Gunner

May 8, 2017 6:51 pm
I know there are a few gunner homebrews out there but none give me the feeling I want for my home campaign. If it would be alright with you Drama, I would like to fine tune my Gunner class here for my world so I don't have to make changes if someone decides to play the class. I want to the kinks out now.
May 8, 2017 9:17 pm
Sounds fine to me. :) For the most part, I figure some initial chat here with the folks before we run something as a character. Once we have a "yeah seems good to test" with the group, we'll run it up.

Alternatively, you can always just dojo it, but it won't really give an idea for how it plays with a group.
May 8, 2017 9:36 pm
Understood.
Here is what I have had in the works for a while now. I wasn't sure how it looked and was thinking of starting from scratch because I want to add Argunist as a technique and wasn't sure how the bullet casting sounded. If it was too involved and I may have to dumb it down a bit for 5e.
Gunman

There is probably some inconsistent phrasing and unfinished abilities. I apologize in advance as this is still in the works. I only have so much time I can dedicate to making this class.
Last edited May 8, 2017 9:37 pm
May 9, 2017 1:28 pm
Some of the initial feedback (knowing this is still heavily in the works):
* Feels a lot like the pathfinder gunslinger in some regards. Not a good or bad thing, just a comment. :)
* Initially it said 10 x Dex mod for number of bullets you can make, then as master crafter it says 10 (or 20) x Constitution? Personally, this feels more like it'd be tied to your Int mod (precision measurements and figuring out ways to re-use scrap iron for more bullets, etc). Either way, which attribute is tied to bullet making?
* Class features Bloodrush, Rapid Reload, and Unload need descriptions still
* I'm thinking an additional thing for the Sniper at level 3 is that you no longer have disadvantage on firearm attacks when prone. Then, at level 15 you get advantage on attacks when prone. Especially since your level 7 feature requires you to be prone to use.
May 9, 2017 4:46 pm
Good catch.
The Int for bullet making makes sense. I was going with Con at first to push past fatigue to make more, then Dex to make then with quickness and nimbleness. But If I have one of the prof saves Int it makes sense to make the bullets based on that ability. Thanks man.
May 9, 2017 5:31 pm
The feats that do not have description is because I was in mid fix and reassessing the class as a whole, but stopped a while ago because I was not sure I would be getting to that part of history in my world. I have all new ideas and will post those rough ideas. Need some help adding and detailing said ideas.
I wanted to do away with the Grit points. Most homebrew gunners have them and I wanted to try everything all at once but the class began to feel cluttered.
My idea is Ammocasting. It is similar to Spellcasting only not, if that makes sense. Basically, the gunner can choose from a list of types of bullets that they can make during short and long rests. There will be a bandolier that is used to basically limit the bullets he can use during a fight. Not sure if I want to keep the ingredients that I have with the Crafter and Master crafter feats but I know I want something to limit from having all the most powerful bullets being made.

Maybe something more simple, like a point system that needs to be refilled by scavenging or buying materials. Ingredient Points, it is materials and skills the gunner possess. You start with so many and each bullet takes "x" amount of IP to craft. Having to buy to refill your spell slots seems underpowered so we'll throw that out. The points can just reset every day, we are to assume the gunner has access to materials like a wizard can access the arcane and a ranger is thought to buy they are arrows while in town.

These are the guns, mods, and ammo I had thought of so far.
Explosives/Bullets
-shrapnel
-force
-fire
-ice
-smoke
-gel, difficult terrain
-acid
-posion gas

Guns
-gattling (rapid fir gun, multi barrel)
-agar (rapid fire gun, single barrel)
-shotgun
-blunderbuss
-grenade launcher
-+shot
-+shell
-+case
-+canister
-turret
-sidearm
-hand cannon
-rifle
-mortar
-flamethrower
-machine gun

Modifications
-bayonet
-scope
-extended clip/magazine
-extended barrel
-shortened barrel
-silencer

These are some other class option I had been working on as well.
Saving Throw: DEX/INT
D8HD
Gunman

Specialties

1) Rifleman
-called shot - advantage
-targeted shot
-interrupting shot
-hidden shot

2) Pistoleer
-bonus to initiative checks.
-fanning the hammer
-advantage on anyone who has yet to take an action
-take cover: when you are targeted by a ranged attack you can immediately take your reaction to impose disadvantage on the attack by moving half your speed to duck behind a nearby object giving yourself cover. You may use this ability even if you're surprised.

3) Dragoon
-trusty steed: one week, 8hrs a day to money for riding equipment for new steed.
-AC bonus while riding mount
-If attacks hit for less than 5 over your AC you may have the attack hit your steed instead of you.
-can take a reaction to give disadvantage to a target attacking an ally within range of gun and you can hear and see them.

4) Cannoneer
-can craft explosives and siege weapons
-access to special explosives
- can wear heavy armor
-

Class Feats
1
-quick clear
-pistolwhip
2
-trusty gun: misfire range is reduced by 1 to a minimum of 1.
3
-blind fire

And finally, this is the level list I had been cooking up.
Lvl
1 - Ammo Casting, Gunman Technique
2 - Bloodrush (Number of times equal to prof bonus), (Advantage on DEX saves and checks, 10 ft speed increase, increase DEX score by prof bonus, CON save at end of turn to maintain DC 10 then +5, after first use stunned for one round, one level of exhaustion for each use after first until long rest)
3 - FSF, Ammo Casting
4 - ASI
5 - Extra Attack
6 - Quick Clear (use bloodrush to clear misfire with bonus action)
7 - Ammo Casting
8 - ASI
9 - FSF
10 - Grit (spend use of blood rush to auto save con saving throw, no exhaustion)
11 - Ammo Casting
12 - ASI
13 - FSF, Rapid Reload (Reload using an attack instead of a bonus action)
14 - Bloodsurge (while using Bloodrush you gain an extra action)
15 - Ammo Casting
16 - ASI
17 - FSF
18 - Unload (While bloodrushing can make as many attacks as you have shots left in the weapon(s) you wield. Ends the bloodrush effect.)
19 - ASI
20 - No longer exhausted from bloodrush.

Thank you for taking a look and I know it is a lot and it is all just rough, very rough, ideas but I really want to make this a fun and unique class for my world.
May 9, 2017 5:32 pm
Lastly, these are the types of ammo and some description I had.
[Basic]
Hollow Point - 1d6 double dex modifier on a roll of 19 unless you crit, then treat damage as a crit hit.

Full Metal Jacket - 1d6 penetrate wood metal upto short distance of weapon

Slug - 1d8 220 ft

Buckshot - 2d4 large pellets, 60ft enemy plus one target adjacent

Birdshot - 1d6 small pellets, 30ft everyone in 30ft cone

Arrow - bow dependent

Bolt - bow dependent


[Non-Leathal]
Baton Shot - bean bag, con save stun.

Breaching Slug - dust shot, knocks hinges off and breaks locks, non-magical.

Frangible - no penetration, CON save no reaction.

[Specialty]
Tracer - attacks have advantage on target hit until DEX save also cannot benefit from indivisible or other hiding methods.

Incendiary - fire damage, burn DEX save

Explosive - explosion radius 5ft

Poison - poison damage, CON save

Magnum - die upgrade

Ballistic Tip - extra range, can goto long range no penalty.
May 9, 2017 9:15 pm
Here's my take on it (with some brainstorming and plotting). I didn't make it all pretty on homebrew this time, just threw it in notepad...

Gunner
HD: d8 (5/lvl)
Proficiencies:
Saving Throws: Dex & Int
Weapons: All Firearms, All Simple Weapons
Armor: Light, Medium, shields
Tools: Gunsmith's Tools (Includes tools to repair and modify the firearm as well as create ammunition for their firearms)
Skills: Three of - Acrobatics, Athletics, Deception, Sleight of Hand, Survival, Perception, Stealth

Starting equipment:
2 Handaxes or any two simple weapons
Scale mail or leather armor or Chain mail (if able to wear it)
Gunner's Pouch (pouch containing the materials needed to craft your standard ammunition. Same/similar to a spell component pouch)
dungeoneer's pack or explorer's pack


1 - Ammosmithing, Specialized Ammunition, Way of the Gun
2 - Focused Breathing
3 - Specialized Ammunition, Way of the Gun Feature
4 - ASI, Quick Clear
5 - Weapon Modification, Rapid Reload
6 - Way of the Gun Feature
7 - Specialized Ammunition
8 - ASI
9 - Hidden Combatant
10 - Weapon Modification
11 - Specialized Ammunition
12 - ASI, Way of the Gun Feature
13 - Advanced Specialization
14 - Well-made Weapon
15 - Specialized Ammunition, Weapon Modification
16 - ASI
17 - ~None~
18 - Specialized Ammunition, Way of the Gun Feature
19 - ASI
20 - Master Gunner


Ammosmithing - Ability to craft ammunition for use in your weapon. You can easily craft 10 x your Intelligence modifier standard pieces of firearm ammunition.

Specialized Ammunition - Ability to craft enhanced ammunition for your weapon. Start with 2 of the following. Gain another at 3rd, 7th, 11th, 15th, and 18th levels. Each day you can modify up to 1/2 your Gunner level (minimum 1) + your Intelligence modifier pieces of your standard ammunition. After 24 hours, these modifications lose their potency and revert to standard ammunition pieces.

Way of the Gun - Choose your speciality (Sniper, Pistoleer, Dragoon, Siegemaster). You gain additional abilities from this choice at 3rd, 6th, 12th, and 18th level.

Focused Breathing - As a bonus action: slow your breathing and focus on your firing form. +2 to all attacks until the start of your next turn. Usable a number of times equal to your proficiency bonus. Regain uses after a short rest.

ASI - Standard ASI info. +2 to 1, +1 to 2, or a feat. No raising over 20.

Quick Clear - As a bonus action, you can clear your misfire.

Weapon Modification - You gain the benefit of a modification to your weapon. You gain another modification at 10th and 15th level. If using two pistols, only one can receive a modification at a time.

Rapid Reload - As a bonus action, you can load and fire an extra shot during your turn. If your weapon has a Double Barrel, you can only reload one barrel this way.

Hidden Combatant - As a bonus action on your turn, you can take the Hide action, provided no enemies are within 10 feet of you and there is sufficient cover to allow you to hide.

Advanced Specialization - When making specialized ammunition, you can choose to apply two effects to a single round. Doing so takes the same effort as modifying two pieces of ammunition.

Well-made Weapon - You modify your firearm, reducing the chance of misfire to 5% (only misfires on a natural 1)

Master Gunner - Your skillful tinkering has the following effects: your weapon no longer misfires, your Dexterity and Intelligence increase by 4 and your maximum for these attributes is now 24.

Way of the Gun Options:
Sniper:
1 - Gain use of a rifle. Careful Aim: Sacrifice Movement to gain advantage on attack
3 - Prone Shot: No more disadvantage on firearm attacks if you are Prone.
6 - Practiced Aim: You can ignore up to 1/2 cover when firing your rifle.
12 - Distracting Shot: By intentionally missing your target, you can force them to make a Wisdom saving throw. On a failed save, they lose actions and reactions until the start of your next turn.
18 - Assassin's Shot: If you spend your action and bonus action studying the target while hidden, the next attack you make against them is especially lethal. This attack triples all damage dice (4d6 becomes 12d6)

Pistoleer:
1 - Gain use of a pistol and shield or two pistols. If using two pistols, bonus action to fire second weapon. Add your Intelligence modifier to your initiative rolls.
3 - Close Quarters Combat: No longer take disadvantage on pistol shots within 5 feet of an enemy.
6 - Quick Draw: You can always take an action on the first round of combat, even if you are surprised.
12 - Shoot from the Hip: Attacks against targets that haven't acted in combat yet (once per combat) are made at advantage.
18 - Subtle Shot: Perception checks made to find you after firing your weapon are made at disadvantage. If you have a silencer as well, you cannot be located by your gunshots.

Dragoon:
1 - Gain use of a blunderbuss. Gain services of a trusted mount.
3 - Close Quarters Combat: No longer take disadvantage on blunderbuss shots within 5 feet of an enemy. Redirected Attack: If an attack succeeds against you by 5 or less, you can have the attack hit your mount instead.
6 - Warmount - As part of your attack action, you can direct your mount to make an attack appropriate for the mount against a target.
12 - Make a Hole - If you are on your feet, you can make two special melee attacks as part of your Attack action. If you hit, instead of dealing damage, you can force your target to move 5 feet in any direction.
18 - Whites of their Eyes - Attacks made within 5 feet of your target have advantage.

Siegemaster:
1 - Gain use of a mechanical grenade launcher. Can wear Heavy Armor.
3 - Delayed Explosive: Can set a timer on your ammunition, up to 30 seconds, in 6 second increments.
6 - Bounce the Shot: when launching your grenades, you can choose to bounce them off a solid surface. If bouncing a shot, the round can only travel as far as the short range of your weapon.
12 - Breaching Charge: you learn how to create a special explosive that can help break through walls. This special charge will destroy a 5 foot cube of stone or wood. You can plant three of these charges per long rest.
18 - Orchestrated Chaos: Your skill at placing explosives is high enough that given 10 minutes of prep time, you can plant up to your entire collection of explosives and arrange for them to detonate at one time.


Firearms:
Pistol: 30/120, loading. Standard Ammunition - Light Bullet.
Grenade Launcher: 30/120, loading, two-handed. Standard Ammunition - Basic Grenade.
Blunderbuss: 80/320, loading, two-handed. Standard Ammunition - Slug.
Rifle: 100/400, loading, two-handed. Standard Ammunition - Heavy Bullet.


Misfire Chances: All firearms have a 10% chance to misfire. When making any attack, if you roll a 1 or a 2, the weapon misfires. It takes an action to clear a misfire before the weapon can be fired again.
Basic Ammunition (damage die number increases at 5th (2dX), 11th (3dX), and 17th (4dX) level
Light Bullet - 1d6 Piercing Damage
Basic Grenade - 1d6 Thunder Damage to target, 1 damage to targets within 5 feet
Slug - 1d8 Bludgeoning Damage
Heavy Bullet - 1d10 Piercing Damage

Specialized Ammunition Options:
Incendiary - Causes round to deal an additional 2d6 Fire damage on hit.
Concussive - Causes round to deal an additional 2d6 Thunder damage on hit. Additionally, target must make Constitution save or be deafened until the start of your next turn.
Fully Jacketed - Gain +2 on attack rolls.
Shrapnel - Causes round to shatter on successful hit. Creatures within 5 feet of target must make Dexterity save or take 1/2 the shot damage.
Smoke Shot - On hit, releases cloud of smoke in the space occupied by the target. Creatures within the smoke are considered blinded.
Corrosive - Causes round to deal an additional 2d6 Acid damage on hit.
Poisoned - Causes round to deal an additional 2d6 Poison damage on hit. Additionally, target must make Constitution save or suffer the Poisoned condition for 1 hour.
Freezing - 2 possible effects: cause an additional 2d6 Cold damage on hit OR can target the ground to cause a 5'x5' patch to become difficult terrain (covered in ice)
Breaker - Causes round to deal an additional 5d6 damage to any structure (such as a door or a wall)
Scattershot - Causes round to deal damage to all enemies in 15' cone instead of normal damage. The dice are the same number, but one step smaller. So at 5th level, a Slug would do 2d6 damage (2d8 would be the normal).
Wooden - Causes 3 damage on hit. Target must make Constitution save or be stunned until the start of your next turn.
Marker - Causes target to glow on successful hit. Disadvantage on stealth. Advantage on attacks against target until start of your next turn.
Magnum - Upgrade damage dice one step (d6 becomes d8)
Streamlined Ammo - Attacks made beyond normal range (up to maximum range) are made without disadvantage.

Weapon Modification Options:
Bayonet - You can mount a bayonet on your weapon. While affixed, you can make a melee attack dealing piercing damage as a bonus action on your turn (Pistol - 1d6, Finessable; Rifle/Blunderbuss/Grenade Launcher - 1d8, versatile)
Scope - You mount a scope on your weapon. Your short and maximum range values are doubled.
Extended Barrel - Add +1 to attack rolls from greater accuracy
Double Barrel - You can now fire two shots during your attack action. Rapid Reload only allows you to reload one barrel.
Sawed Off Barrel (Blunderbuss Only) - You can now fire your weapon with one hand. The range becomes 40/160.
Silenced Shot (Rifle or Pistol only) - Perception checks made to locate you after firing your weapon are made at disadvantage.
May 10, 2017 12:22 am
What about this?

Gunner
HD: d8 (5/lvl)
Proficiencies:
Saving Throws: Dex & Int
Weapons: All Firearms, All Simple Weapons
Armor: Light, Medium, shields
Tools: Gunsmith's Tools (Includes tools to repair and modify the firearm as well as create ammunition for their firearms)
Skills: Three of - Acrobatics, Athletics, Deception, Sleight of Hand, Survival, Perception, Stealth

Starting equipment:
2 Handaxes or any two simple weapons
Scale mail or leather armor or Chainmail (if able to wear it)
Gunner's Pouch (pouch containing the materials needed to craft your standard ammunition. Same/similar to a spell component pouch)Thank you for this. I was having a hard time trying to make this simpler.
dungeoneer's pack or explorer's pack


1 - Ammosmithing, Specialized Ammunition, Way of the Gun
2 - Focused Breathing
3 - Specialized Ammunition, Way of the Gun Feature
4 - ASI, Quick Clear
5 - Weapon Modification, Rapid Reload Hidden Combatant
6 - Way of the Gun Feature
7 - Specialized Ammunition
8 - ASI
9 - Hidden Combatant Rapid Reload
10 - Weapon Modification
11 - Specialized Ammunition
12 - ASI, Way of the Gun Feature
13 - Advanced Specialization
14 - Well-made Weapon
15 - Specialized Ammunition, Weapon Modification
16 - ASI
17 - Weapon Modification
18 - Specialized Ammunition, Way of the Gun Feature
19 - ASI
20 - Master Gunner


Ammosmithing - Ability to craft ammunition for use in your weapon. You can easily craft 10 x your Intelligence modifier standard pieces of firearm ammunition.

Specialized Ammunition - Ability to craft enhanced ammunition for your weapon. You start with the knowledge to imbue you ammo with 2 of the following Specialization. You gain another at 3rd, 7th, 11th, 15th, and 18th levels. Each day you can modify up to 1/2 your Gunner level (minimum 1) + your Intelligence modifier pieces of your standard ammunition. After 24 hours, these modifications lose their potency and revert to standard ammunition pieces.

Way of the Gun - Choose your speciality (Sniper, Pistoleer, Dragoon, Siegemaster). You gain additional abilities from this choice at 3rd, 6th, 12th, and 18th level.

Focused Breathing - As a bonus action: slow your breathing and focus on your firing form. +2 to all attacks until the start of your next turn. Usable a number of times equal to your proficiency bonus. Regain uses after a short rest.

ASI - Standard ASI info. +2 to 1, +1 to 2, or a feat. No raising over 20.

Quick Clear - As a bonus action, you can clear your misfire.

Weapon Modification - You gain the benefit of a modification to your weapon. You gain another modification at 10th and 15th level. If using two pistols, only one can receive a modification at a time.

Hidden Combatant - As a bonus action on your turn, you can take the Hide action. provided no enemies are within 10 feet of you and there is sufficient cover to allow you to hide. I believe that is part of the condition for the Hide action.

Rapid Reload - As a bonus action, you can load and fire an extra shot during your turn. If your weapon has a Double Barrel, you can only reload one barrel this way.

Advanced Specialization - When making specialized ammunition, you can choose to apply two effects to a single round. Doing so takes the same effort as modifying two pieces of ammunition.

Well-made Weapon - You modify your firearm, reducing the chance of misfire to 5% (only misfires on a natural 1)

Master Gunner - Your skillful tinkering has the following effects: your weapon no longer misfires, your Dexterity and Intelligence increase by 4 and your maximum for these attributes is now 24.I like this.


Way of the Gun Options:
Sniper:
1 - Gain use of a rifle. Careful Aim: Sacrifice Movement to gain advantage on attack
3 - Prone Shot: No more disadvantage on firearm attacks if you are Prone.
6 - Practiced Aim: You can ignore up to 1/2 cover when firing your rifle. They can take the Sharp Shooter Feat.
6 - Distracting Shot: By intentionally missing your target, you can force them to make a Wisdom saving throw. On a failed save, they lose actions and reactions the target is stunned until the start end of your next turn.
12 - Subtle Shot: Perception checks made to find you after firing your weapon are made at disadvantage. If you have a silencer as well, you cannot be located by your gunshots.
18 - Assassin's Shot: If you spend your action and bonus action studying the target while hidden, the next attack you make against them is especially lethal. This attack triples all damage dice (4d6 becomes 12d6)

Pistoleer:
1 - Gain use of a pistol and shield or two pistols. If using two pistols, bonus action to fire second weapon. Add your Intelligence modifier to your initiative rolls.
3 - Close Quarters Combat: No longer take disadvantage on pistol shots within 5 feet of an enemy.
3 - Quick Draw: You can always take an action on the first round of combat, even if you are surprised.
6 - Shoot from the Hip: Attacks against targets that haven't acted in combat yet (once per combat) are made at advantage.
12 - Take Cover: When you are targeted by a ranged attack you can immediately take your reaction to impose disadvantage on the attack by moving half your speed to duck behind a nearby object giving yourself cover. You may use this ability even if you're surprised.
18 - Fan the Hammer: You can take a special action to unload any remaining shots you have in your weapon(s), making a separate attack for each shot. You may choose the same or different targets for each shot. Once you use this ability you cannot use it again until you take a long rest.

Dragoon:
1 - Gain use of a blunderbuss. Gain services of a trusted mount.
3 - Close Quarters Combat: No longer take disadvantage on blunderbuss shots within 5 feet of an enemy. Redirected Attack: If an attack succeeds against you by 5 or less, you can have the attack hit your mount instead.
Does it make more sense to just have the shot hit your mount if you want it to, regardless of how well the attack hits?
6 - Warmount - While mounted you can direct your mount to make an attack appropriate for the mount against a target as part of your Attack action. Additionally, your mount and you have advantage on saving throws from being knocked prone.
12 - Make a Hole - If you are dismounted, you can use your action to move half your speed causing any creature adjacent to you before or during your move to make a Strength saving throw. On a failed save you force the creature to move 5 feet in any direction.
18 - Whites of their Eyes - Attacks made within 5 feet of your target have advantage.

Siegemaster:
1 - Gain use of a mechanical grenade launcher. Can wear Heavy Armor.
3 - Delayed Explosive: Can set a timer on your ammunition, up to 30 seconds, in 6 second increments.
6 - Bounce the Shot: when launching your grenades, you can choose to bounce them off a solid surface. If bouncing a shot, the round can only travel as far as the short range of your weapon.
12 - Breaching Charge: you learn how to create a special explosive that can help break through walls. This special charge will destroy a 5 foot cube of stone or wood. You can plant three of these charges per long rest.
18 - Orchestrated Chaos: Your skill at placing explosives is high enough that given 10 minutes of prep time, you can plant up to your entire collection of explosives and arrange for them to detonate at one time.
I feel like there needs to be some type of reckless something for this class. Like adding to misfire or something. Maybe a suicide bomber kinda thing. Thoughts?

Misfire Chances: All firearms have a 10% chance to misfire. When making any attack, if you roll a 1 or a 2, the weapon misfires. It takes an action to clear a misfire before the weapon can be fired again.
Basic Ammunition (damage die number increases at 5th (2dX), 11th (3dX), and 17th (4dX) level. I like this. No need to take a level slot for Extra attack now.
Light Bullet - 1d6 Piercing Damage
Basic Grenade - 1d6 Thunder Damage to target, 1 damage to targets within 5 feet
Slug - 1d8 Bludgeoning Damage
Heavy Bullet - 1d10 Piercing Damage

Specialized Ammunition Options:
Incendiary - Causes round to deal an additional 2d6 Fire damage on hit.
Concussive - Causes round to deal an additional 1d6 Thunder damage on hit. Additionally, target must make Constitution save or be deafened until the start of your next turn. If it has an effect it should do less damage.
Fully Jacketed - Gain +2 on attack rolls.
Shrapnel - Causes round to shatter on successful hit. Creatures within 5 feet of target must make Dexterity save or take 1/2 the shot damage.
Smoke Shot - On hit, releases cloud of smoke in the space occupied by the target. Creatures within the smoke are considered blinded.
Corrosive - Causes round to deal an additional 2d6 Acid damage on hit.
Poisoned - Causes round to deal an additional 1d6 Poison damage on hit. Additionally, target must make Constitution save or suffer the Poisoned condition for 1 hour. If it has an effect it should do less damage.
Freezing - 2 possible effects: cause an additional 2d6 Cold damage on hit OR can target the ground to cause a 5'x5' patch to become difficult terrain (covered in ice)
Breaker - Causes round to deal an additional 5d6 damage to any structure (such as a door or a wall)
Scattershot - Causes round to deal damage to all enemies in 15' cone instead of normal damage If they fail a Dex save. The dice are the same number, but one step smaller. So at 5th level, a Slug would do 2d6 damage (2d8 would be the normal).
Wooden - Causes 3 damage on hit. Target must make Constitution save or be stunned until the start of your next turn.
Marker - Causes target to glow on successful hit. Disadvantage on stealth. Advantage on attacks against target until start of your next turn.
Magnum - Upgrade damage dice one step (d6 becomes d8)
Streamlined Ammo - Attacks made beyond normal range (up to maximum range) are made without disadvantage.
OOC:
I have a few more ideas but need to get to work. I will post tomorrow about this more.
May 10, 2017 1:03 am
All of that makes sense. The big reason I had included shields and the close quarters for pistols is I could see one way of running Pistoleer being a pistol in one hand and a shield in the other. Make them an up-front type person a bit. I'm fine ditching it though.

I went back and forth on the less damage with an effect bit. I ended up flipping a coin. :)

As for the siegemaster, I hear ya. I was struggling to find a way to make that one decent. I like the idea of the sapper sneaking in and setting a crapton of charges and blowing everything up a la V for Vendetta. But if the thinking is running more chaotic, maybe something like:

Give it all you've got - As a last ditch effort, you overload your grenade launcher, sending a triple load of explosives out. However, to do so, you risk an increased misfire chance (misfire on 5 or below). This is just as difficult for Master Gunners, so they face the same misfire chance.
May 10, 2017 3:11 am
I like it.
With the Breaching Chrage, I think there needs to be another skill there. The breach is a utility skill so it feels like an incomplete level. Sorry, just a quick thought.
May 10, 2017 10:00 am
New thought on the level list.

1 - Ammosmithing, Way of the Gun
2 - Focused Breathing, Find Cover
3 - Gunman Talent Feature
4 - ASI
5 - Extra Attack, Quick Clear
6 - Gunman Talent Feature
7 - Specialized Ammunition
8 - ASI
9 - Rapid Reload, Weapon Modification
10 - Gunman Talent Feature
11 - Specialized Ammunition
12 - ASI
13 - Well-made Weapon
14 - Gunman Talent Feature
15 - Specialized Ammunition
16 - ASI
17 - Weapon Modification
18 - Gunman Talent Feature
19 - ASI
20 - Master Gunner

Way of the Gun is the same but can choose the weapon they want to use then the subclass. Will take more tweaking to not OP with surtain gun but it willl also give more options for players. Now someone can try being a sniper with pistols or a launcher. Could be interesting.
May 11, 2017 12:09 am
Had a lot of family stuff today, didn't work on this much. Got a revised version of Focused Breathing though. Also will be updating the level list to a more coherent version.

Focused Breathing - You can use your bonus action on your turn to gain advantage on all attacks this turn as well as add your proficiency modifier to your damage rolls. Your speed is halved and you cannot take reactions until the end of your next turn and you can't use this feature again until after you take a long rest.
You can use this feat twice at 7th level and three times at 15th level.
May 16, 2017 11:57 pm
A couple feats for the sniper class.

Sniper
-Concealed Shot: If you are hidden at the start of your turn you may use your action to take a Concealed Shot. Make a ranged weapon attack against a target you are hidden from. You can then take a bonus action to Hide, leaving your location unknown.
-Perfect Aim: When you hit a creature with a ranged weapon attack and it is not a critical hit, you can change it to a critical hit. The weapon must have the two-handed property. You must take a long rest before you can use this feature again.
-Precision: You gain a +1 bonus to attack rolls made with ranged attacks. That bonus is +3 instead if you are hidden.
Last edited May 16, 2017 11:58 pm
May 17, 2017 2:09 am
Those all make sense.
May 17, 2017 6:05 am
I was hoping to get more then just you as feedback. I love our back-and-forth but more eyes on it will find more flaws and can only make it better.
May 17, 2017 1:08 pm
OOC:
*nods* Totally agree!
May 25, 2017 9:38 pm
Test
Test
Test
Test
Test
Test
Test
Test
Last edited May 25, 2017 9:38 pm
May 25, 2017 9:39 pm
Test
May 25, 2017 9:42 pm
AC
HP
Spell slots
Reaction
Condtition

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