This episode we finish our class analysis of Matt Mercer's Gunslinger fighter archetype. Some weapon masters couldn’t stop with the innovation of the crossbow. Experimentation with alchemic components and rare metals have unlocked the secrets of controlled explosive force. The few who have survived these trials of ingenuity may become the first to create, and deftly wield the first firearms, Powerful yet dangerous ranged weapons. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave the user without a functional means of attack. But when fully functional, the wielder of these weapons can become a distant force of death on the battlefield.
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Matt Mercer Gunslinger v1.3 May 3, 2018 Zoltar Slowly been tweaking the Gunslinger archetype over time, based on how it played in our last campaign, and community feedback. Tagged with Creativity,; Shared by MrBarkalot. Gunslinger by Matthew Mercer. Tabletop Rpg Tabletop Games Dragon C Dnd Classes Dungeons And Dragons Homebrew Dnd 5e Homebrew Forgotten Realms Character Sheet Character Creation. DnD 5e Homebrew — Gunslinger Class by Ujio21 See more 5eSorcerer Subclass: Deathtouched.
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I'd just run battlemaster. Rules for fire arms are in the DMG and do what they need to do. Unless you just want to refluff crossbows.Matt is a GREAT DM but not a great designer. This is a hastily tacked on Pathfinder conversion that doesn't cover any territory that battlemaster doesn't already do well enough. Instead it adds poorly balanced damage, more resource tracking rules (grit doesn't need to recharge on a crit or kill, short rest works just fine for all other classes).Just all in all, its unnecessary, not as well designed as the system IN THE BOOKS that covers the concept already.It won't destroy your game to have it in it, but it's not doing you too many favors either.
Well you can poke it around to your needs, since they count as ranged martial, anyone with martial proficiency can use them off the bat, assuming the setting allows. Coughhomebrew coughWith the renaissance weapons, they have the loading property, but the only other weapons with loading are crossbows. Why not allow crossbow master benefit the renaissance guns as well, including using the pistol as a bonus action? That way you get renaissance guns getting the same bonuses as crossbows, just slightly harder hitting for more expense?Honestly, just give the fighter a gun and be done with it. I think Matt Mercer is one of the best, if not best DM's out there when it comes to running games and worldbuilding. However his capacity to create classes is lacking.
The bloodhunter, except for the order of the mutant is fine, but I can't advise playing any other classes of his.To answer your question, my biggest two problems with the class:. The Gunslinger's misfire mechanic is something I personally dislike and goes directly against the design philosophy of 5th edition. Critical fails aren't and shouldn't be a thing IMO. The chance of it happening is way too high and it also often doesn't make sense, since the chance increases with disadvantage. Example: an enemy takes a dodge action; now the chance of your gun breaking down doubles if you attack them. The class isn't a real fighter subclass. There is no thematic synergy between any of the default fighter abilities and those of the gunslinger, barring the Extra attack (2) and Extra attack (3) abilities.
It would make much more sense on a rogue or a stand-alone class altogether. I don't imagine a gunslinger with 1d10 HD, heavy armor, and the ability to shrug off effects, do you?. I’ve been playing a gunslinger for the past couple of months, and I have a few thoughts:-Misfires are really annoying, and I just have god awful luck, so it affects me a lot; that being said, Bad News does 2d12 damage. And has enough range that you could kill virtually any enemy in an open space without them even reaching you.-A few things may not line up with the fighter, but the fact that the two most important stats for the Gunslinger are Dex and Wis easily makes up for that imo.-Higher HP actually makes a bit of sense for certain personalities. If a subclass has a thing called “Grit”, I’d think they’d take some hits like a champ.-I use a Skirmisher Warforged, and the race actually works incredibly well for Gunslinger, specifically with its armor cores. I recommend using this combo for yourself.Yes, my character’s name is Cayde-6.
My friends criticized me for making a video game reference, but other than the name class and race, his backstory is completely original. I completely agree with your first point, but the second not so much. I think a big bulky gunslinger tank with a handheld artillery piece would be pretty cool (see also ). That being said, shooting uses Dexterity, some other feature (Grit?) uses Wisdom I believe, and heavy armour requires good Strength, so I don't imagine you'd see that much anyway (especially because usually characters have either high Strength or high Dexterity due to overlapping uses). But now I'm imagining a Strength-based gunslinger brawler with gauntlet guns that fire when they punch things (as seen in Inglourious Basterds and also in real life). Their heavy armour is to protect them from themselves as much as it is to protect them from their enemies. Mercer's a good storyteller, but his mechanical prowess leaves a lot to be desired.
It's a pathfinder port that does not follow 5e subclass conventions:.every single piece of the subclass is combat focused. There is no flavor ribbon or utility like there is with arcane archer lore, student of war and know your enemy on the battlemaster, cavalier's bonus proficiency and born to the saddle, champion's remarkable athlete, the EK's weapon bond, or the samurai's bonus proficiency and elegant courtier. The fighter is a very combat-centric class, but 5e's precedent is that even the most combat-centric classes and subclasses are devoting features to these things. The gunslinger does not do this, as even its tinker tools feature in gunsmith is not there out of a flavor want, it's there out of necessity to fit some clunky firearms rules.grit points are clunky and frankly there's no reason for them to generate as fast as they do. Either make them a short rest resource like battlemaster dice or make them a long rest resource like the cavalier's extra attack from unwavering mark, don't combine the 2 and then throw in 'sure you get some more when you crit or kill too.'
.the misfire system doesn't represent enough threat to the player. A DC 9 check cannot be failed as early as level 6 on a fighter unless you are homebrewing skill check rules to say that you crit fail on 1s, and you have a 90% chance to pass a DC 10 check, one of which every 'normal-powered' gun has. So I'm to believe that on the 10% of the time your gun misfires you just basically get to ignore it?
Losing 1 action isn't a huge deal, and nevermind that you can just drop the misfired gun and pull another one without having to deal with misfire ever. Why even have these checks if they are invalidated so early into tier 2 play, or if you take something like sharpshooter they still get invalidated at level 9 anyways?.as noted above, but also considering the reloading system, it's way too easy to cheese by just carrying extra guns. If I pretend I'm neo in the matrix and carry a dozen pistols in my trenchcoat, I literally never have to deal with any of those systems during combat. Shoot my rifle, free action drop, item interaction draw a pistol, finish turn on the pistol, go into next turn on the pistol, drop that and pull another, the list goes on. Normal pistols are not prohibitively expensive enough to stop this kind of activity unless you as the DM just don't give any gold to the party and don't let them sell things.why is a subclass being balanced by your ability to gain gold in the first place?
The expense of the guns is hilarious. A fighter or paladin or cleric is still plenty strong without having plate. A gunslinger needs ridiculously more cash on hand to get new guns rolling, which is just entirely silly to me. Let the subclass stand on its own merits rather than be 'balanced' by a related economic system that forces the DM's hand in giving out rewards, as a DM not giving out a lot of gold screws the class over intensely.among other problems.
The subclass isn't designed with 5e conventions in mind, it was designed so mercer could port his PF game to 5e. PF is a completely different power scale than 5e that doesn't follow the same ideals, and mercer did not design this to fit into 5e's conventions, he designed it to get his table moving in the new edition.I don't allow it at my table. I don't think firearms are special enough to warrant a subclass or class devoted to them, rather I believe that they should be designed in a way to work with existing subclasses, and so that's the route I take when I'm thinking of a setting that might use firearms. The whole idea that you don't have access to the weapon you're going to use for almost all of your gameplay at level 1 is really dumb, and the whole idea that a world with firearms would limit their proficiency to the fighter when the rangers and rogues of the world would absolutely love them just as much is at best silly.edit: mathed the misfire things wrong, you can actually make the misfire rolls meaningless as early as level 6. Here's the deal with it for me. The correct answer is mainly yes. But it's because it changes the mechanics.
I love it myself. Battlemaster technically is more powerful, but the gun mechanics are more in the hands of what the DM allows anyway, but this provides a clear path.I would probably rework a few things. But pick a human variant to instantly get access to sharpshooter. Deadeye/Sharpshooter is deadly.I understand the risk to misfire, but realize that this build is hyper powerful. You can outrange anyone in the game (Range on Pepperbox is 320 with Sharpshooter) and while doing it have a solid dex and deal out a lot of damage. Sure perhaps a crossbow expert/sharpshooter combo could be even better, but that's a double feat build which can be really tough.
And if you're concerned about misfire, just take the lucky feat. Also you can build a second gun and when you hit level 7 you get quick draw and can stow one of your firearms and produce another. 10th level gives you the option to use a grit point to use your bonus action to attempt to repair your gun. 15th level moves your reload to bonus action.IMO the class scales well to higher levels. Is it better than Battlemaster?
Probably not. Mechanics should be wide open. Theme should be up to the player. Unnecessary restrictions are the bane of so many cool character ideas.Want a monk who uses a shield? You are going to have to ask your DM to bend the rules for you, or you just have to make your monk way way weaker because it will be missing some of its best class features. WHY!?Wizards don't use shields, but if a wizard decides to use a shield it doesn't make them unable to use their own class features!!!
All that matters is whether they're proficient or not. Beyond that its a fine choice!.