Fighter
Base Class: Fighter

Whereas many use the certainty of steel or the flexibility of wood, you use the raw power of gunpowder to annihilate your foes. While many see the destructive power of explosive projectiles as wild and unreliable, you know better than anyone that your rockets are consistant. The wild, winding path the missile takes to reach its target was actually calculated by you. While outwardly one may see a madman firing explosives at random, inwardly you have more control than anybody else on the battlefield.

The Rocketeer is a subclass built around using a modified version of the magic missile spell as the main attack. While more powerful than most other fighter sub-classes, I attempted to make the Rocketeer be able to keep up with the damage of the more powerful half and full casters. Please let me know any recommendations for balance or flavor in the comments. Thank you.

Missle Slinger

Beginning when you choose this archetype at 3rd level, you gain the ability to use magic missle-like rockets in combat. On your turn as an action, you may target one or multiple creatures or objects within 120 ft. You instantly shoot out a number of rockets equal to 1+Your proficiency bonus, and each automatically hit their target. Each dart deals 1d4 + (INT Modifier) bludgeoning damage, and deal double damage to objects. This damage can too be midigated with the shield spell.

Multiple features will use your Rocketeer DC. This is equal to (8 + PROFICIENCY BONUS + INT Modifier).

Gunpower Adept

You have begun to learn how to handle and use gunpowder. Gain proficiency in tinkers tools, and (at the DM's discretion) firearms. In addition, any check to create, craft, disassemble or defuse a device that uses gunpowder is made with advantage.

Rocket Rider

Starting at 7th level, you can use your rockets to propel you forward. As a bonus action, you may light the rocket, aim yourself, and go flying 45 feet in a single direction of your choice. You are not confined to staying on the ground using this feature. If you would collide with an object or creature while moving this way, both it and you take an amount of bludgeoning damage equal to 1d6 for every 10 feet you traveled, and your movement with this feature stops. You may use this feature a number of times equal to your proficiency bonus, and all uses become unexpended upon a short or long rest.

Improved Missles

At 10th level, you begin to infuse magic into your rockets, leading to numerous benefits.

  • The rockets from the Missile Slinger feature are now considered magical for the sake of overcoming resistances and immunities.
  • During a short or long rest, you may modify the missiles used by the Missile Slinger feat, causing them to deal one elemental damage type instead of bludgeoning. If changed this way, they do not do double damage to structures and objects. They can be reverted to bludgeoning damage during a short or long rest.
  • When a missile hits and deals damage to it's target, you may choose for any creatures or objects within 5 feet of the target to also take 1d6 damage equal to the damage of the rocket.

High Explosives

Starting at 15th level, you may enhance a small amount of your missiles with high explosives. When using the Rocket action provided by the Missile Slinger Feature, you may choose for one or multiple of the projectiles you fire to be these enhanced missiles. Instead of 1d6 + INT Modifier damage, this particular rocket will deal 2d10 + INT Modifier damage, and the targeted creature must make a Constitution saving throw against your Rocketeer DC, or be stunned until the end of your next turn. If the target attempts to block the missile with the Shield spell, they must make a saving throw of their spell-casting ability against your Rocketeer DC. If they fail, their shield breaks, they are hit with the missile, and they are unable to cast spells for 1+1d6 rounds. You may have and use a number of enhanced missiles equal to your INT modifier, and can enhance new missiles upon a long rest.

Misslegeddon

At 18th level, you have crafted the ultimate trump card; Misslegeddon. As an action on your turn, you may unleash the monstrosity that is Misslegeddon. Choose any 3 points within a mile. Three rockets are sequentially fired, and automatically will hit their respective targeted locations. Each creature within a 40-foot radius sphere must make a dexterity saving throw against your Rocketeer DC; objects automatically fail. The sphere spreads around corners. A creature takes 20d6 Bludgeoning Damage and 20d6 Elemental Damage (The Rocketeer chooses the element type of each rocket.) on a failed save, or half as much on a successful one. The bludgeoning damage does double damage to structures and objects. A creature in the area of more than one burst can be affected more than once. Creatures cannot block this ability with the shield spell. This ability can only be used once per long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes