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Gunslinger Class Features Guide

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0% found this document useful (0 votes)
13 views3 pages

Gunslinger Class Features Guide

Uploaded by

Liam Lecontant
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as ODT, PDF, TXT or read online on Scribd

Gunslinger class

Level Prof bonus Nb of tactics Feature


knowned
1 2 Reflex, Gun Adept, Bullet maker
2 2 1 Tactician
3 2 1 Gunner Archetype
4 2 1 Asi
5 3 1 Extra Attack
6 3 2 Additionnal Tactics
7 3 2 Reflex(10ft)
8 3 2 Asi
9 4 2 Gunner Archetype Feature
10 4 3 Additionnal Tactics
11 4 3 Reflex
12 4 3 Asi
13 5 3 Gunner Archetype Feature
14 5 4 Additionnal Tactics
15 5 4 Reflex
16 5 4 Asi
17 6 4 Gunner Archetype Feature
18 6 5 Additionnal Tactics
19 6 5 Asi
20 6 5 Gunner Archetype Feature

As a gunslinger, you gain the following class features.

Hit Points
Hit Dice: 1d10 per gunslinger level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels:1d10 (or 6) + your Constitution modifier per gunslinger level after 1 st
Proficiencies
Armor: Light andc Medium Armor
Weapons:Simple weapons
Tools: Tinker Tools, Forge kit
Saving Throws:Dexterity, Intelligence
Skills:Choose two skills from : Acrobatic, Arcane, Intimidation, Investigation, Perception, Stealth
Equipment

You start with the following equipment, in addition to the equipment granted by your background:
• (a) scale mail or (b) leather armor and a simple weapon
• (a) a pistol or (b) pistol sword* or (c) a musket
• (a) a dungeoneer’s pack or (b) an explorer’s pack
• a pack of ammunition, tinkers tool and forge kit

Gun Adept (1st )


You are adept at using firearm of any type. You gain profiency with firearm and can instinctively
comprehend how a special or exotic firearm function. You don't need a free hand to load a one-handed
weapon.

Reflex (1st )
Your reflex in combat has evolve into a extraordinary feat. In combat, whenever a creature enter a
space within 5ft of you, you can use your reaction to draw your firearm and make a attack with it at the
creature (You still are at desavantage with ranged attack). You get additionnal effect at 7 th ,11th and 15th
level as describe later.

Bullet Maker (1st )


When you make a long rest you can use your tinkers tool and your forge kit to make the ammunition
your firearm need to function. The cost of the material required is reduced by half.(a kit of ammunition
containing 10 bullet cost 3 gold normally, reducing the cost to make at 1.5 gold for ten)

Tactician (2nd )
Beginning at 2nd level you get special tactics to use in combat. You choose one tactic on the list and get
additionnal one at 6th , 10th ,14th and 18th level. You can use only one tactic per round. You get a number
of use equal to your proficiencie modifier and you regain all expended uses when you finish a long rest.

Gunslinger Archetype
At 3rd level, you choose an archetype that you emulate in your gun combat ability. Your archetype
choice grants you features at 3rd level and then again at 9th, 13th,17th and at 20th level.

Ability Score Improvement


When you reach 4th level, and again at 6th, 8th, 12th, 16th, and 19th level, you can increase one ability
score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you
can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Extra Attack (5th )
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on
your turn.

Reflex (7th )
Your reflex evolve even further. The range of this ability extand to 10 ft.

Reflex (11th )

Your extreme vigilance means your reflex are active all the time. Even when your are not in combat,
your reflex ability prevent you from getting surprised from a attack within your reflex range.

Reflex (15th )

All the attacks made with your reflex feature are now at advantage and deal an additonnal 1d8 of
damage.

Common questions

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The Reflex feature initially allows the Gunslinger to draw and make an attack when a creature enters a space within 5 feet, albeit at disadvantage. At 7th level, the range extends to 10 feet. By 11th level, the Gunslinger is no longer surprised by attacks within their reflex range, even outside combat. At 15th level, attacks made with the Reflex feature are at advantage and deal an additional 1d8 damage .

At the first level, the Reflex ability complements a Gunslinger's proficiency bonus of +2 and basic combat skills. It strategically enhances reactionary combat approaches. Over time, as more tactics become known and proficiency bonuses increase, the Reflex ability scales up by extending attack range and improving the Gunslinger’s situational awareness, offsetting limitations like initial attack disadvantage .

A Gunslinger gains additional tactics at levels 6, 10, 14, and 18. The number of tactic uses is determined by the proficiency modifier and all expended uses are regained after a long rest .

The Tactician feature offers strategic flexibility by allowing Gunslingers to select a combat tactic at the 2nd level and acquire more as they advance. However, its use is limited by the proficiency modifier and can only be applied once per round, requiring tactical foresight and planning to maximize efficiency and effectiveness, especially in longer battles .

The Extra Attack feature allows a Gunslinger to attack twice instead of once when taking the Attack action on their turn, significantly increasing their damage output potential and enhancing their role in combat scenarios .

The Bullet Maker feature enables Gunslingers to produce ammunition during a long rest using their tinker tools and forge kit. This reduces the material cost by half, from 3 gold to 1.5 gold for ten bullets, thereby easing resource management and allowing greater self-sufficiency in prolonged campaigns .

The Gun Adept feature provides proficiency with firearms, an instinctive understanding of special or exotic firearms, and the ability to load one-handed weapons without requiring a free hand .

ASI allows Gunslingers to enhance core abilities like Dexterity for better aiming or Intelligence for tactical expertise. By choosing between improving abilities or feats, players can tailor their character towards enhanced combat skills or broader versatility. Effective ASI use maximizes combat abilities, complementing the tactical choices that define their role and effectiveness in encounters .

At 15th level, reflex attacks have an advantage and inflict an additional 1d8 damage, making the Gunslinger more effective at rapidly neutralizing threats that venture close. This enhances their role from a solely ranged combatant to a more versatile fighter capable of close-range engagement, providing a tactical edge in dynamic combat scenarios .

A Gunslinger can choose between scale mail or leather armor and a simple weapon, a pistol, pistol sword, or musket, and a dungeoneer’s or explorer's pack. These choices impact early gameplay by affecting protection levels, weight carried, mobility, and adaptability to various scenarios such as exploration or combat .

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