Fighters are only as complicated as you make them, and you won’t have to do anything terribly complicated with your gunslinger build. Let me know what you think in the comments below. The thundering sound of your firearm has been known to alert nearby enemies of your presence. Starting at 3rd level, when you are wielding a firearm in one hand and no other weapons, you gain a +4 bonus to damage rolls and +2 bonus to attack rolls with that firearm. Blinding Shot. Once a creature has dealt extra damage with this feature, the creature can't benefit from it again until the start of its next turn. Starting at 3rd level, you gain the following: Starting at 7th level, your hit point maximum increases by an amount equal to twice your level when you gain this feature. On a hit, the creature takes normal damage and any spell of 3rd level or lower ends. IMPROVED ARCANE AMMUNITION Now I know you’re thinking, “but what about bad news, isn’t that the best weapon?” Well sort of, it’s also completely up to DM discretion if you can even make the damn thing. Firearms are their own weird category separate from simple or martial weapons, and other characters would have to take a feat just to gain proficiency in a single type of firearm. Whenever you gain a level in this class, you can replace one of the paladin spells you know with another spell of your choice from the paladin spell list. SURESHOT At 20th level, you have achieved true mastery with firearms. Ability Score Increases or ASIs arrive for most classes every 4 levels (for the most part) at levels 4, 8, 12, 16 and 19. The target must also succeed on a Constitution saving throw, or is poisoned. Starting at 17th level, your arcane ammunition options are more powerful. When you are subject to an effect that allows a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. As a gunslinger, keep in mind that you can reload your gun using an attack, so once you gain your extra attack at level 5 you’ll be able to fire and reload in the same turn. You now regain all uses of your Sniper's Mark feature when you finish a short or long rest. When you reach 17th level in this class, you can extend the attack to creatures within your long range. A Cut Above It also lets you play the sniper with their. You gain a +2 bonus to attack rolls you make using rifles. FIGHTING STYLE Great Dalmuti: Dungeons & Dragons Card Game. Change the name (also URL address, possibly the category) of the page. You take the higher of the two rolls and add your Charisma modifier to the result. You infuse conjuration magic into your shot. You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. FIND COVER On a hit, the creature takes an extra 1d8 piercing damage. I realize you aren’t an archer (it’s all worded to work in a pre-gun world remember), but +2 to all shots with ranged weapons is far better for you than any other option. The necrotic damage increases to 4d6 when you reach 17th level in this class. Piercing Shot. REQUEST AN ARTICLE PROFICIENCIES Some of the links are "affiliate links", a link with a special tracking code. A creature blinded by this shot makes another Constitution saving throw at the end of each of its turns. New to find a D&D Group? You regain all expended grit points after a short or long rest. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice. EVASION You gain proficiency with Tinker’s Tools. The Gunslinger was initially adjusted from the Pathfinder RPG when the Critical Roll webcast relocated from […] Pretty self-explanatory, whenever you attack do it again. Adept Marksman - Okay, now we finally get to the real meat of the archetype. As a gunslinger, keep in mind that you can reload your gun using an. Starting at 13th level, whenever a creature under the effects of your Moralize feature hits a creature with an attack, the attacking creature may choose to use their bonus action to deal an additional 1d6 damage of the weapons damage type.