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Those attracted to the Code of the Drifter want to see more of the world, whether because they are running from something or simply seeking new adventures. Reputation, whether famous or infamous, is everything to a drifter and they are always on the move to spread word of their exploits across the land.


You live and die by your reputation and the stories that grow in the wake of your travels. You can tap into the power of these stories to influence the actions of others. Starting at 3rd level, you reap the benefits of your reputation. As a reaction when a creature you can see makes an ability check, attack roll, or saving throw, you can impose disadvantage on that roll as the power of your reputation shakes its resolve.

You can use this feature a number of times per day equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.

Lay of the Land

You travel the land, never staying in one place for too long. You have become adept at surviving in inhospitable conditions. Also starting at 3rd level, you double your proficiency bonus when making Intelligence or Wisdom checks relating to the outdoors.

While traveling through the wilderness for an hour or more, you gain the following benefits:

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigation, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Fast Draw

Starting at 7th level, you are quick on the draw. As a reaction when a creature attacks you, you can make a ranged weapon attack against that creature. Your attack occurs before the attacking creature’s. Additionally, once per round you can draw and stow one or two firearms without requiring any action.

Extra Attack

Drifters are often called upon to face overwhelming odds and thus they are a hair faster than most. At 10th level, you can attack three times, instead of twice, whenever you take the attack action on your turn.

Duel of Wills

At 15th level, the strength of your reputation strikes terror in the hearts of your enemies. As an action, you may meet the gaze of a creature you can see within 60 feet of you with an Intelligence score of 4 or higher. The creature must make a Wisdom saving throw or be frightened of you for 1 minute. The DC for the saving throw is 8 + your proficiency bonus + your Charisma modifier. If the creature starts its turn and cannot see or hear you, it is no longer frightened until it can see or hear you again.

Once you use this feature, you must finish a short or long rest before you can use it again.

Living Legend

At 18th level, you’ve bought into your own reputation and you can use that belief to do the impossible. You are immune to being frightened. Additionally, when you miss with an attack roll or fail an ability check, you can choose to hit or succeed instead.

Once you use this feature, you must finish a short or long rest before you can use it again.

Section 15: Copyright Notice

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