Base Class: Ranger
Buildings
Starting at 3rd level, you learn how to build three different buildings by consuming metal and using your action: the Sentry Gun, Dispenser, and Teleporter. You can have a maximum of 100 metal at 3rd level, and every 100 metal costs 1 gp to buy. Each building takes a different amount of time to build that can be sped up by using an action to hit it with a wrench. Once a building is fully built, you can move it around, but your movement speed drops by 5 feet. Also, it's possible to occupy the same space as a teleporter exit, and if a creature is on it when you teleport, they take 10d10 unavoidable force damage. Each buildings stats are listed below.
- Sentry Gun: Costs 65 metal. Takes two actions to build by itself. Once fully built, it gets its own turn in the initiative order, taking place directly after yours. The DM controls it as if it were a monster/NPC. STATS: HP= ranger level*4+WIS modifier. BOLT ATTACK: +prof. bonus to hit, 60 ft. range, deals 1d6 piercing damage per attack, can attack three times per round. Can be healed by expending metal, 2 health per metal, must hit with wrench, and can expend a maximum of 10 metal per hit.
- Dispenser: Costs 50 metal. Takes three actions to build by itself. Once fully built, it has the same amount of health as the sentry, and it has a ten foot radius. Each time an ally walks into the radius, they are healed 1d8+WIS modifier (only once per turn). You also get 10 metal back per turn you remain in the radius. Can be healed by expending metal, 2 health per metal, must hit with wrench, and can expend a maximum of 10 metal per hit.
- Teleporter Entrance/Exit: Costs 25 metal for each. Takes two actions to build by itself. Once both the entrance and exit are fully built and are within 45 feet of each other, you may teleport through the entrance to the exit. You can only do this once per two rounds. HP is once again the same. Can be healed by expending metal, 2 health per metal, must hit with wrench, and can expend a maximum of 10 metal per hit.
Wrench and Rescue Bow
You also get two special weapons: the Wrench, which is used to do things with your buildings and deals 1d8 bludgeoning damage and uses your DEX modifier, and the rescue bow, which is the same as a longbow except it uses metal to attack and can shoot buildings to repair them. It takes 2 metal to fire the bow. Also, using the wrench you can salvage ten metal from enemy corpses and half the amount of metal you used from destroyed buildings. You can also use mending to fully heal a building with no cost.
Replacement Feature: The Wrangler
Instead of taking Primeval Awareness, you can instead choose this to gain the wrangler. Using the wrangler, you can manually control your sentries, and they are buffed by it. Here are the differences.
- Health is increased by 1 time
- You can fire 2 times more per round
- You can add your prof. bonus a second time for the attack roll
- When you stop using the wrangler, the sentry is deactivated for one round
- Healing done to the sentry is halved
Note: As it is impossible to replace normal class features, this feature will be regarded as additional instead.
2nd Level Buildings
At 7th level, you gain new knowledge about building things. You can now upgrade any of your buildings to level 2 by expending a certain amount of metal. This metal need not be expended all at once, Also, your metal capacity goes up by 50.
- Sentry Gun 2: Costs 165 metal. Once metal is expended, it is automatically functional. The health equals your ranger level times 5 plus your wisdom modifier and it now can shoot up to 5 times per round.
- Dispenser 2: Health same as SG2. Costs 150 metal. Once metal is expended, you must wait a round for it to be functional. It now heals 4d8+ WIS modifier, and you gain 20 metal per round you spend in the radius. The radius is also increased to 20 feet.
- Teleporter 2: Health same as previous two buildings. Costs 125 metal. You can now use it once per round. The range is now 60 feet.
Mini Sentry
Starting at level 11, you learn how to build smaller sentries. They have half the health of a regular sentry, deal 1d4 piercing damage, and can attack 3 times per round, but the metal cost is only 50, and they are ready to work as soon as they're placed down. Your metal capacity is also increased to 200, and you can now use your multiattack to instead place down two buildings, or place one down and hit it with your wrench. Also, now your wrench deals 2d8 bludgeoning damage, and you can now fit up to 6 metal in your Rescue Bow. Increase the damage by 1d8 for every two extra metal added.
Level 3 Buildings
This is it. The final tier of buildings. At 15th level, your knowledge of engineering has grown so immense that you have gained access to 3rd level buildings. Your metal capacity is also now 300.
- Sentry Gun 3: Costs 265 metal. Once metal is expended, you must wait one round for it to be functional. The health equals your ranger level times 6 plus your wisdom modifier and it now can shoot up to 8 times per round. Also, it gains a special rocket attack that can be used twice per round and deals 4d8 fire damage on hit with a range of 30 feet and radius of 10 feet.
- Dispenser 3: Costs 250 metal. Once metal is expended, you must wait one round for it to be functional. The health is the same as SG3. Healing done is now 6d8 plus wisdom mod, and you gain 40 metal per turn you spend in the radius, which is now 30 feet.
- Teleporter 3: Costs 225 metal. It is fully operational when the metal is expended. It can now be used twice per round. The range is also now 80 feet.
Buildings
Starting at 3rd level, you learn how to build three different buildings by consuming metal and using your action: the Sentry Gun, Dispenser, and Teleporter. You can have a maximum of 100 metal at 3rd level, and every 100 metal costs 1 gp to buy. Each building takes a different amount of time to build that can be sped up by using an action to hit it with a wrench. Once a building is fully built, you can move it around, but your movement speed drops by 5 feet. Also, it's possible to occupy the same space as a teleporter exit, and if a creature is on it when you teleport, they take 10d10 unavoidable force damage. Each buildings stats are listed below.
- Sentry Gun: Costs 65 metal. Takes two actions to build by itself. Once fully built, it gets its own turn in the initiative order, taking place directly after yours. The DM controls it as if it were a monster/NPC. STATS: HP= ranger level*4+WIS modifier. BOLT ATTACK: +prof. bonus to hit, 60 ft. range, deals 1d6 piercing damage per attack, can attack three times per round. Can be healed by expending metal, 2 health per metal, must hit with wrench, and can expend a maximum of 10 metal per hit.
- Dispenser: Costs 50 metal. Takes three actions to build by itself. Once fully built, it has the same amount of health as the sentry, and it has a ten foot radius. Each time an ally walks into the radius, they are healed 1d8+WIS modifier (only once per turn). You also get 10 metal back per turn you remain in the radius. Can be healed by expending metal, 2 health per metal, must hit with wrench, and can expend a maximum of 10 metal per hit.
- Teleporter Entrance/Exit: Costs 25 metal for each. Takes two actions to build by itself. Once both the entrance and exit are fully built and are within 45 feet of each other, you may teleport through the entrance to the exit. You can only do this once per two rounds. HP is once again the same. Can be healed by expending metal, 2 health per metal, must hit with wrench, and can expend a maximum of 10 metal per hit.
Wrench and Rescue Bow
You also get two special weapons: the Wrench, which is used to do things with your buildings and deals 1d8 bludgeoning damage and uses your DEX modifier, and the rescue bow, which is the same as a longbow except it uses metal to attack and can shoot buildings to repair them. It takes 2 metal to fire the bow. Also, using the wrench you can salvage ten metal from enemy corpses and half the amount of metal you used from destroyed buildings. You can also use mending to fully heal a building with no cost.
2nd Level Buildings
At 7th level, you gain new knowledge about building things. You can now upgrade any of your buildings to level 2 by expending a certain amount of metal. This metal need not be expended all at once, Also, your metal capacity goes up by 50.
- Sentry Gun 2: Costs 165 metal. Once metal is expended, it is automatically functional. The health equals your ranger level times 5 plus your wisdom modifier and it now can shoot up to 5 times per round.
- Dispenser 2: Health same as SG2. Costs 150 metal. Once metal is expended, you must wait a round for it to be functional. It now heals 4d8+ WIS modifier, and you gain 20 metal per round you spend in the radius. The radius is also increased to 20 feet.
- Teleporter 2: Health same as previous two buildings. Costs 125 metal. You can now use it once per round. The range is now 60 feet.
Mini Sentry
Starting at level 11, you learn how to build smaller sentries. They have half the health of a regular sentry, deal 1d4 piercing damage, and can attack 3 times per round, but the metal cost is only 50, and they are ready to work as soon as they're placed down. Your metal capacity is also increased to 200, and you can now use your multiattack to instead place down two buildings, or place one down and hit it with your wrench. Also, now your wrench deals 2d8 bludgeoning damage, and you can now fit up to 6 metal in your Rescue Bow. Increase the damage by 1d8 for every two extra metal added.
Level 3 Buildings
This is it. The final tier of buildings. At 15th level, your knowledge of engineering has grown so immense that you have gained access to 3rd level buildings. Your metal capacity is also now 300.
- Sentry Gun 3: Costs 265 metal. Once metal is expended, you must wait one round for it to be functional. The health equals your ranger level times 6 plus your wisdom modifier and it now can shoot up to 8 times per round. Also, it gains a special rocket attack that can be used twice per round and deals 4d8 fire damage on hit with a range of 30 feet and radius of 10 feet.
- Dispenser 3: Costs 250 metal. Once metal is expended, you must wait one round for it to be functional. The health is the same as SG3. Healing done is now 6d8 plus wisdom mod, and you gain 40 metal per turn you spend in the radius, which is now 30 feet.
- Teleporter 3: Costs 225 metal. It is fully operational when the metal is expended. It can now be used twice per round. The range is also now 80 feet.
Previous Versions
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Posted Feb 27, 2023Engineer Gaming
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