

Especially if you combine it with other maneuvers like Deadly Start and Flawless Draw. But the potential to activate it out of combat and just stare down someone until combat starts is POTENT. On one hand, it take a long time to build up. I fell like it worked better as a Maneuver, but might be both too strong and too weak. This one was originally a Class Feature instead. NOTE: I think I'm going to add a restriction to this to make it so it only triggers on your first critical hit each round. I included maneuvers because, well, I put a lot of work into them and 1 exertion point per crit doesn't seem like enough to be game-breaking. Its a pretty small boost in power from what I can tell, so I though it would be a fun interaction with Base-class abilities. The reason for Accuracy bonus is that I feel like I don't quite understand why that resource is so scarce to begin with. So what to reward them with if I have no Grit? Well, I figured I'd give the options of Accuracy Bonus uses or Exertion points. I wanted to harken back to the classic "Grit" mechanic that finds it's way into every Gunslinger class, so I wanted it to trigger on Crits, especially since the gunslinger can do things with maneuvers to get a lot of attack rolls out. This one seems a little scary because there was nothing like it already in A5E (that I noticed) and I wasn't sure why.
5E HOMEBREW CLASSES GUNSLINGER HOW TO
I think the answer to that is to bring in more of the Intimidation focus, but I don't know how to do that.


I imagine making a couple of these subclasses now that I've got the Combat Tradition sorted out, so I'd like to do more to make this more "ranger-y" if possible. It's definitely a step in the "martial" direction, but since it's focused on a particular class of weapon I think that's unavoidable. I wound up making the Gunslinger into a Ranger archetype, since a lot of the things that would normally be features are covered by maneuvers, and the theme of the gunslinger meshes really well with Ranger. If the new zeitgeist book introduces that as well, I might retrofit for that. In the old Zeitgeist book, there was the "Ammunition Clip" Firearm Enhancement, which is essentially the same thing as introducing a "Reload" weapon property. Reloading however, using an action or bonus action, could have worked really well here in terms of limiting some scary damage numbers from the more potent firearms.Īnyway, I tried my best to work with the RAW for now, but am willing to work backwards to introduce a "reload" mechanic if that's the only way to make it work. I think Misfire is a bad mechanic, so if that was in the game I'd have put a "During a long rest, you can remove the Misfire chance from 1 firearm in your possession" to the Firearm Expertise class feature. A lot of gunslinger classes use misfire and reloading as the primary balancing levers, and with those absent I ran into trouble.

I tried to make this all work with the RAW firearm rules in the Handbook, limiting as that may be. I would love some input on these before I let my player use it. What is it exactly? How does it play? How should you build it? Put on your ammo belt and reach for the sky as we go through everything you need to know.Hello everyone! I've been working on a while on spinning up a workable Gunslinger class for A5E, and quickly realized I needed to make an accompanying Combat Tradition and set of maneuvers. There is a ton of homebrew content providing for firearms, but Matt Mercer of Critical Role fame has cemented his gunslinger archetype as the go-to gunfighter of choice. D&D is a fantasy setting, but steampunk, dieselpunk, and a whole range of other punks have a tendency of creeping in.
5E HOMEBREW CLASSES GUNSLINGER FULL
Check out the full Gunslinger 5e Class Guide here: Ĭowboys, gangsters, and practically every other cool trope since the invention of gunpowder use a firearm.
