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Gunner

Class

Even in a world where starships bombard planets from orbit, warfare often comes down to soldiers with their boots on the ground and guns in their hands. Depending on your background, you might be a soldier in a legitimate military organization or a gun for hire, fighting on behalf of whatever employer pays you best. In either case, firearms are your weapon of choice. With a gun and enough ammo, you can unleash a salvo that decimates enemy forces or lay down a burst of cover fire, providing the distraction your allies need to make a safe retreat.


Level 3Firearms Mastery

At 3rd level, you gain all firearms as your favored ordnance. When you use the burst property of a firearm, targets in the weapon’s burst area take additional damage equal to your favored ordnance damage. The damage type of this extra damage is the same as the type normally dealt by the weapon.


Level 3Controlled Burst

Also at 3rd level, you learn how to fire your weapon in short, controlled bursts, using only the ammunition needed to take out your target and no more. When you use the burst property with a firearm, you expend only 5 pieces of ammunition instead of 10.


Level 7Strafe

At 7th level, when you use the burst property with a firearm, you can create a second 10 foot cube contiguous with the primary burst area within the weapon’s range. If you do, you do not apply your favored ordnance damage to either burst area. For each area you create, you expend 5 pieces of ammunition.

At 16th level, you can create a third burst area. Alternatively, you can reduce your favored ordnance damage to 1d12 to create two burst areas at the ammunition cost of one.


Level 7Advanced Tactics

Also at 7th level, you develop advanced tactics that allow you to direct the ebb and flow of battle with your gunfire. You learn one of the following advanced tactics, which you can use to augment the burst areas you create with firearms. You can’t use more than one advanced tactic on your turn. If you use Strafe to create multiple burst areas, the advanced tactic you use (if any) applies to all areas you create.

Cover Fire. When you use the burst property with a firearm, you can choose to exclude a number of creatures equal to your proficiency bonus from the burst’s effect. All other targets have advantage on the Dexterity saving throw they make to avoid damage from the burst. After the burst’s effect is resolved, the creatures you excluded can use their reaction to move up to half their Speed without provoking opportunity attacks.

Focus Fire. When you use the burst property with a firearm, you can choose to create a 5-foot-cube area instead of a 10 foot cube. If you do, targets in the burst take additional damage equal to your favored ordnance damage (an extra 1d8 at 7th level, and extra 1d12 at 11th level, and an extra 2d12 at 16th level). If you use this tactic in conjunction with your Strafe feature, any additional burst areas you create are also 5 foot cubes.

Suppressive Fire. When you use the burst property with a firearm, instead of the burst’s normal effects, you can choose to fill the area with suppressive fire. Each creature in the area makes a Wisdom saving throw against your maneuver DC. On a failure, the creature is rattled and has disadvantage on ability checks and attack rolls until the end of your next turn.


Level 10

Take Cover

At 10th level, you know how to use the shape of the battlefield to shield yourself from incoming fire. The bonuses that cover grants to your AC and saving throws double, increasing to +4 for half cover, and +10 for three-quarters cover.


Level 15

Gunfire Maestro

With a gun in your hands, the battlefield is yours to control. At 15th level, you learn all the tactics listed in the Advanced Tactics feature.


18th LevelOverwhelming Firepower

At 18th level, while wielding a firearm with the burst property, you can use an action to create one of the following effects. To do so, you must expend 10 pieces of ammunition. You can’t use your Strafe or Advanced Tactics features to alter these effects further.

Mow ‘Em Down. Select up to ten contiguous 5 foot cubes you can see within the weapon’s range. Each creature in that area makes a Dexterity saving throw against your maneuver DC. The target takes the weapon’s normal damage on a successful save, or your favored ordnance damage on a failure.

Spray and Pray. Each target in a 60-foot cone makes a Dexterity saving throw against your maneuver DC. The target takes the weapon’s normal damage on a successful save, or your favored ordnance damage on a failure.