The Bandit
| Level | Proficiency Bonus | Features |
|---|---|---|
| 1º | +2 | Gunsmith, Quick Draw |
| 2º | +2 | Taking Cover!, Fighting Style - Firearms |
| 3º | +2 | Bandit's Trails |
| 4º | +2 | Ability Score Improvement |
| 5º | +3 | Extra Attack, Double Tap |
| 6º | +3 | Warning Shot, Bandit's Trail Feature |
| 7º | +3 | Esoteric Gunpowder |
| 8º | +3 | Ability Score Improvement, Improved Taking Cover! |
| 9° | +4 | Keen Instincts, Swift Repairs |
| 10º | +4 | Bandit's Trail Feature |
| 11º | +4 | Lightning Reload |
| 12º | +4 | Ability Score Improvement |
| 13º | +5 | Improved Gunsmith, Trickshot |
| 14º | +5 | Bandit's Trail Feature |
| 15º | +5 | Bullseye! |
| 16º | +5 | Ability Score Improvemente, Bandit's Trail Feature |
| 17º | +6 | Specialist |
| 18º | +6 | Bandit's Trail Feature |
| 19º | +6 | Ability Score Improvement |
| 20º | +6 | Elite Marksman |
Class Features
As a Bandit, you gain the following class features.
Hit Points
- Hit Dice: 1d8 per Bandit level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bandit level after the 1st
Proficiencies
- Armor: Light Armor
- Weapons: Simple Weapons, Short Swords and Firearms
- Tools: Tinker's Tools and Smith's Tools
- Saving Throws: Dexterity and Intelligence
- Skills: Choose two skills from Acrobatics, Insight, Sleight of Hand, Stealth, Intimidation and Persuasion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a blunderbuss or (b) a musket
- a flintlock, a shortsword and two holsters
- a explorer's package
- a leather armor, an ammo bandolier, 20 bullets for each firearm and Tinker's Tools
Gunsmith
Starting at 1st level, besides it's normal uses, you can use your Tinker's Tools to build new firearms and draft new ones (GM's discretion), additionally you can forge ammo for your firearms at half the cost.
When you reach the 13th level, all your Tinker's Tools checks are made at advantage.
All information related to the new firearms rules are more clearly detailed at the end of this class description.
Quick Draw
Starting at 1st level, once per turn, you can draw or stow a firearm without consuming your Action to "Use an Object".
Taking Cover!
At the 2nd level you can use the Dash action as a bonus action. When you choose to use this bonus action your movement increases by 3 meters and you gain +2 AC until the start of your next turn.
You can use this feature a number of times equal to your proficiency bonus and regain all uses on a long rest.
At 8th level, when you use this feature you also gain the benefits of the Disengage action.
Fighting Style - Firearms
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.
Additionally your firearms also count as melee weapons for the purposes of this feature and the Two Weapon Fighting game mechanic.
ARCHERY
You gain a +2 bonus to attack rolls you make with ranged weapons.
DEFENSE
While you are wearing armor, you gain a +1 bonus to AC.
DUELING
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
GREAT WEAPON FIGHTING
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
TWO WEAPON FIGHTING
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack
Bandit's Trails
At 3rd level, you choose a Bandit's Trail between the Buccaneer and the Bandolier, both detailed at the end of this class description. The trail you choose grants you features at 3rd level and again at 6th, 10th, 14th, 16th and 18th level.
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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Double Tap
Upon reaching the 5th level, when you hit a creature with an attack, with a firearm that does piercing damage, you can choose to drill through the target and deal damage equal to the modifier of the Ability Score used in the attack to another creature within 1,5 meters.
Warning Shot
At 6th level, when you hit an creature with a firearm, you can choose to miss the attack in a menacing way, like by a hair or just next to the targets feet, the way you do it is up to you.
When you choose to use this feature, make an Intimidation check with advantage against all creatures that can see this event occur.
After using this feature, you can only use it again after a short rest.
Esoteric Gunpowder
When you reach the 7th level, you learn to infuse your gunpowder cartridges with special materials. At the end of a long rest, choose two firearms that deal piercing damage, they become +1 magical weapons until the end of your next long rest.
Keen Instincts
At 9th level, if you are not surprised, you can add your proficiency bonus to your Initiative checks. Additionally you cannot be surprised while conscious.
Swift Repairs
Upon reaching the 9th level, you can fix any jammed firearm as a bonus action.
Lightning Reload
Starting at the 11th level, you can reload any firearm as a bonus action.
Trickshot
Beginning at the 13th level, you learned to deal with any obstacle in front of you, your attacks with firearms ignore up to 3/4 cover but not full cover.
Bullseye!
When you reach the 15th level you can shoot the wings of the back of a fly, your attacks made at the long range of a firearm don't impose disadvantage anymore.
Specialist
Upon reaching the 17th level, you perfected your handling of any firearm, reduce the Misfire score of all your weapons by 3, if this would cause negative scores, you gain +1 to your attack and damage rolls for each point below 0.
Elite Marksman
At the 20th level, you are one of, if not the best marksman in the world, every bullet is extremely deadly and precise. Your firearm attacks receive a critical threat range equal to the original firearm Misfire score, for example a Carabine shot would be a critical hit in any dice roll of 15 or higher.
Bandit's Trails
Different Bandits choose different ways of perfecting their firearm prowess. The trail you choose reflects this choice.
Trail of the Buccaneer
Known for their impeccable aim and devastating shots, the Buccaneers are specialists in heavy artillery and explosives.
Hold This!
Upon choosing this trail at 3rd level, when you reload an firearm, you can choose to either set a weapon with the Explosive property or throw it at a target you can see within the Throw range.
Blast Away!
Beginning at 3rd level, when you hit an attack with a firearm that has the Two Handed property, you can choose to push the target up to 1,5 meters in a straigth line.
Sights on The Target!
At 6th level, you can choose to mark an opponent as your Bounty for the next minute.
The Bounty has disadvantage in any Saving Throws made against your firearm's effects and attacks made against them are made at advantage.
You can use this feature once per short rest.
Rappel Garrison!
Starting at 10th level, you build a set of rappel equipment designed specially for you. As an action you can put yourself under the effects of the Spider Legs spell, you still make Concentration checks normally, depicted as your equipment breaking.
You can use this feature once per long rest.
Reloading!
Upon reaching 14th level, you are as agile as ever. When using the Taking Cover! feature, you can choose to reload one firearm you are are wielding.
Fire in the Hole!
In the 16th level, you become even more efficient at building ammo and certain firearms. When you use your Tinker's Tools to build firearms with the "Explosive" property or ammo, roll a d20, in a result of 10 or more you build double the quantity for the same amount of gold. Additionally all your Explosives deal 2d8 extra fire damage.
Heavy Weapon Specialist
At 18th level, when you make an attack with a firearm that has the Two Handed property, you can treat any dice roll of 2 or lower as a 3.
If you have the Great Weapon Fighting fighting style, you can instead treat any roll of 3 or lower as a 4
Trail of the Bandolier
Known for their fast and relentless barrages of bullets, the Bandoliers are ferocious Bandits that use the volatility of their weapons to their own advantage.
Deft Hands
When you choose this trail at 3rd level, you become an expert in two weapon fighting, when you would be able to draw, stow or reload a weapon, you can choose to do it with two weapons instead.
Additionally being within 1,5 meters of a hostile creature doesn't impose disadvantage on your ranged attacks rolls.
Panache
Starting at 3rd level, choose two skills that you are not proficient between: Deception, Persuasion, Intimidation and Acrobatics, you become proficient in them. If you are proficient with all four, choose two others from the Bandit's skill list.
At 10th level, choose two skills from the four above, your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Trial by Fire
Upon reaching 6th level, you become faster and more efficient with your firearms.
In your turn, when you are employing Two Weapon Fighting you can incorporate your off-hand attack into your regular attack action, freeing your bonus action.
You can only make one off-hand attack per turn.
Trailblaze
Beginning at 10th level, when you use the Taking Cover! class feature, instead of the normal bonuses, you gain AC equal to 2+ your Charisma modifier and 6 more meters of movement instead of the usual 3.
Killer Instinct
At 14th level, whenever one of your attacks reduces a creature to zero hit points or you score a critical hit on an attack, all your attacks are made at advantage until the end of your next turn.
Fire Barrage
When you reach the 16th level, you can heighten your senses and shoot at a superhuman speed.
You can use your Action to blast a lead barrage on your enemies, make an attack for each piece of ammo in your barrel, against a creature you can see within the weapons range. All attacks must be made against a different creature.
If the dice roll of any attack hits the firearm's Misfire score, the firearm only jams at the end of the action.
You can only use this feature once per long rest.
Blazing Storm
At 18th level, A partir do 18º Nível, você canaliza o calor do deserto em suas armas, todos os seus ataques causam 2d6 de dano de fogo extra.
Usar um Objeto
"Você normalmente interage com um objeto enquanto faz alguma outra coisa, como quando saca sua espada como parte de um ataque. Quando um objeto requer sua ação para usá-lo, você realiza a ação Usar um Objeto. Essa ação também é útil quando você quer interagir com mais de um objeto por turno." Livro do Jogador Página 193.
Multiclasse
Atributos Mínimos: Destreza 13 e Inteligência 13 Proficiências Ganhas: Armadura de Couro, Armas de Fogo e Ferramentas de Funileiro
Trail of the Corsair
Flavor Text
Flavor Text
Parrrley
Quando você escolhe este caminho no 3º nível, quando você acertar um ataque corpo-a-corpo com uma arma leve, você pode usar uma ação bônus para atacar com uma arma de fogo que estiver segurando, este ataque causa 1d6 de dano extra para cada ataque corpo-a-corpo que você acertou neste turno. Adicionalmente você pode recarregar uma arma de fogo mesmo sem uma mão livre e não recebe desvantagem em jogadas de ataque à distância enquanto adjacente à uma criatura hostil.
Freebooter Fencing
No 3º nível, quando você for atingido por um ataque corpo-a-corpo, você pode usar sua reação para adicionar seu bônus de proficiência a sua CA para esse ataque, potencialmente fazendo o ataque errar.
Você pode usar esta característica um número de vezes igual a duas vezes o seu modificador de destreza e recupera todos os usos ao final de um descanso curto.
Beaten-up Seadog
A partir do 7º nivel, você se torna um mestre no combate em meio ao caos de embarcações em movimento, recebendo os seguintes benefícios:
- Você possui um deslocamento de natação igual ao seu deslocamento base.
- Você possui vantagem em qualquer rolagem para resistir ser derrubado.
- Você pode usar seu modificador de Destreza, em vez de Força, para determinar a distância de um Salto.
- Você tem vantagem em testes de Sabedoria (Percepção).
9
Começando no 9º nível, quando você característica de classe "Arrrrrmada" o alvo de seu "Dois por Um" também recebe o dano extra.
13
Quando você der parry em um ataque com "cara a cara com o perigo" você pode gastar um uso adicional para fazer um ataque contra a criatura, isso conta para os ataques corpo a corpo de "Arrrrrmada"
Captain's Aura
Quando você atinge o 17º nível, as criaturas amigáveis dentro de um raio de 18 metros de você também recebem os benefícios de sua característica "Seawolf".
Trail of the Artillery Mage
Firearms - List and Properties
Proficiency
Attacks with a firearm made by a non-proficient creature have a doubled Misfire score, if the firearm has a score of 0, it increases to 1.
When a attack made by a non-proficiente creature misfires, the weapon breaks instead of jamming.
Misfire
Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, the ammo is consumed and the gun jams, a jammed firearm cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Intelligence check with your Tinker's Tools (DC equal to 10 + Fisfire score). On a success the firearm is ready to be used again, if your check fails, the weapon is broken and must be mended during a short rest at a quarter of the cost of the firearm.
Ammo
All firearms need specific ammo that's consumed during an attack. According to the setting of your adventure, ammo can be either scarce or plentiful, in any case, ammo is usually sold or made in batches, the size of each batch is listed below next to the price.
Reloading
Each firearm can hold a certain number of dedicated ammo in it's chamber, the score of Cartridge of a firearm defines how many shots you can make before having to spend an action or a attack from your attack action to reload. You must have one free hand to reload a firearm.
Saving Throws
Some special firearms require their targets to make a saving throw, the DC for this checks is always: 8 + the shooters proficiency with firearms + the shooters Dexterity.
Explosives
Weapons with the property "Explosive" can be thrown or set down, if thrown they detonate immediately impact, if set down, the explosive can be detonated remotely from up to 18 meters away. Each creature within the explosive radius must make a Dexterity saving throw, taking half damage on a success.
Level Requirement
Some firearms have a structure and inner-workings too complex to be used by normal people. To handle or build these weapons is required a minimum level in the Bandit class, this level is listed below. If a creature doesn't meet the minimum level, all attacks Misfire.
Stealth
Being gunpowder-based weapons, attacks made with firearms make a booming sound audible from as far away as 90 meters. Firearms with the "Silenced" property don't emanate more sound than an heavy crossbow when shot.
Firearms
| Name | Level | Price | Ammo | Damage | Weight | Range | Properties |
|---|---|---|---|---|---|---|---|
| Stinger | 2 | 150 gp | 2 gp (20) | 1d6 Prc | 0,3kg | 15/30 | Light, Special, Cartridge 1, Misfire 0, Silenced |
| Blunderbuss | ─ | 150 gp | 5 gp (20) | 1d10 Prc | 1,5kg | 24/96 | Cartridge 6, Misfire 2 |
| Flintlock | ─ | 80 gp | 3 gp (20) | 1d8 Prc | 1kg | 18/72 | Leve, Cartridge 4, Misfire 1, Silenced |
| Musket | ─ | 300 gp | 5 gp (20) | 2d8 Prc | 5kg | 36/144 | Two Handed, Cartridge 1, Misfire 2 |
| Scattergun | 6 | 300 gp | 6 gp (6) | 3d6 Prc | 5kg | 1,5/3 | Two Handed, Special, Cartridge 1, Misfire 3 |
| Carabine | 10 | 600 gp | 10 gp (5) | 4d10 Prc | 13kg | 60/240 | Two Handed, Cartridge 1, Misfire 5 |
Heavy Artillery
| Name | Level | Price | Ammo | Damage | Weight | Range | Properties |
|---|---|---|---|---|---|---|---|
| Mortair | 9 | 500 gp | 10 gp (1) | 1d8 Conc | 7kg | 18/180 | Special, Cartridge 1, Misfire 3 |
| Satchel Charge | 5 | 40 gp | ──── | 3d6 Fire | 2kg | ─ | Thrown (Range 4,5), Explosive (Radius 3) |
| Squib | 2 | 10 gp | ──── | 1d4 Fire | 0,2kg | ─ | Thrown (Range 6), Explosive (Radius 1,5) |
Special Weapons
-
Stinger: Any attack made with this firearm against an surprised enemy, is considered a critical hit.
-
Mortair: The mortair uses an incendiry ammo, on a hit, the ammo explodes and all creatures within 1,5 meters of the target must make a Dexterity saving throw. A target takes 2d8 fire damage on a failed save, or half as much damage on a successful one.
-
Scattergun: Attacks made with this weapon target all creatures in a 3 meters long and 4,5 meters wide rectangle, roll an attack and use it against all creatures in the area. Creatures 1,5 meters or more away from the shooter, if hit, take half damage.