So, here's mine:
<class information begin>
"Gunslinger
The intelligent and the creative have
discovered how a combination of unrelated inventions can make a
single new weapon. Due to the complexity of these weapons, few people
can produce them. There is also a steep learning curve to becoming
proficient with these weapons, and few people have the resources for
the training. Is the face of war about to change, or is this new
class of warrior too dependent on the inconsistent skill of a new and
rare type of craftsman and uncommon resources to endure?
The gunslinger is a rare and unique
warrior that could be mistaken by wizards by those not in the know.
Because of the rarity of guns, and the rarity and expense of the
ammunition, gaining competent skill and knowledge with firearms
probably means you had very unique circumstances in your background.
You don't have to be strong or smart to fire a gun well, but
coordination and practice are key. You must also know how to clean
and maintain your weapon, and make time to do so often. Skilled
marksmen have learned to compensate for the unique inaccuracy of each
handmade gun.
Class
Features
As a gunslinger, you gain the following
features.
Hit Points
Hit Dice: 1d8 or 5 + Con per
marksman level
Proficiencies
Armor: Light armor, Medium Armor
Weapons: Pistols, Muskets,
Dynamite
Tools: Bullet Casting Tools or
Tinkers Tools
Saving Throws: Dexterity, Wisdom
Skills: Choose 3 from:
Acrobatics, Insight, Intimidation, Perception, Stealth, Slight of
Hand
Equipment
You
begin with the following equipment, in addition to to equipment
provided by your background.
(a)A
Pistol or (b) a Musket
A horn of gunpowder
A horn of gunpowder
20
Bullets
(a)
Padded Armor and 1x dagger or 1x hand ax or (b) Leather Armor
An
Explorers Pack
Bullet
Casting Tools
10
lbs. of copper (or lead)
1
Flask of Oil, 1x Cotton Clothe, 1x Barrel Rod
Renaissance Item | Cost | Damage | Weight | Properties |
Martial Ranged Weapons | ||||
Pistol | 250 gp | 1d10 Piercing | 3 lbs. | Ammunition (range 30/90), loading, |
Musket | 500 gp | 1d12 Piercing | 10 lbs. | Ammunition (40/120), loading, two-handed |
Double Barrel Pistol |
700 gp | 1d10 Piercing | 5 lbs. | Ammunition (range 30/90), loading, |
Double Barrel Musket |
1250 gp | 1d12 Piercing | 15 lbs | Ammunition (40/120), loading, two-handed |
Ammunition | ||||
Ball Shot | 3 gp | - | 2 lbs. | - |
Cone Shot | 12 gp | +1/+1 | 2 lbs. | Range increases by +5/+10 |
Silver Shot | 100 gp | 2 lbs. | Silvered, Can be either Ball or Cone Shot |
- Cone Shot is more aerodynamic. It adds +1 to your attack and damage rolls, increases your normal range by 5 and your long range by 10. You can craft or purchase bullet casting tools specifically for making cone shot if or buy cone shot.
- Silver Shot or Silvered Shot is the only way for marksmen to fight monsters with resistance to nonmagical damage.
- The double barreled weapons allow for shooters to take up to two attacks before reloading. This will be beneficial if they have a bonus action or an extra attack
- This should go without saying, but using your guns as improvised bludgeoning weapons does 1d4+Str mod damage, but it doesn't sound like a good idea to make a habit of pistol whipping and clubbing creatures with a precision instrument that has intricate parts. You don't have proficiency to firearms when you used them like this.
Fire while Prone
At 1st level, you can
attack with firearms while prone.
Announce
At 1st level, you can
announce your presence with a gunshot once per encounter. Roll a
Charisma or an Intimidate Check. Creatures within 50 feet must make
Wis save or become intimidated for one round. If they succeed by more
than 5, they may become provoked at DMs discretion. Nonmagic
creatures who roll a 1 or a 2 will be intimidated by you for 24
hours.
Quick Draw
At 2nd level, you can draw
or holster a 1 handed firearm as a free action.
Muzzle Flash
At 3rd level, you can
declare that you load your firearm with only gunpowder and no
ammunition, and your intent to blind one creature within 5 ft of you.
Succeed on an attack roll without disadvantage and you can blind 1
creature and do 1d4 fire damage.
Improve Ability Score
At level 4th, 8th, 12th, 16th,
and 19th level, you can improve your choice of one ability
score by +2 or two ability scores by +1.
Disable Target
At level 5, you can
attempt to disable a target with a well placed shot to a leg or an
arm. Subtract 5 from your attack roll. Target must make a dex saving
throw for a DC15 to avoid taking this disable penalty. If a creature
succeeds its saving throw, your shot missed entirely. If you hit, you
divide your damage by 2. You can choose to aim for an arm or a leg.
If you disable a targets leg, you reduce it's speed by 10. If your
disable it's arm, you impose disadvantage against it's attack rolls
with melee or ranged weapons. It cannot recover from disability until
it recovers at least 1 HP. This skill does not work against
creatures 2 sizes larger or smaller than medium.
Crack Shot
At level 6, you can
re-roll an attack roll. You can use this feature this your marksman
level/3 times rounded down per day. You recover one use of crack
shot every short rest and all uses after a long rest.
Trick
Shot
On
7th level, you can toss a coin in the air and put a hole in it. With
that kind of skill, you are no longer disadvantaged on attack rolls
for creatures within 5 ft.
Shooters Position
At level 9, at the cost of
half your speed, you take a knee to stabilize your weapon. You can
gain a +3 to your attack roll for enemies in you normal range and +2
to enemies in your long range.
Fast Reflexes
As of level 10, if you're
surprised by an encounter, you get one attack on your first turn if
you're using a pistol and if you're using a musket, you can make your
attack at the end of the round.
Execution
At level 11, if a creature is prone and
you are within 5 ft, you can attempt to instantly kill it on a
successful attack roll. If the target has more than 50 hit points, it
can not be instantly killed. If you fail your attack roll by 5 or
less, you do 3d6 damage with a pistol or 4d6 damage with a musket or
you miss.
Eagle Eye
At level 13, your ability to track and
follow a moving target from a distance reaches a new peak. Your
normal range doubles with pistols and you can ignore the long range
disadvantage using a musket.
Improved Critical Range
As of level 14, your critical range
with firearms is 19-20.
Rapid Reload
On level 15, you can reload your weapon
right after making an attack of opportunity so that you can still
attack on your next turn. This can be used only once per round.
Still
Beat
At
level 17, you slow your heart rate and exhale slowly to take shots in
between your heartbeats and breathes. You can aim and concentrate on
specific points of your target. Add a 1d4 to your attack and damage
rolls if you're using a pistol or a 1d6 if your using a musket. You
can use this ability your Marksman Level/4 times per day. You recover
1 use per short rest.
Improved
Critical Range
As of
level 20, your critical range with firearms is 18-20.
Gunslinger
Table
Level | Proficiency | Feature |
1st | +2 | Fire While Prone, Announce |
2nd | +2 | Quickdraw |
3rd | +2 | Muzzle Flash |
4th | +2 | Improved Ability Score |
5th | +3 | Disable Target |
6th | +3 | Crack Shot |
7th | +3 | Trick Shot |
8th | +3 | Improved Ability Score |
9th | +4 | Shooters Position |
10th | +4 | Fast Reflexes |
11th | +4 | Execute |
12th | +4 | Improved Ability Score |
13th | +5 | Eagle Eye |
14th | +5 | Improved Critical |
15th | +5 | Rapid Reload |
16th | +5 | Improved Ability Score |
17th | +6 | Still Beat |
18th | +6 | - |
19th | +6 | Improved Ability Score |
20th | +6 | Improved Critical |
Tool Proficiency: Bullet Casting Tools
You can make your own bullets during
short rests, long rests, or during down time. You require bullet
casting tools and materials such as copper, iron, or silver. You have
to melt 2 lbs. of material down and pour it into a bullet mold. This
requires a campfire or a stove. You also need gunpowder which is made from charcoal, sulfur, and saltpeter. You can make
10 bullets in a 1 hour short rest.
Critical Failure
If you roll a 1 on an attack roll,
re-roll the d20. If the roll is 10 or above, the bullet has strayed
from its trajectory significantly due to minute inconsistencies in
the production of each handmade bullet and you automatically miss. If
the result of the re-roll is below 10, the gun has misfired due to a
faulty cartridge. If misfire occurs, the character is blinded for 1
turn and loading that gun requires an extra action, either a bonus
action, an extra attack, or another turn, to clear the bad cartridge
and purge the bad round from the gun barrel. Characters who are
proficient with firearms can reload a gun while blinded.
Muzzle Flash
The muzzle flash can be blinding or
deafening, you immediately give yourself away if you're hiding."
<end of class information>
What can I improve on? Well, I'm not sure my Gunslinger has enough defensive abilities, and the improve crit range bonuses might be redundant and less than interesting. Maybe there's a cooler ability I could get? Sniping damage or something? The idea here is that the gunslinger class is a rare and underdeveloped class in a typical D&D setting. You're using primitive firearms and have a real problem with resources. A first generation D&D gunslinger is something of a betatester of his/her trade. I think it needs an additional rule to give you something extra to think about when choosing a pistol or a musket.