Anonymouswizard
2015-12-18, 03:06 PM
After seeing a horrible homebrewed version of Pathfinder's Gunslinger class imported to 5e (through this thread (http://www.giantitp.com/forums/showthread.php?472550-Gun-weilders-in-5e-(link-included-)), I'm wondering how to do firearm-based characters in 5e. The simplest option would be to treat crossbows as firearms, but I wondered what about games which don't use Feats? So I present a couple of fighter subclasses meant to utilise firearms. So PEACH?
Musketeer
Okay, I need to get better at writing flavour text, the point here is essentially somebody who focuses on sharp-shooting or similar. Pretty much only compatible with the archery and defence fighting styles, but if you want to rule that some or all deeds do not require a firearm in your games, that's great and good for you.
Superiority Pool: at 3rd level a Musketeer gains a superiority pool, which can be used to perform tricks. The Pool begins with four superiority points and you gain an extra superiority point at 7th, 15th, and 20th level. Spending a superiority point does not cost an action. You regain all superiority points when you complete a short or long rest.
The reason I'm using points here is so I don't feel like I have to shoehorn rolling a die into every power I write for this class. I also decided to give an extra point at 20th level as they gain less than any other subclass from extra attacks.Deeds: a Musketeer gains access to three deeds of his choice, and gains access to an extra deed at 7th, 10th, and 15th level. A character can only use one deed in any given turn. Deeds can only be used while your character is using a firearm, unless otherwise noted.Aim: if you did not move during your last turn and have not been hit by an attack since the end of your last turn you may spend a superiority point in order to gain advantage on your next attack roll.
Crippling Shot: if one of your attacks deals more damage than the target's constitution score you may spend one superiority point in order to render either an arm or a leg useless. If a leg is crippled the creature drops to half move, a crippled arm becomes useless for manipulating any items. A crippled limb may be healed with a short rest and a DC 15 Medicine check, or any amount of magical healing.
Devastating Shot: You may spend a superiority point and give up any number of extra attacks in order to add extra damage dice on your next attack roll. For each extra attack given up you gain one extra damage die and your dexterity modifier.
Get to Ground: if an effect allows you to make a dexterity save for half damage, you may spend a superiority point before rolling your save. If your save is successful you take no damage from the effect. You can use this deed even when not wielding a firearm.
Lucky Shot: if you roll a 19 on an attack roll and would hit, you may spend one superiority point to treat the attack as a critical hit.
Menacing Shot: you may spend a superiority point and forgo all your attacks in order to fire a single shot to intimidate. Enemies within 30ft must make a save against a DC equal to (8+your proficiency bonus+your charisma modifier) or gain the frightened condition for 1 round.
Precise Shot: you may spend a superiority point to ignore cover for all attack rolls this turn.
More to come when inspiration strikesRapid Reload: you may ignore the loading weapon quality when using firearms.
Lie Still: at 7th level you do not suffer the disadvantage on attack rolls from the prone condition while using a firearm.
Professional Soldier: at 10th level you gain training in two of Athletics, Medicine, Perception, and Survival. You also regain 1 extra hit die every day, even if you do not complete a long rest.
Insert ability here
Always Ready: starting at 18th level whenever you roll for initiative and have no superiority points you regain two superiority points.
Outrider
Yeah, probably not the best name, I'm open to suggestions for better ones, the idea is a character who uses many pistols to launch several attacks per round. This subclass is designed so that characters that use the archery, two-weapon fighting, or defence fighting styles and ranged weapons with the loading quality, while being more of a skirmisher.
Quick on the Draw: you can draw and/or stow a one-handed ranged weapon as part of an attack.The idea here is to allow the outrider to be able to fire off several attacks in one turn, with weapons that have the loading quality. For 3rd level characters this is pretty much a ribbon, but at level 5 it allows you to draw a pistol, make your first attack, and then draw a second pistol and attack. A 20th level Outrider with the archery fighting style and 20 Dexterity is making 10 attacks at +14 for 1d6+5 damage each, with the possibility of using his bonus action for an attack that deals 1d6 damage, while am Outrider who took two-weapon fighting is dishing out 5 attacks at +12 dealing 1d6+5 damage. It does require more weapons than most classes, but never more than you have attacks.Hard to hit: at 3rd level an Outrider is able to dodge and weave between enemies. All opportunity attacks against you suffer disadvantage.
Shoot on the run: at 7th level you gain the ability to make a bonus action attack when you take the dash action. At 10th level this attack becomes part of the dash action.
Fast feet: at 10th level you gain the ability to dash as a bonus action.
Instant Draw: at 15th level you become able to use one-handed ranged weapons to make opportunity attacks.
Hail of Bullets: when you reach 18th your shots go where you please as fast as lightning. You may reroll any damage dice that roll a 1 when using a ranged weapon with the loading quality. You may not reroll a reroll.
Yes, this subclass basically assumes that you're using a battlemap. At 10th level you should be moving at double speed every turn while firing off 4 or 5 shots unless you need to disengage, at which point you can still move at double speed and fire off a shot.
Firearm Stats
Should probably supply these.
Pistol: treat as a hand crossbow.
Musket/Rifle: treat as a heavy crossbow.
Why just crossbow stats? Because I don't have time right now. Also, because I want GMs who dislike firearms to be able to adapt these subclasses for crossbow users, or even bow users. DMG firearms are also acceptable.
More edits to come when morning arrives in England.
Changelog:
19/12/15: changes to a couple of deeds, a slight edit to Lie Still, Lie still was moved to 7th level for the Musketeer, and the Outrider's Hard to Hit ability replaced Tireless March, and a new 18th level ability was added.
18/12/2015: reworking of Lie Still and simplification of professional soldier.
Musketeer
Okay, I need to get better at writing flavour text, the point here is essentially somebody who focuses on sharp-shooting or similar. Pretty much only compatible with the archery and defence fighting styles, but if you want to rule that some or all deeds do not require a firearm in your games, that's great and good for you.
Superiority Pool: at 3rd level a Musketeer gains a superiority pool, which can be used to perform tricks. The Pool begins with four superiority points and you gain an extra superiority point at 7th, 15th, and 20th level. Spending a superiority point does not cost an action. You regain all superiority points when you complete a short or long rest.
The reason I'm using points here is so I don't feel like I have to shoehorn rolling a die into every power I write for this class. I also decided to give an extra point at 20th level as they gain less than any other subclass from extra attacks.Deeds: a Musketeer gains access to three deeds of his choice, and gains access to an extra deed at 7th, 10th, and 15th level. A character can only use one deed in any given turn. Deeds can only be used while your character is using a firearm, unless otherwise noted.Aim: if you did not move during your last turn and have not been hit by an attack since the end of your last turn you may spend a superiority point in order to gain advantage on your next attack roll.
Crippling Shot: if one of your attacks deals more damage than the target's constitution score you may spend one superiority point in order to render either an arm or a leg useless. If a leg is crippled the creature drops to half move, a crippled arm becomes useless for manipulating any items. A crippled limb may be healed with a short rest and a DC 15 Medicine check, or any amount of magical healing.
Devastating Shot: You may spend a superiority point and give up any number of extra attacks in order to add extra damage dice on your next attack roll. For each extra attack given up you gain one extra damage die and your dexterity modifier.
Get to Ground: if an effect allows you to make a dexterity save for half damage, you may spend a superiority point before rolling your save. If your save is successful you take no damage from the effect. You can use this deed even when not wielding a firearm.
Lucky Shot: if you roll a 19 on an attack roll and would hit, you may spend one superiority point to treat the attack as a critical hit.
Menacing Shot: you may spend a superiority point and forgo all your attacks in order to fire a single shot to intimidate. Enemies within 30ft must make a save against a DC equal to (8+your proficiency bonus+your charisma modifier) or gain the frightened condition for 1 round.
Precise Shot: you may spend a superiority point to ignore cover for all attack rolls this turn.
More to come when inspiration strikesRapid Reload: you may ignore the loading weapon quality when using firearms.
Lie Still: at 7th level you do not suffer the disadvantage on attack rolls from the prone condition while using a firearm.
Professional Soldier: at 10th level you gain training in two of Athletics, Medicine, Perception, and Survival. You also regain 1 extra hit die every day, even if you do not complete a long rest.
Insert ability here
Always Ready: starting at 18th level whenever you roll for initiative and have no superiority points you regain two superiority points.
Outrider
Yeah, probably not the best name, I'm open to suggestions for better ones, the idea is a character who uses many pistols to launch several attacks per round. This subclass is designed so that characters that use the archery, two-weapon fighting, or defence fighting styles and ranged weapons with the loading quality, while being more of a skirmisher.
Quick on the Draw: you can draw and/or stow a one-handed ranged weapon as part of an attack.The idea here is to allow the outrider to be able to fire off several attacks in one turn, with weapons that have the loading quality. For 3rd level characters this is pretty much a ribbon, but at level 5 it allows you to draw a pistol, make your first attack, and then draw a second pistol and attack. A 20th level Outrider with the archery fighting style and 20 Dexterity is making 10 attacks at +14 for 1d6+5 damage each, with the possibility of using his bonus action for an attack that deals 1d6 damage, while am Outrider who took two-weapon fighting is dishing out 5 attacks at +12 dealing 1d6+5 damage. It does require more weapons than most classes, but never more than you have attacks.Hard to hit: at 3rd level an Outrider is able to dodge and weave between enemies. All opportunity attacks against you suffer disadvantage.
Shoot on the run: at 7th level you gain the ability to make a bonus action attack when you take the dash action. At 10th level this attack becomes part of the dash action.
Fast feet: at 10th level you gain the ability to dash as a bonus action.
Instant Draw: at 15th level you become able to use one-handed ranged weapons to make opportunity attacks.
Hail of Bullets: when you reach 18th your shots go where you please as fast as lightning. You may reroll any damage dice that roll a 1 when using a ranged weapon with the loading quality. You may not reroll a reroll.
Yes, this subclass basically assumes that you're using a battlemap. At 10th level you should be moving at double speed every turn while firing off 4 or 5 shots unless you need to disengage, at which point you can still move at double speed and fire off a shot.
Firearm Stats
Should probably supply these.
Pistol: treat as a hand crossbow.
Musket/Rifle: treat as a heavy crossbow.
Why just crossbow stats? Because I don't have time right now. Also, because I want GMs who dislike firearms to be able to adapt these subclasses for crossbow users, or even bow users. DMG firearms are also acceptable.
More edits to come when morning arrives in England.
Changelog:
19/12/15: changes to a couple of deeds, a slight edit to Lie Still, Lie still was moved to 7th level for the Musketeer, and the Outrider's Hard to Hit ability replaced Tireless March, and a new 18th level ability was added.
18/12/2015: reworking of Lie Still and simplification of professional soldier.