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Homebrew

Gunslinger

*THIS IS A W.I.P CLASS, PARTS OF THIS SHEET MAY CHANGE AT A MOMENT'S NOTICE, BE INACCURATE, OUTDATED, OR OTHERWISE SOME FLAVOUR OF SHIT.*
YOU HAVE BEEN WARNED!!1!!

Not every person wielding a gun is a Gunslinger. Gunslingers are however, the most Foolish, Determined and Skillful of those who wield firearms.

There are 3 types of Gunslingers:

The Tricksters, who are all about showing off thier skill and doing stupid things with firearms in a flashy but impressive manner.

The Nemesis, who focus on utilizing a jack of all trades aproach where they utilize thier equipment, items and tools with a mixture of stealth, defence and sheer oppresive force in combat.

The Captains, who lead thier teams into combat with a focus on balancing thier support options and thier high damage attacks.

Equipment

Gunslingers are known for using a fair share of equipment, this can range from home-made explosives to premium quality tools.

In the stead of Potalurgy, gunslingers often attach devices called Channels to thier firearms. When a gemstone or glass orb infused with a type of Effix or Potalurgic spell, is placed inside a Channel, the spell becomes infused into the Channel. When a switch on the Channel is flipped, the next shot the gunslinger fires will be infused with that type of Potential. The Gemstones and Glass orbs are not destroyed by this process but, do loose thier Potalurgical charge.

Gunslingers utilize a share of items to help them in combat, they often make these items themselves or purchase them from specialised merchants.

hit dice: 1d6
hit points at 1st level: 1d6+ConMod+5
hit points at higher levels: +1d6
armor proficiencies: Leather, Studded and Briggand
weapon proficiencies: Firearms, Shovels, Bladed weaponry, Explosives, Incindiaries and Traps
tools: Firearm Cleaning Kit,
saving throws: Intelligence and depending on the archetype, either CHR, WIS or STR.
skills: Choose 3. +1 in Firearms.
starting equipment:

1 primary firearm of either a: Rifle, Shotgun, Revolver or Hand-held Cannon.


1 secondary firearm of either a: Revolver, Pistol or Crossbow


50 ammunition for both Primary and Secondary weapons.


20 Gold



spellcasting:

Gunplay

Gunplay functions in a 'Chamber' system.
Each Chamber can fit a single Gunplay within it. Which after being used, recharges after a certain number of turns, equal to the number tier it occupies.
There are 6 total chambers (numbered 1-6), which can all have 1, Gunplay within it.
Lower level Gunplay can be placed into higher tier chambers than it's own, but cannot be placed into a lower tier Chamber.
The higher the tier number the more powerful a chamber is, but the longer it takes to recharge.  

Universal Gunplay

These can be used no matter the subclass.

  Double Fucking Rainbow - Prepare a Reaction if a bullet is fired, you Shoot Bullet, Bullet go boom. 1st Chamber.   Fan Hammer - Shoot all the bullets remaining in an equipped firearm as a single attack. 2nd Chamber.   Coin Toss - Flip a Coin into the Air. You may target this Coin or leave it in the air. The Coin will fall to the ground if not shot within the round. The effect and damage added to a Ranged Attack by the Coin will change depending on the Coin used. When targeting the Coin the following numbers are considered Critical Hits: 9, 13, 17, 20 & 23. T he Coin has an AC of 12. Instead of doubling the Coin's Damage, Crits cause the damage to apply to a second target. The damage dealt by a hit Coin targets the nearest Foe to the Shooter. Coins: Copper (+1D4 Necrotic Dmg), Silver (+2D4 Silver Dmg), Electrum (+6 Electrical Dmg), Gold (+3D4 Radiant Damage), Platinum (+5D4 Force Dmg). 1st Chamber.  
Melee
Trenchman's Creed - Attack up to 3 + [Chamber No.] targets each 5ft away from each other, adding your [INT Modifier] to your Damage. Roll once to hit, no matter the number of targets you're attacking. 1st Chamber.   Dig your own grave - Roll 1D10, the resulting number, + [INT Modifier], is added to your melee attack and taken away from your health pool. If the attack is fatal to your target, you take half the damage instead of all of it. 1st Chamber.   Whiplash - Pull an enemy up to 20ft + (your grain Modifier)ft away, 10ft closer to you. Deal [Chamber No.]d4 slashing DMG. 2nd Chamber  

Sub-Class Gunplay

Captain: Mind Games - Psych out enemies that have line of sight with you. Choose 1 of 4 effects: 1. Foes focus on you, 2. Foes become scared of you, 3. Foes get disadvantage on their next Ranged Attack, 4. Foes have their movement reduced by half. This effect applies for [Chamber No.] Turns. 3rd Chamber. On My Mark - Mark [Chamber No.] Enemies   within sight for [Proficiency Bonus]D4+1 rounds. 1st Chamber. Soldier's Jeers - Insult an Opponent. If they have an INT score higher than 7 or speak the same language as you, then they must make an CHR save using your INT score as the CR. If they fail: they begin to Violently Sob and must spend their next action recovering. 2nd Chamber. Show of Comradery - Swap Places with an Ally within 15ft (or 4.5 Meters of you) and heal them for 2D6+(your Proficiency Bonus and Wisdom Modifier). 3rd Chamber. Terminal March - Select an Ally within 30ft (10 Meters). The Next time that ally Hits an enemy for damage, they deal bonus damage equal to 2X the [Chamber No.] Slotted. On your next damage dealing Hit, you deal this same bonus damage. 3rd Chamber.   Fortunate Sons -Shoot an Enemy's Weapon, disabling it's use until they spend an action   fixing/retrieving it. 3rd Chamber.   Cover Drive - Blindly fire 1d4+2 rounds (per equipped firearm) at your opponents in a cone. Roll 1d20 with disadvantage & without modifiers; use your Opponents DEX score, split in half, plus their (original) Dex modifier and proficiency bonus as the CR. If you succeed; roll half the total number of Damage Die for the total number of rounds fired. If an opponent is not hit and has a positive Intelligence modifier, they will seek cover or to be out of line of sight. 4th Chamber. Artillery Flare - Fire a Flare into Air, illuminating a 20 Meter Sphere around it and below it. This Illuminated area is considered Dim Light. Any Creatures afflicted with Charm, Fear, Marked, Obsession or On the Brink are cleared of these status affects when this ability is first used. The light provided lasts for [Chamber No.] Turns. 4th Chamber.     "I Cast Counter Spell" - Shoot a Caster's Magic Projectile at some point while it flies along it's path to it's destination, causing it to detonate and spread its effect in a small area around where it was shot.   Reinforcement - An Ally you select within 30ft (10 meters), gains a Bonus to thier AC equal to your Proficiency Bonus. This effect does not Stack and can only be performed on one creature at a Time. 4th Chamber. Emergency Aid - Heal an Ally within your Move speed distance for (Your Proficiency Bonus)D8+(Chamber Number). Performing this moves you directly next to or behind the receiver. For the next (You Proficiency Bonus) Turns, you become Marked and all creatures have Advantage on Hitting you. 5th Chamber. Rally The Troops - Perform an Action worthy of Commendation. Roll 1D20, see results from the Table.   3rd Chamber. Strangle Thorn - Inflict Bleed (2d4/3R) on up to 4 enemies. 2nd Chamber.   Razor's Embrace - Buff an Ally within 30ft (10 Meters). This chosen Ally reflects the smallest single Die of Damage their attacker can inflict. This activates whether the attack is successful or not. Reflected damage always hits. This effect lasts for (Chamber No.) Rounds. 2nd Chamber.   Necessary Sacrifices - Mark an Ally for 3 Turns. Marked Ally gains 2 AC and 3 BR. 3rd Chamber.   . .   Gambler: (Cowboy & Music References) Slinger's Song - Flip (Proficiency No.) Coins into the Air for 1 Round of combat (typing of your choice).   Shooting a projectile off of it, will imbue it with the coin's effect. Coin Toss is not needed to use this ability. (3rd Chamber)   Velocity Won - Shoot a Ricocheting shot that bounces 3 times around corners, past objects, into & off of other enemies. (1st Chamber)   Mortar Waltz - Can be used as a reaction. Punch a non-magic projectile that is at least 5ft in front of you, making it an explosive. This Projectile can be from Yourself, an Ally or an Opponent. (   Gunfire Lullaby - Shoot all the Bullets remaining in held firearms. (   Fortunate Sons - Shoot an Enemy's Weapon, disabling it until they spend an action fixing it. (   Bad Moon Rising - Detect all Hidden Enemies in an area, detect nearby traps & potential hazards, gain advantage against enemy attacks for your next 3 turns. (   "I Cast Counter Spell" - Shoot an Caster's Magic Projectile at some point while it flies along it's path to it's destination, causing it to detonate and spread its effect in a small area around where it was shot. (   Fit as a Fiddle - Quaff down a Draft of Liquor and heal all minor DOT effects, mental afflictions & minor diseases. Gain the Drunk affliction. ( Doc's Holliday - Imbibe in some premium liquor to heal (Level) Health Die. Gain the Drunk Affliction. (   Desperado - Killing an Enemy with this Adds a   Desperado Stack. For each Stack of Desperado, you deal an extra 1d6 damage with Desperado. This resets after a Short or Long Rest. (   Lights Out - When Killing an Enemy with this Move, all other Gunplay refresh. Half of your Total Spell Slot are also restored. (   Tip My Hat to You, - Help an Ally as a Half Action, letting them perform a bonus action, free action or reaction on your turn. Restores those if they've already been used. (   Panic Betrayer -   . .   Nemesis: (Quotes and whatever else) Cascade - Spread Status effects among enemies Size has no Intrinsic Merit - Creatures one or more size catagory larger than you are brought   to their knees (knocked prone), take bonus damage from this attack and can be grappled with a Strength Check. Ready to Die - If Feared: Clear it. Deal back half the damage that you would take. Roll a Con Save when you would be knocked out, succeeding leaves you with 1 HP. Lasts for 4 turns. Landsick - Break Enemy Gaurd, deal damage = to your AC + BR + Strength Modifier, hit all enemies in front of you in a cone. Move forward 2 Meters. Ignore any floor hazards in your path for the current turn. Hit the enemy like a Flood of Water Bad Moon Rising - Detect all Hidden Enemies in an area, detect nearby traps & potential hazards, gain advantage against enemy attacks for your next 3 turns. End of The Line - Killing an Enemy with this ability refreshes your Bonus Action and Half Actions. House of The Falling Sun - Throw a Bottle of Whiskey or an Explosive Throwable and shoot it to make it explode. (Does not consume bottle) Copper Head Street - Inflict a grievous wound   upon your target, imbedding an object within them. They cannot be healed whilst this item is embedded within them. Removing the item can be done as an Action. Right As Rain - Take 1-4 (Class HP Die) Damage. Choose an Ally within 10 Meters. This Ally is healed for Half the Damage you take.   Razor's Embrace - Buffed Ally reflects the smallest Die of Damage onto their attacker, when damage is dealt to them.   Punk Tactics - Unarmed Melee attacks deal (Proficiency + Double your STR Bonus) Damage, pushing Hit Creatures backwards double the amount. Creatures hit are Muted for 3 Rounds. This effect lasts for (Proficiency Bonus) Rounds.   S.O.B - Magnetise a metal object you can touch. This object now attracts all metal you are not in contact with that is within 9 meters of it.   1922 Blues -   The Great Chain - Select 2 opponents, both are inflicted with [shattered] (losing 3 BR & 4 DT).They are also 'tied' together unable to move farther from each other than they were when this was activated.   Unnamed Gunplay - Challenge 1 Opponent with a Braizen Taunt. The Challenged must make an INT save, using your STR as the CR. If they are of any Lawful Allignment they Automatically fail this role. If the Challenged succeeds this save, the rest of this Gunplay's effects do not occur. Both the Challenged and Challenger recieve the Marked Debuff for Duration. Roll [Chamber No.] D4, The Challenged and Challenger take the resulting number less damage from all sources, aside from each other. If The Challenged or Challenger attack any creature other than each other, they become Stunned for [Chamber No.] Turns and all other effects of this Gunplay immediately end.
class features:

subclass options:

Captain

 

Trickster

 

Nemesis

LevelXPAbilitiesGrit at level
10
2300
3900
42,700
56,500
6
7
8
9
10

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