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2)
Hit Die: d8
Starting Life Total: 8+CON
At Higher Life Totals: 1d8+CON
Starting Equipment: Gunsmith’s Tools, A Revolver with 20 pieces of ammo, Leather Armor, A
Crossbow with 20 Bolts, and a Dungeoneer’s Pack
2 +2 Basic Tinkering
3 +2 Gungeoneer Archetype
6 +3 Gungeoneer Archetype
Feature
7 +3 Point Blank
9 +4 Improved Roll 2
10 +4 Ammo Tinkering 2,
Gungeoneer Archetype
Feature
11 +4 Extra Attack 2
14 +5 Ricochet
15 +5 Attachment Tinkering
17 +6 Gungeoneer Archetype
Feature
Gun Basics
At level one, you know how to use and operate any gun you can get your hands on. When you
roll a critical fail with a firearm attack, your gun jams, and cannot be used until you perform a
one-round action to clear the jam.
Squib Fire
At level one, on a natural two with a firearm attack, your gun squib fires, and you must focus on
keeping your gun aimed to see if it fires. Until your next turn, after each action is made, roll a
d20. If you roll above a 10, your gun goes off, and the attack is made. Otherwise, the gun does
nothing. If you get back to your turn without your gun going off after a squib fire, you must
perform a one-round action to clear your jam.
Dodge Roll
A Gungeoneer’s bread and butter. At level one, when an attack is made against you, you may
use a reaction to roll out of the way. Roll a dexterity saving throw at disadvantage. If your roll
value beats the attack to hit, you dodge out of the way of the attack. Otherwise, you take the full
damage of the hit. You may only perform this reaction once per your Gungeoneer level plus
your dexterity modifier per long rest.
Basic Tinkering
At level 2, a Gungeoneer can spend six hours turning an object into a gun. Each time you do
this, it requires gun parts. The amount of gun parts you expend dictates what type of damage
dice you use on a hit. The gun also has a certain quirk depending on what object you use to
make the gun. Work this out with your DM when you create the gun. Unless the quirk of the gun
would affect how much ammo the gun holds, assume it holds 8 shots, and uses standard
ammunition. You can obtain gun parts by dismantling other guns and buying parts at shops.
d4 4 x2
d6 6 x2
d8 8 x3
d10 10 x3
d12 12 x4
d20 15 x5
Gungeoneer Archetype
At level 3, choose a Gungeoneer Archetype. You obtain features for that archetype at 3rd, 6th,
11th, and 17th levels.
Improved Roll 1
At level 4, you no longer roll at disadvantage when you use your dodge roll.
Extra Attack
At level 5, you may choose to make two attack actions. You may use one of those actions to
reload your gun.’
Ammo Tinkering
At level 5, you may craft special ammunition that have special effects on hit. You may make 5
rounds at a time, and it takes 10 minutes.
Point Blank
At level 7, if you make a ranged attack within melee range of an enemy, you may choose to
either roll to hit or roll damage at advantage. You may not roll at advantage for the other roll.
Improved Roll 2
At level 9, you may now now use a dodge roll to roll out of the way of attacks that cause you to
make dexterity saving throws. Use the roll, then make your saving throw. If you succeed, you
take no damage and are out of the range of the spell’s effects. If you fail, you take half damage
and are in the spell’s area of effects.
Ammo Tinkering 2
At level 10, you may craft the following types of special ammunition. Additionally, you can now
make 10 special bullets in 10 minutes.
Goo Shot They can’t move X feet for 1 bullet, essence of ooze
the next 3 rounds, where X is
the damage value of the
attack. If the damage dealt is
greater than their maximum
movement speed, then they
make their next 3 attacks at
disadvantage. This deals no
damage.
Extra Attack 2
At level 10, you may take another attack action during each of your turns. You may use one of
these actions to make a reload action.
Penetrative Rounds
At level 13, you may attack a creature behind full cover that you know is there. Treat the
creature as if they were behind half cover.
Ricochet
At level 14, if an attack made with a firearm firing a single bullet would kill the target, roll a d20.
On a 15 or above, it hits another creature within line of sight at random. This stacks indefinitely.
This can damage you and allies, but not kill them.
Attachment Tinkering
At level 15, you may create the following attachments at the same rate that you can make guns.
Air Cannon You may use an attack action 5 Gun Parts, a short length of
to lob objects twice the hose, a metal cup.
distance you could throw
them.
Grappling Hook You may use an action to 5 Gun Parts, Grappling Hook,
shoot a grappling hook twice a heavy-duty spring.
the distance you could throw
it.
Improved Roll 3
At level 16, on a successful Dodge Roll, you may reload your gun if it can be operated with one
hand.
Gungeoneer Archetypes
Marine
When you choose the Marine archetype, you become proficient in Intimidation.
Rippling Body
At level 3, you become proficient in Medium and Heavy Armor. If a piece of armor you are
wearing were to break, it shatters, sending a shockwave out, pushing any creatures within
melee range of you X feet away from you, where X is your STR modifier plus your CON
modifier.
Rip Asunder
At level 17, when you make an unarmed attack, you may instead use the damage die of a gun
you have holstered. If a creature is killed this way, they are violently ripped apart.
Convict
When you choose the Convict Archetype, you become proficient in Deception.
On the Run
At level 3, you are considered wanted by any and all guards with a lawful alignment. You have
advantage on all deception rolls made against them.
Breakout
At level 11, you are better at using explosives to breach walls and doors. Add your proficiency
modifier to any roll used to breach walls and doors.
Firebomb
At level 17, you can use alcohol a glass bottle, and a rag to build a fire bomb. Each creature in a
20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes
8d6 fire damage on a failed save, or half as much damage on a successful one. The fire
spreads around corners. It ignites flammable objects in the area. You may only carry one of
these on your person at a time.
Pilot
When you choose the Pilot archetype, you become proficient in all vehicles, and Sleight of
Hand.
I Shot First
At level 11, you may add your CHA modifier to attacks that initiate combat.
Hunter
When you choose the Hunter archetype, you gain proficiency in Survival.
Here, Boy!
At level 3, you become bound to a small, incorporeal dog. The dog cannot attack or be
damaged, but it can pick up and fetch small objects that aren't being work or carried.
Take Aim
At level 6, you're more in tune with your body, and can take a full action to hold breath and
steady your aim. When you do this, you gain advantage on your next attack.
Savage Roll
At level 11, on a successful Dodge roll, you may make an attack of opportunity with a
one-handed ranged weapon.
Killshot
At level 17, when you take aim, you can add an additional damage die on called shots.