Base Class: Fighter
Restriction: Dwarves Only
Only dwarves can take the martial archetype of Thunderguard. The technology of the thunderstick is kept secret by Dwarven society.
Your DM can lift this restriction to better suit the campaign. The restriction exists for the Forgotten Realms. It might not apply to your DM's setting or your DM's version of the Realms.
When the men of Wesnoth first encountered the dwarves, they were mystified by the power of the Dwarvish Thunderers, who were able to hurl death from afar through the apparatus of these strange wands they carried into battle. The deafening noise of these ‘thundersticks’ is terrifying to behold, and is made more so by the secrecy which dwarves wrap about their workings.
Thunderstick
When you choose this archetype at 3rd level, you craft a secret piece of dwarvish military technology: a Thunderstick. The Thunderstick is a ranged weapon with a normal range of 30 feet and a long range of 120 feet that deals 3d10 piercing damage, has the ammunition, heavy, and two handed properties, and weights 20 pounds. The ammunition for the Thunderstick costs 1gp for 10 rounds that weigh 0.1 pounds each. The firing process of the Thunderstick is complex and finicky; because of this, the Thunderstick can only be fired once per round of combat, it can only be operated by you, you suffer a -7 penalty to all attacks with the Thunderstick, and you may add your Intelligence modifier to any attack rolls made with it. If broken or lost, the Thunderstick can be replaced with 8 hours of work and 50gp, assuming you have access to basic forging equipment.
The statistics of your Thunderstick change as you gain levels in this class in accordance with the table bellow.
|
Level |
Replacement Cost |
Damage |
Range |
|
3 |
50gp |
3d10 |
50/200 |
|
5 |
500gp |
6d10 |
80/320 |
|
11 |
5,000gp |
9d10 |
100/400 |
|
20 |
50,000gp |
12d10 |
150/600 |
Runic Enchantment
Starting at 7th level, attacks from your Thunderstick are considered magical for the purpose of overcoming resistance and immunity.
Additionally, you learn runes that you can inscribe on weapons or tools that empower the weapon or tool in one of the following ways
- Damage from this item is considered magical for the purpose of overcoming resistance and immunity
- Anyone using this weapon may add their proficiency bonus to ability checks made with this item if they are not proficient, and may double their proficiency bonus to ability checks made with this item if they are.
- Performance checks made with this item are made at advantage
An item can only have one of these runes at a time, and only three runes total can be active at a time. If a rune is placed on a fourth object, the oldest rune fades from the object it was on.
Tactical Recalibration
You learn how to quickly readjust your weapon after a misfire, allowing you a second chance to fire without losing your shot. Starting when you reach 10th level, any time you miss an attack, you may use a bonus action to make an attack against the same target using the same piece of ammunition.
Dragonstaff
At 15th level, you craft the Dragonstaff. The Dragonstaff is mechanically the same the Thunderstick, however when you attack, you may choose to fire a special kind of shot that adds an effect to your attack. You must declare the type of special shot you are making before you roll the attack roll; if you miss the attack, the next attack you make will be the same kind of shot. Some of these special shot require a saving throw, which is made against 8 + your Intelligence modifier + your proficiency bonus. The types of shot are as follows:
- Careful Shot: You more carefully pack your shot to avoid a misfire. This shot is made without the -7 penalty to your attack roll.
- Draconic Din: Every creature of your choice within range of your Dragonstaff must make a Wisdom saving throw or become frightened of you for 10 minutes. They may remake this saving throw at the end of each of their turns.
- Dragon's Flame: Every creature between you and your target, including your target, must make a Dexterity saving throw or take 4d8 fire damage, or half as much on a successful save.
- Mortar Shot: The normal and long range of your Dragonstaff is doubled on your next attack roll.
- Packed Shot: You suffer a -5 penalty to your attack roll on this shot. If that attack hits, double the attack's damage.
- Thunderous Burst: Every creature within 10 feet of your target, including your target takes 3d10 Thunder damage and must make a Strength Saving throw or be knocked prone.
You regain all uses of this ability at the end of your next short or long rest.
Perfected Recipe
At 18th level, you have perfected the recipe you use to fire your Dragonstaff. Any time you make an attack at normal range with your Dragonstaff, you may role one additional d20 and choose which is used for the attack.
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