Gun-Upgrades At 1st level as a Gunner you have quite the extensive knowledge on firearms, knowing not only how to use them properly but how to bring out their fullest potential and even beyond it as you have the skills required to customize and enhance your personal firearms abilities. At first level you can choose an upgrade to learn from the list of Gun-Upgrades (listed below) and during a long rest you can apply these upgrades to any firearm in your position that matches the type of upgrade you learned, once a firearm has been given an upgrade it can be un-upgraded, and no upgrade can be stacked with itself on any gun; once a gun has been upgraded it is immediately treated as a “complex firearm”. You learn more Gun-Upgrades at 4th, 7th, 10th, 13th, 16th, and 19th level. Handgun
You start with the following equipment, in addition to the equipment granted by your background: A simple firearm of your choice with one included ammo box of its type and a holster of it’s type, binoculars, and 3d4 * 10 gold
Subclass Features Subclass one (To be named later) Elemental rounds When you first choose this subclass at 2nd level you’ve put some time and effort into making something really special, an augment that you can attach to any firearm that allows you to fire your bullets with elemental properties. As an action you can cycle through different elements you want to add to your bullets, all of them adding 1d6 of a certain damage type; you can choose between Fire, Cold, Lightning, Acid, Force, and Nothing. At 11th level you can cycle between the different damage types as a bonus action. Penetration At 6th level you have created another new custom upgrade for your guns that can be equipped to all of them. When a bullet you fire kills an enemy it hits, instead of stopping in the enemy's body, it keeps going in a line until half its minimum distance, possibly hitting further enemies. Point Blank At 13th level with your knowledge of knowing exactly how and where to shoot your enemies you can do even more damage when at close range. You no longer take penalties when firing a firearm in melee range, and when firing a firearm in melee range you gain advantage on all damage rolls. Burst Shot At 17th level you have configured your elemental rounds augment to be able to fire all elements at once, at the cost of forgoing your elemental rounds until it can be repaired. As an action, once per long rest, you can use Burst Shot, targeting a single creature with a ranged attack roll, on a hit the creature takes your base gun damage plus 1d6+Wis Fire + 1d6+Wis Cold + 1d6+Wis Lightning + 1d6+Wis Acid+Wis + 1d6+Wis Force damage. After using this ability you can not utilize your Elemental rounds Augment until your next short rest. Subclass two (to be named later) Medic Bullet When you first chose this subclass at 2nd level you have done a bit of research into the medical field for survival and gain knowledge of how to make a special kind of argument you can apply to your bullets. During a long rest you can prepare up to 1d4+Wis mod Medical bullets, using this medical bullets, as an action you can target any creature within your range and heal them for 1d6+Wis Hit Points. Sniping Shot At 6th level with your research into the medical field and your understanding of common anatomy, when targeting humanoid creatures you can aim for specific parts of their body to attempt to cripple them. A number of times equal to your Dexterity modifier per short rest you can target a creature and take aim at their head, arms, or legs. On a hit you deal your base gun damage and depending on where you hit, certain effects can apply. Head: The creature must pass a Wisdom saving throw or be unable to speak or focus on spells or spellcasting for 1d4 rounds. Arms: The creature must pass a Constitution saving throw or drop any weapon, shield, or other item they are holding and will be unable to hold anything again for 1d4 rounds. Legs: The creature must pass a Dexterity saving throw or fall prone to the ground and have their base walking movement speed halved for 1d4 rounds. (DC for all snipes are 12+Dex Mod) Quick Action At 13th level you know how to make quick, agile, and precise movements, pulling off maneuvers and pulling your trigger to quick for your enemies to know what hit them. Once per short rest, when performing an ability that would require an action, you can do it as a bonus action instead. Pop Flair At 17th level you have created another new augment, this one being single use, but can give you quite an edge in a sticky situation. Once per long rest, as an action, you can fire off a Pop Flair anywhere within 30 feet of yourself. All creatures within 80 feet that are looking in the direction of the Pop Flair, other than yourself, must pass a Wisdom saving throw (DC 12+Wis) or become blinded and all creatures that become blinded by this effect, have their AC reduced by # = to your Wis modifier.
| Level | Proficiency Bonus | Features | Total Gun Upgrades |
|---|---|---|---|
| 1st | +2 | Charged Shot, Gun-Upgrades | 1 Upgrade |
| 2nd | +2 | Subclass (???), Subclass feature | 1 Upgrade |
| 3rd | +2 | --Nothing-- | 1 Upgrade |
| 4th | +2 | Ability score improvement | 2 Upgrades |
| 5th | +3 | Rapid Fire | 2 Upgrades |
| 6th | +3 | Subclass feature | 2 Upgrades |
| 7th | +3 | --Nothing-- | 3 Upgrades |
| 8th | +3 | Ability score improvement | 3 Upgrades |
| 9th | +4 | Shell Shock | 3 Upgrades |
| 10th | +4 | Double action | 4 Upgrades |
| 11th | +4 | --Nothing-- | 4 Upgrades |
| 12th | +4 | Ability score improvement | 4 Upgrades |
| 13th | +5 | Subclass feature | 5 Upgrades |
| 14th | +5 | Cover Fire | 5 Upgrades |
| 15th | +5 | Ability score improvement | 5 Upgrades |
| 16th | +5 | --Nothing-- | 6 Upgrades |
| 17th | +6 | Subclass feature | 6 Upgrades |
| 18th | +6 | Ricochet | 6 Upgrades |
| 19th | +6 | Ability score improvement | 7 Upgrades |
| 20th | +6 | Riot Gun | 7 Upgrades |
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