View Full Version : D&D 5e/Next Shotgunner - a Double-Barrel Roguish Archetype based on LoL's Graves PEACH

2018-12-28, 04:52 PM

Double-Barrel Thunder Cannon
At 3rd level, when you choose this archetype, you forge a deadly firearm using a combination of arcane magic and your knowledge of engineering and metallurgy. This firearm is called a Double-Barrel Thunder Cannon. This ranged weapon that fires leaden pellets that can shred through armor. You are proficient with firearms. The Thunder Cannon is a two-handed ranged weapon with the scattershot property. It deals 2d6 piercing damage, and counts as magical for the purposes of overcoming resistances and immunity from non-magical attacks and damage. Its normal range is 40 feet, and its maximum range is 90 feet. Once the Thunder Cannon is fired twice, it must be reloaded with shells as either:

an action by itself; or
as a bonus action, if your action was used for something other than attack.
If you lose your Thunder Cannon, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of metal and other raw materials. At the end of each long rest, you can magically produce 40 shells of ammunition. After each short rest, you can produce 10 shells.

When you make a weapon attack with your Thunder Cannon, the pellets spread over an area. You make another attack roll against a different creature that is within 5 feet of the original target and within range of your weapon. Both attack rolls consume only one shell. If any creature hit by the Thunder cannon is within 15 feet of you, it takes 2d8 damage instead.

Smoke Screen
Starting at level 9, as an action, you can fire a smoke canister into an area you designate. On impact, it creates a 20 foot radius sphere of smoke centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for 30 seconds or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. You can use this ability once per short or long rest.

In addition, as part of a long rest, you can create a pair of goggles using 25 gp of leather and other raw materials. While wearing these goggles, a creature can see through this smoke as though it wasn't there.

At level 13, if you use your Cunning Action to Dash, you can also reload a single shell into your thunder cannon as a free action. When you do, you can't use this ability again for 1 minute.

True Grit
At Level 13, after Dashing towards a hostile creature, you can designate a creature as your nemesis and gain +1 AC. If that creature hits you with an attack, as a reaction, you may gain a stacking +1 bonus to AC against all subsequent attacks made by that creature until the beginning of your next turn. When you do, you can't use this ability again for 1 minute.

Collateral Damage
Starting at level 17, you can fire a both barrels of your thunder cannon at a single target with such force that it knocks you back 15 feet. If you hit your target with it, it acts as an automatic critical hit. Then, each creature in a 30 foot cone behind the targeted creature take damage equal to your sneak attack dice. You then regain this feature after you finish a short or long rest.

Please tell me what you think!

Also, this archetype *really* needs a better name!