of Damage that increases in size as you gain levels as an Unchained Gunner, as shown in the Unchained Gunner Features Table.
Fighting Style
At 1st level, you have honed your martial prowess and gain a Fighting Style feat of your choice from the 2024 Player's Handbook or the Unchained Rules document. Archery is recommended.
Whenever you gain an Unchained 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 and Reload Properties on any Firearms that have it.
Unchained Gunner Subclass
At 1st level, you gain an Unchained 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 Unchained Gunner level or lower.
Martial Maneuvers
At 1st level, your experience on the battlefield has refined your fighting techniques. You learn maneuvers that are fueled by special dice called Maneuver 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 Round, and cannot use a maneuver on the same Attack you would use a Weapon Mastery Property, Martial Strike, the Power Attack Class Feature, an attack you would apply Unchained Paladin's Divine Smite Class Feature to, an attack you would apply Unchained Ranger's Hunter's Mark Damage Die to, or an attack you would apply Unchained Rogue's Sneak Attack Class Feature to.
You learn two additional maneuvers of your choice when you reach levels 5, 10, and 15 in the Class you gained your Maneuvers from. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Maneuver Dice. You have two Maneuver Dice, which are d6s. A Maneuver Die is expended when you use it. You regain half of your expended Maneuver Dice (minimum 1) when you finish a Short Rest and all of your expended Maneuver Dice when you finish a Long Rest.
You gain two additional Maneuver Dice when you reach levels 5 (four dice total), 10 (six dice total) and 15 (eight dice total) in the class you gained your Maneuver Dice from.
Saving Throws. If a maneuver requires a saving throw, the DC equals 8 plus your Strength or Dexterity modifier (your choice) and Proficiency Bonus.
Maneuver Options
The Martial Maneuvers are presented here in Alphabetical order.
Ambush. When you make a Dexterity (Stealth) check or an Initiative roll, you can expend one Maneuver 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 Maneuver 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 Maneuver 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 Maneuver Die. That creature can immediately use its Reaction to make one attack with a weapon or an Unarmed Strike, adding the Maneuver 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 Maneuver Die and add that die to the roll.
Disarming Attack. When you hit a creature with an attack roll, you can expend one Maneuver Die to attempt to disarm the target. Add the Maneuver 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 Maneuver Die to distract the target. Add the Maneuver 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 Maneuver 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 Maneuver 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 Maneuver Die to the attack's damage roll.
Goading Attack. When you hit a creature with an attack roll, you can expend one Maneuver Die to attempt to goad the target into attacking you. Add the Maneuver 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 Maneuver 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 Maneuver Die to the attack's damage roll.
Maneuvering Attack. When you hit a creature with an attack roll, you can expend one Maneuver Die to maneuver one of your comrades into another position. Add the Maneuver 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 Maneuver Die to attempt to frighten the target. Add the Maneuver 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 Maneuver Die to reduce the damage by the number you roll on your Maneuver Die plus your Strength or Dexterity modifier (your choice).
Precision Attack. When you miss with an attack roll, you can expend one Maneuver 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 Maneuver Die to attempt to drive the target back. Add the Maneuver 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 Maneuver 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 Maneuver Die roll plus half your Unchained Gunner level (round down).
Riposte. When a creature misses you with a melee attack roll, you can take a Reaction and expend one Maneuver Die to make a melee attack roll with a weapon or an Unarmed Strike against the creature. If you hit, add the Maneuver 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 Maneuver 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 Maneuver 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 Maneuver 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 Maneuver 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.
Weapon Mastery
At 1st level, your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Unchained 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 Unchained Gunner Features table.
Covering Fire
At 2nd level, when you are wielding a Ranged Weapon with theAmmunition Property 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 26 for a list of options. At Unchained Gunner Level 2, you learn 2 Martial Talents. You learn an additional Martial Talent at Unchained Gunner Levels 5, 8, 11, 14, 17, and 20.
When you gain an Unchained Gunner Level, you may substitute one Martial Talent you currently know for a different one for which you meet the prerequisites. If you do so, all benefits of the previous Martial Talent you knew are lost.
Gunner's Skill
At 3rd level, you now add your Dexterity Modifier (minimum +1) to all Strength (Athletics), Wisdom (Perception), and Charisma (Intimidation) Skill Checks you make.
Martial Knowledge
At 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 Unchained Gunner Level 10, you gain Expertise in a second skill proficiency of your choice.
Ability Score Improvement
When you reach Unchained Gunner Level 4, and again at Unchained 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
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 -1 Penalty.
Power Attack
At 5th Level, when you deal damage with Weapon Attack or Unarmed Strike, you can choose to deal extra damage equal to your Proficiency Bonus. You can only use this Feature Once per Round, and you cannot use Power Attack on the same Attack you would use a Weapon Mastery Property, Martial Maneuver, Martial Strike, an attack you would apply Unchained Paladin's Divine Smite Class Feature to, an attack you would apply Unchained Ranger's Hunter's Mark Damage Die to, or an attack you would apply Unchained Rogue's Sneak Attack Class Feature to.
Heroic Resistance
At 7th level, you gain the ability to shrug off magical effects. When you are forced to make a Saving Throw, you can choose to succeed on that Saving Throw (no action required), and if you would take damage from succeeding on the Saving Throw, you do not.
You can use this feature once, and must finish a Long Rest to use this feature again.
You gain an additional use of this feature at Unchained Gunner Level 11 (two uses), and again at Unchained Gunner Level 18 (three uses).
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, all Ranged Weapons with the Ammunition Property score a Critical Hit on a 19 or 20 when wielded by you.
Indomitable
At 9th level, you add half of your Proficiency Bonus (rounded down, minimum 1) to any Saving Throws you lack proficiency in.
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. When you use this Reaction, your Speed is reduced by 15 feet (minimum 0) during your next Turn.
You can use this feature a number of times equal to your Dexterity 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 ten years counting as one for you.
Additionally, you are immune to magical aging and your Strength, Dexterity, and Constitution scores and 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 Ranged Weapon that has the Ammunition Property 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.
Unbreakable
At 17th level, you become immune to the Charmed and Frightened conditions.
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 and 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 eight 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.
Drifter
Drifter Unchained Gunners are those who move from town to town doling out justice with pistols, favoring mobility and dual wielding over hiding behind cover.
Drifter's Alertness
At 1st level, you know when trouble's brewing. You can add your Wisdom modifier to your Initiative Rolls.
Quickdraw
At 1st level, you can stow or draw two Ranged Weapons with the Ammunition and Light Properties that lack the Two-Handed Property at the same time.
Additionally, you treat any Ranged Weapon that has the Light Property and lacks the Two-Handed 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).
Showmanship
At 1st level, you gain proficiency in the Performance skill. If you are already proficient in the Performance skill, you gain Expertise in the Performance Skill instead.
Drifter's Step
At 5th level, you no longer suffer Disadvantage when making a Ranged Attack with a Ranged 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 participating in Two-Weapon Fighting, 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 10th 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 15th level, as an Action, you can force every creature of your choice within a 20-foot Emanation centered on you to make a Dexterity Saving Throw against 8 plus your Dexterity modifier and Proficiency Bonus. Creatures take six rolls of your Deadly Shot Die in Piercing Damage that ignores Resistance and Immunity and are afflicted with the Stunned (UCR) 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
Slayer Unchained 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 1st level, while you are wielding a Ranged Weapon with the 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 an Unchained Gunner Class or Subclass Feature with Strength instead (for example, the Killshot Unchained Gunner Class Feature would calculate its Save DC as 8 plus your Strength modifier and Proficiency Bonus).
Rip and Tear
At 1st 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 1st level, you gain Proficiency in the Intimidation Skill. If you are already proficient in this Skill, you gain Expertise in the Intimidation Skill instead. If you already have Expertise in the Intimidation Skill, choose another Skill you are Proficient in to gain Expertise with.
Glory Kill
At 5th 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 Unchained 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 10th 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.
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
Sniper Unchained Gunners 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 1st level, as a Bonus Action or as part of the Bonus Action you use to activate your Bullet Time Unchained Gunner Feature, you can mark one creature within 30 feet of you. Once per Round, you can force a marked creature to take one roll of your Deadly Shot Die as Force Damage. This mark lasts for 1 minute or until the target is reduced to 0 Hit Points.
You can use this feature twice at Unchained Gunner Level 1, and gain additional uses at Unchained Gunner Level 5 (three uses), Unchained Gunner Level 10 (four uses) and Unchained Gunner Level 15 (five uses). You regain all expended uses when you finish a Long Rest.
Sniper's Precision
At 1st level, you double the Normal and Maximum Ranges of any Ranged Weapon you wield that has the 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 with Ranged Weapons that have the Ammunition and Two-Handed Properties.
Sniper's Sight
At 1st level, you gain Proficiency in the Perception Skill. If you are already proficient in this Skill, you gain Expertise in the Perception Skill instead. If you already have Expertise in the Perception Skill, choose another Skill to gain Expertise with.
Prone Shooter
At 5th 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 Round, 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. You can score a Critical hit with this Feature once, and regain the ability to do so once you finish a Long Rest.
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 your Sniper's Mark Subclass Feature cannot gain the Invisible Condition.
Headshot
At 15th 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 (UCR) Condition until the end of your next turn. A creature can only be affected by this Feature once every 24 hours.
Spellshot
Spellshot Unchained Gunners 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 1st 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 1st 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 a Spellshot.
Cantrips. You know two cantrips of your choice from the Unchained Wizard spell list (see that class's document for its list). Dancing Lights and Message are recommended. Whenever you gain an Unchained Gunner level, you can replace one of these cantrips with another cantrip of your choice from the Unchained Wizard spell list.
When you reach Unchained Gunner level 10, you learn another Unchained Wizard cantrip of your choice.
Spell Slots. The Spellshot 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 two level 1 spells from the Unchained Wizard spell list. Alarm and Shower of Sparks (MCoC) are recommended.
The number of spells on your list increases as you gain Unchained Gunner levels, as shown in the Prepared Spells column of the Spellshot Spellcasting table. Whenever that number increases, choose additional spells from the Unchained 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 Unchained Gunner, your list of prepared spells can include eight Unchained Wizard spells of levels 1 and 2 in any combination.
Changing your Prepared Spells. Whenever you gain an Unchained Gunner level, you can replace one spell on your list with another Unchained Wizard spell for which you have spell slots.
Spellcasting Ability. Intelligence is your spellcasting ability for your Unchained 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 Unchained Wizard spells.
Elemental Marksman
At 5th 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 10th 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 Level 3 Spell Slot to regain a use of this feature.
Magical Twin Burst
At 15th 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 Unchained Wizard spells that has a casting time of an action.
Spellshot Spellcasting Table
| Level | Cantrips | Prepared Spells | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 1st | 2 | 2 | 2 | — | — | — | — |
| 2nd | 2 | 3 | 2 | — | — | — | — |
| 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 | 3 | 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 |
Unchained Gunner Martial Talents
Arcane Sight
Prerequisites(s): Proficient in the Arcana skill
You can cast detect magic at will, without expending a spell slot.
Big Iron
Prerequisite(s): 2nd level, Drifter Subclass
You can replace one Attack you make with the Attack Action with a use of this Talent. All creatures of your choice within a 10-foot Emanation centered on you must make a Wisdom Saving Throw against 8 plus your Dexterity Modifier and Proficicency bonus. On a failure, a creature is Frightened with you as the source of its fear until the end of your next Turn. You have Advantage on the first Attack Roll you make against a creature with Frightened Condition as a result of failing their Saving Throw against this talent with any weapon that benefits from your Quickdraw Subclass Feature.
You may use this Talent once, and must finish a Short or Long Rest to use this Talent again.
Blademaster
Prerequisites(s): 5th level, Proficiency with at least one Martial Weapon.
Select one type of martial weapon with which you are proficient. While you are wielding this weapon, it counts as magical for the purpose of piercing resistance and immunity. You also gain one additional Weapon Mastery.
Carnie
Prerequisites(s): Thrown Weapon Fighting Feat.
The ranges of any weapon you use with the Thrown property are doubled when you throw that weapon.
Crucible Blade
Prerequisites(s): 2nd level, Slayer Subclass.
You gain Proficiency with Longswords, and any Longsword wielded by you gains the Finesse Property.
Additionally, any damage you deal with a Longsword against a Fiend or Undead is Force Damage instead of the Longsword's normal damage type(s).
Duel of Honor
Prerequisites(s): Proficient in the Deception or Intimidation Skill. Intelligence, Wisdom, or Charisma 14 or higher.
You can cast compelled duel at 1st level once without using a spell slot. You can't do so again until you finish a short or long rest. Intelligence, Wisdom, or Charisma is your Spellcasting modifier for this spell (you choose which when you take this talent).
Expert
Prerequisites(s): N/A
You choose one Skill or Tool with which you are Proficient. You gain Expertise with that Skill or Tool. This talent can be taken up to two times, and you must choose a different skill or tool to benefit from this Talent for each.
Giantslayer
Prerequisites(s): N/A
You gain a climb speed equal to your speed if you don't already have one. If you already have a climb speed, your speed is increased by 10 feet while using it. You can use your climb speed to scale creatures that are at least one size larger than you. At the start of each of your turns while you are climbing this creature, you must make a Strength (Athletics) skill check contested by a Strength (Athletics) skill check from the creature you are climbing.
While you are climbing a creature in this way, you have advantage on your melee attack rolls against it while that creature has disadvantage on attacks against you. The creature you are climbing has advantage on a Strength (Athletics) Skill Check made to grapple you while you are climbing it.
Hard Landing
Prerequisite(s): Constitution 14 or higher.
You halve any falling damage you take. At 10th level, you reduce any damage you would take from falling to 0.
Mythical Charm
Prerequisites(s): Proficient in the Persuasion Skill. Intelligence, Wisdom, or Charisma 14 or higher.
You can cast charm person at 1st level once without using a spell slot. You can't do so again until you finish a short or long rest. Intelligence, Wisdom, or Charisma is your Spellcasting modifier for this spell (you choose which when you take this talent).
Pincer Strike
Prerequisites(s): 10th level, Strength 18 or higher, Two-Weapon Fighting Feat, Twin Strikes Martial talent
When you engage in two-weapon fighting using two of the same type of weapon and make a Power Attack with the weapon in your primary hand, you can use your Reaction to strike with your offhand weapon as if it gained the bonus from Power Attack. You must finish a Long Rest to use this talent again.
Precision Shot
Prerequisites(s): Archery Feat.
When you use your Power Attack feature with a weapon that benefits from the Archery fighting style, you can take a penalty to damage equal to your proficiency bonus instead of gaining a bonus to damage to gain a bonus to your attack roll equal to your proficiency bonus instead of the normal penalty and bonus, and you score a critical hit on a 19 or 20.
Reliable Maneuvers
Prerequisites(s): N/A
If you roll a 1 on your Maneuver Die, you may re-roll that die once and must take the new result.
Silver Fists
Prerequisites(s): 5th level, Unarmed Fighting Feat.
Your Unarmed Strikes count as magical for the purpose of piercing resistance and immunity.
Sniper's Cloak
Prerequisites(s): 5th Level (13th Level), Sniper Subclass
You can cast Invisibility as a Level 2 Spell once without using a spell slot. You can't do so again until you finish a short or long rest. Intelligence, Wisdom, or Charisma is your Spellcasting modifier for this spell (you choose which when you take this talent).
If you have this Talent at Unchained Gunner level 13, you can cast Greater Invisibility as a Level 4 Spell instead using this Talent, with the same restrictions and Spellcasting Modifier as Invisibility.
Superhuman Leap
Prerequisites(s): Proficient in the Athletics skill.
Your jumping distance and height are tripled, and if you would land within 5 feet of a creature you can force that creature to make a Dexterity saving throw against 8 + your Strength modifier + your proficiency bonus or take 1d6 Bludgeoning damage for every 10 feet you fell vertically onto them.
Superhuman Speed
Prerequisites(s): N/A
You gain additional walking speed equal to 5 x your Dexterity Modifier (Minimum 5 feet of additional movement). If you have another type of movement speed from an Unchained Gunner Martial Talent or your Species, it matches your Walking Speed.
Superhuman Strength
Prerequisites(s): Proficient in the Athletics skill.
The amount of weight you can carry, push, pull, and lift is doubled. This applies to you even if you would already increase your carry, push, pull, and lift weights from another source.
Superhuman Swimmer
Prerequisites(s): N/A
You can hold your breath for three times as long, and you gain a swim speed equal to your speed if you do not already have one.
Thrown Weapon Mastery
Prerequisites(s): 10th level, 18 Strength or Dexterity, Thrown Weapon Fighting Fighting Style, Carnie talent
When you throw a weapon with the Thrown property, you can throw another Weapon with the Thrown property at the same creature as a reaction provided you have one on your person.
Twin Strikes
Prerequisites(s): Two-Weapon Fighting Feat.
When you engage in two-weapon fighting using two of the same type of weapon, you deal +1 damage with both weapons. For example, if you were wielding two Shortswords, you would gain this bonus but if you were wielding a Shortsword and a Dagger you would not.
Unarmored Defense (Unchained Gunner)
Prerequisite(s): N/A
When you aren't wearing any armor or a shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.
Worldly Warrior
Prerequisite(s): Intelligence 14 or higher.
You can read all writing. Additionally, you learn three languages.
Credits
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Class Concept and changes to existing features: 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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1.0
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