Gunner (5e Prestige Class)

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This content is a supplement of Broadbarrel. It may not fit into your campaign setting. Additionally, it may be unbalanced, but it is because technology is powerful, advanced, and available to most people in Broadbarrel.


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Player's Guide
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Various gear, goods, equipment and magical items available to characters.
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An examination of monsters and beasts in the world of Broadbarrel and how they've adapted to the world.
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The world of Broadbarrel and the nations cultures and peoples within it.
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The broad history of Broadbarrel (no pun intended), divided into general eras
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A quick look at common societal trends and laws found in the world of Broadbarrel.
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A general explanation of Broadbarrel and the general world building mindset, along with various outside resources and examples to use as references in developing a campaign or understanding the world. As well as a to-do list.
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Artifacts of great power and importance, as well as magic items.
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Optional rules for DMs to implement while playing a campaign in Broadbarrel.
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Gunner

A gunner is a person who uses firearms in order to combat opponents.

Prestige Class: Gunner

Gunners are native to Broadbarrel, and utilize firearms and crossbows to fill their opponents with holes!

Prerequisites

You must be in a campaign setting with firearms. Additionally, you must have a Dexterity or Wisdom score of 15 or higher, and you must have firearm knowledge, which can be gained via the following ways:

  • Proficiency in firearms
  • Complete disassembling of a firearm, and thorough studying of the parts (requires Intelligence of 15, and takes 1 hour)
  • Completion of a DC 20 Intelligence (investigation) check made to understand how a firearms works
  • Chosen upon character creation (DM’s discretion)

To qualify for multiclassing into the Gunner class, you must meet these prerequisites: Dexterity or Wisdom score of 15 or higher, and firearm knowledge(see above)

Class Features

As a Gunner you gain the following class features.

Hit Points

Hit Dice: 1d8 per Gunner level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Gunner level

Proficiencies

Armor: light armor
Weapons: firearms, hand crossbows, light crossbows, heavy crossbows, daggers
Tools: tinker’s tools
Saving Throws: Dexterity, Wisdom
Skills: Choose 2 from perception, sleight of hand, acrobatics, investigation, survival, performance

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

LevelProficiency
Bonus
FeaturesGunfire DamageAmmunition
1st+2Personal Firearm1d62
2nd+2Quick Draw1d63
3rd+2Enhanced Powder1d85
4th+2Ability Score Increase1d86
5th+3Firearm Expertise1d108
6th+3Enhanced Barrel1d109
7th+3Quick Shot1d1211
8th+3Ability Score Increase1d1212
9th+4Enhanced Bullets1d2014
10th+4Point Blank1d2015

Personal Firearm

At level 1, craft a custom made firearm, tailored to your exact desires, looking how you want it, and working how you want it. Once per turn, you can take an action to fire your gun, pick a target within 200 ft., the target takes an amount of damage equal to one roll of your Gunfire Damage die, a shown in the Gunfire Damage column of the Gunner table, and one ammunition, as shown in the Ammunition column of the Gunner table, is expended. You regain 1 expended ammunition at the end of a short rest and two at the end of a long rest. This attack deals piercing damage as a default, but a successful DC 20 tinker’s tools check can change it to any damage type of the Gunner’s choice.

Quick Draw

At 2nd level, you become skilled in drawing your firearm. You can now add your proficiency bonus to initiative rolls when the weapon your will unholster/unsheathe is a firearm, this includes your personal firearm.

At level 5, you can make a Dexterity (sleight of hand) check with a DC equal to your firearm’s weight(use a 10 for your personal firearm, as you have fitted it to your desires perfectly) before initiative rolls are made. On a success, instead of adding your proficiency bonus, you simply have the initiative roll made with advantage.

At 8th level, you automatically succeed that save.

Ability Score Increase

When you reach 4th level, and again at 8th 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.

Enhanced Powder

At level 3, any damage you deal from firearms, including your personal firearm, is considered magical for the sake of overcoming resistances.

Firearm Expertise

At 5th level, your proficiency bonus is doubled for any ability check or attack roll you make with a firearm, including your personal firearm.

Enhanced Barrel

At level 6, the range of firearms, including your personal firearm, doubles when wielded by you.

Quick Shot

At level 7, you learn the best way to pull a trigger and reload. Now, you can can make a Dexterity (sleight of hand) with a DC equal to the weight of your firearm(use a 10 for your personal firearm, as you have fitted it to your desires perfectly) check after you make an attack with a firearm, or use your personal firearm. On a success, you can make another attack with said firearm(or your personal firearm, if that was what you used) as a bonus action.

At level 10, you automatically succeed this check.

Enhanced Bullets

At level 9, attack and damage rolls made for firearms, including your personal firearm(though it has no attack roll being made), are made with advantage.

Point Blank

When you reach level 10, you roll double damage dice when making an attack with a firearm at less than half of your normal range, this includes your personal firearm.

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gollark: And versions.
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gollark: Call them apioform names repeatedly.
gollark: There's also a base32 mode (padded with 8 instead of =) in case base64 proves unfathomably unusable for you.
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