What about this?
Gunner
HD: d8 (5/lvl)
Proficiencies:
Saving Throws: Dex & Int
Weapons: All Firearms, All Simple Weapons
Armor: Light, Medium,
shields
Tools: Gunsmith's Tools (Includes tools to repair and modify the firearm as well as create ammunition for their firearms)
Skills: Three of - Acrobatics, Athletics, Deception, Sleight of Hand, Survival, Perception, Stealth
Starting equipment:
2 Handaxes or any two simple weapons
Scale mail or leather armor or Chainmail (if able to wear it)
Gunner's Pouch (pouch containing the materials needed to craft your standard ammunition. Same/similar to a spell component pouch)
Thank you for this. I was having a hard time trying to make this simpler.
dungeoneer's pack or explorer's pack
1 - Ammosmithing,
Specialized Ammunition, Way of the Gun
2 - Focused Breathing
3 - Specialized Ammunition, Way of the Gun Feature
4 - ASI, Quick Clear
5 - Weapon Modification,
Rapid Reload Hidden Combatant
6 - Way of the Gun Feature
7 - Specialized Ammunition
8 - ASI
9 -
Hidden Combatant Rapid Reload
10 - Weapon Modification
11 - Specialized Ammunition
12 - ASI, Way of the Gun Feature
13 - Advanced Specialization
14 - Well-made Weapon
15 - Specialized Ammunition,
Weapon Modification
16 - ASI
17 -
Weapon Modification
18 - Specialized Ammunition, Way of the Gun Feature
19 - ASI
20 - Master Gunner
Ammosmithing - Ability to craft ammunition for use in your weapon. You can easily craft 10 x your Intelligence modifier standard pieces of firearm ammunition.
Specialized Ammunition - Ability to craft enhanced ammunition for your weapon.
You start with the knowledge to imbue you ammo with 2 of the following Specialization. You gain another at
3rd, 7th, 11th, 15th, and 18th levels. Each day you can modify up to 1/2 your Gunner level (minimum 1) + your Intelligence modifier pieces of your standard ammunition. After 24 hours, these modifications lose their potency and revert to standard ammunition pieces.
Way of the Gun - Choose your speciality (Sniper, Pistoleer, Dragoon, Siegemaster). You gain additional abilities from this choice at 3rd, 6th, 12th, and 18th level.
Focused Breathing - As a bonus action: slow your breathing and focus on your firing form. +2 to all attacks until the start of your next turn. Usable a number of times equal to your proficiency bonus. Regain uses after a short rest.
ASI - Standard ASI info. +2 to 1, +1 to 2, or a feat. No raising over 20.
Quick Clear - As a bonus action, you can clear your misfire.
Weapon Modification - You gain the benefit of a modification to your weapon. You gain another modification at 10th and 15th level. If using two pistols, only one can receive a modification at a time.
Hidden Combatant - As a bonus action on your turn, you can take the Hide action.
provided no enemies are within 10 feet of you and there is sufficient cover to allow you to hide. I believe that is part of the condition for the Hide action.
Rapid Reload - As a bonus action, you can load and fire an extra shot during your turn. If your weapon has a Double Barrel, you can only reload one barrel this way.
Advanced Specialization - When making specialized ammunition, you can choose to apply two effects to a single round. Doing so takes the same effort as modifying two pieces of ammunition.
Well-made Weapon - You modify your firearm, reducing the chance of misfire to 5% (only misfires on a natural 1)
Master Gunner - Your skillful tinkering has the following effects: your weapon no longer misfires, your Dexterity and Intelligence increase by 4 and your maximum for these attributes is now 24.
I like this.
Way of the Gun Options:
Sniper:
1 - Gain use of a rifle. Careful Aim: Sacrifice Movement to gain advantage on attack
3 - Prone Shot: No more disadvantage on firearm attacks if you are Prone.
6 - Practiced Aim: You can ignore up to 1/2 cover when firing your rifle. They can take the Sharp Shooter Feat.
6 - Distracting Shot: By intentionally missing your target, you can force them to make a Wisdom saving throw. On a failed save
, they lose actions and reactions the target is stunned until the
start end of your next turn.
12 - Subtle Shot: Perception checks made to find you after firing your weapon are made at disadvantage. If you have a silencer as well, you cannot be located by your gunshots.
18 - Assassin's Shot: If you spend your action and bonus action studying the target while hidden, the next attack you make against them is especially lethal. This attack triples all damage dice (4d6 becomes 12d6)
Pistoleer:
1 - Gain use of a pistol and shield or two pistols. If using two pistols, bonus action to fire second weapon. Add your Intelligence modifier to your initiative rolls.
3 - Close Quarters Combat: No longer take disadvantage on pistol shots within 5 feet of an enemy.
3 - Quick Draw: You can always take an action on the first round of combat, even if you are surprised.
6 - Shoot from the Hip: Attacks against targets that haven't acted in combat yet (once per combat) are made at advantage.
12 - Take Cover: When you are targeted by a ranged attack you can immediately take your reaction to impose disadvantage on the attack by moving half your speed to duck behind a nearby object giving yourself cover. You may use this ability even if you're surprised.
18 - Fan the Hammer: You can take a special action to unload any remaining shots you have in your weapon(s), making a separate attack for each shot. You may choose the same or different targets for each shot. Once you use this ability you cannot use it again until you take a long rest.
Dragoon:
1 - Gain use of a blunderbuss. Gain services of a trusted mount.
3 - Close Quarters Combat: No longer take disadvantage on blunderbuss shots within 5 feet of an enemy. Redirected Attack: If an attack succeeds against you by 5 or less, you can have the attack hit your mount instead.
Does it make more sense to just have the shot hit your mount if you want it to, regardless of how well the attack hits?
6 - Warmount -
While mounted you can direct your mount to make an attack appropriate for the mount against a target as part of your Attack action. Additionally, your mount and you have advantage on saving throws from being knocked prone.
12 - Make a Hole -
If you are dismounted, you can use your action to move half your speed causing any creature adjacent to you before or during your move to make a Strength saving throw. On a failed save you force the creature to move 5 feet in any direction.
18 - Whites of their Eyes - Attacks made within 5 feet of your target have advantage.
Siegemaster:
1 - Gain use of a mechanical grenade launcher. Can wear Heavy Armor.
3 - Delayed Explosive: Can set a timer on your ammunition, up to 30 seconds, in 6 second increments.
6 - Bounce the Shot: when launching your grenades, you can choose to bounce them off a solid surface. If bouncing a shot, the round can only travel as far as the short range of your weapon.
12 - Breaching Charge: you learn how to create a special explosive that can help break through walls. This special charge will destroy a 5 foot cube of stone or wood. You can plant three of these charges per long rest.
18 -
Orchestrated Chaos: Your skill at placing explosives is high enough that given 10 minutes of prep time, you can plant up to your entire collection of explosives and arrange for them to detonate at one time.
I feel like there needs to be some type of reckless something for this class. Like adding to misfire or something. Maybe a suicide bomber kinda thing. Thoughts?
Misfire Chances: All firearms have a 10% chance to misfire. When making any attack, if you roll a 1 or a 2, the weapon misfires. It takes an action to clear a misfire before the weapon can be fired again.
Basic Ammunition (damage die number increases at 5th (2dX), 11th (3dX), and 17th (4dX) level.
I like this. No need to take a level slot for Extra attack now.
Light Bullet - 1d6 Piercing Damage
Basic Grenade - 1d6 Thunder Damage to target, 1 damage to targets within 5 feet
Slug - 1d8 Bludgeoning Damage
Heavy Bullet - 1d10 Piercing Damage
Specialized Ammunition Options:
Incendiary - Causes round to deal an additional 2d6 Fire damage on hit.
Concussive - Causes round to deal an additional 1d6 Thunder damage on hit. Additionally, target must make Constitution save or be deafened until the start of your next turn.
If it has an effect it should do less damage.
Fully Jacketed - Gain +2 on attack rolls.
Shrapnel - Causes round to shatter on successful hit. Creatures within 5 feet of target must make Dexterity save or take 1/2 the shot damage.
Smoke Shot - On hit, releases cloud of smoke in the space occupied by the target. Creatures within the smoke are considered blinded.
Corrosive - Causes round to deal an additional 2d6 Acid damage on hit.
Poisoned - Causes round to deal an additional 1d6 Poison damage on hit. Additionally, target must make Constitution save or suffer the Poisoned condition for 1 hour.
If it has an effect it should do less damage.
Freezing - 2 possible effects: cause an additional 2d6 Cold damage on hit OR can target the ground to cause a 5'x5' patch to become difficult terrain (covered in ice)
Breaker - Causes round to deal an additional 5d6 damage to any structure (such as a door or a wall)
Scattershot - Causes round to deal damage to all enemies in 15' cone instead of normal damage
If they fail a Dex save. The dice are the same number, but one step smaller. So at 5th level, a Slug would do 2d6 damage (2d8 would be the normal).
Wooden - Causes 3 damage on hit. Target must make Constitution save or be stunned until the start of your next turn.
Marker - Causes target to glow on successful hit. Disadvantage on stealth. Advantage on attacks against target until start of your next turn.
Magnum - Upgrade damage dice one step (d6 becomes d8)
Streamlined Ammo - Attacks made beyond normal range (up to maximum range) are made without disadvantage.
OOC:
I have a few more ideas but need to get to work. I will post tomorrow about this more.