Base Class: Fighter
Harnessing the raw power of the sun, Golden Gun Hunters embody the fiery spirit of solar energy, channeling it into their weapons to deliver devastating, molten strikes. Their weapons, infused with radiant solar light, become instruments of swift and unrelenting punishment, searing through enemies with a burning intensity that leaves nothing but ash in their wake. Each shot is a calculated blaze of destruction, a manifestation of the sun’s wrath unleashed on those who dare oppose them.
Their connection to solar energy is more than just a source of power; it defines their character. Golden Gun Hunters often radiate an infectious optimism and confidence, as if the very light of the sun flows through their veins. This brightness reflects not only in their combat prowess but also in their demeanor—they are beacons of hope, pushing forward with an unwavering belief that victory is always within reach. However, like the sun, their temperaments can be equally volatile. Prone to bursts of intense emotion, they often act impulsively, charging headlong into danger without a second thought for their own well-being.
Their fiery nature can be both a blessing and a curse. While they are fiercely protective and quick to leap to the aid of others, they can also be reckless, allowing their passion to override caution. In battle, this can lead to moments of heroic bravery, but it also leaves them vulnerable, as their desire to protect often outweighs their concern for personal safety. But to them, sacrifice in the name of others is a small price to pay when the light of the sun is at their back, urging them forward.
For a Golden Gun Hunter, the sun is more than just a source of power—it is a guide, a force that drives them to burn brightly in a world filled with darkness. Whether they are uplifting their allies with their warmth or unleashing fiery destruction upon their foes, their light is both an inspiration and a warning: tread carefully, for the flames of the sun are never far behind.
The Golden Gun
When you choose this subclass, you gain a unique revolver. You gain proficiency with this revolver and can use it as a normal gun in addition to the abilities that come with this subclass. The Golden Gun: Your revolver is blessed by the Sun. It takes a bonus action to activate this ability, and each shot that lands deals 3d10+PROF fire damage. It gains an additional d10 at levels 7, 10, 15, 18. You have 2 shots and can use it once per long rest. Damage dealt by the Golden Gun ignores resistance to fire damage.
Precision Throwing Knife
Knife Throw: As a bonus action, you can make a ranged weapon attack with a specially conjured throwing knife. The knife deals 1d10 + your Dexterity modifier in piercing damage, and the attack has a range of 30/60. If you score a critical hit with the Precise Throwing Knife or reduce a creature to 0 hit points, you immediately regain the use of your bonus action for that turn. Additionally, your next attack roll made before the end of your next turn has an advantage. You have a number of these knives equal to your proficiency bonus.
Empowered Throw: Starting at 10th level, the damage of the knife increases to 2d10.
Fire of The Divine
When you successfully land a hit against a target with Golden Gun, you can force the target to make a DC 14 CON saving throw. On a save, they take half damage, and on a fail, they are lit on fire, taking an additional 1d12 fire damage. They may repeat the saving throw, and for every turn they fail, they take 1d12 fire damage. Damage dealt by Fire of The Divine ignores resistances to fire damage.
Radient Dodge
When a creature you can see within 10 feet of you makes an attack against you or an ally, you can use your reaction to dodge out of harm's way, imposing disadvantage on the attack roll against you (or the target if you choose to protect an ally). After using this ability, you and any friendly creatures within 30 feet of you gain an additional 1d8 fire damage to their next melee attack. Blinding Light: When you activate Radiant Dodge, all enemies within 10 feet of you must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or be blinded until the end of their next turn.
Restorative Dodge: Once per short rest, when you use Radiant Dodge, you can fully restore one expended use of a class feature, such as a Fighter's Action Surge, Second Wind, or any melee attack-based feature if you’re within 10 feet of an enemy when you dodge.
Solar Detonation
- Solar Charge: Once per lng rest, as an action, you can throw a special solar charge at a point within 60 feet, make an attack roll using DEX to attach it to a moving target. The charge adheres to the surface or creature it lands on, and remains in place for up to 1 minute. The charge is small and unobtrusive, making it hard to spot (DC 18 Perception check to notice it). You can use a bonus action or action surge to make a ranged weapon attack against the solar charge. On a hit, the charge detonates in a burst of solar energy. Each creature within a 20-foot radius of the detonation must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Dexterity modifier), taking 8d6 fire damage on a failed save, or half as much damage on a successful one.
- Supernova Impact: If you score a critical hit on the charge when making the attack roll, the explosion becomes even more intense, dealing an additional 4d6 fire damage and knocking creatures that fail the saving throw prone.
- Empowered Charge: After you detonate the Solar Charge, you regain a use of your Second Wind or Action Surge if the detonation reduces at least one creature to 0 hit points.
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Posted Sep 17, 2024sounds good but none of the class features show up very poorly made but a nice concept