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View Full Version : D&D 5e/Next College of Guns: Gunsmith as a Bard* subclass



Daphne
2019-03-07, 07:56 PM
Since Gunsmith is kill with the new Artificer, and considering it's a lot easier to introduce a new subclass than a whole class for my players.

EDIT: after the feedback and thinking more about it, I decided to start from scratch, maybe the Bard chassis will fit better. I feel it's less disjointed now.

College of Guns

Bonus Proficiencies
When you join the College of Guns at 3rd level, you gain proficiency with medium armor and the Magicannon. You can use your Magicannon as a spellcasting focus for your bard spells. If you lose your Magicannon, 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. You can create up to 50 rounds of ammunition for your Magicannon during a long rest, with materials costing 1 gp per 10 rounds.

Magicannon: 1d10 piercing damage, range 150/600, load, two-handed.

Magic Bullet
At 3rd level, you learn to channel magical energy into your Magicannon. When you hit a creature with an attack using your Magicannon, you can expend one use of your Bardic Inspiration to deal an extra 2d6 force damage to that target. You can do so only once per round on your turn.

This damage increases by 1d6 when you reach certain levels in this class: 5th level (3d6), 7th level (4d6), 9th level (5d6), 11th level (6d6), 13th level (7d6), 15th level (8d6), 17th level (9d6), and 19th level (10d6).

Devastating Wave
Starting at 6th level, you can create a burst of arcane energy that ripples outward from you as an action. This attack deal 1d12 damage and has two modes, as shown in the table. Use your spell save DC for this action.

Devastating Wave
| Damage Type | Area of Effect --------------- | Additional Effect |
| Lightning----- |5 by 100 ft. line (Dex. save) | Can't take reactions on a failed save |
| Thunder------ | 30 ft. cone (Con. save) ---- | Pushed back 10ft on a failed save |

You can spend one spell slots to increase the damage. For each level of spell slot spent, the damage increases by 1d12 to a maximum of 6d12.

Archgunner
Starting at 14th level, whenever you use Magic Shot, you can deal 4d6 force damage instead of expending a Bardic Inspiration die. This damage increases to 5d6 when you reach 17th level.



Old, Rogue version:
Gunsmith
A master of engineering, you forge a firearm powered by a combination of science and magic.

3rd level
Spellcasting. Just like Arcane Trickster, but changing schools to Conjuration and Evocation. Start with Mending and 2 other cantrips from the Wizard list.
Spellcasting Focus. You can use your Thunder Cannon as a spellcasting focus for your wizard spells. Fluff is that the spells come from it.
Thunder Cannon. The firearm is a two-handed ranged weapon that deals 1d6 thunder damage. Its normal range is 150 feet, and its maximum range if 600 feet. Once fired, it must be reloaded as a bonus action. 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.
Arcane Magazine. You can use the Arcane Magazine to produce ammunition for your gun. At the end of each long rest, you can magically produce 40 rounds of ammunition with this magazine. After each short rest, you can produce 10 rounds. If you lose your Arcane Magazine, you can create a new one as part of a long rest, using 25 gp of leather and other raw materials.

9th level
Blast Wave. You can channel force energy into your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you unleash force energy in a 15-foot cone from the gun. Each creature in that area must make a Strength saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 2d6 force damage and is pushed 10 feet away from you. This damage increases by 1d6 when you reach certain levels in this class: 13th level (3d6) and 17th level (4d6).

13th level
Piercing Round. You can shoot lightning energy through your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you cause the gun to unleash a bolt of lightning, 5-feet wide and 30-feet long. Each creature in that area must make Dexterity saving throws with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d6 lightning damage. This damage increases by 1d6 when you reach certain levels in this class: 16th level (5d6) and 19th level (6d6).

17th level
Explosive Round. At 17th level, you can channel fiery energy into your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you launch an explosive round from the gun. The round detonates in a 30-foot radius sphere at a point within range. Each creature in that area must make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d8 fire damage.

breckdogg
2019-03-07, 10:52 PM
Maybe instead of a Rogue a Ranger or Fighter?
It doesn't seem to fit well with the Rogue class.

Daphne
2019-03-07, 11:10 PM
This seems oddly non-synergistic with the rogue chassis.


It doesn't seem to fit well with the Rogue class.

Could you elaborate why do you think it doesn't fit the Rogue chassis?

Daphne
2019-03-11, 01:31 PM
Started from scratch.