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Machine Gunner

Proficiencies gained:

  • Level 1 training in Weapon Proficiency Training: SAW, GPM, Heavy MG.
  • Save Training Level 1 in Constitution Saves.
  • One level of training in Survival and Athletics.
  • T&E Kit (Tools) - Traverse and Elevation mechanism; a dial-and-scale device mounted between a tripod and a machine gun that locks precise horizontal (traverse) and vertical (elevation) aim. Used to preplot sectors of fire, mark range cards, and return the gun to the same point of aim for sustained or indirect fire, beaten zones, and night-firing tasks.

Die Fuzzy Bunny, Die (3rd)

When using automatic weapons, you fire max rounds for each burst, allowing you to re-roll damage rolls of 1 and 2.

Beating Zone (7th)

As an action with a SAW, GPM, or Heavy Machine Gun, nominate a cube within the weapon's range. All targets in the cube make a DEX save; fail = full damage, pass = half. Size and DC depend on distance. If you would have had disadvantage on attack rolls this turn, enemies gain advantage on the save.

Normal Range Multiplier Cube Size Save DC
x1 10 ft 14 + DEX mod + Proficiency
x2 15 ft 12 + DEX mod + Proficiency
x3 20 ft 10 + DEX mod + Proficiency
x4 25 ft 8 + DEX mod + Proficiency

Specialization (10th)

Choose one of the following specializations.

Suppressor

Use Suppressive Fire as a bonus action with a machine gun. You may target DEX modifier × 2 creatures.

Gun Hand

Each consecutive round you fire an automatic weapon at the same 10-ft area, you add +1 damage die to the first hit that round, up to a maximum equal to your Proficiency bonus. The bonus resets if you stop firing or shift your target area. You do not suffer disadvantage on attack rolls when firing from a bipod or tripod.

Machine Gun Expert (15th)

Ignore a number of Critical Failures equal to your Wisdom modifier.

Master Gunner (18th)

When rolling damage for a machine gun, any dice that roll max add +1 damage die each.