My Documents
Become a Patron!
The Pistoleer
\pagebreak # The Pistoleer ## Class Features As a Pistoleer, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d8 per Pistoleer level - **Hit Points at 1st Level:** 8 + Constitution Modifier - **Hit Points at Higher Levels:** 1d8 + Constitution Modifier #### Proficiencies ___ - **Armor:** Light armor - **Weapons:** Simple Weapons, Pistol (Firearms) - **Tools:** Tinker's Tools ___ - **Saving Throws:** Intelligence, Dexterity - **Skills:** Choose three from: Stealth, Survival, Perception, Insight, Investigation #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a item1 or *(b)* item2 #### Reloading Your gun is capable of having up to 6 shots in the cylinder at a time. When you run out of shots in the cylinder you MUST take an action to reload your weapon before being able to fire again. To do this roll a 1d6 during the reload action. This is how many shots you are able to reload. The feat Cool Under Fire can add a modifier to this roll. ### Quickdraw At 1st level you are able to add your proficiency bonus to your initiative as well as being able to holster your gun and draw your rapier or vice versa as a single object interaction. ### Connoisseur At 1st level you've developed a reputation from your use of this experimental technology. Because of that reputation you are able to purchase ammunition from general stores, something one lacking this trait can't do. \columnbreak ### Fighting Style At 2nd level you may adopt a fighting style from the following options: - **Pistoleer** – You gain a +2 bonus to damage rolls made with your pistol - **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 weapon in the other you gain a +2 bonus to your damage with that weapon ### Fan Of Fury At 2nd level you gain the ability to fan your gun and fire multiple shots in a single round. You can fan your gun and fire a number of shots equal to your Dexterity modifier. Due to the rapid fire nature of this technique you will take a penalty to your accuracy (to hit) equal to half of your proficiency score rounded up. ### Blackpowder Discipline At 3rd level you are able to choose a Blackpowder Discipline. The available disciplines available to you are: **Big Iron** – You have devoted yourself to the life of the pistol. You will focus your efforts on making your shots more powerful and on improving your gun to the best of your ability. **Eagle Eye** – You've decided to begin to invest your attention into the new “Rifle” variant of the pistol. Preferring to stay at long range and focus on hitting precise shots, you've become a sniper among snipers. **Blaster** – You see more than the potential of the gun. You see the potential of the ammo and the black powder inside of it. Deciding to focus your efforts on that you've become adept at creating explosives using that powder. ### Extra Attack At 5th level you gain the ability to attack one extra time whenever you take the attack action. ### Quick repair At 7th level you gain the ability to repair your firearm if it is jammed as a bonus action.
Part 2 | Your Introduction
\pagebreakNum ### Lightning Reload At 14th level you are much better at reloading your weapon in the midst of combat. When you roll your 1d6 to reload you may now roll it twice and take the higher number. ### Vicious Critical At 18th level you gain the ability to land a critical hit with your firearms on a roll of 19-20. Additionally when you score a critical hit the target will suffer extra damage equal to half of the critical damage at the end of its next turn. # Blackpowder Disciplince ## The Way of the Pistol When you take this Blackpowder Discipline at 3rd level you have focused yourself on mastering the pistol beyond any other weapon. Through your increasing mastery you unlock special shots called Trick Shots as well as ways to do more with your pistol than your average person could ever hope for. ### Trick Shots At 3rd level upon taking this path you gain knowledge of special shots called trick shots. These are shots that require a high degree of precision and really draws out the most of what a master of the pistol can do. Should a trick shot require a saving throw the formula is 8 + Proficiency + Dex modifier. Trick shots can be performed a number of times equal to your proficiency bonus per long rest. • **Warning Shot** – You fire your pistol so that the shot hits the ground a mere hairs breadth from the targets foot. This display of accuracy acts as a warning and seeks to intimidate the target. The target must make a charisma saving throw or be frightened of the pistoleer for 1d6 rounds. • **Drop It or Die shot** – You can attempt to disarm an opponent by shooting whatever it is holding out of its hand. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you. • **Steady Shot** – When you make a firearm attack against a creature you can make it with advantage. • **Ricochet Shot** – When you make a firearm attack against a creature behind full or half cover you can negate the bonus of that cover by bouncing your shot off of another surface. • **Hobbling Shot** – You can take aim specifically at the legs of a creature and attempt to hobble it. On a hit the creature must make a constitution saving throw or lose 10 ft of its movement until the end of the pistoleers NEXT turn. • **Winging Shot** – When you are attacking a flying creature you can attempt to wing it. On a hit a flying creature must make a Dexterity saving throw or have its wing be damaged and forced to land until the end of the pistoleers next turn. \columnbreak ### The Big Iron At 7th level you have made modifications to you gun. The guns weight increases by 2.5 pounds as you reinforce the frame and the cylinder. It is now able to use ammo that you've modified (no action needed). The power of your shots has increased from 1d10 to 2d6 and the range of your firearm has increased from 120 / 260 to 160 / 320. Furthermore the nature of this ammo has a touch of ground crystal in it making the shots magical thus bypassing resistance to non-magical damage from piercing weapons. ### A Horse and a Gun At 11th level you gain the proficiency in land vehicles and in animal friendship. You take no penalty from firing from horseback and are capable of finding spots to camp where your horse can graze without requiring feed. (This feature is negated if in extremely hostile environmental conditions such as deserts or in other planes. Up to DM discretion) ### Dancing in Lead Rain At 18th level you have mastered the pistol to a degree very few can hope to match. You have become capable of feats of unimaginable skill and power while utilizing your pistol. You gain one new trick shots and one new passive skill. Passive Skill – **Evasion**: When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail Trick Shots • **Lead Rain** – Roll 1d20. You can expend that many shots of your ammo to fire in the air in a raw display of reloading speed and accuracy. The shots rain down in a 20ft circle dealing Xd6 + 15 piercing damage where X is the number rolled on the D20. Anyone in the circle may make a Dexterity saving throw to take half the damage. This ability can be used once per long rest. \pagebreakNum # Eagle Eye ## Long Gun When you take this subclass at 3rd level you gain proficiency with rifles. These specialized long guns use a separate type of ammo than pistols though it can still be purchased at general stores albeit at a higher price. ### Crit Shots At 3rd level you have become a patient master of the crit shot. This special shot has two steps to it and can be performed a number of times equal to your proficiency modifier. The steps of a crit shot are as follows: Round 1: You go prone and take the LOCK ON action. Round 2: You fire your crit shot. The shot receives a +10 to hit and on hit is an automatic crit. However there is a risk to taking crit shots. While during the LOCK ON phase any melee attack against you that hits is an automatic crit as your attention and focus has narrowed down to a needle like focus on your target. ### Ghillie Suit At 7th level you have learned the hard lesson of being a sniper and one of those lessons is its better to be unseen by your enemy. You have learned how to craft for yourself a Ghillie suit. To craft the ghillie suit you must spend 100 gold in materials and spend one full day crafting. Upon completion you will have a ghillie suit made of shimmerweave. This special fabric will blend into any terrain you are currently in. If you do not move on your turn and take the hide action you receive a +15 to your stealth check. While wearing this suit taking the Lock On action will not reveal you. Your location will only be revealed if you take an action that draws attention to yourself (You do damage, cast a spell that does damage or has a verbal component, make to much noise ect). ### Through and Through At 11th level you have made modifications to your gun and ammo. The weight of your rifle increases by 4 pounds and your shots now do 2d8 rather than 1d12. Due to the crystal ground into the powder your shots are also now considered to be magical for the purposes of bypassing resistance to piercing from non-magical weapons. When you take your crit shot your shot now will travel through your target and hit any target in the bullets path within 15 feet of your target. The secondary target will take half of the damage of the primary and be blinded by the explosion of blood from the primary target (Dexterity saving throw. DC is 8 + proficiency + dex modifier). \columnbreak ### Snipers Sight At 18th level you've become a master of seeing your target and bringing them down from a far. You receive two abilities. As a bonus action you can activate Snipers Sight, giving yourself truesight out to the normal range of your weapon (300 ft). As an action you can fire a specialized shot called an Arterial Strike. This special sniper shot upon hitting a target does half of the distance in piercing damage to the target. I.E if you fire your shot from 300 feet away and it hits it will do 150 points of piercing damage. This special shot requires such focus and concentration that it can only be done once per long rest. \pagebreakNum # Blaster ## Bombs Away! At 3rd level and upon taking this path you've begun to discover the deeper secrets of black powder and some of its other uses. While still proficient with a pistol you've also become adept at converting ammo purchased in general stores into other forms such as explosives, both thrown and set. Every long rest you are capable of creating up to your proficiency modifier in special bombs. The bombs you can create are as follows ***Blaster Bombs*** • **Bomb**. (4 ammo) The Bomb has a 40-foot throwing distance. Every creature in a-10 feet radius of the Bomb must make a Dexterity saving throw taking 1d8 thunder damage on a failure and half damage on a success. When this device detonates, it creates an audible explosion that can be heard from up to 300 feet away. This bomb's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). • **Flash Bomb**. (2 ammo) The Flash Bomb has a 40-foot throwing distance. Every creature in a 10-feet radius of the point bomb must make a Constitution saving throw or be blinded and deafened until the end of your next turn. If a creature is blinded and deafened by this, they may repeat the saving throw at the end of their turn to end the effect early. When this device detonates, it creates an audible explosion that can be heard from up to 200 feet away. • **Smoke Bomb**. (2 ammo) The Smoke Bomb has a 40-foot throwing distance. Centered at the point of detonation, a 20-foot-radius sphere of smoke. The sphere spreads around corners, and its area is heavily obscured. The smoke remains for one minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When this device detonates, it creates an audible explosion that can be heard from up to 50 feet away. • **Chaff Grenade**. (2 ammo) The Chaff Grenade has a 40 – foot throwing distance. Centered at the point of detonation, a 20 foot sphere of fine ground iron dust rises into the air and remains airborne for 1 minute. Anything that is invisible in this area is outlined as the fine ground dust adheres to their form making them visible to the naked eye. \columnbreak ### Diverse Arsenal At 7th level you've learned how to add new ingredients to your bombs to make them more devastating and destructive. You are now able to create the following new bombs during your crafting process: *****Intermediate Blaster Bombs***** • **Artisans Fire**. (8 ammo) This bomb has a throwing distance of 60 feet. Centered at the point of detonation an explosion occurs. Anything caught in that explosion takes 6d6 fire damage (Dex save to half the damage. Formula is 8 + Proficiency + Intelligence modifier). Furthermore anyone who fails the save will be ignited and take 1d8 fire damage at the beginning of each of their turns. Anyone so ignited can take an action to put out the fire. • **Avas Acid Shower**. (8 Ammo) This bomb has a throwing distance of 60 feet. Centered at the point of detonation a 30 foot circle rain of acid occurs as a volatile gas erupts causing the air to turn volatile. Anyone caught in the blast radius takes 8d4 acid damage and has their AC reduced by 1d3 due to the acidic damage to their armor (natural armor is unaffected as are creatures immune to acid damage). A Dexterity saving throw can half the damage however regardless of the save the damage to AC remains. • **Puff The Magic Grenade**. (8 Ammo) The Poison Bomb has a 40-foot throwing distance. Centered on the point of detonation, a 10-foot radius spherical cloud of toxic gas appears. This cloud remains for one minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When a creature enters the bomb's area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, a creature takes 4d10 poison damage and is poisoned until the end of your next turn. On a successful save, it takes half as much damage and isn't poisoned by the bomb. When this device detonates, it creates an audible explosion that can be heard from up to 50 feet away. ### Infusion of Ground Cystal At 7th level you've begun to mix finely ground arcane crystal into your black powder mix. This results in the damage of your bombs becoming magical for the purpose of overcoming resistances to non-magical damage. \pagebreakNum ### A Keen Eye and a Keen Mind At 11th level you gain proficiency with Alchemists Supplies (choose another tool if you already have proficiency). You are now able to craft your own black powder. Per long rest when not crafting explosives you can craft up to your proficiency modifier in ammo. You know however that should you begin selling your own black powder that you will incite the fury of the guilds of The Kingdom and Kesh resulting in a bounty put on your head. Best to keep this secret to yourself. ### Mothers Love, Mothers Hate At 18th level you have refined your bombs to the point where they approach art. You've become a master in their creation and have gained a greater understanding of them. Due to this insight you gain the following two abilities. • You gain advantage on saving throws made against your own explosive devices. When you succeed on a saving throw against your own explosive devices you take no damage, and you take half as much damage on a failed save. • You can spend the time of a long rest crafting your masterpiece. For every 4 pieces of ammo you use to create your Masterpiece Explosive it will deal 1d8 Fire damage, 1d8 bludgeoning damage, and 1d8 Thunder damage. This damage can scale up to a max of 10d8 of each damage. Furthermore the blast radius of this bomb can be set by you, from as little as a 30 foot circle up to a 60 foot circle. The bomb will have a throwing distance of 60 feet. A Dexterity saving throw can half the damage of anyone caught in the blast radius.