# Gunner
*Source: Zaman's Guide to the End of Time*
> [!tldr] Class and Feature Progression
>
> <table class="class-progression">
> <thead>
> <tr><th colspan='6'></th></tr>
> <tr class="class-progression"><th class"level">Level</th><th class"pb">PB</th><th class"feature">Features</th><th class="value">Moxie</th><th class="value">Total Attachments</th><th class="value">Attachments per Weapon</th></tr>
> </thead><tbody>
> <tr class="class-progression"><td class"level">1st</td><td class"pb">+2</td><td class"feature"><a href='#Moxie (Level 1)' class='internal-link'>Moxie</a></td><td class="value">2</td><td class="value">⏤</td><td class="value">⏤</td></tr>
> <tr class="class-progression"><td class"level">2nd</td><td class"pb">+2</td><td class"feature"><a href='#Bullet Time (x1) (Level 2)' class='internal-link'>Bullet Time (x1)</a>, <a href='#Firearm Attachments (Level 2)' class='internal-link'>Firearm Attachments</a></td><td class="value">2</td><td class="value">2</td><td class="value">1</td></tr>
> <tr class="class-progression"><td class"level">3rd</td><td class"pb">+2</td><td class"feature"><a href='#Lucky Skill (Level 3)' class='internal-link'>Lucky Skill</a>, <a href='#Gunner's Creed (Level 3)' class='internal-link'>Gunner's Creed</a></td><td class="value">2</td><td class="value">2</td><td class="value">1</td></tr>
> <tr class="class-progression"><td class"level">4th</td><td class"pb">+2</td><td class"feature"><a href='#Ability Score Improvement (Level 4)' class='internal-link'>Ability Score Improvement</a></td><td class="value">2</td><td class="value">2</td><td class="value">1</td></tr>
> <tr class="class-progression"><td class"level">5th</td><td class"pb">+3</td><td class"feature"><a href='#Extra Attack (Level 5)' class='internal-link'>Extra Attack</a></td><td class="value">3</td><td class="value">3</td><td class="value">2</td></tr>
> <tr class="class-progression"><td class"level">6th</td><td class"pb">+3</td><td class"feature"><a href='#Quickdraw (Level 6)' class='internal-link'>Quickdraw</a></td><td class="value">3</td><td class="value">3</td><td class="value">2</td></tr>
> <tr class="class-progression"><td class"level">7th</td><td class"pb">+3</td><td class"feature"><a href='#Gunner's Creed Feature (Level 7)' class='internal-link'>Gunner's Creed Feature</a></td><td class="value">3</td><td class="value">3</td><td class="value">2</td></tr>
> <tr class="class-progression"><td class"level">8th</td><td class"pb">+3</td><td class"feature"><a href='#Ability Score Improvement (Level 8)' class='internal-link'>Ability Score Improvement</a></td><td class="value">3</td><td class="value">3</td><td class="value">2</td></tr>
> <tr class="class-progression"><td class"level">9th</td><td class"pb">+4</td><td class"feature"><a href='#Improved Moxie (Level 9)' class='internal-link'>Improved Moxie</a></td><td class="value">4</td><td class="value">4</td><td class="value">2</td></tr>
> <tr class="class-progression"><td class"level">10th</td><td class"pb">+4</td><td class"feature"><a href='#Tough as Nails (Level 10)' class='internal-link'>Tough as Nails</a></td><td class="value">4</td><td class="value">4</td><td class="value">2</td></tr>
> <tr class="class-progression"><td class"level">11th</td><td class"pb">+4</td><td class"feature"><a href='#Gunner's Creed Feature (Level 11)' class='internal-link'>Gunner's Creed Feature</a></td><td class="value">4</td><td class="value">4</td><td class="value">2</td></tr>
> <tr class="class-progression"><td class"level">12th</td><td class"pb">+4</td><td class"feature"><a href='#Ability Score Improvement (Level 12)' class='internal-link'>Ability Score Improvement</a></td><td class="value">4</td><td class="value">4</td><td class="value">2</td></tr>
> <tr class="class-progression"><td class"level">13th</td><td class"pb">+5</td><td class"feature"><a href='#Adrenaline Rush (Level 13)' class='internal-link'>Adrenaline Rush</a></td><td class="value">5</td><td class="value">5</td><td class="value">3</td></tr>
> <tr class="class-progression"><td class"level">14th</td><td class"pb">+5</td><td class"feature"><a href='#Double Tap (Level 14)' class='internal-link'>Double Tap</a></td><td class="value">5</td><td class="value">5</td><td class="value">3</td></tr>
> <tr class="class-progression"><td class"level">15th</td><td class"pb">+5</td><td class"feature"><a href='#Gunner's Creed Feature (Level 15)' class='internal-link'>Gunner's Creed Feature</a></td><td class="value">5</td><td class="value">5</td><td class="value">3</td></tr>
> <tr class="class-progression"><td class"level">16th</td><td class"pb">+5</td><td class"feature"><a href='#Ability Score Improvement (Level 16)' class='internal-link'>Ability Score Improvement</a></td><td class="value">5</td><td class="value">5</td><td class="value">3</td></tr>
> <tr class="class-progression"><td class"level">17th</td><td class"pb">+6</td><td class"feature"><a href='#Bullet Time (x2) (Level 17)' class='internal-link'>Bullet Time (x2)</a></td><td class="value">6</td><td class="value">6</td><td class="value">4</td></tr>
> <tr class="class-progression"><td class"level">18th</td><td class"pb">+6</td><td class"feature"><a href='#Gunner's Creed Feature (Level 18)' class='internal-link'>Gunner's Creed Feature</a></td><td class="value">6</td><td class="value">6</td><td class="value">4</td></tr>
> <tr class="class-progression"><td class"level">19th</td><td class"pb">+6</td><td class"feature"><a href='#Ability Score Improvement (Level 19)' class='internal-link'>Ability Score Improvement</a></td><td class="value">6</td><td class="value">6</td><td class="value">4</td></tr>
> <tr class="class-progression"><td class"level">20th</td><td class"pb">+6</td><td class"feature"><a href='#Ultimate Weapon (Level 20)' class='internal-link'>Ultimate Weapon</a></td><td class="value">6</td><td class="value">6</td><td class="value">4</td></tr>
> </tbody></table>
^class-progression
## Hit Points
- **Hit Dice**: 1d8 per Gunner level
- **Hit Points at First Level:** 8 + CON
- **Hit Points at Higher Levels:** add 5 OR 1d8 + CON (minimum of 1)
## Starting Gunner
- **Saving Throw Proficiencies**: Charisma, Dexterity
- **Skill Proficiencies**: *Choose 2:* Acrobatics, Athletics, Intimidation, Perception, Persuasion, Sleight of Hand, Stealth, or Survival
- **Weapon Proficiencies**: Simple weapons and Martial weapons
- **Tool Proficiencies**: Smith's Tools or Tinker's Tools
- **Armor Training**: Light armor
**Starting Equipment:** You start with the following items, plus anything provided by your background.
- (a) a [Rifle](/3-Mechanics/CLI/items/rifle-zgtteot.md) or (b) two [Pistol](/3-Mechanics/CLI/items/pistol-zgtteot.md)
- (a) a dungeoneer's pack or (b) an explorer's pack
- (a) Smith's Tools or (b) Tinker's Tools
- Leather Armor, a Dagger, and 20 firearm bullet
Alternatively, you may start with `4d4*10` gp to buy your own equipment.
## Multiclassing Gunner
**Ability Score Minimum:** Dexterity 13
When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.
- **Weapon Proficiencies**: Martial Ranged Weapon
- **Armor Training**: Light armor
## Gunner
Steady of hand and breath, a camouflaged scorpid lies in wait atop the windswept cliffs, aiming down the sights of his rifle. Though it takes him ten minutes to line up the perfect shot, his patience is rewarded when splatters of dark crimson speckle the sunscorched rock below.
The ground quakes under the charge of a spectral steed, atop which rides a grinning fennekkin, pistols blazing. Regretful highwaymen scatter in a panic to escape the trampling hooves... only to fall to a sudden rain of hot lead.
Smoke, sweat, and gunpowder hang heavy in the air of the workshop where a rocborn smith labours through the night, each ring of the hammer strengthening her resolve. Come dawn, she will hold the perfect bullet with which to avenge her family.
Whether as staunch protectors of frontier towns on the fringes of civilisation or ruthless desperados leaving a trail of empty bank vaults in their wake, Gunners make their mark upon the world with the crack of gunfire. Slick, resourceful, and lightning-fast, these deadly marksmen act when their foes least expect, changing the flow of battle with each well-timed, well-aimed shot. Blink and you'll miss their next bullet—not that you could have dodged it, anyway.
### Quick Build
You can make a Gunner quickly by following these suggestions. First, put your highest ability score in Dexterity, followed by Constitution. Second, choose the folk hero or criminal background.
> [!note] GM Tip: Blackpowder vs Magitech
>
> Heliana's Guide first introduced firearms as magitech weapons—deadly combinations of magic and technology, expensive but worth every Copper Piece. In order to make more options available for Gunners without gating them behind a high price point, Zaman's Guide introduces blackpowder firearms. These versions work similarly to the ones in Heliana's Guide, with some slight balancing tweaks that allow them to exist at a lower cost, on par with other weapons in the game.
>
> The magitech firearms in Heliana's Guide are fully compatible with this class, but be aware that if your player characters have money to spend on them, they can represent a considerable increase in power. Blackpowder firearms are recommended for use with the Gunner class.
^gm-tip-blackpowder-vs-magitech
## Class Features
### Moxie (Level 1)
You harness your grit and derring-do to take swift action the moment your foes blink. During combat, you can build momentum, represented by a resource called Moxie. You can never have more Moxie than shown on the Gunner table for your level. You can use a Bonus Action to gain **1 Moxie** if, on the same turn, you've made an attack against a hostile creature or forced a hostile creature to make a saving throw.
Additionally, you gain **1 Moxie** each time you do any of the following:
- Score a Critical Hit on an attack roll against a hostile creature of Challenge Rating ½ or higher, or roll a 20 on a saving throw imposed by a hostile creature.
- The first time each turn that you reduce a hostile creature of Challenge Rating ½ or higher to 0 Hit Points.
If you haven't gained or expended any Moxie for **1 minute**, you lose all Moxie. You can expend **1 Moxie** to reload a firearm when you use its last bullet (no action required), or to take the special Reactions described below, which don't use your normal Reaction. You can still only take one Reaction, special or otherwise, on each turn.
- **[Point-Blank](/3-Mechanics/CLI/actions.md#Point-Blank).** When a creature you can see leaves your reach, you can expend **1 Moxie** to make an Opportunity Attack against that creature. You can choose to make a ranged weapon attack with a firearm you're holding instead of a melee attack.
- **[Second Chance](/3-Mechanics/CLI/actions.md#Second%20Chance).** When you fail an ability check, you can expend **1 Moxie** to reroll it. You must use the new result.
- **[True Grit](/3-Mechanics/CLI/actions.md#True%20Grit).** When a creature ends its turn, you can expend **1 Moxie** to gain `dice:1d6|noform|noparens|avg` (`d6`) Temporary Hit Points per Moxie expended.
> [!note] GM Tip: Turns and Rounds
>
> In D&D combat, a round is how long it takes for each creature in the Initiative order to take its turn. Normally, a creature has one Reaction and regains it at the start of its turn, effectively limiting it to one Reaction per round. However, features such as the Gunner's Moxie allow a creature to take several Reactions per round. Limiting those to one Reaction per turn still allows a creature to take multiple Reactions—it just can't do so on the same creature's turn.
>
> For example, a Gunner wouldn't be able to make a normal Opportunity Attack to strike at a fleeing goblin and then use [True Grit](/3-Mechanics/CLI/actions.md#True%20Grit) at the end of that goblin's turn. However, making an Opportunity Attack against the goblin and using True Grit at the end of the next goblin's turn is perfectly fine.
^gm-tip-turns-and-rounds
### Bullet Time (x1) (Level 2)
As a Bonus Action, you can enter a state of heightened reflexes until the start of your next turn. During this time, you have **Advantage** on attack rolls, ability checks, and Dexterity saving throws, and creatures have **Disadvantage** on attack rolls made against you. In addition, you expend 1 less Moxie the first time you take a special Reaction that would require you to expend Moxie.
Once you've used this Bonus Action, you can't do so again until you finish a Short or Long Rest. Starting at 17th level, you can use it twice before a rest.
### Firearm Attachments (Level 2)
A marksman is only as good as their weapon, and you've learned to improve yours with special attachments. When you finish a Long Rest, you can apply, remove, or swap any number of attachments from the list at the end of this class on firearms you're holding. The maximum number of attachments you can have in total, as well as the maximum number of attachments that a single firearm can hold at a time, are listed on the Gunner table. You can apply the same attachment to different firearms, but each one counts against your limit.
Attachments are divided into five types: Barrel^[Optional features from [Firearm Attachments: Barrel](/3-Mechanics/CLI/lists/list-optfeaturetype-fa-b.md); defined in Zaman's Guide to the End of Time], Melee^[Optional features from [Firearm Attachments: Melee](/3-Mechanics/CLI/lists/list-optfeaturetype-fa-m.md); defined in Zaman's Guide to the End of Time], Muzzle^[Optional features from [Firearm Attachments: Muzzle](/3-Mechanics/CLI/lists/list-optfeaturetype-fa-u.md); defined in Zaman's Guide to the End of Time], Sights^[Optional features from [Firearm Attachments: Sights](/3-Mechanics/CLI/lists/list-optfeaturetype-fa-s.md); defined in Zaman's Guide to the End of Time], and Miscellaneous^[Optional features from [Firearm Attachments: Miscellaneous](/3-Mechanics/CLI/lists/list-optfeaturetype-fa-x.md); defined in Zaman's Guide to the End of Time]. With the exception of Miscellaneous attachments, you can't have more than one attachment of any type on the same firearm. In addition, some attachments have a level requirement in this class that you must meet in order to apply them to a firearm.
Other creatures can use firearms bearing attachments you've applied using this feature, but those creatures can't benefit from those attachments.
### Lucky Skill (Level 3)
Using a distinctive combination of raw skill and dumb luck, you can snatch victory from the jaws of defeat. Choose a skill or tool in which you're proficient; it becomes your Lucky Skill. When you make an ability check using your Lucky Skill, you can use your [Second Chance](/3-Mechanics/CLI/actions.md#Second%20Chance) special Reaction without expending any Moxie.
### Gunner's Creed (Level 3)
Gunners are as varied as the firearms they proudly brandish, but some find common ground under the same creed—a discipline that shapes not only their combat style, but also the artistry of their gunslinging. Creeds aren't rigid codes of honour, and they don't dictate a Gunner's morals or ambitions, but rather the way in which they defend them. One might charge recklessly into battle to bring righteous fury upon a nefarious cult, while another opts to infiltrate the cult's headquarters to assassinate its leader under the cover of night. At the end of the day, whichever creed a Gunner decides to follow, it's usually bad news for any unfortunate fools who find themselves staring down the barrel of a loaded firearm.
You choose a creed to follow, which reflects your combat style and approach to marksmanship. Your creed choice grants you features at 3rd level and again at 7th, 11th, 15th, and 18th level.
### Ability Score Improvement (Level 4)
When you reach 4th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
### Extra Attack (Level 5)
You can attack twice, instead of once, whenever you take the Attack action on your turn. You can forgo one of these attacks to instead reload a weapon with the Reload property.
### Quickdraw (Level 6)
You want there to be no mistake: you shot first. When you roll Initiative and you're not surprised, you can use a Reaction to make one weapon attack with a firearm. If the attack hits a hostile creature of Challenge Rating ½ or greater, you gain **1 Moxie**.
### Gunner's Creed Feature (Level 7)
At 7th level, you gain one feature granted by your Gunner's Creed.
### Ability Score Improvement (Level 8)
When you reach 8th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
### Improved Moxie (Level 9)
When you would lose all Moxie as a result of not gaining or expending any for 1 minute, you instead lose all but 1 Moxie. In addition, your [True Grit](/3-Mechanics/CLI/actions.md#True%20Grit) special Reaction grants you `dice:1d8|noform|noparens|avg` (`d8`) Temporary Hit Points per Moxie expended instead of `dice:1d6|noform|noparens|avg` (`d6`) and you gain new special Reactions for which you can expend Moxie:
- **[Bullet Clash](/3-Mechanics/CLI/actions.md#Bullet%20Clash).** When a creature you can see makes a ranged attack while within the normal range of a firearm you're holding, you can expend **1 Moxie** to deflect the attack. Make a ranged attack with that firearm. If your attack roll is higher than the triggering attack's, that attack automatically misses.
- **[Close Call](/3-Mechanics/CLI/actions.md#Close%20Call).** When you make a saving throw, you can expend **1 Moxie** to add your Proficiency Bonus to your roll. You can do this after you make the roll, but before the GM determines whether it succeeds or fails.
- **[Warning Shot](/3-Mechanics/CLI/actions.md#Warning%20Shot).** When a creature you can see moves towards you while within the normal range of a firearm you're holding, you can expend **1 Moxie** to stop it in its tracks. Make a ranged attack with that firearm, which deliberately misses the creature. The creature must succeed on a Wisdom saving throw with the DC equal to the result of your attack roll or be frightened of you until the end of your next turn.
> [!note] GM Tip: Attack Rolls as Saving Throws
>
> Instead of a static save DC, a few Gunner features utilise the result of an attack roll as the DC for the saving throw they impose. This represents how the Gunner's accuracy and swiftness in that precise moment affect the situation—a Warning Shot is scarier the closer the bullet comes to a creature. In addition, it allows for the save DC to be dynamically altered depending on the environment or the conditions of the battle—for example, a Gunner would have Disadvantage on the attack roll for Warning Shot if poisoned, or if a hostile creature was within 5 feet of them, thus potentially lowering the save DC.
>
> This need not impact the speed of a turn at a table, even if it adds an extra roll. The GM can roll the saving throw for the creature at the same time as the player rolls the attack roll to determine the save DC. Then, it's just a matter of comparing the two.
^gm-tip-attack-rolls-as-saving-throws
### Tough as Nails (Level 10)
The world has chewed you up and spat you out, and you're all the more resilient for it. You gain proficiency in Constitution saving throws.
### Gunner's Creed Feature (Level 11)
At 11th level, you gain one feature granted by your Gunner's Creed.
### Ability Score Improvement (Level 12)
When you reach 12th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
### Adrenaline Rush (Level 13)
When the going gets tough... you get even tougher. When you take damage that puts you at or below half of your Hit Point maximum, you can use your Reaction to immediately gain an amount of Moxie equal to your maximum Moxie, which can put you over your maximum amount. In addition, your [Bullet Time](/3-Mechanics/CLI/classes/gunner-zgtteot.md#Bullet%20Time%20(x1)%20(Level%202)) feature immediately activates without expending its use, even if you have no uses of it left.
Once you've used this feature, you can't use it again until you finish a Long Rest.
### Double Tap (Level 14)
You have the fastest hands in the multiverse. You can take an additional Bonus Action on each of your turns. This Bonus Action can't be used to make an attack.
### Gunner's Creed Feature (Level 15)
At 15th level, you gain one feature granted by your Gunner's Creed.
### Ability Score Improvement (Level 16)
When you reach 16th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
### Bullet Time (x2) (Level 17)
As a Bonus Action, you can enter a state of heightened reflexes until the start of your next turn. During this time, you have **Advantage** on attack rolls, ability checks, and Dexterity saving throws, and creatures have **Disadvantage** on attack rolls made against you. In addition, you expend 1 less Moxie the first time you take a special Reaction that would require you to expend Moxie.
Starting at 17th level, you can use it twice before a rest.
### Gunner's Creed Feature (Level 18)
At 18th level, you gain one feature granted by your Gunner's Creed.
### Ability Score Improvement (Level 19)
When you reach 19th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
### Ultimate Weapon (Level 20)
You've reached the apex of weapon modification. Choose one of the following special attachment options, which doesn't count against the maximum number of attachments you can have or the maximum number of attachments that a weapon can hold. You can only have one instance of the chosen attachment, and you can move it between different firearms when you finish a Long Rest, but you can't choose to replace it with a different special attachment from this feature.
- **[Arcano-Intelligent Targeting](/3-Mechanics/CLI/optional-features/arcano-intelligent-targeting-zgtteot.md) (Miscellaneous).** When you make a ranged attack using the firearm with this attachment against a creature you can see, you can choose not to roll, but instead treat it as if you'd rolled a 20 on the attack roll. Once you use this attachment, you can't do it again until the attachment recalibrates over the course of your next Long Rest.
- **[Elemental Converter](/3-Mechanics/CLI/optional-features/elemental-converter-zgtteot.md) (Miscellaneous).** When you make a ranged weapon attack using the firearm with this attachment, you can choose to change its damage type to Acid, Cold, Fire, Lightning, or Thunder. As a Reaction when you take damage of one of those types, you can choose to gain **Resistance** to the triggering damage type until the end of the turn. Once you do, the next attack you make using the firearm with this attachment before the end of your next turn deals an extra `dice:2d6|noform|noparens|avg` (`2d6`) damage of the triggering type on a hit.
- **[Megamag](/3-Mechanics/CLI/optional-features/megamag-zgtteot.md) (Miscellaneous).** This attachment pulls bullets from an extradimensional space, removing the Reload property from the firearm to which it's applied and causing it to require no ammunition. You can still reload the firearm manually to load special ammunition into it. This attachment can hold six pieces of special ammunition inside, and you can choose to use one when you make a ranged attack with the firearm.
- **[Omniscope](/3-Mechanics/CLI/optional-features/omniscope-zgtteot.md) (Sights).** Attacking at long range doesn't impose Disadvantage on ranged weapon attack rolls made using the firearm with this attachment. The attachment also functions as a Spyglass. As a Bonus Action while holding the firearm with this attachment, you can activate the scope, choosing either Truesight or X-Ray mode. If you choose Truesight, you have Truesight out to **30 feet** while looking through the scope. If you choose X-Ray, you can see into and through solid matter out to **30 feet** while looking through the scope. Either mode lasts until you activate the other mode.