Base Class: Barbarian
Have you ever felt like your firearms do not have enough firepower? THEN LOOK NO FURTHER! FOLLOW THE PATH OF THE LIT FUSE! POUR THAT GUNPOWDER IN! EXPLODE YOUR ENEMIES! BUT BE WARY OF MISFIRES!
Gunz Galore
Starting when you choose this path at 3rd level, you have learned to utilize guns to satiate your rage, gaining the following benefits:
- You gain proficiency with firearms.
- 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.
- Firearms now benefit from melee weapon bonuses gained from the barbarian class features.
- Your firearms cannot fire at long-range. (Ex.: Range(30
| 60))
Stock Smack
Smack a target with the stock of your firearm to deal bludgeoning damage equal to 1d4 + STR modifier. On hit, your firearm misfires.
Volatile Weaponry
Beginning at 6th level, your burning rage has seeped into your weapons. Working with gunpowder has granted you resistance to fire and all of your firearms have +2 to its reload and misfire scores. While in rage, you gain the following effects:
- Misfires make your firearm explode, dealing 1d8 fire damage within 5 feet of it.
- Misfires use up an extra bullet.
- Stock Smack's misfire explosion happens at the targets location instead.
MORE POWDER!
Beginning at 10th level, as a bonus action you can load your weapon with extra gunpowder, giving it the keyword explosive for one attack. If you use this on an explosive weapon, the target of your next shot with it auto-fails its save for the explosives damage instead. If you misfire an explosive shot, it misfires twice.
Boom.
Starting at the 14th level, as an action, your burning rage overcomes you, causing you to explode in a fiery blaze. Each creature in a 20-foot-radius sphere centered on you must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier). A target takes 1d6 per barbarian level + 1d4 per firearm fire damage on a failed save, or half as much damage on a successful one. You always succeed this save. All targets suffer 3 bludgeoning damage from the shock wave. All of your firearms misfire. You may only use this action once per long rest.
Whenever your hp dropped to 0 and when you die you automatically activate this action regardless of uses left. This cannot be activated by self-damage.
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