The Gunner

by Smug Coffee Man

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The Gunner

GUNNER

A human in leathers saunters up to another in an empty town, hand twitching over then pistol at her side. A dwarf roars out as he blasts the hinges off a door with a scattergun, the entryway exploding inward as he sweeps the room. An Elf breathes out before squeezing the trigger on her rifle, putting a bullet through the skull of a Hobgoblin general from atop a cliff.

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 Maneuver Dice Luck Deadly Shot Die
1st +2 Deadly Shot, Fighting Style - - - 1d4
2nd +2 Battle Maneuvers, Covering Fire, Luck 2 2 4 1d4
3rd +2 Gunner Style 2 2 6 1d4
4th +2 Ability Score Improvement, Martial Versatility 2 2 8 1d4
5th +3 Multi-Attack, Power Attack 2 2 10 1d6
6th +3 Ability Score Improvement, Running Reload 2 2 12 1d6
7th +3 Gunner Style Feature 3 3 14 1d6
8th +3 Ability Score Improvement 3 3 16 1d6
9th +4 Gunner's Focus 3 3 18 1d6
10th +4 Gunner Style Feature 3 3 20 1d8
11th +4 Extra Powder, Master Gunsmith 3 3 22 1d8
12th +4 Ability Score Improvement 3 3 24 1d8
13th +5 Hand-Load 4 4 26 1d8
14th +5 Ability Score Improvement 4 4 28 1d8
15th +5 Gunner Style Feature 4 4 30 1d10
16th +5 Ability Score Improvement 4 4 32 1d10
17th +6 Perfect Aim 4 4 34 1d10
18th +6 Gunner Style Feature 4 4 36 1d10
19th +6 Ability Score Improvement 4 4 38 1d10
20th +6 Expert Gunner, Killshot 4 4 40 1d12
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: Hand Crossbows, Heavy Crossbows, Firearms (SCoC)*

SCoC = Smug's Compendium of Changes

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 urban bounty hunter or 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: daggers, light Crossbows, hand crossbows, heavy Crossbows, firearms (SCoC)
Tools: gunsmith's tools (SCoC), smith's tools, two of your choice.
Saving Throws: Dexterity, Charisma
Skills: Any five of your choice.

Equipment

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

  • (a) A Heavy Crossbow and 20 Crossbow Bolts or (b A Flintlock or Renaissance Firearm (SCoC) and 20 rounds of ammunition
  • (a) a flintlock pistol (SCoC) and 20 rounds of ammunition or (b) a hand crossbow and 20 rounds of ammunition
  • five daggers
  • a set of leather armor
  • (a) a Dungeoneer’s pack or (b) an Explorer's pack

Alternatively, you could begin with starting wealth of 5d4 x 10 gp and purchase starting items of your choice.

*If your Dungeon Master allows Firearms, you are proficient with the ones found in Smug's Compendium of Changes (SCoC)

Deadly Shot

At 1st level, your critical shots turn deadly. When you land a critical hit with a ranged weapon attack, you deal an additional die of damage. Unlike other damage sources, you do not roll an additional Deadly Shot Die when you score a Critical Hit; that is, you only roll the Deadly Shot die once.

At 1st level, it is a d4. This changes to a d6 at 5th level, a d8 at 10th level, a d10 at 15th level, and a d12 at 20th level.

Firearm Specialist

Also at 1st Level, you know how to best acquire firearms and ammo. The price of any Firearm (SCoC) or Ammunition (SCoC) is reduced by half (Rounded up) for you.

Fighting Style

Also at 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon

Marksman's Fighting

You learn one arcane shot option of your choice from among those available to the Arcane Marksman archetype of the Fighter Class. If an Arcane Shot option you use requires your target to make a saving throw to resist the shot option's effects, the saving throw DC equals 8 + your proficiency bonus + your Dexterity modifier.

You gain one use of this arcane shot, which is replenished when you finish a short or long rest.

Superior Technique

You learn one maneuver of your choice from among those available to the Fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Dexterity or Charisma modifier (your choice).

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Covering Fire

At 2nd level, you gain the ability to distract foes with covering fire. When you are holding a ranged weapon with which you are proficient and an ally makes an attack against a creature within 30 feet of you, you can use your reaction to roll your Deadly Shot die and give that ally a bonus to their attack roll against the creature they are targeting equal to the roll.

You may use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a short or long rest.

Luck

Also at 2nd level, you learn to bend fate to your favor with Luck. You gain 4 luck points, and gain 2 more at every level beyond 2nd. Luck can be spent in a number of ways, augmenting your combat prowess or otherwise turning the odds in your favor.

You regain all expended Luck at the end of a Short or Long Rest. To regain Luck, you need to spend 1 hour relaxing and mentally going over the potential events that could affect you in the near future to best get out of any sticky situations that might come up.

Some class and subclass features might require a saving throw to be made. In this case, you use the following formula to determine the DC of that saving throw:

Luck Save DC= 8 + your Dexterity Modifier + Your Proficiency Bonus


Crackshot. When you roll a 20 on a weapon attack roll with a crossbow or firearm with which you are proficient, you can spend 2 Luck to roll your Deadly Shot Die an additional time and add the result to the damage. You may only use this feature once per round.

Farshot. When you make an attack action with a crossbow or firearm and the target of your attack is outside of your normal range, you may spend 1 Luck to give yourself advantage on the attack roll, negating the disadvantage that would normally be imposed for firing at a target beyond your normal range.

Lucky Escape. You can take the Disengage action as a Bonus Action. If you do so and are within 5 feet of cover, you can instantly enter that cover when you take the disengage action in this way. You can also spend 2 Luck to take the Dodge action as a Bonus Action.

Lucky Shot. If you make an attack roll with a crossbow or firearm with which you are proficient, you can spend 2 Luck to re-roll that attack roll once. You must use the new result, and you can only use this feature once per round.

Rapid Reload. You ignore the Loading property of all Crossbows and Firearms that have it. If a Crossbow or Firearm has the Reload property instead, you can spend 1 Luck to reload the weapon without using an action or bonus action.

Battle Maneuvers

At 2nd level, you learn two Battle Maneuvers from the list below. Additionally, you gain two Maneuver Dice which are d6s that you can use when you choose to use one of your Battle Maneuvers.

You learn an additional Maneuver and gain an additional Maneuver Die at 7th and 13th level. You recover all maneuver dice at the end of a Short or Long Rest.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver save DC= 8 + your proficiency bonus + your Dexterity or Charisma modifier (your choice)

Maneuvers

The maneuvers are presented 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, provided you aren't incapacitated.

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 isn't incapacitated. 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.

Brace. When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.

Commander's Strike. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.

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

Disarming Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Strike. When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die 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. When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

Feinting Attack. You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll this turn against that creature. If that attack hits, add the superiority die to the attack's damage roll.

The advantage is lost if not used on the turn you gain it.

Goading Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Grappling Strike. Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.

Lunging Attack. When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.

Maneuvering Attack. When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Menacing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Parry. When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Precision Attack. When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Pushing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Quick Toss. As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll.

Rally. On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

Sweeping Attack. When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. 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 (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.

Trip Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Gunner Style

At 3rd level, you choose a special style of fighting with your ranged weapons. The style 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 6th, 8th, 12th, 14th, 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.

If your DM allows the use of feats, you may instead take a feat.

Martial Versatility

At 4th level and again whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do the following, as you shift the focus of your martial practice:

  • Replace a fighting style you know with another fighting style available to gunners.
  • You can replace one battle maneuver or martial strike you know with a different maneuver or strike.
  • If you have any Arcane Shot options from the Arcane Marksman Fighter archetype, you can replace one of those options with a different one.

Multi-Attack

Starting at 5th level, when you take the Attack action, you can make attacks equal to your Proficiency Bonus.

Power Attack

Once per Turn when you make an attack, you can take a penalty equal to your proficiency bonus to that attack. If you do and the attack hits, you gain a bonus to your damage with that attack equal to 2 x your proficiency bonus.

Running Reload

At 6th level, you gain 5 feet of movement speed.

Additionally, whenever you use an Action or Bonus Action to Reload a crossbow or firearm with which you are proficient, you can move 15 feet.

Gunner's Focus

At 9th level, you gain proficiency in Wisdom saving throws.

Additionally, you have advantage on all saving throws against spells or other magical effects that would put you to sleep or apply the charmed condition.

Extra Powder

At 11th level, you learn how to pack more powder into your shots. All firearms count as magical for piercing resistance and immunity when wielded by you.

Additionally, when you score a critical hit with a firearm with which you are proficient, the target must make a strength saving throw against Luck Save DC or be knocked prone.

Master Gunsmith

Also at 11th level, you become a master gunsmith. You add double your proficiency bonus to any skill check you make with Gunsmith's tools (SCoC), and can now craft magic weapons with them so long as the weapon crafted is a firearm or ammunition for a firearm (see page 128 of XGE for the most up to date rules on crafting magic items) or one of the Weapon Modifications listed in Smug's Compendium of Changes (SCoC Page 34).

Hand-Load

At 13th level, you make a specialty powder for your firearms. Your firearms are unaffected by water or anything else that would normally prevent their function, including magical effects.

Additionally, you can spend 1 Luck when you deal damage with a firearm to change that damage type to one of the following: Acid, Cold, Fire, Lightning, Thunder.

Perfect Aim

At 17th level, your aim is perfected. If you would miss an attack with a firearm, you may turn that miss into a critical hit instead.

You must finish a long rest to use this feature again.

Expert Gunner

At 20th level, you become an expert gunner. Your Dexterity and Wisdom or Charisma (Your choice) scores increase by 2. Your maximum for those scores is now 22.

Additionally, when you roll for initiative and have no Luck points remaining, you regain 8 Luck points.

Killshot

Also at 20th level, you learn how to deliver an instant killing blow. By spending 20 Luck as an Action while wielding a firearm, you can target one creature within the normal range of that firearm. If it has 150 HP or less, it dies.

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

Specialist Style

Gunners who undergo the training of a Specialist focus their skill on specialty rounds. They know how to empower their shots with magical force and operate in extreme conditions, using their training to avoid debilitating conditions and bring down their foes with efficiency.

Specialist Training

At 3rd level, you gain proficiency with the Arcana Skill. If you are already proficient with this skill, you instead add double your proficiency bonus to any Skill Check you make with this Skill.

Additionally, the price of all Firearm Ammunition as described in Smug's Compendium of Changes is reduced by half (rounded up, minimum 1 GP) for you.

Specialist Shot

At 3rd level, you learn how to empower your shots with firearms in ways that can inflict various effects upon your foes. You learn two Specialist Shot options from the list below.

Once per turn when you attack with a firearm that lacks the Spread property as part of the Attack action, you can apply one of your Specialist Shot options to that attack. You decide to use the option when the attack hits a creature, unless the option doesn't involve an attack roll. You have uses of this feature equal to 1 + Your Proficiency Bonus, and you regain all expended uses of it when you finish a short or long rest.

You gain an additional Specialist Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level.

Certain Ammunition forces the target to make a Saving Throw. If a Special Ammunition does so, it uses your Luck Save DC.

Specialist Shot Options


Draining Shot. When you hit an enemy with this Shot Option, they take your Deadly Shot Die in additional necrotic damage. You then roll two specialist Dice and add your proficiency bonus to the total rolled. You gain the result as temporary HP.
Flash Shot. When you hit an enemy with this Shot Option, they take your Deadly Shot Die in additional radiant damage. They then make a Dexterity saving throw. On a failure, they are blinded until the end of their next turn.
Freezing Shot. When you hit an enemy with this Shot Option, they take your Deadly Shot Die in additional cold damage. They then make a Constitution saving throw. On a failure, their movement speed is reduced to 0 until the end of their next turn.
Incendiary Shot. When you hit an enemy with this Shot Option, they take your Deadly Shot Die in additional fire damage. They take an additional Deadly Shot Die of fire damage at the end of each of their turns unless they immerse themselves in water or use an Action to put it out.
Knockback Shot. When you hit an enemy with this Shot Option, they take your Deadly Shot Die in additional thunder damage. They then make a Strength saving throw. On a failure, they are pushed back 10 feet in a straight line.
Paralyzing Shot. When you hit an enemy with this Shot Option, they take your Deadly Shot Die in additional lightning damage. They then make a Constitution saving throw. On a failure, they are paralyzed until the end of their next turn.
Poisoned Shot. When you hit an enemy with this Shot Option, they take your Deadly Shot Die in additional poison damage. They then make a Constitution saving throw. On a failure, they are poisoned until the end of their next turn.
Shadow Shot. When you hit an enemy with this Shot Option, they take your Deadly Shot Die in additional necrotic damage. They then make a Wisdom saving throw. On a failure, they are frightened until the end of their next turn.

Specialist's Slide

At 7th level, if you deal damage with a firearm on your turn, you can move up to half of your movement speed towards the nearest piece of cover. Any creature that attempts to make an opportunity attack against you when you use this movement has disadvantage on their attack roll.

At 15th level, this movement no longer provokes opportunity attacks.

Specialist's Reload

Also at 7th level, if you end your turn with no ammunition in your weapon, you can instantly load that weapon as a Reaction.

Specialist's Protection

At 10th level, you have advantage on saving throws against spells or other effects that would apply the Blinded, Deafened, and Stunned conditions to you.

Specialist's Focus

Also at 10th level, you learn to steady your breathing to make tougher shots. When you take the Attack Action with a Firearm on your turn, you can spend 3 Luck to gain the following benefits until the end of your turn:

  • You don't have disadvantage on attack rolls made beyond the normal range of any firearm you Attack with during this turn.
  • Once per round, if the target of an attack you make benefits from the Dodge action, you can gain advantage on that attack roll, canceling out the advantage.
  • If you miss an attack, you can use your reaction to roll that attack once and use the new result.

Return Fire

At 15th level, when an allied creature within 30 feet of you (not including yourself) takes damage, you can use your reaction to spend 2 Luck Points and deal your Deadly Shot Die in damage to the creature that dealt that damage. By spending additional Luck as part of this reaction, you can deal an extra Deadly Shot Die of damage with this ability, up to your Proficiency Bonus in Luck Points for a maximum of 7 x your Deadly Shot Die in damage at a cost of 8 Luck.

Superior Specialist's Protection

At 18th level, you are now immune to the BLinded, Deafened, and Stunned conditions.

Burst Fire

Also at 18th level, you may now apply up to two Shot Options when you deal damage with a firearm attack.

Drifter Style

Those who take up the Drifter Style are wanderers, either by choice or by necessity. Some are heroes, looking to deliver justice wherever they go, and others are villains who seek to bring terror in their wake, but all Drifters are enigmatic yet charismatic folks.

They're quick on the draw, quicker on the uptake, but quickest on the battlefield. With the ability to draw weapons at lightning speeds and deliver stylish, accurate fire, Drifters are always a sight to behold.

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

Also at 3rd level, you are most comfortable using one-handed weapons. When you use a crossbow or firearm that lacks the Heavy, Two-Handed, or Versatile properties you deal +1 damage with that weapon.

Additionally, you can reload a hand crossbow or firearm that benefits from this feature while participating in two-weapon fighting.

Drifter's Step

At 7th level, you learn how to weave through combat with ease. Attacking from within 5 feet of a creature with a weapon that benefits from your Quickdraw feature no longer imposes disadvantage on your attack rolls, and if you make an attack against a creature with a weapon that benefits from your Quickdraw feature, that creature cannot make opportunity attacks against you for the rest of your turn.

Backup Shot

At 10th level, if you miss with an attack using a weapon that benefits from your Quickdraw feature, you can use your reaction to spend 2 Luck to immediately draw and fire another weapon that benefits from your Quickdraw feature. If you are already wielding two weapons, you instead simply fire your offhand weapon as a reaction (the cost and use of your Reaction remains the same however). You can spend an additional Luck to give yourself advantage on this attack roll.

Drifter's Wake

At 15th level, when another creature misses an attack roll against you within the range of a weapon you are wielding that benefits from your Quickdraw feature, you can spend 3 Luck as a reaction to immediately make a weapon attack against that creature. You cannot use your Backup Shot feature on this attack.

Showstopper

At 18th level, you have learned how to fire off a volley of shots with style. As an action, you can spend 10 Luck to make every creature of your choice within 30 feet of you to make a Dexterity Saving Throw against your Luck Save DC. Creatures take 8d6 Piercing damage and are stunned for 1 minute on a failed save or half as much and are not stunned on a successful one. A creature stunned in this way can make a Wisdom saving throw at the end of each of its turns to end this condition on itself. The damage from this feature ignores resistance and immunity.

You may use this feature a number of times equal to your proficiency bonus, and regain all expended uses at the end of a Long Rest.

Slayer Style

Those who use the Slayer Style 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 and are one of the few Gunners who will use melee combat.

Slayers are violent, brutal warriors who terrorize their foes.

Rip and Tear

At 3rd level, Slayers no longer have disadvantage on attack rolls when they make an attack within 5 feet of a target using a firearm with the Spread property.

Additionally, you now deal a critical hit on a roll of 19 or 20 with any firearm that has the Spread property.

Gun Bash

Also at 3rd level, you can now make a special Melee Weapon attack with any firearm that has the Spread property. You are proficient with this attack if you are proficient with the firearm being wielded, use Dexterity for your Attack and Damage rolls, and deal 1d6 damage with this attack.

Glory Kill

At 7th level, when you reduce a creature to 0 hit points, you gain the following benefits:

  • You gain temporary hit points equal to your Proficiency Bonus
  • You fully reload a firearm you are wielding if it has the Spread property
  • You regain 1 Luck if you are missing any luck. You cannot regain more luck than your maximum.

If the attack that caused you to reduce a creature to 0 hit points was a Critical Hit, you instead gain the following benefits:

  • You gain temporary hit points equal to 2 x your Proficiency Bonus
  • You fully reload a firearm you are wielding if it has the Spread property
  • You can move 5 feet towards another hostile creature. This movement does not provoke opportunity attacks.
  • You regain 2 Luck if you are missing any luck. You cannot regain more luck than your maximum.

Slayer's Wrath

At 10th level, you deal an additional 1d8 Radiant damage with any firearm that has the Spread property. This damage is increased to 2d8 against fiends and undead.

Slayer's Resistance

At 15th level, you gain resistance to fire damage.

Additionally, you can spend 5 Luck as a reaction when you take damage to reduce the damage taken by 1d8 + your Dexterity Modifier.

Lethal Slayer

Also at 15th level, you now score a critical hit on a roll of 18, 19, or 20 with any firearm that has the Spread property.

Immortal Slayer

At 18th level, you can stave off death. When you would be reduced to 0 HP, you are reduced to 1 HP instead.

You may only use this feature once per Short or Long Rest, but may spend 15 Luck to use it again. Luck spent in this way is only recovered at the end of a Long Rest.

Unbreakable Slayer

Also at 18th level, you are immune to the charmed and frightened conditions, and any creature that tries to target you with such a condition is instead afflicted with the Frightened condition, even if they would normally be immune, until the start of their next turn.

Additionally, you have advantage on all saving throws against spells or other magical effects.

Sniper Style

Those who take up the Sniper Style are one of two things: protectors or assassins. Those who protect serve as deadly guardian angels to their allies, picking off foes from extreme distance. Those who walk the path of an assassin use their skill at moving unseen and striking at range to kill anyone they're paid to.

Either way, Snipers are masters of striking unseen from far away and dealing lethal one-shot kills.

Sniper's Reach

At 3rd level, you have exceptional skill with a rifle. Your ranges with any Firearm that has the Two-Handed property are doubled and you have a +1 to Attack Rolls with this weapon.

Additionally, you can spend 2 Luck when you make an attack beyond your normal range with such a weapon to negate the disadvantage you would normally have.

Deadly Precision

Also at 3rd level, you know how to aim your shots with deadly precision. You score a critical hit on a roll of a 19 or 20.

Additionally, you add your Proficiency Bonus to the damage you deal with your Deadly Shot Die.

Sniper Stance

At 7th level, you learn how to better position yourself. As a Bonus Action, you can enter or leave a special stance called Sniper Stance. While in Sniper Stance, the following applies to you:

  • Your Movement Speed is reduced to 0.
  • You are treated as Prone for the purpose of being targeted by attacks, but not for making attacks.
  • Creatures have disadvantage on Perception (Willpower) Skill Checks made to locate you.

All Ghillied Up

At 10th level, you have constructed a suit of twigs, grass, and cloth to hide yourself better. 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 an 18, 19, or 20.

Additionally, you can spend 5 Luck when you deal damage with a Critical Hit to reduce the target's AC by an amount equal to half of your proficiency bonus (rounded down, minimum 1) until the end of that creature's next turn.

Headshot

At 18th level, you roll two Deadly Shot Dice when you land a Critical Hit instead of one (though you only add your Proficiency Bonus with your Deadly Precision feature once).

Additionally, you can forgo dealing normal damage with a Critical Hit to instead spend 5 Luck to force the target to make a Constitution saving throw against your Luck DC. On a failure, the target is considered Stunned until the end of its next turn for any creature other than you.

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Changes: Me, SmugCoffeeMan

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Changelog

1.01

  • Removed Gunner Limitations. This doesn't fit with any other class's features in 5e, and multiclassing comes at a steep cost anyway.
  • Changed the language of Deadly Shot to work on all crits, not just natural 20s. This adds synergy with Champion Fighter.

1.02

  • Fixed an incorrect value for HP at 1st. It should have been 8 + Con not 10.

1.03

  • Took the Crackshot Fighter Subclass from my Selection of Subclasses document and made it into a Gunner Subclass, reworking most of its features. It just makes more sense here.

1.04

  • You can now gain proficiency in any five skills with this class.
  • You also gain two additional Tool Proficiencies with this Class.

1.05

  • New Feature - Battle Maneuvers
  • Two new Fighting Styles
  • Updated Martial Versatility to fit with the changes to my other Revised classes.