Gunlance Wielder (5e Class)
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Gunlance Wielder
A combat military specialist trained to deal to use a unique weapon against extremely dangerous threats and to be able to operate with minimal support for long periods of time while acting as a solo shock trooper.
Creating a Gunlance Wielder
When creating a Gunlance Wielder, work with your DM to figure out how they fit into the setting of the campaign and craft your backstory accordingly. Why was your character selected to be trained in this weapon? Did they pursue such training themselves? Did they do something to earn the honor?
- Quick Build
You can quickly make a Gunlance Wielder by following these suggestions. First, put your highest ability score in either Strength or Constitution, with whichever you didn't choose as your highest ability score being your second highest. Then choose the soldier background.
Class Features
As a Gunlance Wielder you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Gunlance Wielder level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Gunlance Wielder level after 1st
- Proficiencies
Armor: Heavy Armor, Shields
Weapons: Lance, Heavy Crossbows, Firearms (DM Discretion), Gunlance
Tools: Smith's Tools, Land Vehicles
Saving Throws: Strength, Constitution
Skills: Chose two from Athletics, Acrobatics, Nature, Survival, Medicine, Perception, or Investigation
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Gunlance, 20 shells, and Ring Mail
- (a) Lance or (b) Shield or (c) Heavy Crossbow and 20 bolts
- (a) Explorer's Pack or (b) Dungeoneer's Kit
- Smith's Tools
- If you are using starting wealth, you have 3d10 x 5 or equivalent in smithing materials in funds.
Level | Proficiency Bonus |
Features | Gunlance Shells | Damage Dice |
---|---|---|---|---|
1st | +2 | Gunlance, Shelling, Fighting Style | 3 | 1 |
2nd | +2 | Field Smithing | 3 | 1 |
3rd | +2 | Gunlance Specialization | 3 | 1 |
4th | +2 | Ability Score Improvement | 3 | 1 |
5th | +3 | Extra Attack | 4 | 2 |
6th | +3 | — | 4 | 2 |
7th | +3 | Specialization Feature | 4 | 2 |
8th | +3 | Ability Score Improvement | 4 | 2 |
9th | +4 | — | 4 | 2 |
10th | +4 | Specialization Feature | 5 | 3 |
11th | +4 | — | 5 | 3 |
12th | +4 | Ability Score Improvement | 5 | 3 |
13th | +5 | — | 5 | 3 |
14th | +5 | — | 5 | 3 |
15th | +5 | Specialization Feature | 6 | 4 |
16th | +5 | Ability Score Improvement | 6 | 4 |
17th | +6 | — | 6 | 4 |
18th | +6 | Specialization Feature | 6 | 4 |
19th | +6 | Ability Score Improvement | 6 | 4 |
20th | +6 | — | 7 | 5 |
Gunlance
The signature weapon of the Gunlance Wielder. Gunlances are heavy polearm cannons that, in their default state, take two hands to wield. While they don't start overtly powerful, a good Gunlance Wielder will eventually customize their weapon to be far more powerful than it was when they first began to wield it. This will increase both its raw power and usability as they become more skilled at maintaining and using their weapon, and customize it to suit their needs.
Gunlances start out dealing 1d6 piercing damage while using Str as it's accuracy and damage ability at level one, but as the Gunlance Wielder improves, so too will their weapon. The number of damage dice they roll for their weapon increases at levels 5, 10, 15, and 20. At a certain point, the Gunlance Wielder will begin to specialize their gunlance to their fighting style and the damage die will change. See Gunlance Specializations.
Shelling
Gunlances, as the name indicates, are ranged weapons as well as melee weapons. Each gunlance has an internal cylinder magazine that holds its shells. These shells may be fire as a ranged attack until the magazine is depleted, at which point the Gunlance Wielder has to pause to reload. These shells are initially no stronger than the lance itself, merely allowing the Gunlance Wielder to attack at range as well as up close. However, like the lance itself, the power of each shell shot will increase as the Gunlance Wielder grows more familiar with their weapon and improves it.
Gunlance shelling starts with a range of 30/120 feet and deals 1d6 piercing damage per shot, initially holding 3 shells per reload, and uses Dex as its accuracy and damage ability. Both the range and the type of damage type rolled will increase as the Gunlance Wielder customizes their gunlance, see Gunlance Specializations. The number of damage die rolled as well as how many shells the gunlance holds per reload increases at levels 5, 10, 15, and 20.
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
- Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
- Defense
While you are wearing armor, you gain a +1 bonus to AC.
- Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Field Smithing
Gunlance Wielders are trained to be able to operate in the field without easy access to an armory. As part of this, they are trained to be able to do field repairs on their weapons and armor and to be able to forge additional shells for their Gunlance. The Gunlance Wielder now has advantage on any smithing roll made to repair weapons and armor or forge shells for their gunlance.
Gunlance Specialization
At this point, the Gunlance Wielder is able to customize their gunlance to suit their specific needs. At third level, you chose a Gunlance Specialization. Choose between Scout, Sentry, and Vanguard, all of which are detailed at the end of the class description. Your choice grants you features at third level and again at 7th, 10, 15th, and 18th.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Class Feature 6
Scout
Scouts are Gunlance Wielders who trade in raw power for enhanced mobility and the ability to easily switch out what type of shells they use in their gunlance.
- Scout Gunlance
The scout's gunlance is the weakest of the three specialized Gunlances, only giving it a minor boost in power. In exchange, however, it is much lighter and more mobile. The scouts gunlance now deals rolls d8's as the damage die for both its melee and shelling attacks. In additon, the scouts gunlance can now be wielded in one hand, allowing them to use a shield as well. In addition, the shelling range increases to 80/320.
- Side Hop
Sometimes, all that's needed to evade an enemy attack is a slight hop to the side. The scout can use this feat to attempt to avoid an enemy attack by hoping out of the way, using their reaction to impose disadvantage on an enemy attack. This feature can be used a number of times equal to the scouts Dex modifier per long rest. Using this feet moves the Gunlance Wielder 10 feet in any direction. This movement can trigger attacks of opportunity, but they also have disadvantage.
- Level 7
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- Level 10
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- Level 15
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- Level 18
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Sentry
Sentries are the bulwark of the Gunlance Wielders, trading in mobility or offensive strength for added defensive capabilities. Though their gunlances are decently strong, they are still light enough to wield one handed so the Sentry may use a shield as well as their gunlance.
- Sentry's Gunlance
Sentry gunlances are the most middling of the three specializations, being light enough to wield in one hand while still doing solid damage, but not so light as to be easily mobile. The sentry's gunlance now rolls d8's for both it's melee attacks and shelling and can be used in one hand. In addition, the shelling range increases to 100/400.
- Take Cover
Sentries have focused on defense, not just for themselves but for others. This feature allows the sentry to use their shield to grant one ally within five feet of them half-cover until the sentry's next turn or until the ally moves away from the sentry.
- Level 7
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- Level 10
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- Level 15
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- Level 18
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Vanguard
Vanguards are Gunlance Wielders who forgoe mobility or defense in exchange for raw power, being the strongest of the three specializations, but also the slowest and least armored.
- Vanguard Gunlance
Vanguards overtune their gunlances for sheer power, at the cost of making them much heavier than normal. The vanguards gunlance now rolls d12s for both its melee attacks and shelling, but remains a two handed weapon. In addition, the shelling range increases to 150/600.
- Overclocked Shelling
The vanguard has designed their gunlance to be able to overclock their shells. Once per long rest, the vanguard can trigger the overclocking in their gunlance, causing all regular shelling attacks to automatically do critical damage if the shelling hits during the turn this feature is activated.
- Level 7
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- Level 10
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- Level 15
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- Level 18
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Multiclassing
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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