Base Class: Druid
Using druidcraft abilities and the knowledge of how firearms work, players of this class have created wooden "firearms" that can shoot elemental energy instead of bullets. At level 2, you may only create a "pistol" type harnessing for use. This deals 1d8 damage and its range is 30/90. As a downside, this druids spell list is cut back depending on the element to which they are attuned. No spell utilizing this element may be cast while it is attuned with said weapon.
Points of Will
Like grit for a gunslinger, Points of Will act as a depletable pool of points that can be spent on trick shots, explained later on. You get points equal to 1+ your wisdom modifier (minimum of 1). You regain 1 point whenever you roll a crit, and all points regained after either a short or long rest.
Shots
Fire- On a critical hit, double the dice rolled. Add an additional 2d6 of fire damage at the start of their next turn
Cold- On a critical hit, double the dice rolled. Target gets disadvantage on dexterity checks for one round
Lightning- On a critical hit, double the dice rolled. Add 1d8 additional damage if target is wearing metal armor or carrying metal weapon. Make con save, if failed, the target an item in their hands of players choice.
Thunder- On a critical hit, double the dice rolled. The target is deafened, and is pushed back 10 ft in the opposite direction.
Close Up
Shooting a target within 5ft no longer are at a disadvantage.
Natures Resilience
When a druid of the the Circle of Nature's Fury is brought below 1/3 of full health, they regain all spent Points of Will. You also get +2 to your ac for 1 min. Can happen once per long rest.
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