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Gunners: A New Age of Combat

A
ravaging band of gnolls chase a group of In a terrified desert town, two riders clad in black slowly
helpless children through the winding streets of approach each other under the blazing sun. They calmly eye
the city they've begun to raid, the slavering each other, fingers slowly undulating over the sides of their
maws panting hard and emitting the most hips. A bell chimes twelve in the distance, ringing out across
blood-curdling of hysterical laughter; the boys the wastes to signal the death of one of these strangers. As
and girls seem to be running in vain, their fates the sound died, the more skilled and confident of the two
destined to wind up between the gnashing teeth brought from his belt a silvered, exotic weapon, which spits
of the vile barbarous invaders. As the kids round a blind fire and metal and brings death; surely, the battle was over
corner, a wild-faced woman that's busily setting up some before it begun. However, his opponent was cunning, and
contraption yells for them to run to her. Running to safety before he brought the weapon level to his eyes, a crack akin
behind the lady, they watch in awe as she assembles the last to lighting split the air, and in the blink of an eye he was
of the machine, which roars to life as it shoots fiery clutching his hand in agony, a precise hole in the center of his
projectiles towards the approaching gnolls, mowing them palm. A few seconds later, a new hole sprung from his head,
down like wheat to the scythe. In mere seconds, they lay dead placed by the cheating opponent who had an ally from afar.
on the street, bleeding from many holes.
Upon the high seas, sahuagin pirates board a merchant Fighters of the Future
vessel, expecting little resistance and many a pitiful begging The miracles of engineering and the horrors of warfare have
as their tridents and daggers cleave through the flesh of the joined hand-in-hand many times over the course of history,
sailors. Instead, they find five proud-looking warriors and now it introduces its newest offspring: firearms, most
emerging from below decks, their slender swords already oftenly referred by the name given to them by the dwarven
flashing outwards towards the noon sun. The poor sahaugin smiths that first crafted them, "guns". These weapons have
soon realize their mistake, as one by one their flesh is rent been coveted and hoarded by kingdoms and empires all
and torn; not just by the blade, but so too by mysterious throughout the world, as everyone wishes to possess the
devices being carried by the sailors - small, ornate tubes with mightiest army to instill terror and respect amongst enemies
weird mechancical parts sticking out, belching fire, smoke, and allies alike. Those in such armies to use the weapons, or
and thunder in a way that could disintigrate one's head with those fortunate enough to acquire one on what wealth or luck
horrifying ease.
in quick succession. And others prefer to use their guns for
flashier, more dramatic situations, making trick shots to
The Gunner
perform feats of skill or to discourage their enemies from
attacking out of sheer awe.
Proficiency Marksman
Level Bonus Features Charges Creating a Gunner
1st +2 Gun Specialty, Marksman 2 Unfortunately, not many traditional campaign settings involve
2nd +2 Marksman Abilities 4 gun usage, and in some the concept of a gun might be
considered nothing more than a legend or myth. As such, the
3rd +2 Minor Magics 6 most important thing to consider when creating your gunner
4th +2 Ability Score Increase 8 is answering the question of how your character came across
5th +3 Quickened Reload 10 their weapon. Mayhaps a traveling band of warforged smiths,
skilled in the art of advanced mechanics, had passed through
6th +3 Gun Specialty Feature 12 town and you managed to buy one of the firearms they had on
7th +3 — 14 hand. Or maybe you are a retired gunman from an elite royal
force - one of the few organizations that can afford to acquire
8th +3 Heightened Senses, Ability
Score Increase
16 guns - and you've kept your weapon as an old momento.
9th +4 — 18 Quickbuild
10th +4 Better Bullets, Second 20 You can make a gunner quickly by following these suggest-

Wind -ions. First, Intelligence should be your highest ability score,


11th +4 — 22
followed by Dexterity. Second, make a background choice
best suited for your subclass: the Soldier background is great
12th +4 Ability Score Increase, Gun 24 as a general catch-all for gunners, but the Sailor background
Specialty Feature might be more suited for those wishing to play as a buckane-

13th +5 — 26 -er coming back from the high seas, the Charlatan
background for those wanting to play a duelist with a check-

14th +5 Bigger Gun 28 -ered history across the land, Criminal for those wanting to
15th +5 — 30 play a sharpshooter who's had a past as an assassin-for-hire,
16th +5 Ability Score Increase 32 or the Folk Hero background for a gattler who helped to
single-handedly protect a town or three with their impressive
17th +6 Gun Specialty Feature 34 firepower.
18th +6 — 36

19th +6 Ability Score Increase 38


20th +6 Master Marksman 40 Class Features
As a gunner, you gain the following class features.
Hit Points
Hit Dice: 1d8 per gunner level
they possess, are referred to as gunners, and the knowledge Hit Points at 1st Level: 8 + your Constitution modifier
required to wield such impressive weapons with such profi-
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
-ciency is awe-inspiring, and those who come across the modifier
gunner desire to make a strong and reliable ally and fear to
make a terrifying and destructive foe. Proficiencies
Armor: Light armor
Same Tool, Different Styles Weapons: Simple weapons, guns (varies depending on
subclass)
While guns have only been around for a few decades, they've Tools: one artisan tool of your choice, disguise kits, and one
already become reknowned for the unique technique musical instrument of your choice
required in operating them in battle; indeed, some new
breeds of guns have been created by skilled tinkerers, each Saving Throws: Dexterity, Intelligence
with its own practical purposes and desired opponents. The Skills: Choose two from Acrobatics, Intimidation,
standard outline of a gun is pretty simple - a wooden body Perception, Performance, or Survival
with a metal tube fitted within, all connected together with Equipment
bolts and rivets; within the tube rests small projectiles which You start with the following equipment, in addition to the
are fired with high velocity towards the intended target. equipment granted by your background:
Where each gun differs most, however, is with how it is used.
Some individuals employ the weapons in tandem with The gun that your subclass is proficient with
traditional warfare, combining the use of guns with swords to (a) two daggers or (b) two simple weapons
blast and slash their way through combat. Others have (a) a dungeoneer's pack, or (b) an explorer's pack
specialized guns, marvels of engineering that can either hit A set of fine clothes, one momento tied to your past as a
targets from long distances or wiping out multiple assailants gunner, and leather armor.
Gun Specialty
At 1st level, you determine the style of gun that you prefer to
fight with; your choice grants you features starting at 1st level,
and again at 6th, 12th, and 17th level. Choose from the
following gun specialties: the buccaneer, the oldest type of
gunner that can trace its origins to the pirates of the high
seas; the duelist, who carries a pair of specialized smaller
guns and are renown for their quick draws; the gatler, a
terrifying war machine with a monstrous gun to boot; and the
sniper, a skilled marksman that attacks from great distances.
Marksman
Also at 1st level, you are capable of honing your focus

to fire your weapon with deadly accuracy. As a bonus ac-

-tion, you expend one marksman charge to have the next


attack with your gun deal an additional amount of damage
equal to your Intelligence modifier (minimum +1). You

must attack on either the same turn or the next turn that

you expend the charge; otherwise, the marksman charge is


wasted.
Alternatively, you can expend a marksman charge to give a
+1 bonus to an attack roll made with your gun; this can be
stacked to a maximum of a +3 bonus, and you must expend
the necessary marksman charges prior to making the

attack roll.
Marksman Charges
You have a set number of marksman charges that you start
with after completing a long rest. These charges are used by
your Marksman feature, as well as to fuel any and all
Marksman Feats that you have once you reach 3rd level. To
help determine how many charges you should have at your
level, refer to the gunner class table.
Marksman Abilities
When you reach 2nd level, you've handled your gun for long
enough to know how to perform feats of skill and wonder
with it. Such feats, referred to as marksman abilities, can be
used at specific times and require a certain amount of
marksman charges to function. Below are a variety of
marksman abilities that you are capable of performing,
provided that you have the required amount of marksman
charges to expend.
If a marksman ability requires a saving throw, the save

DC is equal to 10 + your Intelligence modifier + your profi-


-ciency bonus.

Marksman Ability: Crippling Shot


Charges Required: 1
Casting Time: 1 action
You shoot at one of the targeted creature's legs, forcing it to
make a Dexterity saving throw. On a failed save, the creature
takes 1d4 piercing damage and has its movement speed
halved for two rounds.
Marksman Ability: Curving Shot
Charges Required: 4
Casting Time: 1 action
Making quick mental calculations and taking careful aim, The next shot that you make against a creature only deals
you're able to target a creature within range that is either (a) half damage on a successful hit. However, if there is one
behind full cover, or (b) is no more than 5 feet behind a other creature within 5 feet of it, it also takes half damage as
corner that you can't see past. You must be aware that the the bullet ricochets off of the original creature and strikes the
creature is where it is to be able to make the attack. new creature; you do not need to make an attack roll for the
ricochet.
Marksman Ability: Demoralizing Shot Marksman Ability: Tracking Shot
Charges Required: 4 Charges Required: 1
Casting Time: 1 bonus action Casting Time: 1 action
On the next successful hit made with your gun within 1 min-
You load your chamber with a unique bullet, and fire it the
-ute, the attacked creature must make a Charisma saving intended target, forcing the creature to make a Consti-

throw. On a failed save, the creature becomes frightened by -tution saving throw. On a failed save, the creature takes 1
you and any creature friendly to you for a number of rounds piercing damage, and for one hour it leaves behind a small
equal to your Intelligence modifier (minimum one round). trail of blood that gives creatures advantage on Intelligence
The creature can make the saving throw at the end of each (Investigation) checks for finding the creature.
of its turns, ending the condition on a successful save.

Marksman Ability: Interfering Shot


Minor Magics
Charges Required: 3 Beginning at 3rd level, you've learned enough about magic on
Casting Time: 1 reaction, which you take in response to your travels to know how to apply them to your gun, making it
seeing a creature that you can see within 30 feet of you a little more formidable of a weapon. Over the course of a
being targeted by a ranged weapon attack. short rest, you can spend the time engraving a set of runes
around the barrel of your gun; you can also spend a short rest
You attempt to interfere with a creature's ranged attack. completely removing the current set of runes from your gun,
Lining your gun up with the projectile's path, you make a DC or replacing the curent set of runes with a new set.
15 Intelligence check; on a successful check, you succeed in Once the short rest is complete and the runes have been
knocking the projectile out of the air, preventing the attack applied, the weapon now deals an additional 1d4 damage of
from dealing damage to the intended creature. your choice on a hit: cold, fire, lightning, poison, necrotic,
psychic, or thunder. If you make a critical hit with your gun
Marksman Ability: Knockout Shot while it has runes applied to it, an additional effect occurs
Charges Required: 2 depending on what damage type you chose; if an effect
Casting Time: 1 action requires a saving throw, the DC is equal to 8 + your
proficiency bonus + your Intelligence modifier:
You place a unique bullet into the chamber of your gun, firing
it at an enemy you wish to incapacitate without harming it. Cold: the bullet lodges itself deep within the attacked
The creature must make a Constitution saving throw, falling creature and begins to release vast amounts of radiating
unconcious for one minute on a failed save or gaining three magics through the creature's body. The creature becomes
points of exhaustion for one minute on a success. petrified as it is frozen solid. The condition can be
A creature that is knocked out can make a Constitution removed with the spells greater restoration or remove
saving throw at the start of its turns after one round of being curse, or by placing the creature in front of a fire for a long
unconcious; on a successful save, the creature regains rest.
conciousness. Fire: the bullet bounces off of the attacked creature,
dealing no damage like it usually would. Instead, it
randomly lands 5 feet away from the creature, then
Marksman Ability: Overheat detonates in a fiery blossom. All creatures in a 10-foot
Charges Required: 2 radius of the bullet must make a Dexterity saving throw,
Casting Time: 1 bonus action taking 6d4 fire damage on a failed save, or half as much
You mildly overload your gun, causing it to heat up to the on a success. Any flammable objects not being worn or
maximum that can be considered "safe". If you successfully carried within the area of effect become ignited by this
hit a creature within the next two rounds, it takes an effect.
additional 3d4 fire damage from the super-heated bullet; Force: a d100 is rolled on the Wild Magic table and the
otherwise, this ability is wasted and the marksman charge is resulting effect is applied to the attacked creature.
used up. Lightning: the bullet overloads with electricity, requiring
Overheating your weapon has its own risks. After firing the attacked creature to make a Constitution saving
your weapon when it has overheated, it is unable to be fired throw; the creature takes 3d4 lightning damage and is
again until you spend a full turn mildly tweaking the gun to stunned until the start of its next turn on a failed save, or
get it to work again. half as much damage and nothing else on a success. If the
creature fails by 5 or more, a bolt of electricity arcs to a
random creature within 5 feet of the attacked creature,
Marksman Ability: Ricochet requiring the new creature to also make a saving throw.
Charges Required: 2
Casting Time: 1 bonus action
Psychic: the bullet wracks the mind of the creature, and it
must make a Wisdom saving throw, taking 2d4 psychic
damage on a failed save or half as much on a success. On
a d100 roll of 1-50, the creature is frightened by you, for
30 seconds on a failed save or until the start of your next
turn on a success; on a d100 roll of 51-100, the creature is
charmed by you, fighting for you and your allies for 30
seconds on a failed save or until the start of your next turn
on a success.
Thunder: the bullet explodes into a sonic boom, and all
creatures within a 20-foot-radius sphere must make a
Constitution saving throw, taking 3d6 thunder damage on
a failed save or half as much on a success. Additionally, a
creature that failed its save is deafened until the end of
your next turn, or incapacitated if it failed by 5 or more.
Objects within 45 feet of the attacked creature may be
destroyedv or damaged as if by the shatter spell, at the
DM's discretion.
Ability Score Increase
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.
Using the optional feats rule, you can forgo taking this
feature to take a feat of your choice instead.
Quickened Reload
Beginning at 5th level, you're capable of reloading your gun
using a bonus action rather than your full turn.
Heightened Senses
Beginning at 8th level, the time that you've spent with your
weapon has honed your various senses to a razor edge.
Choose two of the following permanent effects to be applied
to you:
You gain a bonus to your initiative equal to your
Necrotic: the bullet begins to sap away the stamina of the Intelligence modifier (minimum +1)
attacked creature, forcing it to make a Consitution saving You add double your proficiency bonus to Wisdom
throw, taking 1d12 necrotic damage on a failed save or (Perception) and Intelligence (Investigation) checks that
half as much on a success. Additionally, on a failed save, are based off of sight.
its movement speed is reduced by 10 feet, and its Surprise and sneak attacks against you suffer
Strength and Dexterity scores are both lowered by 2 for disadvantage.
one minute. This effect can stack up to three times on one You are able to see in lightly obscurred areas as if they are
creature. unobscurred, and in heavily obscurred areas (except areas
Poison: right after the bullet strikes the creature, it in darkness) as if they are lightly obscurred.
shatters in a cloud of noxious gas. The creature takes only You can use your reaction to attack a creature within 30
half as much weapon damage as it usually would, but it feet of you that comes into your line of sight for the first
and all creatures within a 15-foot-radius sphere of it must time.
make a Constitution saving throw. If a creature fails its
saving throw, it takes 2d4 poison and has the poisoned Alternatively, you can choose to forgo these bonuses and
condition applied to it for one minute, or until it succeeds instead gain the ability to attack an additional time on your
another Constitution saving throw at the start of its turn; turn.
while poisoned in this manner, a creature will take 1d4
poison damage at the start of its turn. If a creature Better Bullets
succeeds its saving throw, it only takes half poison At 10th level, the piercing damage of your gun increases by
damage initially, and nothing more. the next die value. For example, a gatling gun would change
from 1d6 piercing damage to 1d8 piercing damage, while the
flintlock would increase to 2d6 piercing damage, and so on.

Second Wind
Also at 10th level, you are capable of partially reinvigorating Blunderbuss Statistics
yourself to keep up your marksmanship. Once per long rest, Cost: 15 gp
you may use your bonus action to regain 1d4 marksman Weight: 5 lb.
charges. The amount of marksman charges regained Range: see "Special Property"
increases by 1d4 at 13th (2d4) and 18th (3d4) level. Damage: 1d6 piercing, plus 1d4 fire
Properties: Ammunition, Heavy, Loading,
Bigger Gun Special
At 14th level, you are able to tweak your gun so that it can Special Property: You add your Intelligence modifier
carry more ammunition. The bullet capacity of your gun is to attack and damage rolls made by this weapon.
now doubled what it was before. The gun deals damage in a 10-foot-wide cone;
creatures within 5 feet are attacked as normal,
Master Marksman while creatures no more than 10 feet away are
attacked with disadvantage. The blunderbuss can
When you've reached 20th level, you have reached the peak of fire one piece of ammunition before needing to be
your gun-toting abilities. Your critical hit range when using reloaded, which requires a full turn to accomplish;
your gun is 19-20. Additionally, as long as the creature isn't while typically requiring pellet-like bullets, if you
wearing heavy armor, you have advantage on attack rolls instead insert a small bladed into the blunderbuss
made against the creature. as its ammunition, the blunderbuss deals slashing

damage instead of piercing damage.

When the blunderbuss is fired, all creatures


within 5 feet of you must make a DC 17
Constitution saving throw, taking 1d4 thunder
Gun Specialty damage and becoming deafened until the start of
your next turn on a failed save, or only half as much
Guns come in a variety of flavors, as do the people who use damage on a success.
them and perfect their craft. Will you be a heavy hitter, or will
you be quick and agile? Will you be up close and personal
with your enemies, or taking them out from a great distance
away? It is time to make your mark on the world, fearless

adventurer. Choose from the following subclasses: buckaneer,

duelist, gatler, or sniper.


of your starting equipment. Additionally, you ignore difficult
Gun Specialty: Buccaneer terrain caused by either water, strong winds, or clutter made
by ropes or fabric, and you don't have disadvantage made
Wild and free, buccaneers are a wild card among the gunslin-
with rapiers or scimitars while underwater.
-ging community, showing an aptitude of wielding melee
weaponry along with a destructive firearm that can rend foes Fighting Dirty
in close quarters to shreds. The buccaneer was once a At 6th level, you've picked up a few moves to employ in com-

profession found solely amongst sea-faring pirates, as the -bat that would usually be considered cheap or dishonoable, if
fighting style proved efficent at disrupting the organization of it wasn't for the fact you don't care. Such a move is referred
a merchant ship's guards; however, the gunwielding method to as a Dirty Trick, and it is common for a well-skilled bucca-

was slowly passed on throughout the world as sailors retired -neer to have a few of these moves under their belt in case a
to lives on shore. fight starts turning against their favor. You learn one Dirty
Trick from the following list; you can learn more Dirty Tricks
The Blunderbuss at higher levels, learning one additional Dirty Trick when you
When you choose this gun specialty at 1st level, you become reach 9th (2), 13th (3), and 18th (4) level. If a Dirty Trick
proficient with wielding the blunderbuss gun, and you add a requires a saving throw, the save DC is equal to 10 + your
blunderbuss to your starting equipment. Despite the fact the Intelligence modifier + your proficiency bonus.
blunderbuss has the Heavy property, Small creatures are still
able to handle, eqiup, and carry the weapon as long as they Dirty Trick: Cheap Hit. As an action, you make a quick
are proficient with it. kick or jab at a sensitive spot on a creature within melee
The blunderbuss's typical range of attack doesn't apply range, and it must make a Constitution saving throw to
when you use a Marksman Ability that specifically targets a prevent being paralyzed for one round.
single creature or object, such as Cripple or Interfering Shot; Dirty Trick: Discombobulate. You use your bonus action
in these cases, the gun has a range of 15/30 feet. to fill up your gun with a decent amount of powder and
fire your blunderbuss, releasing a brilliant flash of light
High Seas Fighting and crack of sound, forcing all creatures within 5 feet of
Also at 1st level, you have become accustomed to the high you to make a Constitution saving throw. On a failed save,
seas fighting style that the buccaneers of old had mastered. a creature takes 2 radiant damage and 2 thunder damage,
You become proficient with wielding scimitars and rapiers, and becomes blinded and deafened until the end of your
and you can choose to have either a rapier or scimitar as part next turn; on a successful save, a creature only takes half
damage and suffers no other effect.
Dirty Trick: Feign Defeat. As a reaction to a creature

making an attack against you, you force yourself to look


pitiful and trick the creature into thinking you're giving up,
forcing it to make a Wisdom saving throw. On a failed
save, the creature becomes merciful towards you, and any
attack it makes against you suffers disadvantage. Attacks
by the creature against you continue to suffer disadvan-

-tage until you make an attack, at which point this effect


ends; you can attack the tricked creature with advantage
during this time.
Dirty Trick: I Have the High Ground. You use your main
action to move 15 feet straight towards a creature, forcing
it to make a Dexterity saving throw as you jump into the
air. On a failed save, the creature takes 1d8 bludgeoning
damage as you launch yourself into the air using its body
almost like a springboard, landing onto a surface no more
than 10 feet higher than the creature; on a successful
save, the creature takes half damage and you land within 5
feet of it, making a DC 15 Dexterity saving throw to pre-

-vent yourself from falling prone.


Dirty Trick: Nose Crack. Using your bonus action, you
quickly bring your forehead into the snout of another
creature, forcing it to make a Constitution saving throw.
On a failed save, the creature takes 1d6 bludgeoning
damage and suffers from one point of exhaustion as it
becomes wracked with pain from its broken nose bones. It
can repeat its saving throw at the start of each of its turns,
ending this effect on a successful save.
Dirty Trick: Scare Tactics. On your turn, you can use
your bonus action to slash a part of your body, taking 1
slashing damage, and you begin laughing maniacally,
sounding as if you are on the brink of insanity. For the next
round, attacks against you suffer disadvantage, and you
can use your reaction to force a creature that just attacked
you to make a Wisdom saving throw. On a a failed save, a
creature takes 1d4 psychic damage and becomes
frightened by you until the end of its next turn.
Dirty Trick: Taunt. As a reaction to a creature attacking
one of your allies, you quickly jeer at it, choosing a phrase
that hopefully is scathing enough on a personal level and
forcing it to make a Wisdom saving throw. On a failed Scourge of the High Seas
save, the attack automatically fails and the attacked Starting at 17th level, you've learned how to perfectly strike
creature takes 1d6 psychic damage. On a success, the fear into the hearts of those around you like a true buckaneer,
creature instead just suffers disadvantage on attack rolls it and you give off the presence like a pirate lord of old. Any
makes until its next successful attack within the next creature of your choice that comes within 10 feet of you must
minute. make a Charisma saving throw equal to 10 + your Intelligen-

Dirty Trick: Trip Up. As a reaction to a creature moving -ce modifier + your proficiency bonus. On a failed save, the
within 5 feet of you, you turn and stick your leg out, for-
creature takes 2d6 psychic damage and becomes frightened
-cing the creature to make a Dexterity saving throw. On a by you for one minute.
failed save, the creature falls prone, takes 1d6 bludgeon-
Additionally, you can secure passage via water travel
-ing damage from the fall, and is stunned until the start of without any problem, and you have advantage on attacks
your next turn. made while on a boat or ship out on the water.

Boomstick Gun Speciality: Duelist


Beginning when you reach 12th level, your blunderbuss's Duelists are a suave category of gunners. The style of fighting
area of damage increases to become a 20-foot-wide cone, that they have learned evolved from the more civilized parts
with creatures within 10 feet being attacked as normal and of the world, from sprawling country towns to the depths of
those no more than 20 feet away being attacked with disad-
large cities. Their special revolvers, while small in size when
-vantage. Additionally, the area of effect for creatures to make compared to their bulkier counterparts such as the gatling
a Consitutiton saving throw increases to 10 feet, and the fire guns. are perfect for combat between buildings and on the
and thunder damage dealt by the blunderbuss is doubled. streets, easily maneuverable around corners to ambush foes
and capable of performing remarkable feats of precision.
-ceed a Wisdom saving throw equal to 10 + your proficiency
Pair o' Revolvers bonus + your Intelligence modifier. On a failed save, a crea-

When you choose this gun specialty at 1st level, you become -ture loses the bravery to continue fighting you or your allies,
proficient with wielding the revolver, and you add two revol-
giving up and refusing to continue fighting unless one of its
-vers to your starting equipment. allies succeeds a Charisma (Intimidation) or Charisma (Per-


-suasion) check on the pacified creature; the DC for the check
is equal to the Wisdom save DC.
Once you use this ability, you cannot do so again until you
Revolver Statistics complete a short or long rest.
Cost: 10 gp
Weight: 2 lb. Legendary Shooter
Range: 30/60 Beginning when you reach 17th level, the stories of your esca-

Damage: 1d4 piercing damage -pades within the civilized reaches of the world have spread
Properties: Ammunition, Light, Special far and wide, making you a renowned duelist with some
Special Property: You add your Intelligence modifier weight behind your name. You are considered proficient in
to attack and damage rolls made by this weapon. the Charisma (Intimidation) and Charisma (Persuasion)
The revolver uses ammunition that is stored inside skills; if you were already proficient, you instead add double
a specialized canister; each canister can expend 6 your Charisma modifier to these skills.
dice worth of damage before needing to be Additionally, creatures are less likely to start a fight if they
changed out with a new canister, which requires a know you're going to be a part of it. At the beginning of an
full turn to accomplish. You can use your bonus encounter, roll a d100 for each hostile creature that can see
action to attack with the revolver, adding your you, adding your Charisma modifier to the final roll. On rolls
typical bonuses to the attack and damage rolls. of 95-100, that creature immediately surrenders and is no
longer an active part of the encounter.

Gun Specialty: Gatler


You've decided to adopt the use of the dreaded gattling gun, a
Effortless Shots terrifying machine that is capable of rapidly firing multiple
Also at 1st level, you are skilled in the art of dueling, taking bullets, whether all concentrated on one individual or with a
less effort to perform feats of strength with your gun. When group. However, the gatling gun possesses one drawback in
you use a Marksman Ability, you can decrease the number of that its internal mechanisms, experimental in design, can
marksman charges required for the ability by 1 as long as the accidentally become jammed should the gun become over-

targeted creature is within 30 feet of you. -loaded by firing too many bullets all at once.
You can use this feature a number of times per long rest
equal to your Intelligence modifier (minimum once). The Gatling Gun
When you choose this gun specialty at 1st level, you add a
Firing First gattling gun to your starting equipment. Despite the fact that
When you reach 6th level, your skills as a duelist becomes this gun has the Heavy property, Small creatures are still able
more apparents as you're able to beat your enemies to the to handle, equip, and carry the weapon as long as they are
punch. As a reaction to a creature within range attacking you proficient with it.
or another creature, you make a single attack with your revol-

-ver against the attacking creature. If your attack hits, the Living Turret
creature takes damage as normal and its own attack automat-
Also at 1st level, you are capable of hunkering down and
-ically fails. dealing vast amounts of damage to oncoming enemies. On
You can use this ability once per short or long rest. When your turn, you may expend one marksman charge to enter a
you reach 11th level, this feature instead gains a recharge of Living Turret state. While your Living Turret state is active,
6, rather than requiring a rest. your movement speed is reduced to 0, your gun deals twice
the amount of dice worth of damage, and you can split up the
Shootout damage dealt; for example, if your gun is dealing 4d4
At 12th level, your trigger finger has quickened to the point damage, you can choose up to 4 creatures to take one dice
where you can unload a volley of bullets to terrify your worth of damage each, or if there are two creatures, you can
enemies. On your turn, if each of your revolvers has a full choose one to take one dice worth of damage and the other
canister, you can use your full turn to unload all of the bullets take 3.
within both revolvers to start a shootout, firing in a 30-foot- While in this state, you are maintaining concentration, for
wide cone in front of you. When you do this, you cannot tar-
up to a five rounds. The save DC for maintaing concentration
-get specific creatures, and instead the DM targets a random is always 15, and you can add your Intelligence modifier
creature or object for each bullet to hit; if you wish to target a (minimum 1) and proficiency bonus to these saves. You do
specific creature, you must succeed a DC 16 Intelligence not need to make a save if you reload your gun while the
check. Living Turret state is active.
When you use this ability, any creature within the cone
suffers disadvantage on saving throws against being frighten-

-ed for a number of rounds equal to your Intelligence modifier


(minimum one round), and any creature that is hit must suc-
You may use this feature a number of times per long rest
equal to your Intelligence modifier (minimum once). When
Gatling Gun Statistics you reach 11th level, this feature instead has a cooldown of
Cost: 20 gp one minute.
Weight: 10 lb
Range: 30/120 Break Through the Front Line
Damage: 1d4 piercing Starting at 6th level, you are now able to deal 5d4 damage
Properties: Ammunition, Heavy, Special, Two- with your gattling gun, with a jamming save DC of 20. Addi-

Handed -tionally, while your Living Turret state is active, you have a
Special Property: You add your Intelligence modifier movement speed of 10 feet; bonuses to movement speed
to attack and damage rolls made by this weapon. granted by spells or abilities are only half effective.
The gun uses ammunition that is fed into it
through a specialized belt; each belt can expend No Man's Land
20 dice worth of damage before needing to be At 12th level, you become an imposing force, and you make it
changed out with a new belt, which requires a full difficult for your foes to overtake you. While you are in your
turn to accomplish. Living Turret state, you can expend one marksman charge to
When rolling to determine damage on a make an attack reaction against a creature that you see when
successful hit, you can make a choice to deal 1d4, it moves while in range of your gatling gun. Additionally, you
2d4, 3d4, or 4d4 piercing damage. If you choose can expend two marksman charges to reload your gun during
anything higher than 1d4, you must make an your Living Turret state.
Intelligence saving throw to prevent your gun from
jamming; the DC of the saving throw is 9 if dealing
The amount of bullets you fire during this time causes the
2d4 damage, 13 if dealing 3d4 damage, and 17 if
ground around you to become littered with bullet casings.
dealing 4d4 damage. On a failed save, the gun jams The ground within 10 feet of you is considered difficult
after dealing damage and cannot be used until it terrain, and any creature that moves within this area must
becomes unjammed, which takes two full rounds make a DC 16 Dexterity saving throw to prevent falling
of concentration to complete. prone.
Specialized Bullets
Trench Commander Also at 1st level, you've come to understand that there's only
When you reach 17th level, you become an awe-inspiring so much your gun can do, and some enemies need a little
presence to your allies, who view you as some heroic leader extra something to be brought down; to remedy this, you've
to follow into battle. You gain the following traits: begun crafting special ammunition for your gun to bring
Lead the Charge. You can move your full movement down unique foes. When you complete a long rest, you can
speed when you are in your Living Turret mode. turn a number of bullets equal to your Intelligence modifier
Hold the Line. All friendly creatures within 20 feet of you (minimum one) into any combination of Specialized Bullets
have advantage against being frightened or charmed, a from the following list. You can store these bullets over mul-

friendly creature within 15 feet of you that has half or -tiple long rests, up to a maximum of 5 Specialized Bullets.
three-quarter cover gain a bonus to ranged attacks equal If a Specialized Bullet requires a saving throw, the save DC
to 1 + your Charisma modifier (minimum +2 bonus), and a is equal to 10 + your Intelligence modifier + your proficiency
friendly creature within 10 feet of you has advantage on bonus.
melee attacks. Armor Piercing Round: when this bullet is loaded into
Power of the Commander. You can innately cast the fol-
your gun, the attack roll made with this bullet is gains a
-lowing spells. If a spell requires a saving throw, the save bonus equal to your Intelligence modifier (minimum +1).
DC is equal to 10 + your proficiency bonus + your Charis-
Concussion Round: when this bullet is loaded into your
-ma modifier: gun, a successful hit with it deals 1d6 bludgeoning
At will: command, heroism, vicious mockery damage instead of 2d6 piercing damage, but the attacked
1/day: calm emotions, compelled duel, compulsion,
creature must make a Constitution saving throw, being
    freedom of movement stunned for one round on a failed save, falling prone. If the
attack is a critical hit, the creature gains one point of
exhaustion as well.
Gun Specialty: Sniper Explosive Round: when this bullet is loaded into the
Unseen and deadly, few can master the fine art of murder chamber, you can target a point on a surface within range.
that is required of a sniper. These gunners get their name When you make the attack, all creatures within 10 feet of
from the guns that they use, graceful rifles that allow the that point must make a Dexterity saving throw. A creature
individual that wields it the power to attack enemies from is moved back a number of feet equal to 5 x your
great distances. The greatest of snipers are often talked Intelligence modifier (minimum 5 feet) and takes 1d8
about as if the stuff of legends, spoken in hush whispers with bludgeoning damage plus 1d8 thunder damage on a failed
great fear and admiration, for they are so great as to remain save, or is not moved and only takes half damage on a
hidden from their enemies to have never had their faces seen. success.
Incendiary Round: when this bullet is loaded into your
The Rifle gun, a successful hit deals an additional 1d8 fire damage.
Beginning when you choose this gun specialty at 1st level, If the attack misses, the bullet hits a random spot within 5
you become proficient with wielding the rifle, and you add a feet of the attacked creature, igniting any and all flamma-

rifle to your starting equipment. Despite the fact that this gun -ble objects not being worn or carried within 5 feet of the
has the Heavy property, Small creatures are still able to impact site.
handle, equip, and carry the weapon as long as they are Splitting Round: when this bullet is loaded into your gun,
proficient with it. you are capable of targeting up to 5 creatures within a 10-
foot-wide cube. Each creature has an attack rolled made,
and on a hit a creature takes 1d6 piercing damage.
Viper Round: when this bullet is loaded into your gun, a
successful hit deals an additional 1d4 poison damage, and
Rifle Statistics the creature makes a Constitution saving throw. On failed
Cost: 15 gp save, the creature becomes poisoned for one minute or
Weight: 8 lb until it succeeds a Constitution save at the end of its turn.
Range: 100/400 A creature poisoned in this manner takes 1d4 poison
Damage: 2d6 piercing damage at the start of each of its turns.
Properties: Ammunition, Heavy, Loading,
Special, Two-Handed
The Perfect Shot
Special Property: You add your Intelligence modifier By 6th level, you've become more aware of the minute things
to attack and damage rolls made by this weapon. that affect your rifle's accuracy - wind speed, elevation, even
When you make an attack with this weapon, its the rise and fall of your breathing or the beating of your own
natural precision has a chance to deal a devestating heart - and you have begun to better anticipate the most opp-

amount of damage when you strike the right spot -ortune moments to pull the trigger. On your turn, when you
on a creature. When an attack with the rifle
successfully hits a creature, a d100 is rolled,
make an attack roll, you can expend one marksman charge to
adding your Intelligence modifier to the roll; on
gain a +1 bonus to the roll. For every marksman charge that
91-100, the rifle deals two more dice worth of is expended, on a hit the damage dealt is increased by one
damage. 1d6; this becomes 1d8 when you gain the Better Bullets
feature.
                of invoking your wrath; by those that regard you as a
              friend or ally, though, you are often referred to as

          "Death's Hand", invisible to those whose time has come.


       When you make an ranged attack with your rifle on a cre-

    -ature that has 20 or lower hit points, on a hit the creature

         must make a Constitution saving throw equal to 15 +

         your Intelligence modifier. On a failed save, the creature

         falls to 0 hit points instead of taking the standard amou-

         -nt of damage.


Additionally, you have advantage on Charisma (Intimida-

-tion) checks made against creatures that both know about


"Death's Hand" and know that you and "Death's Hand" are
one and the same.

Disclaimer
Excluding the Goblin with a Problem logo, I do not own any
of the artwork that was used in this document all art that has
been used has been properly attributed to the appropriate
artists. This document was created with the sole purpose of
being available for public access without any amount of
income being earned in return; this document is intended to
be free-for-public access - if you encounter this document
through a paywall or after having bought it from a third party,
it has been illegally repurposed. To the best of my knowledge,
no monetary income has been generated for myself from the
publication of this document.
A Quick Thanks
I'd like to thank my patrons Tabitha Frenning,
Gravekeeper916, and Paul Eachus for supporting me through
my patreon. If you too would like to support me and the D&D
community, visit www.patreon.com/goblinwithaproblem,
where you can subscribe for one dollar a month; however, I
will continue producing free-for-public content regardless of
having patrons or not.
Art Credits
You cannot use this ability while an Armor Piercing Round,
Explosive Round, or Splitting Round is currently loaded into "Becka Bones", by BobKehl:
your gun. Additionally, due to the amount of focus required to https://www.deviantart.com/bobkehl/art/Becka-Bones-
use this feature, until the start of your next round you have 776277431
disadvantage on Wisdom (Perception) checks and reactions "Gatling Gunar", by Ivan Reber:
taken, and attacks against you have advantage. https://www.deviantart.com/ivan-reber/art/Gatling-Gunar-
by-Ivan-Reber-634831691
Hunting from Afar "Gunslinger", by kerembeyit:
When you reach 12th level, you gain a bonus amount of https://www.deviantart.com/kerembeyit/art/Gunslinger-
marksman charges after a long rest equal to your Intelligence 487584246
modifier (minimum +1 charges). "Sniper Ambush", by darekzabrocki:
Additionally, when you make an attack with your rifle agai-
https://www.deviantart.com/darekzabrocki/art/Sniper-
-nst a creature more than 100 feet away from you, you can ambush-477853716
expend one marksman charge to increase the maximum ran-
"Theme Templates", by Jared Ondricek:
-ge for making an attack roll as normal rather than with https://watercolors.giantsoup.com/templates/index.html
disadvantage by 25 feet. For example, if you expend five "World War 2 Series - Gunman", by JamesPaick:
marksman charges, the range for the rifle becomes 225/400 https://www.deviantart.com/jamespaick/art/World-War-2-
for the attack. This cannot increase beyond the rifle's maxi- Series-Gunman-513274437
-mum range of 400 feet. "Xanathar's Guide to Everything Stains", by Jared Ondricek:
https://watercolors.giantsoup.com/ice/index.html
Death's Hand
Beginning at 17th level, you have become something of a
myth, and your name is often whispered by your foes in fear

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