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GUNFIGHTER CLASS
FOR FIFTH EDITION
C R E AT E D B Y
© Tribality. All rights reserved.
MICHAEL LONG
Gunfighter Class
FOR FIFTH EDITION
The gunfighter is an accurate and deadly ranged attacker of the Wild West, who will use
revolvers, or a rifle to attack from a distance. He will quickly draw out his weapons and
make several rapid successive shots at a blinding rate of speed.
When up close combat occurs, he sometimes will rely
upon his trusty knife hiding in his boot to take out close
combatants, or even the butt of his gun used as a club
when necessary. His accuracy with his firearms makes
him deadly.
THE WILD WEST
Your world may be filled with gunfighters battling
in the Wild West so firearms are commonplace, or
perhaps your world is filled with a select few that have
learned the chemistry behind firearms. Either way the
gunfighter is rare among the law abiding citizens of
the world. They have the ability to craft weapons and
ammunition of their own, face down deadly encounters
with bravado, and kill without a second thought with a
quick pull of a trigger. The world of the Gunfighter can
be full of greed and deception, a lawless world that has
bred the gunfighter to settle differences with a squeeze
of a trigger, and to constantly look over his shoulder for
enemies
C R E AT I N G A G U N F I G H T E R
The world of the Gunfighter is the deadly Wild West,
where a well placed single bullet can end a man’s
life quickly and violently. The world that you play in
can easily be mixed with zombies, giants, ogres, or
dragons.
Being able to kill zombies with a barrage of holy
bullets, or trying to take out a hobgoblin with a rifle
from 500 yards is awesome!.
QUICK BUILD
You can make a gunfighter quickly by following these
suggestions. First, Dexterity should be your highest
ability score, followed by Intelligence. Second, choose
the folk hero background.
THE GUNFIGHTER
LVL
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
PROFIENCY
BONUS
+2
+2
+2
+2
+3
+3
+3
+3
+4
+4
+4
+4
+5
+5
+5
+5
+6
+6
+6
+6
FEATURES
Gunfighting Style, Crafting
Action Surge, Danger Sense
Gunfighter Path
Ability Score improvement
Reload
Trick Shot
Gunfighter Path Feature
Ability Score improvement
Loaded Shot
Gunfighter Path Feature
Quick Shot
Ability Score improvement
Improved Crafting
Ability Score improvement
Gunfighter Path Feature
Ability Score improvement
Evasion
Gunfighter Path Feature
Ability Score Improvement
Foe Slayer
© Tribality. All rights reserved.
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2
As a gunslinger, you gain
the following features
C L A S S F E AT U R E S
HIT POINTS
Hit Die:
1d10 per gunfighter level
Hit Points:
10 + your Constitution modifier
Hit Points at Higher Levels:
1d10 (6) + your
Constitution modifier
PROFICIENCIES
Armor:
None
Weapons:
Simple weapons, firearms
Tools:
Vehicles (land), smith’s tools
Saving Throws:
Dexterity, Intelligence
Skills:
Choose two: Animal Handling, Deception,
Insight, Investigate, Perception, Sleight of Hand,
and Stealth.
EQUIPMENT
You start with the following equipment, in
addition to the equipment granted by your
background (if necessary, convert gold pieces to
dollars at a rate of 5 GP = $1)
• Riding Horse with bit and bridle, pads, riding
saddle, and saddlebags
• Pistol with 100 rounds of ammunition and
single-gun holster & gun belt
• Explorer’s Pack
• (a) dagger or (b) handaxe
If you choose to purchase items on your own,
then starting wealth would be $100 plus 1d4 x
$10. Horses are more expensive in the Wild West,
and their costs vary by condition: Poor - $20.00,
Fair - $50, Good - $100, Excellent - $150. You can
purchase a mule for $20 and oxen for $25
GUNFIGHTING STYLE
You have a specific style that you’ve learned
as your specialty when you use your firearms.
Choose one of the following options, and you
cannot take one more than once, even if you get
to choose again.
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3
CLOSE QUARTERS
You have trained yourself for close combat with
the shotgun. When you are five feet from an
enemy, you do not have disadvantage when
attacking with the shotgun. You also can make a
melee attack with your shotgun as a bonus action
after firing the shotgun. Treat the shotgun as a
club for the melee attack.
DOUBLE PISTOL FIGHTING
You are able to use each hand to hold a pistol
or revolver. You can treat the weapons as light,
and take advantage of two weapon fighting with
them.
DUELING
When you have a single ranged weapon in hand,
and no other weapons, you add your Intelligence
ability modifier to the attack roll and damage.
L O N G D I S TA N C E S H O O T I N G
When you are firing with a rifle at a creature that
is over 90 feet away, you don’t gain disadvantage
for firing at long range. Also you gain your
Intelligence ability modifier as bonus to hit your
target.
FA S T D R AW
You gain advantage on your first attack every
combat and you cannot be surprised.
© Tribality. All rights reserved.
Optionally:
If your GM allows,
you can craft 1x your
intelligence modifier per
day in ammunition for
one weapon type.
CRAFTING
Starting at 1st level, the gunfighter has the
crafting ability with firearms. Firearms have to
be crafted, maintained and sometimes repaired,
and that requires the gunfighter to spend time
and money. Crafting takes material costs, skill
proficiency, a crafting place, and time. Dependant
on the setting that you use, this may only be
necessary for special ammunition, or remote
locations.
M AT E R I A L C O S T
& MAINTENANCE
The material costs for crafting firearms follow
the rules for crafting in Chapter 8 of the player’s
guide where you can craft $1.00 of item’s market
value in one day during downtime. Spending half
the items value in material, and maintaining your
lifestyle costs during that period of time. Use a
conversion rate of 5 gold pieces for every dollar.
Ammunition is not universal, and each type of
weapon requires its own type of bullet to be
used. Ammunition has to be purchased from
a specific vendor determined by your Game
Master, or found in caches in reserves. You learn
to craft ammunition at higher levels.
Once crafted, the weapon needs to be
maintained, cleaned and oiled while being
carried by the Gunfighter. Each day, during a long
rest the player must spend a minimum of 1 hour
cleaning and maintaining the firearms carried.
If not, then the Broken condition automatically
happens on a natural roll of 1 or 2 when the
firearms is used.
The maximum firearms that can be maintained
in good working order at time for a Gunfighter is
dependant on their intelligence modifier e.g. a
14 Intelligence gives the Gunfighter the ability to
maintain 2 firearms in good working order.
Ammunition.
The ammunition of a the firearm is
destroyed upon use and has the specified range
created by the weapon.
Broken.
When a critical miss is made with a
firearm, there is the possibility of jamming or
mechanical failure. Roll an Intelligence save
against a DC 10 to quickly correct the problem,
on a failed save the firearm gains the Broken
property until repaired. When the firearm has the
broken property, it has disadvantage on attack
rolls until time is spent repairing the firearm.
Focus.
When firing a weapon that requires focus,
an action is required to be spent sighting, and
reading the weapon. The weapon focus sets
movement to 0 ft. The weapon can then be fired
the next turn, and normal movement can resume
afterwards.
Loud.
All Firearms make a thunderous boom that
can be heard from 400 yards away. Creatures that
are 100 yards away, can detect the direction of
the gunfire.
Reload.
Each firearm holds a different amount of
ammunition, and has to be reloaded by using an
action during combat.
Spread.
With the spread property, more than one
creature or object can be affected by the firearm.
Any adjacent creature to the target makes a
Dexterity save and on a failed save takes 1d4
piercing damage. [DC of 8 + Intelligence modifier
+ your proficiency bonus]
© Tribality. All rights reserved.
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4
FIREARMS & EQUIPMENT
NAME
Single Action
Revolver
Repeating Rifle
Shotgun
(double barrel)
Buffalo Rifle
Ammunition
Ammunition
Holster & Gun
Belt
Rifle Sheath
Dynamite
COST
$28.00
$25.00
$30.00
$42.00
$2.00
$1.50
$3.00
$2.00
$6.00
DAMAGE
2d6 piercing
2d10 piercing
2d8 piercing
4d10 piercing
-
-
-
-
*special
WEIGHT
3 lb
8 lb
7 lb
7 lb
4 lb
1 lb
-
-
1 lb
PROPERTIES
Ammunition (range 45/120) Reload (6 shots)
Ammunition (range 90/900), reload (7 shots),
two-handed
Ammunition (range 30/90), reload (2 Shots), spread,
two-handed
Ammunition (range 180/1500), reload, two-handed,
focus
Box with a quantity of 100 bullets (except shotguns)
Box of 25 shotgun shells
-
-
Box of 12 sticks
*Dynamite can be thrown up to 45 feet plus 5 feet for each point of Strength bonus, and any creature that is next to the point that the dynamite lands
when it explodes must make a dexterity saving throw versus 10. On a failure they take 4d6 bludgeoning damage and only half on a success. Additional
sticks of dynamite added to the explosion cause an additional 1d6 damage and the blast radiance to increase by 5 feet.
ACTION SURGE
Starting at 2nd level, you can push yourself beyond
your normal limits for a moment. On your turn, you
can take one additional action on top of your regular
action. Once you use this feature, you must finish a
short or long rest before you can use it again.
DANGER SENSE
Starting at 2nd level, you also gain the uncanny sense
of when things nearby aren’t as they should be, giving
you an edge when you dodge away from danger.
You have advantage on savings throws that require
Dexterity against effects that you can see, such as traps
and spells.
G U N F I G H T E R PAT H
At 3rd level, you choose a path that you strive to
emulate in your gun fighting . The path that you
choose grants you features at 3rd level and again at
7th, 10th, 15th and 18th level.
ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th,
14th, 16th, and 19th level, you can increase an ability
score of your choice by 2, or your can increase two
ability scores of your choice by 1. As normal, you can’t
increase an ability score above 20 using this feature.
RELOAD
Starting at 5th level, you learn to quickly load your
firearms with which you are proficient. You can reload
one firearm as a bonus action.
TRICK SHOT
At 6th level, when you hit a target, you are able to
attempt a ranged Disarm attempt as long as the
target is within the first range increment of the ranged
weapon. The target makes a Strength Saving throw
against a DC of 8 + Intelligence modifier + your
proficiency bonus. On a failed save, the target drops
the object you choose. The object lands at 5 feet in a
direction you choose. You can perform this once per
short rest.
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5
© Tribality. All rights reserved.
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