Gunner
About this class
Firearms are a new concept to the realms. They are foreign and many people are fearful of them. You are not one of those people. As the wielder of these new weapon types, you are a leg above your competitors. You have a healthy respect for your weapons and the good (and harm) they can cause.
Included subclasses
Domains
Starting stats
Hope feature
Class features
-
Wounding Shot
Spend a Hope and make an attack roll against a target. On a success, deal your attack’s normal damage and temporarily give the target Disadvantage. This Disadvantage lasts until the target takes an Action to dislodge the round, or the GM uses a Fear to clear the condition.
Class items
- A cherished item from a deceased loved one
- A compass
Character questions
Background prompts
- How did you acquire your first firearm?
- How do you maintain your weapons?
- Who from your past wronged you, and do you seek vengeance?
Connection prompts
- What event did you save your ally from that lead to your relationship?
- What secret do you and your ally share that the rest of the group doesn’t know?
- What bond do you have with your ally? One of friendship? Reluctant partnership? A debt to be paid?
Subclass cards
Printable via header menu
Rifleman
Foundation
SPELLCAST TRAIT: Agility
Sniper: You can spend 2 Stress to roll a d4 when targeting a creature with an attack roll. Subtract the result from target’s difficulty.
Rifleman
Specialization
Weakspot Located: When using your Sniper feature, add the roll result to the damage.
Rifleman
Mastery
Headshot: Your Sniper die is now a d6.
On a Critical Hit, triple the damage dice instead of doubling.
Pistoleer
Foundation
SPELLCAST TRAIT: Agility
Dead eye: Make an attack against a target within close range. On a success, Mark 2 Stress to use the attack against all other targets within Close range.
Pistoleer
Specialization
In and Out: When wielding a secondary weapon that is a pistol, you deal double the primary weapon’s damage.
Pistoleer
Mastery
I’m Not Surrounded, You Are Just Too Close: When using your Dead eye feature, make 2 attacks per adversary
Gunner
Firearms are a new concept to the realms. They are foreign and many people are fearful of them. You are not one of those people. As the wielder of these new weapon types, you are a leg above your competitors. You have a healthy respect for your weapons and the good (and harm) they can cause.
Domains
Survival + Inspired
Starting Evasion
12
Starting Hit Points
6
Class Items
- • A cherished item from a deceased loved one
- • A compass
Gunner’s Hope Feature
Reposition : Spend 3 Hope when you succeed on an attack roll against a target. You may move up to Close distance immediately after the attack.
Class Features
Wounding Shot
Spend a Hope and make an attack roll against a target. On a success, deal your attack’s normal damage and temporarily give the target Disadvantage. This Disadvantage lasts until the target takes an Action to dislodge the round, or the GM uses a Fear to clear the condition.
Gunner Subclasses
Choose either the Rifleman or Pistoleer subclass.
Rifleman
Why get close when you can stay far?
Spellcast Trait
Agility
Foundation Features
Sniper: You can spend 2 Stress to roll a d4 when targeting a creature with an attack roll. Subtract the result from target’s difficulty.
Specialization Feature
Weakspot Located: When using your Sniper feature, add the roll result to the damage.
Mastery Feature
Headshot: Your Sniper die is now a d6.
On a Critical Hit, triple the damage dice instead of doubling.
Pistoleer
Those quick on the draw often live the longest lives
Spellcast Trait
Agility
Foundation Features
Dead eye: Make an attack against a target within close range. On a success, Mark 2 Stress to use the attack against all other targets within Close range.
Specialization Feature
In and Out: When wielding a secondary weapon that is a pistol, you deal double the primary weapon’s damage.
Mastery Feature
I’m Not Surrounded, You Are Just Too Close: When using your Dead eye feature, make 2 attacks per adversary
Background Questions
Answer any of the following, or create your own.
- • How did you acquire your first firearm?
- • How do you maintain your weapons?
- • Who from your past wronged you, and do you seek vengeance?
Connections
Ask one of the following, or improvise.
- • What event did you save your ally from that lead to your relationship?
- • What secret do you and your ally share that the rest of the group doesn’t know?
- • What bond do you have with your ally? One of friendship? Reluctant partnership? A debt to be paid?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.