diff --git a/dndwiki.index b/dndwiki.index index 072645e..88459ab 100644 --- a/dndwiki.index +++ b/dndwiki.index @@ -4,7 +4,7 @@ D&D Wiki The 5e homebrew content from the D&D Wiki website. D&D Wiki - + @@ -19,6 +19,7 @@ + @@ -45,4 +46,4 @@ - \ No newline at end of file + diff --git a/dndwiki/classes/class-gunslinger.xml b/dndwiki/classes/class-gunslinger.xml new file mode 100644 index 0000000..256d46a --- /dev/null +++ b/dndwiki/classes/class-gunslinger.xml @@ -0,0 +1,854 @@ + + + + Gunslinger + The Gunslinger Class from D&D Wiki + Quincy + + + + + + + + +

Gunslingers, This Arch-Type; being technologically advanced are hyper-intelligent crafters. Some join parties not to be leaders but to have incredible influence over the battlefield, shaping entire wars with their bravado. Some are unparalleled terrors at close range, decimating foes with their unflinching resolve. While others are the model of efficiency, lying in wait and killing their targets before they knew there was any danger. Regardless of the Gunslinger's preferred method of attack. All are formidable in their own right. Don't cross one, they aren't to be taken lightly.

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TOOLS OF THE TRADE

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A Gunslinger's weapons are a reflection of them, and are their most prized possessions. Putting a combination of smithing talent with accuracy, no two are similar, as each one is engraved and crafted to the Gunslinger's advantage. As the Gunslinger grows with their party, the stronger through knowledge of their weapons they become and deadly.

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CREATING A GUNSLINGER

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QUICK BUILD
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You can make a gunslinger quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Bounty Hunter background. Third, choose for starting equipment a dagger, a handaxe, leather armor, an explorer's pack, a revolver, a rifle, 12 Bullets, and Tinker's tools.

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CLASS FEATURES

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As a Gunslinger, you gain the following class features.

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HIT POINTS
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+ Hit Dice:1d8 per Gunslinger level +
+ Hit Points at 1st Level:8 + your Constitution modifier +
+ Hit Points at Higher Levels:1d8 (or 5) + your Constitution modifier per Gunslinger level after 1st +
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PROFICIENCIES
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+ Armor:Light Armor, medium armor +
+ Weapons:Simple weapons, martial weapons, firearms +
+ Tools:Tinker's Tools +
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+ Saving Throws:Dexterity, Wisdom +
+ Skills:Choose two skills from Acrobatics, Athletics, History, Insight, Perception, Sleight of Hand, Stealth, and Survival +
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EQUIPMENT
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You start with the following equipment, in addition to the equipment granted by your background:

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  • + (a) a light crossbow and 20 bolts or + (b) any two simple weapons +
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  • + (a) leather armor or + (b) hide armor +
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  • + a rifle, revolver, 12 bullets +
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  • + (a) a dungeoneer’s pack or + (b) an explorer’s pack +
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  • + Tinker's Tools +
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+ + + A master of the fine art of gunplay. + + + A master of the fine art of gunplay. + d8 + https://www.dandwiki.com/wiki/Gunslinger_(5e_Class) + + + + + + + + + + + + + + + + + + + + + + + +

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Your archetype grants you features at 3rd level and again at 7th, 13th, 15th, 18th, and 20th level.

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Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

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The number of attacks increases to three when you reach 11th level in this class.

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+ + You can attack twice, instead of once, whenever you take the Attack action on your turn. + You can attack three times, instead of once, whenever you take the Attack action on your turn. + + + + + +
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Starting at 6th level, you can craft 2 special ammunition shots costing 50gp in materials, dealing 1d6 of the desired damage type (Fire, Lightning, or Cold). Appropriate materials are required to craft special ammunition, Essence of a Fire Elemental, Air Elemental, or Water Elemental (Or DM's discretion of what is allowed, Poison etc.) You can craft ammunition in increments of 25gp per day instead of 5gp per day, See Players Handbook for "Crafting" pg. 187. At 9th level this is upgraded to 100gp cost, dealing 1d8, and at 17th level this is upgraded to 200gp cost for 3, dealing 1d10.

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+ + You can craft 2 pieces of elemental ammunition for 50gp which deal 1d6 elemental damage. + You can craft 2 pieces of elemental ammunition for 100gp which deal 1d8 elemental damage. + You can craft 3 pieces of elemental ammunition for 200gp which deal 1d10 elemental damage. + +
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Beginning at 8th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

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+ + When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. + +
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Once you reach 10th level, your base walking speed increases by 10 feet, and you may take the Disengage action as a bonus action.

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Starting at 11th level, you may choose to customize a weapon that has been with you for more than a month, this weapon will become an identifying mark of your fame holding as much standing as its wielder. It carries distinct patterns and markings that are unique to your character. The weapon deals an additional damage die. Level 11 1d6, Level 15 1d8, Level 17 1d10, Level 20 1d12.

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+ + A selected weapon of yours deals an additional 1d6 damage. + A selected weapon of yours deals an additional 1d8 damage. + A selected weapon of yours deals an additional 1d10 damage. + A selected weapon of yours deals an additional 1d12 damage. + +
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Starting at 14th level, 1/2 cover counts as 3/4 cover for you.

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Starting at 18th level, you gain supernatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.

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+ + You don't have disadvantage on invisible enemies and know the location of all invisible creatures within 30 ft of you as long as you are not blinded or deafened. + +
+ + + + Wiki Gunslinger Trick Shot + +

You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one grit point while making a Charisma (Intimidation) check to gain advantage on the roll.

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+ + You can expend one grit point while making a Charisma (Intimidation) check to gain advantage on the roll. + +
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When you hit a creature with a firearm attack, you can expend one grit point to attempt to dizzy your opponent. The creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attack rolls until the end of their next turn.

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+ + When you hit a creature with a firearm attack, you can expend one grit point to attempt to dizzy your opponent. The creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attack rolls until the end of their next turn. + +
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When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.

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+ + You can expend one grit point to gain advantage on an attack roll. + +
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When you hit a creature with a firearm attack, you can expend one grit point to attempt to shoot an object from their hands. 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.

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+ + You can expend one grit point to attempt to shoot an object from their hands. 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. + +
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When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. The creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.

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+ + You can expend one grit point to attempt to trip them up and force them back. The creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you. + +
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When you hit a creature with a firearm attack, you can expend one grit point to attempt to fire through multiple opponents. The creature suffers normal damage and you must make an attack roll with disadvantage against every creature in a 15-foot line directly behind the target.

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+ + You can expend one grit point to attempt to fire through multiple opponents. The creature suffers normal damage and you must make an attack roll with disadvantage against every creature in a 15-foot line directly behind the target. + +
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When you hit a creature with a firearm attack, you can expend one or more grit points to enhance the volatility of the attack. Roll one additional weapon damage die per grit point spent when determining the damage.

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+ + You can expend one or more grit points to enhance the volatility of the attack. Roll one additional weapon damage die per grit point spent when determining the damage. + +
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When you hit a creature with a firearm attack, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.

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+ + You can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone. + +
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Daredevils with a reckless, flashy style, desperadoes excel at fighting with one-handed firearms, either singly or in pairs.

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Starting at 3rd level, when you are wielding a firearm in one hand and no other weapons, you gain a +4 bonus to damage rolls and +2 bonus to attack rolls with that firearm.

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+ + When you are wielding a firearm in one hand and no other weapons, you gain a +4 bonus to damage rolls and +2 bonus to attack rolls with that firearm. + +
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Starting at 3rd level, when you take the Attack action and attack with a one-handed firearm that you're holding in one hand, you can use a bonus action to attack with a different one-handed firearm that you're holding in the other hand. You can also load or reload a firearm without difficulty if your hands are full.

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+ + When you take the Attack action and attack with a one-handed firearm that you're holding in one hand, you can use a bonus action to attack with a different one-handed firearm that you're holding in the other hand. You can also load or reload a firearm without difficulty if your hands are full. + +
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Beginning at 7th level, you carry yourself like a natural hero or villain, allowing you to use your presence to great effect. You gain proficiency in the Intimidation and Persuasion skills, and your proficiency bonus is doubled for any ability check you make that uses either of those skills.

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+ + You gain Proficiency and Expertise in the Intimidation and Persuasion skills. + + + + + + + +
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Once you reach 13th level, you gain a knack for pissing folks off just right so that their aim and focus is spoiled. You can use an action to taunt a creature within 60 feet of you which can see or hear you. The creature must make a Wisdom saving throw (DC = 8 + Proficiency + Wisdom Modifier). On a failure, the creature is taunted by you for 1 minute. While the creature is taunted by you, it has disadvantage on attack rolls against you. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to your Taunt feature for the next 24 hours.

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+ + You taunt a creature within 60 feet of you which can see or hear you. The creature must make a Wisdom saving throw (DC {{trick_shot:dc}}). On a failure, the creature is taunted by you for 1 minute. While the creature is taunted by you, it has disadvantage on attack rolls against you. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to your Taunt feature for the next 24 hours. + +
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Starting at 15th level, you've become so inured to danger that nothing really scares you anymore... Even surrounded by enemies and under constant heavy fire, you still manage to keep your head cool, zen-like. You become immune to the frightened condition.

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+ + You are immune to the frightened condition. + +
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Starting at 18th level, when you make an attack roll with a firearm, you now land critical hits on a roll of 19-20.

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+ + You now land critical hits on a roll of 19-20. + +
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At 20th level, you are so blindingly fast that no one can draw and shoot faster than you... No one. When combat starts, as long as you aren't surprised, you can draw a firearm and take an Attack action before anyone else even has a chance to roll initiative. No creature can take reactions in response to this special action. Once you have taken this action, every remaining creature, including yourself, rolls initiative and proceeds normally.

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+ + When combat starts, as long as you aren't surprised, you can draw a firearm and take an Attack action before rolling initiative. No creature can take reactions in response to this special action. + +
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Marksmen are the guardians of the battlefield, constantly watching over their allies they prefer to sit back and provide assistance from a distance while also watching over the battlefield from a safe position.

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Starting at 3rd level, as a bonus action, you mark a creature that you can see. You have advantage on all attack rolls with firearms against that creature. This lasts for 1 minute or until you make an attack against another creature or the creature has 0 hit points. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain any expended uses when you finish a long rest.

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+ + You can mark one enemy and gain advantage against it until you target another creature, the target drops to 0 HP or 1 minute passes. + + + + + + +
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Starting at 7th level, you deal an additional 1d6 damage of your weapon's damage type against a creature effected by your Sniper's Mark feature.

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+ + Marked targets take 1d6 more damage from your attacks. + +
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Starting at 13th level, attacks with your firearms are considered magical for purposes of overcoming resistance, and immunity.

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+ + Attacks with your firearms are considered magical for purposes of overcoming resistance, and immunity. + +
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Starting at 15th level, when a creature marked by your Sniper's Mark feature makes an attack, you may use your reaction to make a ranged weapon attack with a firearm you are holding against the marked creature. This attack happens before the marked creature hits.

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+ + You may use your reaction to make a ranged weapon attack with a firearm you are holding against the marked creature when it attacks. This attack happens before the marked creature hits. + +
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Starting at 20th level, your Sniper's Mark feature becomes second nature to you. You now regain all uses of your Sniper's Mark feature when you finish a short or long rest.

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+ + You regain all uses of your Sniper's Mark feature when you finish a short rest. + + + + +
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Close Quarter Combatant experts prefer to be at the front line of combat, dealing damage and taking hits in place of other teammates.

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Beginning at 3rd level, you gain +1 to your AC as long as you are wearing armor. The bonus to AC while you are wearing armor increases by 1 at 15th level (+2).

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Starting at 3rd level, you gain the following:

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  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls with firearms.
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  • You may use Strength instead of Dexterity for your ranged weapon attacks when you use a firearm (Due to its sheer weight).
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Starting at 7th level, your hit point maximum increases by an amount equal to twice your level when you gain this feature. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit point.

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+ + Your hit points maximum increases by an amount equal to twice your level. + + + + + +
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Starting at 13th level, when you make a ranged attack, with a firearm against a creature within 5 feet of you, you may make a melee attack against the creature as a bonus action to attempt to shove the creature. The distance you push the creature from yourself is 10 feet, and at the end of the push the creature must make a Strength saving throw, or be knocked prone (DC = 8 + your Strength Modifier + your Proficiency Bonus).

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+ + When you make a ranged attack, with a firearm against a creature within 5 feet of you, you may make a melee attack against the creature as a bonus action to attempt to shove the creature. The distance you push the creature from yourself is 10 feet, and at the end of the push the creature must make a Strength saving throw, or be knocked prone (DC {{shove:dc}}). + + + + + + +
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Starting at 18th level, you gain proficiency with Shields and can mount a shield onto your forearm, this counts as carrying one for the purpose of qualifying for feats and you gain the appropriate AC bonus from it. With the shield mounted you can still carry a two-handed, heavy weapon if it's a firearm.

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Starting at 20th level, as long as you aren't incapacitate, you have advantage on saving Throws against any spells or abilities that would knock you prone, push you against your will, or cause you to be frightened. You also ignore any reduction to your move speed.

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+ + As long as you're not incapacitated you have advantage on saving throws against spells or effects that can move you and you can ignore speed reductions. + +
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Commanders on the battlefield are a wonder to behold. Leading their troops to victory, they are tactical geniuses and experts at supporting their troops. The sight of a Commander on the battlefield both raises allies’ spirits and demoralizes your enemies.

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As an action, you can boost your allies Morale. Choose a number of friendly creatures who can either see or hear you up to your Charisma modifier (minimum 1). The creatures you choose gain a +1 bonus to their attack rolls, damage rolls, and saving throws. The bonus provided by morale lasts for 1 minute or until you use this feature again, whichever comes first. Your allies lose this bonus if you cannot see them, or they cannot see or hear you, or you become incapacitated. You can use this feature twice, regaining any expended uses when you finish a long rest. The bonus to attack rolls, damage rolls, and saving throws this feature provides increases by 1 at 7th level (+2), and again at 13th level (+3).

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+ + As an action you can increase the damage, saves, and attack rolls of {{moralize:targets}} friendly creatures by +1 for 1 min. + As an action you can increase the damage, saves, and attack rolls of {{moralize:targets}} friendly creatures by +2 for 1 min. + As an action you can increase the damage, saves, and attack rolls of {{moralize:targets}} friendly creatures by +3 for 1 min. + As an action you can increase the damage, saves, and attack rolls of {{moralize:targets}} friendly creatures by +4 for 1 min. + +
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As an action, you can Demoralize the oppositions resolve. You choose a number of hostile creatures that you can see, and can see or hear you, up to your Charisma modifier (with a minimum of 1). Those creatures must make a Charisma saving throw (DC = 8 + your proficiency bonus + your Charisma Modifier). On a failed save, the creatures have a -1 penalty to attack rolls, damage rolls, and saving throws. This effect lasts for 1 minute or until you use this feature again, whichever comes first. A creature automatically succeeds on the saving throw if it's immune to being frightened. On a successful save, a creature becomes immune to the effects of Demoralize. The hostile creatures lose this penalty if you cannot see them, or they cannot see or hear you, or you become incapacitated. You can use this feature twice, regaining any expended uses when you finish a long rest. This penalty increases to a -2 penalty at 7th level, and to a -3 penalty at 13th level.

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+ + As an action you can force {{moralize:targets}} hostile creatures to make a wisdom saving throw (DC {{demoralize:dc}}), on a fail their damage, attack and saving rolls decrease by -1 for 1 min. + As an action you can force {{moralize:targets}} hostile creatures to make a wisdom saving throw (DC {{demoralize:dc}}), on a fail their damage, attack and saving rolls decrease by -2 for 1 min. + As an action you can force {{moralize:targets}} hostile creatures to make a wisdom saving throw (DC {{demoralize:dc}}), on a fail their damage, attack and saving rolls decrease by -3 for 1 min. + As an action you can force {{moralize:targets}} hostile creatures to make a wisdom saving throw (DC {{demoralize:dc}}), on a fail their damage, attack and saving rolls decrease by -4 for 1 min. + + + + + + + + + +
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Starting at 7th level, as long as a creature is under the effects of your Moralize feature, you have advantage on all saving throws and ranged attack rolls made with a firearm.

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+ + If a creature is affected by moralize you have advantage on all saving throws and advantage on attack rolls make with ranged attacks. + +
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Starting at 13th level, whenever a creature under the effects of your Moralize feature hits a creature with an attack, the attacking creature may choose to use their bonus action to deal an additional 1d6 damage of the weapons damage type. Once a creature has dealt extra damage with this feature, the creature can't benefit from it again until the start of its next turn.

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+ + Moralized creatures can use a bonus action to deal 1d6 equipped weapon damage once per turn. + +
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Starting at 15th level, when you hit a creature with a ranged weapon attack by a firearm, one ally of your choice gets advantage on their next attack against the creature you hit. Your ally must not be incapacitated, they must be able to see the target, as well as see and hear you to benefit from this feature. You can use this feature only once per turn.

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+ + A hostile creature hit by your ranged attack can be attacked with advantage by one of your allies on their turn. + +
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Starting at 18th level, you can craft non-magical guns for NPC soldiers equal to your Charisma modifier (minimum of one). Each soldier has the stats of a Scout with the maximum possible hit points (Monster Manual pg.349). You teach them how to handle the weaponry, training them takes one week for each soldier. Once training is complete, you can then utilize them as a loyal militia requiring no payment, but still require lifestyle expenses for each soldier (Player's Handbook pg.157). The soldiers also gain the Firearm Fighting Style Feature: they gain a +2 bonus to attack rolls they make with firearms. (The DM may also decide if the soldiers can be equipped with different items, EX:Weapons, Armor, Magic Items, etc.). You may use a bonus action on your turn to command the militia to take one of the following actions in addition to their movement: Attack, Dash, Disengage, Dodge, Help, Hide, Search, or Use an Object.

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+ + You can gain a militia of {{moralize:targets}} scouts and you can use your bonus action to control your militia. + +
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Starting at 20th level, your Morale feature gets an additional +1 bonus to allies attack rolls, damage rolls, and saving throws, and your Demoralize feature gets an additional -1 penalty to hostile creatures attack rolls, damage rolls, and saving throws.

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+ + Your Morale feature gets an additional +1 bonus to allies attack rolls, damage rolls, and saving throws, and your Demoralize feature gets an additional -1 penalty to hostile creatures attack rolls, damage rolls, and saving throws. + +
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Preachers combine the studies of gunslingers with a pious devotion to their deity that allows them to cast spells like a paladin.

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At 3rd level, you have learned to augment your martial prowess with divine spellcasting.

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+ + Cantrips. + You can choose two cantrips from the cleric spell list. At 10th level, you can choose another cantrip from the cleric spell list.

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+ + Spell Slots. + The Preacher Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

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For example, if you know the 1st-level spell shield of faith and have a 1st-level and a 2nd-level spell slot available, you can cast shield of faith using either slot.

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+ + Spells Known of 1st-Level and Higher. + You know three 1st-level paladin spells of your choice.

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The Spells Known column of the Subclass Spellcasting table shows when you learn more paladin spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

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The spells you learn at 8th, 14th, and 20th level can come from the cleric spell list.

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Whenever you gain a level in this class, you can replace one of the paladin spells you know with another spell of your choice from the paladin spell list. The new spell must be of a level for which you have spell slots.

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+ + Spellcasting Ability. + Charisma is your spellcasting ability for your paladin or cleric spells, since your power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin or cleric spell you cast and when making an attack roll with one.

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+ Spell save DC = 8 + your proficiency bonus + your Charisma modifier

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+ Spell attack modifier = your proficiency bonus + your Charisma modifier

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+ + You can use a holy symbol as a spellcasting focus for your paladin spells. + + + Paladin + + + + + + + + + + + + + + + + + + + + +