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Thread: GitP Regulars As Subclasses

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    Default Re: GitP Regulars As Subclasses

    Roguish Archetype: Clockwork Sniper
    A subclass for Steampunkette

    Bonus Proficiencies. When you choose this archetype at 3rd level, you gain proficiency in renaissance-era firearms as described on page 268 of the DMG.

    Dabbling Machinist. Also at 3rd level, you gain proficiency with tinker's tools. Using those tools, you can spend 1 hour and 25gp worth of materials to construct a tiny clockwork device (AC 5, 1 HP). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.
    When you create a device, choose one of the following options:
    Pocketwatch. The device tells the time in hours and minutes.
    Timer. The device can be set to a time from 1 minute to 1 hour, in 1 minute increments. You can then use an action to activate it, from which point it counts down towards zero. The device gives no outward indication that it is counting except for a faint tick (DC 20 Wisdom (Perception) check to hear if you are within 10 feet). When it reaches zero, it either rings a bell, creating noise, or strikes a flint, creating sparks.
    Music Box. When opened, this music box plays a song at a volume of your choosing. The box stops playing when it reaches the song’s end or when it is closed. You can fit the music box with up to three different songs, which can be selected by changing a setting on the box.

    Robotic Enhancement. At 9th level, you can spend 8 hours using your tinker's tools to create a mechanical enhancement that can be worn by a humanoid. You can benefit from the device yourself or give it to another creature. A creature gains a benefit determined by the type of enhancement as long as it wears the device. When you create the enhancement, choose from the following options:
    Darkvision Goggles. You have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.
    Electrified Glove. Your unarmed strikes deal 1d6 lightning damage. You can hold other items in the gloved hand as normal.
    Eye Lenses. You have advantage on Intelligence (Investigation) checks to discern details within 1 foot.
    Shock-Absorbing Crampons. Your jumping distance is doubled, and if you take falling damage, the damage is halved and you always land on your feet.
    You can only maintain one of these devices at a time, so if you create a new mechanical enhancement, the previous one ceases to function. If you dismantle and re-assemble your enhancement, you need only 4 hours to convert it into a different type of device.

    Use Mechanical Device. By 13th level, you have learned enough about the workings of machines that you can improvise the use of a device even if you have never seen it before. If you take an action to examine an unfamiliar mechanical device, you learn all of its properties, how to operate it and how much fuel it has, if any. You learn whether or not it is in working condition, how to repair it if it is broken, and how to sabotage it if it is working. You also learn where, when and by whom it was made.

    Chewed Shot. When you reach 17th level, you develop techniques for modifying your bullets so that they inflict maximum damage. When you make an attack with a firearm against a creature that is not a construct or undead, you can choose to take a -5 penalty to the attack roll. If the attack hits, it is a critical hit. If you have the Sharpshooter feat, you may use either or both on the same shot.
    Last edited by Ninja_Prawn; 2016-02-20 at 07:52 AM.
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