
At 14th level, you get headshots on 9-10.Īt 13th level, whenever an enemy hits you with an attack, you gain +1 AC until the end of your next turn. If you already had rolled a critical hit, then add another die to the damage, as if you triple-critted. If you roll a 10, if your attack roll hits, you get a guaranteed critical hit. Starting at 11th level, each time you make an attack, roll a d10. double tap), you must use Warhead twice for both shots to deal elemental damage.Īt 9th level, 1/4 your level + your Intellect modifier times per day, if you fail an attack roll, you can reroll it, adding your Intellect modifier to the roll. Upon gaining 5th level you get the good shit.Īt 5th level, you choose a Path of the Gunslinger Archetype, which are featured at the bottom of this page.īeginning at 6th level, 1/2 your level + your Intellect modifier times per day, before you attack a target you may choose any element from the following list for your attack to do, for that turn: acid, fire, cold, necrotic, radiant, lightning, psychic, force. As normal, you can't increase an ability score above 20 using this feature. 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.

Starting at 3rd level, reloading your firearm only costs a bonus action, instead of a regular action. At 7th level, this is increased to 2x damage. When you do, your next regular shot against a target deals 1.5x damage. (only one damage/attack roll, multiplied by 2)īeginning at 2nd level, 1/2 your level + your Intellect modifier times per day, you can choose to go last in the initiative roll for one round. Instead of firing three bullets, if an enemy is within 5 feet of you, you can instead fire directly into them, dealing double damage. In the regular range of Snipers, you have advantage on attack rolls, and no longer get disadvantage in the long range. You can dual wield Revolvers with no downsides. At 11th level, you can choose another one. Spells and Whatnot Firearm Mastery Īt 1st level, you choose one of the following firearm masteries. ( a) A firearm of your choice & a dagger.You start with the following equipment, in addition to the equipment granted by your background: Skills: Choose 2 from Deception, Intimidation, Investigation, Perception, or Sleight of Hand. Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Gunslinger level after 1st Hit Points at 1st Level: 10 + Constitution modifier "I reckon y'all are gonna be six feet under, when I'm done with ya." Requirements Īs a Gunslinger you gain the following class features. Third, choose a firearm, a simple weapon like a shortsword, and a gaming set. Second, choose either the Folk Hero or Soldier background, depending on which would fit your character more. First, make your highest stat Dexterity, followed by Intellect. You can make a Gunslinger quickly by following these suggestions. Wherever they're a sniper hundreds of feet away, or a vigilante 10 feet away, they're a deadly force for all enemies to fear.Īs a Gunslinger, your damage relies on you staying just behind the front lines, or even in the very far back, taking down key targets from afar with your mastery of both firearms, and a bit of magic. They use innate magic to improve their damage output, either directly or indirectly, actively or passively.

5E HOMEBREW CLASSES WIKI PROFESSIONAL
Arfiscal Avis, Professional Gunslinger Bounty Hunter.Ī gunslinger is a class that is like the lovechild between an archer, and a wizard. Although the game's next incarnation One D&D is set for release in 2024, a focus on backward compatibility ensures that players will be able to utilize their favorite homebrew 5e classes for years to come."When a bow ain't strong enough, and magic takes too long, an' some big ol' ogre's comin' to kill y'dead, you'd reckon you're dead as a doornail.

From brawny spellcasters to intelligent physical classes, the best homebrew classes can explore unusual ideas without breaking the balance of the game. The best DnD 5e homebrew classes lean into ideas that official material doesn't properly explore, allowing players looking for a different approach from the usual classes to fulfil their fantasies. With the release of the game's fifth edition in 2014, fans have more tools than ever to develop their own unique classes and skills with the games' mechanics. In some cases, in a more colloquial sense, it usually signifies a fanmade class or realm. Homebrew classes are creations developed specifically for DnD that did not come from one of the official rulebooks published by Wizards of the Coast. Dungeons & Dragons 5e has a strong array of classes in the official material, but some of the best classes in the game are homebrew.
