![]() The two bonus subclasses in the Fully Loaded Edition are the most interesting and exotic, adding two versions of the gunslinging preacher archetype. The Maverick can squeeze off quick snapshots when rolling for initiative (and at 17, target up to six creatures – “It’s High Noon!”). The Enforcer receives a temporary hit point shield whenever they’re healed in combat, synergizing nicely with the Gunslinger’s ability to self-heal using Grit. ![]() ![]() The subclasses, called trails, reach into familiar Western tropes, from the bar-fighting outlaw to the badass sheriff. Solid, straightforward abilities that compliment the class, though still mostly pointing and shooting with the basic attack every round. Later features include Extra Attack, advantage on initiative rolls, spending Grit Points to gain advantage on saving throws, and attacking anyone who moves within 10 feet of the Gunslinger (like Polearm Master). I do love that Grit Points are resorted on a short rest, as well as regaining one Grit Point after a critical hit. All very helpful abilities, though perhaps not the most tactically engaging or interesting. Grit Points are expended to perform different abilities that are automatically gained as they level up.Īt level two they can heal using Hit Dice during combat, impose disadvantage on attackers, or freely disengage from enemies. The Gunslinger gains a number of Grit Points that scales to their Wisdom modifier. Starting at level two, the Gunslinger can use Grit Points, which work similarly to a Monk’s Ki Points. The number of extra crit die from Bad Medicine increases as the Gunslinger levels up, bringing them up to par, damage-wise, with Battle Master Fighters and sneak attacking Rogues, which is demonstrated in the helpful Damage Per Round chart displayed in the appendix. At level one, Bad Medicine allows them to roll an extra damage die on critical hits, exactly like a half-orc’s Savage Attacks (but for ranged attacks). The Gunslinger builds up synergy with critical hits throughout their progression. However, the benefit is lost if they don’t attack, or miss with an attack, encouraging the Gunslinger to do what they do best – start blastin’! After each attack, the Gunslinger’s crit chance increases by 5%, up to to 25% after four rounds. In layman’s terms, most 5e classes and subclasses have a 5% chance to critically hit, by rolling a natural 20. After one attack, the Gunslinger can then score a crit on a 19 or 20, then on an 18-20, and so on, capping at 16. The Gunslinger’s defining feature at level one is Deadeye: whenever the Gunslinger successfully hits with a ranged weapon attack, the critical range on that weapon is reduced by one.Īt default, every weapon in 5e lands a critical hit on a roll of 20. The Gunslinger has a d8 hit die, and proficiency in simple weapons, light armor, and, obviously, firearms. Not every fantasy world has guns! A helpful sidebar suggests hand crossbows and heavy crossbows in place of pistols and rifles, allowing anyone to use this ranged martial class regardless of actual gun use. Understandably, many DMs or GMs may veto the Gunslinger on the basis of technology. The expanded Fully Loaded Edition features another two subclasses, three new gun-related feats, a dozen magic firearms, and optional firearm modifications with Heavyarms’ previous release, the excellent Complete Armorer’s Handbook (one of my top ten DMs Guild products I reviewed in 2020). The Gunslinger Class features full level 1-20 class progression, with three subclasses, and re-balanced firearms with lower weapon die and limited shots (though easier to reload). The Gunslinger Class by Heavyarms simplifies the concept of a pure ranged attacker by focusing on critical hits rather than trick shots. ![]() Few class concepts get DMs (or GMs) as riled up as the Gunslinger, for a variety of reasons.
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