Base Class: Fighter
Always locked and always loaded, the Munitioner is never out of options. It's unfortunate however that they can't quite control what they'll pull next, but be assured that it will be useful!
Never Leave Home Without It
At 3rd level you receive proficiency in Tinker's Tools. Additionally, using Tinker's Tools, you concoct a special device that can store up to 6 different weapons of nonmagical or magical property.
To attune a weapon into an available slot you must spend one hour detailing the specs of the weapons makeup and transcribing it into your device. Using a bonus action, you can summon any of the 6 weapons stored inside, however, once a weapon has been summoned, you can no longer summon that same weapon until you take a long rest. You can only have one summoned weapon at a time. Along your 6 stored weapons, you can also summon a bundle of 20 ammunition for any ranged weapon just as you would summon a stored weapon. The ammunition has its own 6 slots that after using them, you can no longer summon more until taking a long rest.
Example: If you summon a longsword and then summon a hand crossbow, you cannot summon your longsword until you take a long rest.
Unforeseen Complication
Also at 3rd level, your specially crafted device occasionally causes unforeseen complications to your stored weaponry and ammunition for a short duration. After the unforeseen complication occurs, and your weapon is not destroyed in the process, your weapon will remain summoned without the complication until you summon once again. Roll a d12 to determine the weapon complication that occurs from the list below:
1/2. The weapon ticks ominously with the smell of sulfur. In 1 minutes time your weapon will explode on its own wherever it is dealing 5d6 force damage to anything within 15 feet. Conversely, you can activate this explosion early by throwing your weapon and having it explode wherever it lands. Using the weapon to attack at range or in melee receives a +1 to attack and damage rolls until it explodes. Your weapons physical form is destroyed after the explosion but still remains in your crafted device to be summoned again.
3/4. The weapon partially summons. For 1 minute, your weapon is transparent, and can hit up to two creatures standing within 5 feet of you. If the weapon is ranged, ammunition shot at creatures standing in a straight line up to 30 feet must make a DC 15 dexterity check to avoid the transparent ammo. If they succeed they take only half damage from the weapon’s damage. Whether melee or ranged the weapons ammunition or body can pass through solid objects. After the effects duration is gone, your weapon fully summons as it meant to.
5/6. The weapon bursts with energy. Choose from poison, fire, cold, or lightning as your weapon summons coated in the chosen element. For 1 minute, you deal an extra damage die of the chosen element using your weapons damage die. This effect applies to any ranged weaponry by transferring the effects to its specific ammunition.
7/8. The weapon glitches erratically. For 1 minute, on hit before damage, roll a d4 to see which effect takes place: 1. The target gets pushed 5 feet back. / 2. The targets speed is halved until your next turn. / 3. The target adds a -1d4 to its attack rolls and saving throws until your next turn. / 4. Roll your damage dice twice and take the higher number.
9/10. Your weapon overclocks with immense energy. For 1 minute while holding this weapon, you are under the effects of the Haste spell. If you are not holding this weapon for more than one turn, the effects of Haste end prematurely. You do not suffer lethargy if you summon a different weapon to replace this one but still lose the effects of Haste.
11/12. Your weapon reflexively bends and twists in shape. For 1 minute, as a reaction, you can reduce incoming damage by an amount equal to an attack damage roll of your weapon. Ex: If your weapons damage roll is 1d8+3, and you rolled a 5, then you would reduce 8 damage from whatever would harm you. If you would reduce all damage to 0 because of this, you can make an immediate attack with this weapon in retaliation whether melee or ranged.
Pen and Blade
As of level 7 you have honed your eyes for fine details. Gain proficiency in Investigation, double if you already have it, and, when examining weapons you have advantage in determining their history, makeup, craftsmanship, and lethality.
Additionally, as a bonus action, any weapon you have spent at least 1 hour examining, in text or physically, you can attempt to create a sketch of said weapon in your hands until your next long rest. This weapon has a base damage of 1d6 + your Intelligence modifier and will disappear upon hitting and dealing damage. A DC 17 investigation or perception check will show any who succeed that the weapon is merely a fake of what's it's created from.
Down But Not Out
Starting at 10th level you're never out of the fight. If you roll initiative and have no slots available in your device, you regain one slot.
Always Have A Spare
At 15th level, if a weapon would be destroyed because of an Unforeseen Complication, you can, using your extensive knowledge of weapon crafting, recreate your exact weapon in your hand to take the place of your destroyed original. To do this requires a bonus action and the damage equals the normal damage values of the copied weapon with an additional damage bonus equal to your intelligence modifier. This weapon remains intact for three rounds before breaking apart. You can do this only once per short rest.
Example: If your weapon deals 1d8 damage + your dexterity modifier of 4, it will also deal + your intelligence modifier of 2 to its damage for a total of 1d8 + 6. This applies even if the weapon has a magical property increasing its base damage already.
Trial and Error
As of 18th level when you summon a weapon from your device, you can roll the Complication die twice and choose from among the two rolled. If you roll the same number twice, you can choose any effect.
Previous Versions
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11/28/2024 2:42:30 AM
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