Three days ago I asked Is this homebrew gunslinger class balanced? and got a some good answers. Thank you to everyone who took the time to read my post and especially thank you to the person who provided an in depth analysis of every feature. Also sorry for the formatting problems. Thank you to the person who fixed my formatting and writing, it was a welcome surprise.
I took into account the suggestions from last time and have edited the class quite a lot. I would be very grateful if people would help me refine it to be as good as possible. Thank you in advance.
I present to you: Gunslinger V2
|4||+2||Ability Score Increase||4|
|5||+3||Steady hand, Gunsmithing(2)||5|
|8||+3||Ability Score Increase||8|
|10||+4||Bullet Time, Gunsmithing(3), Shooting Style(2)||10|
|12||+4||Ability Score Increase||12|
|15||+5||Steady Hand (3)||15|
|16||+5||Ability Score Increase||16|
|19||+6||Ability Score Increase||19|
As a Gunslinger, you gain the following class features
Hit Dice: 1d8 per Gunslinger level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 5 (1d8) + Constitution modifier
Armor: Light Armour
Weapons: Simple weapons, Firearms
Tools: Gunsmith's Tools
Saving Throws: Dexterity, Wisdom
Skills: Choose three from Acrobatics, Athletics, Perception, Sleight of Hand, Stealth and Survival.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a revolver, (b) a rifle, (c) a blunderbuss or (d) two pistols
- A hand pistol
- 30 rounds of ammunition
- A set of gunsmith's tools
You can craft firearms. To craft a firearm, you must first have the schematics for it. Every 2 levels: 1, 3, 5, 7, ect, you can learn a new firearm schematic. Pick any basic firearm and add to it (if you wish) a number of modifiers equal to your proficiency bonus. To craft the firearm, it takes a number of days equal to the base firearm's crafting time plus extra time for each modifier you apply. You must have access to raw materials worth at least half of the firearm's cost, which are expended in this process, as well as the extra price added by each modifier, and access to the facilities needed to craft the firearm. You can also add modifiers to existing firearms up to a total of your proficiency bonus. Once you reach 5th level you can make +1 firearms, at 10th level you can make +2 firearms and at 15th level you can make +3 firearms.
At 2nd level, you develop a particular style of shooting and using firearms. Choose one of the styles below. You can't choose a Shooting Style again, even when you later get to choose again at level 10.
Dual-Wielding: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack so long as the attack is made by a firearm.
Explosive: When you use an explosive, grenade, or a weapon with the Explosive property, you can reroll 1s and 2s on the damage die, though you must take the new rolls even if they are 1s and 2s.
Heavy Calibre: Attacks you make with two-handed firearms deal +2 bonus damage.
Marksman: You have a +2 bonus to attack rolls made with firearms.
All-Rounder: You deal +1 bonus damage with all firearms.
Your way of live has caused you to develop a particular hardiness to your person called grit. This is represented by the number of Skill Shot points you have, which can be seen on the Gunslinger class table. You can expend Skill Shot Points to perform abilities called Skill Shots, with you regaining all expended Skill Shot points at the end of a short or long rest. At 3rd level you know 2 Skill Shots, and you learn 2 more at 9th, and 17th levels. Some Skill Shots may call for an enemy to make a saving throw, if that is the case, the following is the DC for the saving throw called. Additionally, only one Skill Shot may be performed per turn.
Skill Shot Save DC = 8 + your proficiency bonus + your Dexterity modifier
Ability Score Increase
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th and 19th level, you can increase one ability score of your choice by 2, or two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Beginning at 5th level, if you are prone and make no movement on your turn, you get a +1 to hit with firearms. At level 11 if you make no movement you get a +1 and if you are prone and make no movement you get a +2. At level 15 being prone and making no movement gets you a +3 to hit, making no movement gets you a +2 and moving half your speed or less gives you a +1.
Beginning at 6th level, if you roll initiative with less than half of your skill shot points remaining, you regain 2. At level 14 this number increases to 4 and at level 18 it increases to 6.
Beginning at 7th level, you can attack twice, instead of once, when you take the Attack action on your turn. The number of attacks increases to three when you reach 13th level in this class.
Starting at 10th level, your senses become so honed that you can momentarily perceive time slower. Once per long rest, you can use your bonus action to enter Bullet Time. This lasts until the beginning of your next turn. During this period, you have advantage on Dexterity saving throws and Perception checks, and attacks made against you have disadvantage. You also have +2 AC. Once you reach level 20 you can use your reaction to make a number of attacks equal to your Dexterity modifier.
Extra context to help with reviewing
A set of Tinker's tools
A notebook with schematics
A small pouch of gunpowder
In my setting, guns do not exist and were invented by this player. All guns deal piercing damage. I have not added costs or crafting time because I have not yet solidified what they will be, but it will on average take a week to craft a gun at level 1, and the guns prices will be roughly in line with the normal dnd weapons in terms of battle effectiveness to cost.
|Gun||Capacity||Damage die||Range||Loading and Other|
|Revolver||6||1d6||mid range||loading takes an action and a bonus action|
|Rifle||2||1d10||mid/long range||loading takes an action|
|Blunderbuss||1||1d12||short range||loading takes an action and a bons action|
|Pistol||1||1d8||mid/short range||loading takes a bonus action|
|Hand Pistol||1||1d4||short range||loading takes an action, concealable|
|Sniper Rifle||1||2d8||Very long range||loading takes 2 actions|
|Mini Cannon||1||variable ammo: 3d12 to one target or 1d12 to every enemy within a cone||Short range||loading takes 3 actions but can be reloaded by multiple people at once, heavy.|
|Shotgun||2||1d6 in a cone||short range||loading takes an action|
|Repeating Pistol||9||1d4 but 3 attacks per turn||short range||loading takes an action and a bonus action|
|Cannon||1||variable ammo: 8d12 to one target or 2d12 to every enemy within a cone||Medium/long range||loading takes 6 actions but can be reloaded by multiple people at once, unliftable.|
|Semi Automatic Rifle||10||1d8 up to 4 attacks per turn||mid range||loading takes an action and a bonus action|
Near the bottom of this link are the skill shots, credit to PlatinumSketch for making them, as well as this is the class I based this off.
These are found in the gunsmithing section of my post, follow this link and scroll to the bottom for the modifiers. Thanks to Zone for making them, they were designed (I think) for DMs but they work equally well for players.