![]() As normal, you can’t increase an ability score above 20 using this feature. The number of attacks increases to three at level 11, and four at level 20.ĪBILITY SCORE IMPROVEMENT At 4th level, and again at 8, 12, 16, and 19, you can increase one ability score of your choice by 2, or increase two of your choice by 1. You also regain all spent grit points after finishing a short or long rest.ĭeadeye Shot Starting at 1st level, you can spend 1 grit point to gain advantage on the next attack roll you make with a firearm this round.ĭouble Action Beginning at 5th level, you can attack twice, instead of once, whenever you take an attack action on your turn. ![]() Killing blow with a firearm - Each time you reduce a dangerous creature to 0 hit points with a firearm attack, you regain 1 spent point of grit. You can regain spent Grit points in the following ways:Ĭritical hit with a firarem - Each time you score a critical hit with a firearm attack while in combat, you regain 1 spent point of grit. An attack can only be affected by a single shot feature. You can spend grit points to perform various ‘shot’ attacks with your firearms. GRIT Also starting at 1st level, you gain a number of grit poitns equal to your Wisdom modifier, (minimum of 1). ![]() Starting at 1st level, you gain the ability to craft ammo, repair firearms, and even create new ones (DM Discretion). Skills: Pick two from Insight, Investigation, Animal Handling, Perception, Survival, Acrobatics, Arcana, NatureĮQUIPMENT You start with the following equipment, in addition to the equipment granted by your background:Ī Dungeoneer’s Pack OR an Explorer’s Packīullets, amount determined by starting table Hit Points at Higher Levels: 1d8, or 5 + your Constitution Modifier per Gunslinger Level after the 1st. Hit Points at 1st Level: 10+ Constitution Modifier (You will need Wisdom for your Grit abilities, explained later).ĬLASS FEATURES As a Gunslinger, you gain the following class features. ![]() First, make Dexterity your highest ability score, followed by Wisdom. QUICK BUILD You can make a Gunslinger quickly by following these suggestions. After all, it is much easier to teach a man to point and shoot then to parry and riposte. While rangers would be the most attracted to the prospect of a firearm, other classes who lack martial combat skills might take these up as well. Most Gunslingers are probably not concerned with their own safety, as the nature of Dark Matter, which is powdered and used as their combustion, is volatile and dangerous. More than likely they either invented their guns themselves, stole them from Tyr Corp., or found them on a corpse. When creating a Gunslinger, keep in mind how your character came into the profession. I've also tried to make it so 1 trigger pull = one action, not 'how many attacks can be made in 1 action' sort of stuff.Īnd the Marksman class, I imagine them as a sort of sniper / trapper maybe but for the life of me I can't come up with good 'perks' for them Like I did the other two archetypes. I am also using Mercer's 'misfire' stats and table to add the risk to the firearms as well. I'm having a hard time coming up with non combat fluff for them as well. I need advice on keeping it meaningful late game (some light late game testing shows a glaring under-powered issue), though I was thinking I could fix this by adding 'ammo types' as a crafting mechanic past level 12 or 15. I've tried to balance them by giving them only simple weapon proficiency and light armor proficiency. So some of the mechanics I kept, others I have tweaked. So I am trying to tweak Matt Mercer's Critical Role Gunslinger Homebrew, partly to fit my world, also partly because I dislike it as an archetype for fighters and not a class thats more like a Ranger.
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