Base Class: Rogue
Whether wandering gunslinger or dedicated assassin, the Ordnance specialist spends all their time improving their skills and weapon.
Ordinance expertise
you have built and maintained your own weapon which you have modified to suit you.
Modified Munitions
As you level you will gain access to more modifications to improve your class over all. choose one of the following once you have chosen you will not be able to adjust this till you next level
Cat's eye: you can double the distance of your chosen weapon, and you do not take a disadvantage when firing at its max limit
Scatter shot: your damage now takes up a 10ft cone, but takes an action to reload between shots
Quick draw: gain a +2 to your initiative
Toughed: you no longer take a disadvantage in close quarters, and can use your weapon as a melee weapon without damaging it it's damage is 1d4 in this state.
Ammunition Craftsmen
Having developed your own ammunition you began to create some special shells. During long rests, you can make up to your intelligence modifier times your level, roll a gunsmith check on a roll of 12 and above you make all of your ammunition. If you fail you make dud ammunition and when you use it roll on the Dud ammunition table. You can make any of the following types of bullets.
Ammunition types:
Explosive round - this cartridge will explode on impact dealing an additional d6 of damage
Armour piercing round - this heavy-duty round grants +1
Tranquillizer Bullet - this bullet will require a Con save against your Grit Save ( 10 + proficiency + INT)
Split bullet - This bullet will split in two after being fired and is able to hit two targets within 10ft of one and other
Slug - this blunt rubber bullet will not do lethal damage, but will knock an opponent smaller than large, ( grit save against and Strength)
Blank - this non-damaging bullet will cause those who hear it to make a save or be frightened
Acid shot - this shot will burst acid and deal an additional 2d4 of acid damage
Poison shot - this shot deal 1d4 poison damage, and a Con save on a fail the creature will be poisoned for 24 hours and be dealt 1d4 damage till then
Deadly blast - this shot takes DC 16 and above to make, and deals 3d6 force damage as you launch a grenade with a 10 ft radius. - Warning if you roll a Nat 1 the grenade blows up in the chamber.
Malfunctions
Roll 1 d8 when using failed ammo
1 - the ammo explodes, it's effect goes off targeting you
2 - an unexpected element has been added to the mix, this bullet will hit its target but not work
3- weapons spirit your gun changes the ammo's ability - roll on the wild magic table
4- Rebellion the bullet will somehow heal your target
5- Heavy shot- the bullet hits the ground unexploded careful where you walk
7- nothing happens
8 - The bullet jams your gun take a round to remove it
Modification Master
working more
Spirit of Rebellion
More work to be done
Weapon's heart
More work to be done
Previous Versions
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8/21/2023 7:13:16 PM
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Coming Soon
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