Zaman's Playtest Material

Deadeye - Gunner Subclass

As patient as they are lethal, Deadeyes are master sharpshooters, prizing accuracy and efficiency above all else. With eagle eyes, they scan the battlefield in the span of a heartbeat, accounting for factors such as wind velocity, projectile drop, and target trajectory as instinctively as they breathe. Then, they take their first shot. Seldom do they need a second.

What first led you down the path of a Deadeye? Have you always had the patience of a saint and an uncanny knack for complex mental physics? Or is each of your bullets guided by pure chance, with the multiverse conspiring to bury them in your foes through a series of unlikely coincidences, even in the face of your ineptitude? Whatever the case, one thing is certain: you never miss.



class features:

Deadeye’s Flair

3rd-Level Deadeye’s Creed Feature

Each of your shots is perfectly calculated, with ponderous rigor and endless patience. You learn unique ways to gain and spend Moxie:

  • Careful Aim. At the end of each of your turns, you gain 1 Moxie if you hit a hostile creature of Challenge Rating ½ or higher with a ranged weapon attack using a firearm and didn’t spend any of your movement that turn.
  • Calculated Ricochet. When you miss with a ranged weapon attack using a firearm, you can expend 1 Moxie as a special Reaction to reroll the attack roll against a different target within range of the weapon and 30 feet of the original target.

Scoping Mechanism

7th-Level Deadeye’s Creed Feature

The logic is simple: aim better, kill better. When you apply attachments at the end of a Long Rest, you can apply an additional Sight attachment to one of your firearms, even if the firearm already has a different Sight attachment. This extra attachment doesn’t count against your total number of attachments or the maximum attachments a firearm can hold.

In addition, the number you need to roll on the d20 to score a Critical Hit with a firearm is reduced by 1 for each Sight attachment applied to it.

Marksman’s Insight

7th-Level Deadeye’s Creed Feature

You’ve learned to carefully study your marks for chinks in their armour. You can use a Bonus Action to examine a creature through a Sights attachment on a firearm you’re holding, making an Investigation (Intelligence) check with the DC equal to 8 + half of the creature’s level or Challenge Rating. On a success, choose a condition or damage type. The GM tells you whether the creature has Vulnerability, Resistance, or Immunity to the chosen condition or damage type. Success or fail, you can’t use this feature again on the same creature for 24 hours.

One Shot, One Kill

11th-Level Deadeye’s Creed Feature

You can forgo additional shots to gamble it all on a single bullet—and the more you put on the line, the more you stand to win. Once per turn, when you reload a firearm, you can choose to load it with a single bullet instead of its maximum amount. If you do, the next attack made with that firearm before it’s reloaded again deals extra damage depending on the firearm’s Reload value, as detailed in the table below.

Damage per Reload Value

Reload ValueExtra Damage
Reload (1)None
Reload (2)1d6
Reload (3)2d6
Reload (4)3d6
Reload (5)4d6
Reload (6)5d6

Steady Breath

15th-Level Deadeye’s Creed Feature

By drawing in your breath, you steady both body and mind. As a Bonus Action, you can choose to start holding your breath, and you must concentrate on this as if concentrating on a spell. If you maintain Concentration on this effect until your next turn, you have Advantage on the first attack roll you make that turn, after which your Concentration ends.

Additionally, when you make an Intelligence, Wisdom, or Charisma saving throw while concentrating on this feature, you can choose to stop concentrating on it to use your Close Call special Reaction without expending Moxie.

Re-Ricocohet

18th-Level Deadeye’s Creed Feature

You can fish for the perfect hit with clever, well-calculated plans… so what if they happen to be extremely convoluted? You can use your Calculated Ricochet special Reaction when the attack would hit its target, causing it to miss instead so you can reroll the attack roll.

In addition, after you use your Calculated Ricochet special Reaction to reroll an attack roll, you can expend 1 Moxie to reroll the attack roll again, with Advantage, against a different creature within 30 feet of the second target, which can be the original one.


Created by

BabyAteMyDingo.

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