Gunman (5e Class)
One Piece Gunman
Did you decide you didn't want to fight Dracule Mihawk with a shabby sword you bought on clearance? Are you tired of green-haired, one-eyed, angry main cast members? Are you unhappy with your life as a side character? Well, look no further! Pick up a gun, the most undemanding weapon in the world! Pesky Mihawk in your way? Blast him to the past! Zoro trying to attack you? Shoot him to death! Nobody can stop you with a gun! Except for the main cast. That pesky main cast...
Creating a <One Piece Gunman>
Quick Build
You can make a One Piece Gunman quickly by following these suggestions. First, <Dexterity> should be your highest ability score, followed by Intelligence. Second, choose the Criminal or Soldier background. Third, choose <!-elaborate on equipment choices->
Class Features
As a One Piece Gunman you gain the following class features.
- Hit Points
Hit Dice: 1d8 per One Piece Gunman level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per One Piece Gunman level after 1st
- Proficiencies
Armor: Light Armor, Medium Armor
Weapons: Ranged weapons, Simple weapons
Tools: None
Saving Throws: Dexterity, Intelligence
Skills: Choose 3 from; Acrobatics, Athletics, Insight, Investigation, Perception, and Stealth.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) flintlock and 20 bullets or (b) slingshot and 20 bullets or (c) rifle and 20 bullets
- (a) flintlock or (b) shortsword
- (a) dungeoneer's pack or (b) explorer's pack
- If you are using starting wealth, you have 4d4*10 in funds.
Level | Proficiency Bonus | Gunman Points | Features |
---|---|---|---|
1st | +2 | 1 | Variant Fire, Gun Style |
2nd | +2 | 2+INT | Lock on Target, Cunning Action |
3rd | +2 | 3+INT | Marksman Style, Sneak Attack |
4th | +2 | 4+INT | Ability Score Improvement, |
5th | +3 | 5+INT | Extra Attack, Quick Hands |
6th | +3 | 6+INT | Favored Enemy |
7th | +3 | 7+INT | Marksman Style Feature |
8th | +3 | 8+INT | Ability Score Improvement, |
9th | +4 | 9+INT | Fire At Will, Uncanny Dodge |
10th | +4 | 10+INT | Quick Hands Improvement, Shatterpoint |
11th | +4 | 11+INT | Marksman Style Feature, Extra Attack |
12th | +4 | 12+INT | Ability Score Improvement, Crippling Shot |
13th | +5 | 13+INT | Rolling Shot |
14th | +5 | 14+INT | Favored Enemy Improvement |
15th | +5 | 15+INT | Marksman Style Feature |
16th | +5 | 16+INT | Ability Score Improvement, |
17th | +6 | 17+INT | Bleeding Shot |
18th | +6 | 18+INT | Marksman Style Feature |
19th | +6 | 19+INT | Ability Score Improvement, |
20th | +6 | 20+INT | In My Eyes, Extra Attack |
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Marksman Style
At 3rd level, you chose a Marksman Style. Choose between Bluffer, Sniper, Gunslinger, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 7th, 11th, 15th, and 18th level.
Ability Score Improvement
When you reach 4th level, and again at 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.
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Sniper
Light a cigar and take a deep breath. You're sat on a mountain cliff, waiting for your target. 100 feet away? No problem. Bring the scope up to your eye, take another breath. Feel your heart beating as your finger squeezes against the cool trigger. One bang. One kill. Welcome to a Crap Guide to DND.
- Tactical Killer
At 3rd level, you get the Tactical Killer feature. You can add your Intelligence Modifier onto your attack and damage rolls. You can use this equal to your Intelligence Modifier. All uses are replenished after a long rest. Additionally, you can use a long rest action to "plot" the death of someone. This gives you advantage on your first attack roll against the next target you decide to kill.
- My Baby
At 3rd level you decide your gun is just not cutting it. Making additions to your gun over a long rest allows for one of the following bonuses: -Heimdall Grip: Gain a +2 to your attack rolls permanently. -Odin Rifling: Deal 1d4 lightning damage as a bonus action after landing a hit. You can do this as many times as your Dexterity Modifier before needing a short rest to replenish all charges. -Surtr Barrel: Deal 1d4 fire damage as a bonus action after landing a hit. You can do this as many times as your Dexterity Modifier before needing a short rest to replenish all charges. -Loki Muzzle: Deal 1d4 psychic damage as a bonus action after landing a hit. You can do this as many times as your Dexterity Modifier before needing a short rest to replenish all charges.
- Snake's Head
At 7th Level, you gain the Snake's Head feature. This allows you to maintain your cool even in the worst of situations. You're no stranger to anxiety before pulling a trigger. While you're holding a ranged weapon, gain resistance to being feared, charmed, and reduce your exhaustion by one point during short rests. You can also move your full movement speed while prone.
- Snake Eyes
At 11th level, your eyes can see past the deceit of fake targets. You have an advantage against checks against lies and disguise. Your weapon counts as a concealed weapon until you decide to aim and shoot someone between the eyes.
- Lucky Rat
By 15th level, If you miss your first shot, you can fire immediately after with a disadvantage. If it hits, it counts as a critical hit. You may add your Tactical Killer bonus to the hit.
- Favorite Son
Papa needs a new gun. At 15th level, you upgrade your gun further. Your upgrade depends on the one you took before. Heimdall --> Hofund: +3 to attack rolls, +1 to damage rolls. Your rifle gains the versatile property, now able to deal 1d8 piercing damage from a blade melded into your gun barrel. You gain the use of Misty Step once per short rest. Odin --> Gungir: You may choose to swap from piercing damage to lightning damage at will. You may cast Lightning Bolt at the 1st level as an action with a range equal to your rifle. You may only use it once, and replenish its use after a short rest. Surtr --> Ragnarok: You may choose to swap from piercing damage to fire damage at will. You may cast Aganazzar's Scorcher at the 1st level as an action with a range equal to your rifle. You may only use it once, and replenish its use after a short rest. Loki --> Tesseract: You may choose to swap from piercing damage to psychic damage at will. You may cast Vicious Mockery as a bonus action.
- Headshot
Do you know what an artist and a sniper have in common? Details. Like when a touch of color is out of place. When a shadow does not match with its surroundings. Or when a shape is not where it is supposed to be in. The only difference is the stakes. Mine are higher. You can spot people from 300 feet away, only able to distinguish features within 100 feet. You can use Snipe as a bonus action and shoot with your main action. If the target dies, you move your sights onto a new target (if there is one) and shoot again. Until someone can withstand one shot, you can keep chaining kills.
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Multiclassing
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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