Base Class: Fighter
The many years of dwarven engineering and hours of constant practice have allowed this individual to use red powder weapons sufficiently. The key use of them in several forms as an individual and as a row of soldiers firing in ranks.
Red powder training
Beginning at 3rd level you gain proficiency in red powder weapons, and allow you to roll without disadvantage with the crank gun and all weapon checks are made with dex+proficiency modifier.
Maneuver points
These actions allow you to perform several actions in combat. The total is your proficiency modifier. They will recovered upon a short rest.
Ranked discipline
At the cost of a maneuver point you give up to 2 allies advantage against being frightened and strength saving throws. This effect can only be used once per ally. At 5th level the number of allies increases to 3, at 15th level the number of allies increases to 4 and the effect can be used until your character fails a concentration check.
Firing by ranks
When the attack action hasn't been chosen on a turn, the red powder archer can make 1 ranged attack as reaction with an ally within 10ft is about to make a ranged attack. They both will add a d4 to their damage roll. This uses one maneuver point. At 7th level the damage dice becomes a d6, d8 at 10th level. d10 at 15th level.
Fast hands
Your fast hands makes sure that you can reload your weapon fast and effectively. You can use your bonus action to reload your weapon, this costs one maneuver point.
Dug in
If you have not used your movement since the start of your previous turn, by the end of this turn, so long as you won't use it this turn. At the cost of a maneuver point gain +2 AC and advantage on any checks or saving throws that would force movement or limit it. This ends when you use the movement portion of your turn.
crack gun rapid rotate
At 10th level You have mastery of the crack gun allows you to fire more effectively at less chance of failure but will require a maneuver point. As an action you can fire the crank gun at an enemy with the following benefits: standard attack fires 8 shots and over cranking allows you to fire a 10 shots. When over cranking your save is made on advantage. This costs a maneuver point and the total damage is counted as one attack (for purpose of concentration spells). This doesn't count as an attack action for firing by ranks.
Dead eye
Upon use of action surge, you are able to concentrate and carefully aim. All attacks made using the attack action in action surge have advantage to hit.
One last shot
Upon being reduced to 0 hp, you can make one attack action against the thing that did this damage to you. You have advantage and if you reduce this enemy to 0 hp you are stabilized.
Previous Versions
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