| +4 | Expertise Bonus | |
| +2 | Proficiency Bonus |
| -2 | Strength | |
| +7 | Dexterity | |
| +3 | Constitution | |
| +0 | Intelligence | |
| +1 | Wisdom | |
| +2 | Charisma |
| +7 | Acrobatics | DEX | |
| +1 | Animal Handling | WIS | |
| +0 | Arcana | INT | |
| +0 | Athletics | STR | |
| +0 | Deception | CHA | |
| +0 | History | INT | |
| +1 | Insight | WIS | |
| +2 | Intimidation | CHA | |
| +0 | Investigation | INT | |
| +7 | Tinkerer's Tools | DEX |
| +1 | Medicine | WIS | |
| +0 | Nature | INT | |
| +1 | Perception | WIS | |
| +0 | Performance | CHA | |
| +0 | Persuasion | CHA | |
| +2 | Religion | INT | |
| +7 | Sleight of Hand | DEX | |
| +5 | Stealth | DEX | |
| +1 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Pistol | +7 | DEX | 1d6+5 | piercing | |
| Ammunition (range 40/120), Light, Loud (500), Reload (2) | |||||
| Blunderbuss | +5 | DEX | 3d4+1+5 | piercing | |
| Ammunition (20/60 ft.), Loud (1000), Reload (1), two‑handed, Light | |||||
Spear, Shortbow, 20 Arrows, Playing Cards, Healer's Kit, Quiver, Traveler's Clothes, Pistol (x2), Explorer's pack, Tinkerer's tools, Leather Armor, Dagger, 20 Bullets, 1 healing potion
Harvesting supplies (15g)
Common
Acrobatics, Athletics, Intimidation, Religion, Sleight of hand
Tinkerer's Tools
Playing Cards
The statblocks of your Weapons, armor and other important/magical equipment
Firearm
Common
A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range.
You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.
When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.
Loud (500)
The sound of the weapon (typically a firearm) being used to make a ranged attack is audible to creatures within a number of feet as specified by the number in parentheses after the Loud property. This range is doubled in echoey locations, such as cave systems, and where sound travels faster, such as underwater.
Reload (2)
A number of pieces of ammunition, specified by the number in parentheses after the Reload property, can be loaded into this weapon. Making a ranged attack with the weapon uses one piece of ammunition from the amount within. When the weapon has no ammunition left, a creature must use an action to reload it before it can be used to make ranged attacks again. A creature can reload a weapon before it runs out of ammunition, replacing or adding to the ammunition already inside, up to the maximum amount the weapon can hold.
A creature can use magical or specialized ammunition that has been loaded into the weapon for any ranged attack made with the weapon (creature’s choice for each attack).
Weapon Mastery
If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Pistols are one-handed firearms, whose small size and light weight make them especially easy to handle.
| Material Cost | Tool | DC | Time (hrs) |
|---|---|---|---|
| 5gp | Smith, Tinkerer | 17 | 10 |
| Type | Damage | Damage | Range |
|---|---|---|---|
| Martial Ranged | 1d6 | Piercing | 40/120 ft. |
Cost: 15gp
Weight: 2lb
Ammunition
Common
Firearm Bullets are destroyed upon use in a modern firearm.
| Material Cost | Tool | DC | Time (hrs) |
|---|---|---|---|
| 1sp | Smith | 13 | 1 (Makes 20 Bullets) |
Cost: 3sp
Weight: 0.2lb
SRD
Armor (Light)
Common
| Material Cost | Tool | DC | Time (hrs) |
|---|---|---|---|
| 3gp | Leatherworker | 15 | 16 |
| Type | AC | STR Req. | Stealth Dis. |
|---|---|---|---|
| Light | 11 + Dex | No |
Cost: 10gp
Weight: 10lb
Weapon
Common
If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.
A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.
If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
| Material Cost | Tool | DC | Time (hrs) |
|---|---|---|---|
| 3sp | Carpenter, Smith or Woodcarver | 14 | 1 |
| Type | Damage | Damage | Range |
|---|---|---|---|
| Simple Melee | 1d6 / (1d8) | Piercing | 20/60 ft. |
Cost: 1gp
Weight: 3lb
Weapon
Common
A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range.
You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.
A Two-Handed weapon requires two hands when you attack with it.
Weapon Mastery
If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
| Material Cost | Tool | DC | Time (hrs) |
|---|---|---|---|
| 8gp | Carpenter or Woodcarver | 14 | 12 |
| Type | Damage | Damage | Range |
|---|---|---|---|
| Simple Ranged | 1d6 | Piercing | 80/320 ft. |
Cost: 25gp
Weight: 2lb
Ammunition
Common
Arrows are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Arrows are typically stored in a Quiver
| Material Cost | Tool | DC | Time (hrs) |
|---|---|---|---|
| 2cp | Carpenter or Woodcarver | 13 | 1 (Makes 20 Arrows) |
Cost: 5cp
Weight: 0.8oz
Weapon
Common
When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.
If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.
When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
| Material Cost | Tool | DC | Time (hrs) |
|---|---|---|---|
| 7sp | Smith | 14 | 1 |
| Type | Damage | Damage | Range |
|---|---|---|---|
| Simple Melee | 1d4 | Slashing | 20/60 ft. |
Cost: 2gp
Weight: 1lb
The statblocks of your class features
You began training for war as soon as you reached adulthood and carry precious few memories of life before you took up arms. Battle is in your blood. Sometimes you catch yourself reflexively performing the basic fighting exercises you learned first. Eventually, you put that training to use on the battlefield, protecting the realm by waging war.
Ability Scores: Strength, Dexterity, Constitution
Choose A or B: (A) Spear, Shortbow, 20 Arrows, Gaming Set (same as above), Healer's Kit, Quiver, Traveler's Clothes, 14 GP; or (B) 50 GP
Origin Feat
You've trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll against the target.
| Level | Proficiency Bonus | Features | Maximum Moxie | Maximum Total Attachments | Maximum Attachments per Weapon |
|---|---|---|---|---|---|
| 1 | +2 | Moxie | 2 | 2 | 0 |
| 2 | +2 | Bullet Time (×1), Firearm Attachments | 2 | 2 | 1 |
| 3 | +2 | Gunner's Creed, Lucky Skill | 2 | 2 | 1 |
| 4 | +2 | Ability Score Improvement | 2 | 2 | 1 |
| 5 | +3 | Extra Attack | 3 | 3 | 2 |
| 6 | +3 | Quickdraw | 3 | 3 | 2 |
| 7 | +3 | Gunner's Creed Feature | 3 | 3 | 2 |
| 8 | +3 | Ability Score Improvement | 3 | 3 | 2 |
| 9 | +4 | Improved Moxie | 4 | 4 | 2 |
| 10 | +4 | Tough as Nails | 4 | 4 | 2 |
| 11 | +4 | Gunner's Creed Feature | 4 | 4 | 2 |
| 12 | +4 | Ability Score Improvement | 4 | 4 | 2 |
| 13 | +4 | Adrenaline Rush | 4 | 4 | 3 |
| 14 | +5 | Double Tap | 5 | 5 | 3 |
| 15 | +5 | Gunner's Creed Feature | 5 | 5 | 3 |
| 16 | +5 | Ability Score Improvement | 5 | 5 | 3 |
| 17 | +6 | Bullet Time (×2) | 6 | 6 | 4 |
| 18 | +6 | Gunner's Creed Feature | 6 | 6 | 4 |
| 19 | +6 | Ability Score Improvement | 6 | 6 | 4 |
| 20 | +6 | Ultimate Weapon | 6 | 6 | 4 |
Hit Dice: 1d8 (5) per Gunner level
Proficiencies
Armor: Light armor
Weapons: Simple weapons, Martial Ranged weapons
Tools: Smith’s Tools or Tinker’s Tools
Saving Throws: Dexterity, Charisma
Skills: Choose two from Acrobatics, Athletics, Intimidation, Perception, Persuasion, Sleight of Hand, Stealth, Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
If you forgo this starting equipment, as well as the items offered by your background, you start with 4d4 x 10 GP to buy your equipment.
1st-Level Gunner
You harness your grit and derring-do to take swift action the moment your foes blink. During combat, you can build momentum, represented by a resource called Moxie. You can never have more Moxie than shown on the Gunner table for your level. You can use a Bonus Action to gain 1 Moxie if, on the same turn, you’ve made an attack against a hostile creature or forced a hostile creature to make a saving throw. Additionally, you gain 1 Moxie each time you do any of the following:
If you haven’t gained or expended any Moxie for 1 minute, you lose all Moxie. You can expend 1 Moxie to reload a firearm when you use its last bullet (no action required), or to take the special Reactions described below, which don’t use your normal Reaction. You can still only take one Reaction, special or otherwise, on each turn.
2nd-Level Gunner
As a Bonus Action, you can enter a state of heightened reflexes until the start of your next turn. During this time, you have Advantage on attack rolls, ability checks, and Dexterity saving throws, and creatures have Disadvantage on attack rolls made against you. In addition, you expend 1 less Moxie the first time you take a special Reaction that would require you to expend Moxie.
Once you’ve used this Bonus Action, you can’t do so again until you finish a Short or Long Rest. Starting at 17th level, you can use it twice before a rest.
2nd-Level Gunner Feature
A marksman is only as good as their weapon, and you’ve learned to improve yours with special attachments. When you finish a Long Rest, you can apply, remove, or swap any number of attachments from the list at the end of this class on firearms you’re holding. The maximum number of attachments you can have in total, as well as the maximum number of attachments that a single firearm can hold at a time, are listed on the Gunner table. You can apply the same attachment to different firearms, but each one counts against your limit.
Attachments are divided into five types: Barrel, Melee, Muzzle, Sights, and Miscellaneous. With the exception of Miscellaneous attachments, you can’t have more than one attachment of any type on the same firearm. In addition, some attachments have a level requirement in this class that you must meet in order to apply them to a firearm.
Other creatures can use firearms bearing attachments you’ve applied using this feature, but those creatures can’t benefit from those attachments.
Barrel
Sights
Melee
Muzzle
Miscellaneous
3rd-Level Gunner
Using a distinctive combination of raw skill and dumb luck, you can snatch victory from the jaws of defeat. Choose a skill or tool in which you’re proficient; it becomes your Lucky Skill. When you make an ability check using your Lucky Skill, you can use your Second Chance special Reaction without expending any Moxie.
3rd-Level Gunner
Gunners are as varied as the firearms they proudly brandish, but some find common ground under the same creed—a discipline that shapes not only their combat style, but also the artistry of their gunslinging. Creeds aren’t rigid codes of honor, and they don’t dictate a Gunner’s morals or ambitions, but rather the way in which they defend them. One might charge recklessly into battle to bring righteous fury upon a nefarious cult, while another opts to infiltrate the cult’s headquarters to assassinate its leader under the cover of night. At the end of the day, whichever creed a Gunner decides to follow, it’s usually bad news for any unfortunate fools who find themselves staring down the barrel of a loaded firearm.
You choose a creed to follow, which reflects your combat style and approach to marksmanship. Your creed choice grants you features at 3rd level and again at 7th, 11th, 15th, and 18th level.
3rd-Level Gunner
What’s even more painful than a bullet to the gut? A point-blank bullet to the gut, of course. Sluggers exchange the relative safety of distance and cover for the exhilarating chaos of close-quarters combat, leveraging their superior agility to run circles around their foes and bring them down with a combination of blade and bullet. Detractors accuse these Gunners of simply covering for their poor aim, but curiously enough, they rarely voice this opinion within earshot of one.
There are many reasons why you may have chosen to be a Slugger. Perhaps you’re a thrill seeker who thrives on high-risk, high-reward tactics. You could be a maverick inventor who sought to merge firearms with melee weapons against the recommendations of your colleagues and in flagrant violation of local safety ordinances. Or maybe you do have bad aim—no one needs to know! Whichever the case, you’re among the rare few Gunners whose foes desperately wish would keep their distance.
3rd Level
7th Level
11th Level
15th Level
18th Level
3rd-Level Slugger’s Creed
Any enemy that thinks you won’t be as dangerous up close as you are from a distance is in for a very painful realization. You gain proficiency in the Acrobatics skill, and it becomes an extra Lucky Skill for you, as per your Lucky Skill class feature. In addition, you gain proficiency with Martial weapons that lack the Two-Handed property.
3rd-Level Slugger’s Creed
Alternating between gunshots and melee attacks, you unleash devastating combos. You learn unique ways to gain and spend Moxie:
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest.
Skillful. You gain proficiency in one skill of your choice.
Versatile. You gain an Origin feat of your choice.
Medium (about 4-7 feet tall) or Small (about 2-4 feet tall), chosen when you select this species
You have a quick hand and keen eye when employing firearms, granting you the following benefits:
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.
1d2
1d4
1d6
1d8
1d10
1d12
1d20
1d100
Adventuring Gear
Common
A Backpack holds up to 30 pounds within 1 cubic foot. It can also serve as a saddlebag.
Cost: 2gp
Weight: 5lb
Adventuring Gear
Common
A Bedroll sleeps one Small or Medium creature. While in a Bedroll, you automatically succeed on saving throws against extreme cold.
Cost: 1gp
Weight: 7lb
Adventuring Gear
Varies
You can douse a creature, object, or space with Oil or use it as fuel, as detailed below.
Dousing a Creature or an Object. When you take the Attack action, you can replace one of your attacks with throwing an Oil flask. Target one creature or object within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or be covered in oil. If the target takes Fire damage before the oil dries (after 1 minute), the target takes an extra 5 Fire damage from burning oil.
Dousing a Space. You can take the Utilize action to pour an Oil flask on level ground to cover a 5-foot-square area within 5 feet of yourself. If lit, the oil burns until the end of the turn 2 rounds from when the oil was lit (or 12 seconds) and deals 5 Fire damage to any creature that enters the area or ends its turn there. A creature can take this damage only once per turn.
Fuel. Oil serves as fuel for Lamps and Lanterns. Once lit, a flask of Oil burns for 6 hours in a Lamp or Lantern. That duration doesn't need to be consecutive; you can extinguish the burning Oil (as a Utilize action) and rekindle it again until it has burned for a total of 6 hours.
Cost: 1sp
Weight: 1lb
Adventuring Gear
Common
Rations consist of travel-ready food, including jerky, dried fruit, hardtack, and nuts. See "Malnutrition" for the risks of not eating.
Cost: 5sp
Weight: 2lb
Adventuring Gear
Common
As a Utilize action, you can tie a knot with Rope if you succeed on a DC 10 Dexterity (Sleight of Hand) check. The Rope can be burst with a successful DC 20 Strength (Athletics) check.
You can bind an unwilling creature with the Rope only if the creature has the Grappled, Incapacitated, or Restrained condition. If the creature's legs are bound, the creature has the Restrained condition until it escapes. Escaping the Rope requires the creature to make a successful DC 15 Dexterity (Acrobatics) check as an action.
Cost: 1gp
Weight: 5lb
Adventuring Gear
Common
A Tinderbox is a small container holding flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a Candle, Lamp, Lantern, or Torch—or anything else with exposed fuel—takes a Bonus Action. Lighting any other fire takes 1 minute.
Cost: 5sp
Weight: 1lb
Adventuring Gear
Common
A Torch burns for 1 hour, casting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. When you take the Attack action, you can attack with the Torch, using it as a Simple Melee weapon. On a hit, the target takes 1 Fire damage.
Cost: 1cp
Weight: 1lb
Adventuring Gear
Common
A Waterskin holds up to 4 pints. If you don't drink sufficient water, you risk dehydration.
Cost: 2sp
Weight: 5lb (full)
Gaming Set
Common
Ability: Wisdom
Utilize: Discern whether someone is cheating (DC 10), or win the game (DC 20)
If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that's used with that check, you have Advantage on the check too.
Cost: 5sp
Adventuring Gear
Common
A Healer's Kit has ten uses. As a Utilize action, you can expend one of its uses to stabilize an Unconscious creature that has 0 Hit Points without needing to make a Wisdom (Medicine) check.
Cost: 5gp
Weight: 3lb
Adventuring Gear
Common
A Quiver holds up to 20 Arrows.
Cost: 1gp
Weight: 1lb
Adventuring Gear
Common
Traveler's Clothes are resilient garments designed for travel in various environments.
Cost: 2gp
Weight: 4lb
Artisan Tool
Common
Ability: Dexterity
Utilize: Assemble a Tiny item composed of scrap, which falls apart in 1 minute (DC 20)
Craft: Musket, Pistol, Bell, Bullseye Lantern, Flask, Hooded Lantern, Hunting Trap, Lock, Manacles, Mirror, Shovel, Signal Whistle, Tinderbox
Artisan's Tools are each focused on crafting items and pursuing a trade. Each type of Artisan's Tools tools requires a separate proficiency.
If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that's used with that check, you have Advantage on the check too.
Cost: 50gp
Weight: 10lb
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