MoleMage
2018-10-03, 11:23 AM
True heroes foretold by destiny don't need training to be strong or cunning or powerful. Their destiny pulls them forward (often against their wishes) to face challenges and fulfill quests.
The Destined is a Charisma-based class which uses light armor (medium in one archetype), simple weapons, and an atrocious 1d6 hit dice to nonetheless fill a combat role.
On GMBinder (https://www.gmbinder.com/share/-LNuN5plse8z73gLcBWM)
PDF Link (https://drive.google.com/file/d/1LaLyPPuEXiTLP6oGGim_tA5HVsz3r4ij/view?usp=sharing)
Version 1 (10/3/18) Created document. Heroics (Heroic Fortitude), Answer the Call, Symbolic Relic, and Hero's Boon written in core class. Mighty Destiny levels 1 and 5 finished. Cunning Destiny levels 1 and 5 finished. Mystic Destiny level 1 finished.
Version 2 (10/5/18) Divine Quest, Cross the Threshold, Returned Hero, Heroics: Sacrifice, Divine Blessing, Awakened Relic (except Trinket), Apotheosis, and Fortune's Favored added to core class. Core class should now be finished (except Awakened Trinket). Destiny level 5 feature moved to level 6, extra attack put in the core class at level 5. Mighty Hero's Heroic Strike moved to level 6 replaced with new feature (Feats of Strength) at level 1. Mighty Hero complete to level 14, Cunning Hero complete to level 9.
Version 3 (10/8/18) Awakened Trinket completed. Mighty Hero level 20 (Divine Battle) and Cunning Hero level 14 (Improved Heroics) and 20 (Divine Cunning) added. Saving throw proficiency changed from Constitution and Charisma to Charisma and one determined by Destiny (Con for Mighty, Dex for Cunning, Wis for Mystic). May go back on this later.
Version 4 (10/16/18) Buffed Awakened Trinket and Focus. Combat Ploy and Improved Combat Ploy cleaned up. Divine Blessing replaced by Fated Warrior. Apotheosis and Fortune's Favored both nerfed somewhat. Returned Hero now also unlocks a subclass feature. Mystic Destiny completed to level 20 (Divine Mysticism).
Version 5 (11/12/18) Name changed to Destined. Narrative added. Buffed Heroic Dice numbers and refresh. Hero's Boon now gives "free" options to Heroic Fortitude, Heroic Strike, Heroics: Combat Ploy, and Heroics: Soul Burst. Awakened Focus buffed again. Added Easy Integration, Just That Lucky, and Improved Divine Quest. Buffed Beacon of Courage and Soul Attunement. Clarified wording on Cross the Threshold. Divine Mysticism is now 1/long rest.
Version 6 (11/21/18) Buffed Heroic Fortitude. Created PDF link.
Vogie
2018-10-03, 02:13 PM
Deadeye
Level
Proficiency
Called Shots
Features
1st
+2
-
This One is Mine, Gunsmithing
2nd
+2
2
Fighting Style, Called Shots, Superiority Die (4)
3rd
+2
2
Archetype Feature
4th
+2
2
ASI
5th
+3
3
Increased Accuracy
6th
+3
3
Stand Down
7th
+3
3
Archetype Feature, Superiority Die (5)
8th
+3
3
ASI, Tactical Cover
9th
+4
4
10th
+4
4
Ghillie Suit
11th
+4
4
Archetype Feature, Increased Accuracy (x3)
12th
+4
4
ASI
13th
+5
5
14th
+5
5
Silencer
15th
+5
5
Archetype Feature, Superiority Die (6)
16th
+5
5
ASI
17th
+6
6
18th
+6
6
Steady Hands
19th
+6
6
ASI
20th
+6
6
Increased Accuracy (x4) or Vorpal Headshot
As a Deadeye, you gain the following class features
Hit Points
Hit Dice: 1d8 per deadeye level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 4) + your Constitution modifier per deadeye level after 1st
Proficiencies
Armor: Light & medium armor
Weapons: Simple weapons, Firearms
Tools: Gunsmithing Tools
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Arcana, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) scale mail or (b) leather armor
two simple melee weapons
10 Darts
(a) a dungeoneer’s pack or (b) an explorer’s pack
This One is Mine
At 1st level, you forge a deadly firearm using a combination of arcane magic and your knowledge of engineering and metallurgy. This initial firearm is called a rifle. It is a weapon that fires leaden bullets that can punch through armor with ease. The firearm is a two-handed ranged weapon that deals 1d10 piercing damage with the loading property. Its normal range is 150 feet, and its maximum range is 400. Any attacks with a firearm within 5 feet are made with disadvantage.
You are proficient with all firearms, and the ability modifier used for a firearm is Intelligence. Even though it is a ranged weapon, you don’t add your dexterity modifier to attack or damage rolls, unless that modifier is negative. As long as you’re able to see, and are not surprised, you add your Intelligence modifier to damage rolls.
All firearms produce a loud boom, audible out to 400 ft.
Gunsmithing
At 1st level, you craft a leather or silk pouch used to carry your tools and ammunition for firearms. Your tools includes the powders, bullets, and other materials needed to keep that weapon functioning. You can use the tools to produce ammunition for your gun in the form of shells. At the end of each long rest, you can produce 40 rounds of ammunition. After each short rest, you can produce 10 rounds.
In addition, you gain the ability to cast the Mending cantrip.
Starting at 6th level, your shots counts as magical for the purposes of overcoming resistances and immunity from non-magical attacks and damage.
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Precise: You gain +1 to attack or accuracy rolls.
Mariner: As long as you’re not wearing heavy armor, you gain a climbing and swimming speed equal to your walking speed, and gain +1 AC.
Impactful: When you roll a 1 or 2 on a damage die for an attack or accuracy roll, you can reroll the die. You must use the new roll.
Penetrating: When you reduce a hostile creature to 0 hit points with a shot, you can reroll your attack or accuracy roll against a different target that is directly behind the original target, and within 30 feet.
Depleted: While creating your ammunition with the Gunsmithing feature, you can choose from necrotic, poison, or fire damage. Your damage rolls deal an additional 2 damage of the selected type, for each attack or accuracy die that hits. You can only have one type of ammunition at any time, and when you change the damage type, all of your ammunition updates to that new type.
Called Shots
Starting at 2nd level, you learn 2 unique shots. You can use only one shot per attack.
You learn an additional Called Shots of your choice at 5th, 9th, 13th, and 17th levels. Each time you gain a level in this class, you can also replace one shot you know with a different one
You start with four superiority dice, which are d8s, and you expend one whenever you use a Called Shot. You regain them all when you finish a long rest. You gain another superiority die at 7th level, and 15th level.
Some of your maneuvers require a target to make a saving throw. The Saving throw DC is calculated as 8 + your proficiency bonus + your intelligence modifier.
Marksman Styles
At 3rd level, you choose a style of weapons and techniques that is unique. You can choose from Elite Sniper, Walking Arsenal, or Gun Kata.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 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.
Increased Accuracy
Beginning at 5th level, you gain the ability to increase your rifle damage output by firing your single shot more precisely. Whenever you take the Attack action with a two-handed ranged weapon with the loading property on your turn, you can roll 2 Accuracy dice instead. These dice are also d20s, and are rolled independently of each other; if you have advantage or disadvantage on your attack roll, you roll each accuracy die with either advantage or disadvantage. For each of the rolls, plus modifiers, that would equal or exceed the target’s AC, you roll damage, plus modifiers. (For example, if you roll a 15 and a 10 with +2 prof and +2 Int against a target with 14 AC, both would hit, and you’d deal 2d10+4 damage). This increases to 3 Accuracy die at level 11 and, potentially, 4 Accuracy die at level 20.
If you are using an Extra attack feature gained from anywhere, none of those attacks can use this feature.
Stand Down
Starting at 6th level, if you refuse to move as part of your action, you may cast the command spell as an Action. The DC equals the value of your intimidation Skill. You can use this ability successfully up to once per short or long rest.
Tactical Cover
Starting at 8th level, if you use your action to Dash, you can Hide as a bonus action.
Ghillie Suit
Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, gravel and other normally occurring materials with which to create your camouflage.
Once you are camouflaged in this way, you can try to hide by lying prone against a surface, such as within a tree, or atop a wall or hill, that is at least as wide as you are tall. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving. Once you move or take an action or a reaction, you must use a hide action again to gain this benefit.
Silencer
Starting at 14th level, you can craft a silencer for one of your firearms over the course of a long rest. You can use an action to don or doff the silencer from your weapon.
While your firearm has a silencer on, the normal and maximum ranges are reduced by half, but if you make an attack while hidden, you don't give away your location to targets further away.
In addition, if your firearm has a Silencer attached, the range of the audible boom created by your attacks is reduced to 200 ft.
Steady Hands
At 18th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Dexterity modifier to the accuracy or damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied
At 20th level, shots from your firearms ignore resistance to piercing damage.
You can also choose one of the following options:
Increased Accuracy (x4)
Increase the number of your accuracy die to 4; or,
Vorpal Headshot
When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you blow off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to magical piercing damage, doesn’t have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be blown off with this weapon. Such a creature instead takes an extra 6d8 piercing damage from the hit.
Elite Sniper
Sneaky Sharpshooter
When you choose this archetype at third level, you update your rifle to
Your attacks with firearms ignore 1/2 and 3/4 cover.
Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. This increases to 3d6 at 5, 4d6 at 7, 5d6 at 11, 6d6 at 15 and 7d6 at 19
Defensive Tactics
At 7th level, you gain one of the following features of your choice:
Smash Face - When a creature enters your melee range, you can use your reaction to strike it with rear end of your rifle. If you do, it takes 1d6 bludgeoning damage must pass Constitution save or have disadvantage on the next weapon attack roll it makes. The save DC matches your Called Shot Save DC
Duck & Cover - When a creature hits you with a ranged attack, you can use your reaction to gain a +2 bonus to AC and drop prone until the start of your next turn.
Steel Will - You have advantage on saving throws against being Frightened & Charmed.
Scope
Starting at 11th level, double your normal and maximum ranges on your rifle. In addition, you may crawl without using extra movement, and lying prone does not give you disadvantage on attack rolls with a firearm.
Glancing Shot
Starting at 15th level, when you make an attack roll with a firearm and miss with some of the accuracy die, you can use a bonus action to reroll those accuracy die that missed against a different target within 60 feet of the original target.
Walking Arsenal
Eccentric Excellence
Beginning when you choose this archetype at 3rd level, you gain two options from the Unusual Arsenal list. Whenever you gain a called shot, you can also choose an additional option from the Unusual Arsenal List. Each time you gain a level in this class, you can also replace one shot or option you know with a different one.
In addition, you gain proficiency in using the butt of your rifle as an improvised melee weapon. It deals 1d4 + Strength damage.
The Saving throw DC of your Unusual Arsenal is also calculated as 8 + your proficiency bonus + your intelligence modifier.
Lucky Shot
Starting at 7th level, your attacks using Accuracy dice score a critical hit on a roll of 19 or 20.
In addition, You regain any superiority dice spent when you finish a short or long rest.
Trick Shooter
When you reach 11th level, your superiority dice turn to d10s. When you reach level 18, they turn into d12.
In addition, you can choose a second option from the Fighting Style class feature.
Always Prepared
Starting at level 15, whenever you roll for initiative or critically hit a creature and have zero superiority dice, you get 1 superiority die back.
Gun Kata
Gun Fu
Beginning when you choose this archetype at third level, you gain the ability to craft and use a pair of pistols in lieu of your rifle. These firearms are considered one-handed, light weapons that do not have the loading property and have a range of 30/90. These pistols deal 1d6 piercing damage. Instead, a pistol can make six shots each before needing to be "reloaded" with a new magazine as a bonus action. You can also reload two weapons over the course of one action.
In addition, when you use the Attack action and attack with any one-handed weapon, you can use a bonus action to attack with a loaded one-handed firearm you are holding. You don’t add your Intelligence modifier to the damage of the bonus attack, unless that modifier is negative.
Your Gunsmithing feature allows you to create magazines to easily load the pistols. At the end of each long rest, you can produce 12 magazines of 6-bullet ammunition, instead of normal ammunition. After each short rest, you can produce 4 magazines. Magazines cannot be used for rifles, nor can rifleshot be used for your pistols.
Quantity over Quality
Starting at level 5, while wielding only one-handed weapons, you gain an Extra attack feature, allowing you to attack twice, instead of once, whenever you take the Attack action on your turn, instead of using the Increased Accuracy feature. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
While wielding your two-handed rifle, you use the Increased Accuracy feature as normal.
Sly Flourish
Starting at 7th level, you can gain the following abilities
You can draw and stow two one-handed weapons when you would normally be able to draw or stow only 1
When you hit a creature with a thrown weapon, you gain advantage on your next firearm attack on that creature.
You gain proficiency 2 martial one-handed melee weapons of your choice
Dodge This
At level 11, your ranged attack rolls do not have disadvantage due to being within 5 feet of a hostile creature, nor do you have disadvantage when attacking a creature that had taken the Dodge Action.
Death Blossom
Starting at level 15, if you are wielding a pistol in each hand, You can use your action to make a firearm attacks against any number of creatures within 15 feet of you, with a separate attack roll for each target. This attack ends early if both pistols need to be reloaded.
Called Shots
Disarming Shot – When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet
Distracting Shot - When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Bleeding Shot – When you hit a creature on the ground with a weapon attack, you can expend one superiority die to hit a critical location on a creature that can bleed. You add the superiority die to the attack's damage roll, and the target must make a Constitution saving throw with disadvantage. On a failed saving throw, causes the target to bleed, losing 1d4 hp/round unless someone takes an action to bandage. Survival & Perception checks to track a bleeding target are made with advantage.
Provoking Shot – When you hit a creature with a weapon attack, you can expend one superiority die to attempt to provoke the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has a disadvantage on all attack rolls against targets other than you until the end of your next turn.
Cover Fire – When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Menacing Shot – When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Knockback Shot – When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Trip Shot – When you hit a creature on the ground with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw or be knocked prone.
Wing Shot – When you hit a creature in the air with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a dexterity saving throw or have its flying speed reduced to zero and begin to fall.
Staggering Shot – When you hit a creature with a weapon attack, you can expend one superiority die to silence a target by hitting them in a critical location. You add the superiority die to the attack's damage roll, and the target must succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.
Gag shot – When you hit a creature with a weapon attack, you can expend one superiority die to silence a target by hitting them in the throat or mouth. You add the superiority die to the attack's damage roll, and the target must succeed on a dexterity saving throw, or be unable to cast spells that include a verbal component until the start of your next turn.
Unusual Arsenal
Glitterbomb – When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. On hit, the target begins to glow in a Blue, green, or violet outline. For the next minute, any attack can be made with advantage against the glowing creature and it cannot become invisible.
Trapper – You gain the ability to cast Snare as a ritual.
Bayonet Mastery – You gain proficiency in Shortswords, and can use an action to attach a shortsword to the end of your rifle. While attached, you may use your rifle as melee weapon with reach with which you are proficient. It deals 1d8 piercing damage if you hold it with two hands.
Dragonfire Round – Expend 2 superiority die to shoot a blast of flame forming a line 50 feet long and 5 feet wide blasts out from the muzzle of your rifle. Each creature in the line must make a Dexterity saving throw. A creature takes fire damage equal to 3 times the superiority dice expended on a failed save, or half as much damage on a successful one.
Piercing Shot – When you use this option, you don't make an attack roll for the attack. Instead, when you expend a superiority die, the bullet shoots forward in a line, which is 1 foot wide and 75 feet long, before disappearing. The bullet punctures through cover, blasting through nonmagic objects. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by that bullet, plus an extra piercing damage equal to the superiority die expended. On a successful save, a target takes half as much damage.
Sleep Dart – When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. Then combine the values of the superiority die and all accuracy dice rolled, plus appropriate modifiers. If the target has that number of hit points or less, it falls unconscious for 1 minute. In addition, you gain proficiency in Blowgun, and you can use your Increased Accuracy feature with it.
Brazen Charge – On any turn in which you use your action to Dash, you can make a melee weapon attack as a bonus action
Propelled Grenade – When you hit a creature with a weapon attack, you can expend one superiority die. When you do, the target and all other creatures within 10 feet of it take force damage equal to twice the superiority die rolled, and fire damage equal to twice the superiority die rolled.
Flare – When you hit a creature with a weapon attack, you can expend one superiority die to blind a target by hitting them in the eyes. You add the superiority die to the attack's damage roll, and the target must succeed on a dexterity saving throw, or be blinded until the start of your next turn
Spotter’s Glass – When you use the Help action as your action to aid an ally within 5 feet of you in attacking a creature with a ranged attack, the target of that attack can be within 50 feet of you.
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