Base Class: Fighter
A Bullet Walker is someone who has undergone extensive training, ruthless mental and physical conditioning, and mysterious rituals in order to augment and unlock their latent supernatural potential. Bullet Walkers may come from a traditional school often called "Suits", but may not as well. Regardless of origin, Bullet Walkers wield a niche and powerful firearm, a symbol of their Bullet Walker status, and wield the powerful Fifth Fundamental Force, or simply The Force, to great supernatural effect.
Walkers most often specialize into one of four Suits, the Gravity Warrior, deadly melee combatants who use their gravity powers to increase their lethality, Mag Masters, deadly ranged combatants with powers over electromagnetism, Manifesters, who create objects out of thin air and alter their form at will, and Solburners who take on the properties of the stars and sun to powerful effect.
Firearm Proficiency
Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
Gunsmith
Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.
Firearm Properties
Firearms are an unexplored and forgotten technology that lacks experts, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Ammunition
All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
|
Dice Size |
Ammunition Price |
|
1d4 |
1 |
|
1d6 |
2 |
|
1d8 |
2 |
|
1d10 |
3 |
|
1d12 |
4 |
|
1d20 |
5 |
|
1d100 |
50 |
The Fifth Fundamental Force
For all "Force" Abilities, you have a limited pool of energy called a "Deck". Using an ability uses one "Card" in your deck. Your "Deck Size"/Energy Pool is equal to your level. You can make a "Trick" with "Cards" in your deck if the ability says it is "Trickable". You can "Trick" any number of abilities as many times as your level. Making a Trick with your ability will have various effects, but it means you are effectively casting the same ability at a greater rate. e.g. your lightning bolt ability with 1 Trick is 1d4 damage, but at two Trick it is 2d4 damage, etc.
You can choose one of the four disciplines and gain the following effects:
Gravity Warrior
Gravity
You have the ability to manipulate gravity to deal more lethal blows. You can use this to deal an extra 1d4 damage with your fists or imbue the power into your melee weaponry for every attack as a free action.
1 Cost Trick:
- You have the ability to lift up to five pounds of an object and throw it up to 30ft away using only your mind. The object must be in your line of sight. A creature lifted in this manner can resist you by a Wisdom save. This is an attack action. Objects thrown this way deal 1d6 damage.
- In addition, you can create a small gravity well as an attack action, around 5x5ft, that halves their movement speed and gives them a -3 penalty to attack, damage, and AC if they do not pass a Strength Save.
- If you Trick this ability you can either double the weight of the object you can throw, increase the number of dice by 1, the range by 30ft, the Wisdom Save DC by +1, or increase the Gravity Well penalty by -2, double the size of the Gravity Well, halve their movement (again), and increase the DC of the Strength Save by +1.
Mag Master
You have the ability to create electrical currents in your hands. You can use this to deal electric damage with your fists or imbue the power into your weaponry and deal an extra 1d4 damage as a free action.
In addition, you gain a +3 bonus on Science(Religion)-based checks to manipulate circuitry, hack, or generally deal with electronics.
1 Cost Trick:
-
You also have the ability to create small bursts of lightning that deal 1d4 Lightning damage to enemies in a 30ft line as an attack action.
-
If you Trick this ability, you increase the number of dice rolled by 1 and the range by 30ft
Manifester
1 Cost Trick
You can create a strong, nameless material out of thin air by reaching out your hands and shaping the air before you. This can be used to create improvised weapons, basic shields, walls etc. This material can be up to 5x5x5' in total volume and appears right next to you in your hand. This material can be created as a bonus action, but can absorb one blow up to your HP bar. After 1 blow is dealt to the material, regardless of the amount of damage, the material disintegrates. This allows you to make two-weapon attacks every turn if you wish (at no penalty), create obstacles, shields, etc. You can use this material to create small platforms for yourself that disintegrate as you step on them to effectively double your jump height and length. Improvised weapons deal 1d4 damage.
Tricking this ability double the total volume available to be created, increases damage dealt by 1 dice, and allows for the creation of an additional object
Solburner
1 Cost Trick
Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within 30ft. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 1d6 radiant damage and is blinded for 3 rounds. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw.
A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
This spell dispels any darkness in its area that was created by a spell.
If you Trick this ability, you increase the number of dice by 1, increase the radius of the light by 30', and the blinded state doubles in length.
Lightning Reload
Starting at 3rd level, you can reload any firearm as a bonus action.
2nd Level Force Powers
Pick an ability and advance further
Alter Self
2 Cost Trick
You can alter your form as a bonus action to gain one of the following effects.
- Change your Skin to Steel: +5 to AC, unarmed strikes deal 1d8 damage.
- Change your Breath to Acid: 3d8 15' cone.
- Change your blood to a deadly toxin. A creature subjected to this poison must succeed on a Constitution saving throw or take 3d8 poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 1d8 poison damage. After three successful saves, the poison ends.
- Body to Rubber: DR to bludgeoning damage unless frozen, immune to falling damage - unless frozen. Double damage from heat attacks. +10ft to movement speed and +5 to Dexterity checks.
- Body to Gas: gain incorporality, cannot take attack or defense actions
- Skin to glue: advantage on next melee attack if opponent hits you with a melee strike. Can climb on walls like Spider Climb for 1 m.
- Breath to concentrated oxygen: As Fireball, but only if you have a lighter. Survive in the void of space for 2 minutes.
- Eyes to glass: +60 ft of vision, +5 accuracy
- Inhale: Immune to Poison
You can Trick this ability to have an additional effect occur, or double the damage/length of effect, double bonus, double movement speed, etc. DC of saves increase by +1
Longstrider
Your gravitational manipulation allows for more fluid motion giving you bonuses to Dexterity Checks, move 30ft faster a round, resistance to non-force based weapon attacks, and bonuses to your constitution and strength scores.
Sparks are Flying
You gain a +3 bonus to all Intelligence-based checks.
You gain the power of magnetism and control of neural synapses and can choose to employ one of these variety of effects:
- Use your magnetic powers to cast "Hold Person" an any entity comprised of metal or wearing full metal armor. This can also be used to cast Hold Person on a particular section of an entity, e.g. an opponent has a metal arm, you freeze that arm in place as an action
- Use your magnetic powers to disarm an entity wielding a metal object with a Str or Dex. Save. and bring the object to you as an action. Object must be within 30ft.
- Detect within a 100' radius objects that are electrical conductors/have electrical currents and objects that are not as a movement action.
- Use your magnetic powers to cast Charm Person on any entity with electrical/neural synapses for higher functions including animals, robots, cyborgs, etc as an action,
- Reduce the effects of metal objects meant to harm you by half for up to 1m by creating a personal magnetic defense field as an action.
Tricking this ability allows you to employ another effect or double the effectiveness of the same effect. (Double the Length, Increase Save DC by +1, increase number of targets by 1, etc.)
Sunform
As long (and as soon) as you have received direct light from a star by standing outside or passing by a star in a spaceship in the last 48 standard hours you gain the following benefits:
Immunity to Fire, Radiant, Lightning damage.
Immunity to Exhaustion.
Resistance - Bludgeoning, Piercing, and Slashing from Nonmagical Weapons
You gain 30ft movement speed bonus as well as gain half your HP as a temp HP that lasts until your next long rest.
If you were to be locked away underground etc. for 48 hours then you would lose these benefits.
Vicious Intent
At 10th level, your firearm attacks score a critical hit on a roll of 19-20.
Hemorrhaging Critical
Upon reaching 10th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.
3rd Level Force Powers
You have the ability to Manipulate the Force and gain powers because of it.
Creator
You can begin to create more advanced items made of Unobtanium, you are able to create any object you imagine that is equal to your current body weight and size category as a movement action. The object has up to half your HP total and can do up to 4d6 damage a turn and can hit targets if it has a ranged component up to 100' away
Tricking this ability means you can double the weight and increase the size category/double size past Gargantuan, double the range, and double the damage dealt.
If for some reason you are bigger or smaller then you normally would be, that is counted as your current body weight and size category for the purposes of this ability.
Event Horizon Impact
A gravity warrior eventually learns to bend gravity to his will with such ease that he can make an object weigh several hundred pounds, yet lift it as though it was weightless. At 15th level any melee weapon a gravity warrior wields deals triple damage. This increase in damage only applies if the weapon is in the hands of the gravity warrior.
A gravity warrior gains the ability to increase both the weight and speed of a weapon he wields to the degree, that it is capable of leaving behind the most terrible wounds. Any weapon the gravity warrior wields has its critical multiplier increased by one step (from ×2 to ×3, from ×3 to ×4, from ×4 to ×5).
At 15th level a gravity warrior gains the ability to focus so much gravity into his hand that for a moment the hand seems to turn into a point of pure darkness and even time flows at a different rate as reality itself warps in response to this force. The gravity warrior, at this point, can only do one thing: punch the ground beneath him as fast as physically possible, creating such a world shaking impact that all characters within a 60’ blast radius who are in contact with the ground must make a Str save or fall prone, become stunned for 3d4 rounds, and take 10d10 damage. If this save is made then the creature only takes half damage, and does not become stunned or fall prone. Additionally, all characters who fail their Str save fly 30 feet away from the impact. Creatures of huge size or larger only fly back 15 feet. This effect affects even constructs and creatures without Constitution modifiers. This is a full round action that, once taken, can’t be taken again until 1d6 rounds later.
Overclock
3 Trick Cost
You channel your power to overclock your brain and double the effectiveness and efficiency of your neural responses as a bonus action.
You gain an additional action this turn.
You can Trick this ability to gain an additional action this turn.
This effect can gain you an extra action per "Card" if you have an artificial brain or supplementary mental processing unit that can handle being overclocked.
Variegation
3 Cost Stack
1 duplicate of yourself appears in your space, each a different color representing the colors of the rainbow. You yourself change to a color as well, your choice from ROYGBIV. Until the spell ends, the duplicate(s) move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the duplicates.
Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
A duplicate’s AC equals 10 + your Dexterity modifier. Each duplicate has your health divided by (you+the number of duplicates) (2 duplicates, means you have 1/3rd health between two duplicates and you.) A duplicates damage output is reduced to 1/X damage where X is the number of duplicates +1, but all of its stats are identical to yours save for those already mentioned.
You can Trick this ability to get 1 more duplicate for a maximum of up to 6 duplicates, dividing your total health among them.
Force Power Capstone
The zenith of your Force powers
M.A.R.A.U.D.E.R.
0 Cost Trick
Your gun is transformed into a railgun, firing the next projectile you fire at insane speeds for incredible damage.
For every additional action more than your first you have this turn, increase the damage of your railgun by 6d20s. This attack cannot miss save for extreme circumstances but crits as normal.
Night Fall
4 Cost Trick
On your first turn, you suck in all of the available light around you in a 60' radius. This automatically casts Sunform if you did not already have it. The effects temporary Health gained from Sunform while channeling this ability are doubled. Within the 60' radius, supernatural darkness occurs but you become the only source of light. Attacks against you have advantage to hit. Attacks against all others have disadvantage.
On the subsequent turn, you can choose to release the energy gained as a 25d6 60ft line of light that enemies can pass a dex save to take half damage from. You appear at the end of this line as if you had teleported there.
If you do not release the energy, you can choose to make a Constitution Check to maintain the light and darkness for 1d4 rounds.
If you Trick this ability it costs 4 "Cards" from your Deck. Every Time You Trick this ability the 60' radius is doubled, the number of rounds maintained is doubled, the temporary health you gain is doubled again, the line is doubled in length and the damage dice number is doubled. In order to Trick this ability, you must spend an additional round channeling the ability in order to gain the benefits of the trick.
e.g. You suck in light on the first round you gain Temp HP, 60' radius, a 60ft line next round, etc., the second round you channel instead of releasing which gives you 2x Temp, 120' radius, a 120 ft line, 50d6 etc.
Super Black Hole Time Warp Combo
4 Cost Trick
By taking a full-round action, the following effects occur:
You create a small black hole to teleport up to your movement speed feet away and may make a normal attack action. You then use another black hole to teleport to where you started your turn and create a strong gravitational pull to yourself. All objects and entities within a 60' radius must pass a Str. Save or be pulled adjacent to you. You may then, if you choose, take another attack action for free. Enemies that take damage from your next attack that are adjacent to you are doubled.
By Tricking this ability, you can increase the Str. Save DC by +2, double the teleport range, and double the radius.
Transmute
Cost 4 Trick
This spell transforms you, with at least 1 hit point.
The transformation lasts for the until dispelled, or until the target drops to 0 Hit Points or dies. The new form can be any object or creature that is equal to your current body weight and size category. If for some reason you are bigger or smaller then you normally would be, that is counted as your current body weight and size category for the purposes of this ability.
The target's game Statistics, including mental Ability Scores, are replaced by the Statistics of the chosen beast. It retains its Alignment and personality.
The target assumes the Hit Points of its new form. When it reverts to its normal form, the creature returns to the number of Hit Points it had before it transformed. If it reverts as a result of Dropping to 0 Hit Points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 Hit Points, it isn't knocked Unconscious.
The creature or object is limited in the Actions it can perform by the Nature of its new form, and it can't speak, cast Spells, or take any other action that requires hands or Speech unless the creature or object could do so.
The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its Equipment.
Tricking this ability means you can double the weight and increase the size category/double size past Gargantuan, and double the damage dealt.
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