Artillery-man (5e Class)
Artillery-man[edit]
Artillery-men are warriors who have been trained to use firearms brought to Toril from a portal that lead to earth, they’re versatile fighters whose fighting style depend on their preferred weapon.
The Artillery-man is a versatile class that can be in the frontline taking damage for the party, dealing damage or supporting the party, the class is defined by its subclasses (Which are called "specializations") as each is focused on improving one type of their firearms.
Artillery-man weapons[edit]
Firearms use a bonus action to reload, each kind of firearm has a different capacity of ammo before needing to reload.
Pistols: This weapon deals 1d6 piercing damage. (Range: 80/320) it has a capacity of 10 bullets and has the Ammunition and Light properties, it's a simple weapon and it weighs 2lb.
Rifles: This weapon deals 1d10 piercing damage and attacks ignore half covers, (Range: 150/600), it has a capacity of 15 bullets, it has the Ammunition, Loading, Two-Handed and Heavy properties, it's a Martial weapon and it weighs 10lb.
Shotguns: This weapon deals 1d12 piercing damage, if target is within 5 feet range, add 1d4 fire damage that doesn’t apply to targets behind, (Range: 10ft cone), it has a capacity of 5 shotgun shells, instead of rolling a d20 for hit, targets must roll a Dexterity saving throw per shot, requires 14 Strength to equip, this weapon has the Ammunition, Loading, Two-Handed and Heavy properties, it's a Martial weapon and it weighs 12lb.
- Quick Build
WIP
Class Features
As a Artillery-man you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Artillery-man level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Artillery-man level after 1st
- Proficiencies
Armor: Light and Medium armors, shields
Weapons: Firearms.
Tools: Tinker’s tools
Saving Throws: Constitution, Dexterity
Skills: Choose two from Athletics, Acrobatics, Insight, Sleight of Hand, Survival, Intimidation.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Sawn-off shotgun, 25 shotgun shells and a shield or (b) Pistol, 50 bullets and a shield or (c) Rifle and 50 bullets. or (d) 2 Pistols and 50 bullets.
- (a) Leather or (b) Scale mail or (c) Chain Mail
- (a) dungeoneer's pack or (b) explorer's pack
- Tinker's tools
- If you are using starting wealth, you have 5d4x10gp. in funds.
Level | Proficiency Bonus |
Features | Chambers. |
---|---|---|---|
1st | +2 | Dexterous Handler, Gunsmith | - |
2nd | +2 | Technician | 2 |
3rd | +2 | War Machine, Specialization | 3 |
4th | +2 | Ability Score Improvement | 4 |
5th | +3 | Extra Attack | 5 |
6th | +3 | Barrel Roll | 6 |
7th | +3 | Specialization Feature | 7 |
8th | +3 | Ability Score Improvement | 8 |
9th | +4 | Survivor | 9 |
10th | +4 | Restless | 10 |
11th | +4 | — | 11 |
12th | +4 | Ability Score Improvement | 12 |
13th | +5 | Specialization Feature | 13 |
14th | +5 | — | 14 |
15th | +5 | Specialization Feature | 15 |
16th | +5 | Ability Score Improvement | 16 |
17th | +6 | Smart Bullet | 17 |
18th | +6 | — | 18 |
19th | +6 | Ability Score Improvement | 19 |
20th | +6 | — | 20 |
Dexterous Handler[edit]
You’re very dexterous at handling your equipment allowing you to change your weapons faster than usual.
Starting at 1st level, when you use your bonus action to switch weapons, can equip 2 weapons or 1 weapon and 1 shield at once, You also don't need 1 free hand to load weapons with the Ammunition and Loading properties.
Gunsmith[edit]
Starting at 1st level you can craft various guns and ammo. (Guns are WIP)
Bullets: 1 lb. lead, 1 lb. black powder for 50 bullets. These are the regular bullets used for pistols and rifles. (Weight: 1lb per 50 bullets, 0.02lb per bullet.)
Shotgun shell: 1 lb. lead, 1 lb. black powder, 1 paper for 25 shells. This is the regular ammo used for shotguns and sawed-off shotguns (Weight: 1lb per 25 shells, 0.04lb per shell.)
Elemental ammo: 50 bullets or 25 shotgun shells, 1 elemental oil. Adds 1d6 elemental damage depending on oil used (radiant, necrotic, fire, cold, lightning, poison) (Weight: 1lb per 50 bullets, 1lb per 25 shotgun shells.)
Silver ammo: 50 Bullets or 25 shotgun shells, 1lb silver. Adds +2 piercing damage to lycanthropes. (Weight: 1lb per 50 bullets, 1lb per 25 shotgun shells)
Spiky Bullet: 50 Bullets, 50 spikes. Sticks to the target, every time it takes damage spikes get deeper into the wound making the target take more damage. (Weight: 1lb per 50 bullets.)
Shattering Shell: 10 Shotgun Shells, 1lb. Iron. (Weight: 1lb. per 10 shells.)
Dispel Bullet: 25 Bullets, 1 bottle of holy water. (Weight: 0.02lb per bullet.)
Dispel Shell: 10 Shotgun shells, 1 bottle of holy water. (Weight: 0.04lb per shell.)
Slug: Special ammo for slug shot skill. 1lb. steel, 1 shotgun shell. (Weight: 1lb per slug. Can carry a maximum of 10 at a time.)
Silver Slug: Slug ammo coated in silver, can be used with slug shot technique to hit lycanthropes. 5 slug ammo, 1lb. steel. (Weight: 1lb per slug. Can carry a maximum of 10 at a time.)
Adrenaline shot: 1 vial, 1 needle, 1 lightning moss. (Weight: 1lb per 50 bullets, 0.02lb per dart.)
Guarding shot: 1 vial, 1 needle and 1 health potion. (Weight: 1lb per 50 bullets, 0.02lb per dart.)
Technician[edit]
Starting at 2nd level you learn to use special chambers and ammo to cast skills specialized for each weapon.
War Machine[edit]
Starting at 3rd level you deal double damage to items and structures, and have advantage when breaking doors or barriers.
Ability Score Improvement[edit]
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[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Barrel Roll[edit]
Starting at 6th level, if you're within 5 feet of an enemy unit you can expend your bonus action to roll 10 feet on the ground away from them without provoking an opportunity attack.
Survivor[edit]
Starting at 9th level you get familiar with any environment really fast and are always alert. After spending at least 1 hour in the same area, you cannot be surprised and get advantage on survival checks, effect remains in the area if you leave and come back.
Restless[edit]
Through intense military training and battle experience, you gain resistance to sleep.
Starting at 10th level you only need 4 hours of sleep to fully recover.
Smart Bullet[edit]
Starting at 17th level when using skills that require special bullets, adds Wisdom modifier as damage.
Chambers and Techniques[edit]
Starting at 2nd level, you start using special chambers for each weapon you use for different gun techniques, the number of uses available before the chamber overheats is represented by a number up to 20, at higher levels you learn to make better use of them, making them less likely to overheat. When you use a chamber, it starts to heat, when it heats too much it will be unusable until you finish a short or long rest, at the end of which the chamber is completely cooled and can be used again.
Some techniques use special ammo specific for that technique, but they also use the normal ammo the weapon would use.
Some of your Artillery-man techniques require the target to make a saving throw. The saving throw DC is calculated as follows:
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier.
Disarm[edit]
Level: 2
Weapon: Pistol.
Uses 1 chamber.
When you shoot a creature with a pistol, you deal extra 1d6 piercing damage and attempt to disarm the target, forcing it to drop one item of your choice that it's holding and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
If target uses a natural natural weapon, You can aim for that instead, target must make a Constitution saving throw. On a failed save, target gets disadvantage on attacks involving that natural weapon.
Spike Shot[edit]
Level: 2
Weapon: Rifle.
Uses 1 chamber.
Uses 1 spiky Bullet.
Shoots target with a bullet covered in spikes which hooks on the target and buries itself more every time the target receives damage. Deals extra 1d6 piercing damage, target must make a Constitution saving throw, on fail target takes 1d4 extra damage from all damage sources for 30 seconds.
Armor Breaker[edit]
Level: 2
Weapon: Shotgun.
Uses 1 chamber.
Uses 1 Shattering Shell.
Shoots a shotgun shell filled with iron scraps that breaks on impact with the target, damaging the enemy armor or breaking the skin (In case the target isn’t wearing armor). Deals extra 1d8 piercing damage on a 10 feet cone, targets hit must make a Constitution saving throw, on fail their AC gets reduced by 2 for 30 seconds.
Dispelling Shot[edit]
Level: 11.
Weapon: Any.
Uses 2 chambers.
Uses 1 Dispel Bullet or 1 Dispel Shell.
Shoots target and deals extra 2d6 radiant damage, if target has been buffed by some sort of spell or skill it must make a Constitution saving throw, on fail target buffs are removed.
If used with a shotgun this skill deals damage on a 10ft. cone.
Specialization[edit]
At 3rd level, you choose one type of weapon to specialize on.
Outlaw[edit]
Outlaws prefer the use of Pistols over the rest of their weapons, preferring to shoot from middle range.
- Gunplay
When turning into an outlaw at 3rd level, you gain the following features:
• Gun Mastery: If equipped with 2 pistols you can use your off-hand pistol without spending your bonus action, You also add your ability modifier to the damage of your off-hand weapon.
• Quick Draw: If equipped with a pistol, when an enemy unit gets on a 10ft radius of you, you can use your reaction to do a ranged opportunity attack.
Double Shot[edit]
Level: 7
Uses 1 chamber.
Immediately after you take the Attack action on your turn, you can spend 1 chamber to shoot once per equipped pistol as a bonus action.
Trigger Happy[edit]
Starting at 13th level the number of attacks done by your extra attack increases by 1 when equipped with pistols.
Desperado[edit]
Level: 15
Range: 10 feet radius around the caster.
Uses 2 chambers.
Uses 4 Bullets.
You start shooting around you desperately at point blank range. Randomly deal damage in a 10 feet radius around the caster, targets must make a Dexterity saving throw to evade, number of hits is determined by 1d4 while damage is 1d6 + Dexterity piercing damage per shot.
Sniper[edit]
Snipers choose rifles as their preferred weapon, preferring to be at the back of the battlefield supporting their teammates with different rifle exclusive skills.
- Improved Concentration
When turning into a sniper at 3rd level, you gain the following features.
• Falcon Eyes: You improve your aiming when equipped with a rifle and gain +2 on damage and attack rolls.
• Piercing Bullet: Your rifle attacks score a critical hit on a roll of 19 or 20.
Dart Shot[edit]
Level: 7
Uses 1 chamber.
Uses 1 adrenaline shot or 1 guarding shot.
Learns to craft new type of ammo that can be used to support your teammates, effect of the ammo depends on the bullet used.
Adrenaline shot: this ammo will inject a shot of adrenaline into the target giving the creature hit +10 movement speed for 1 minute.
Guarding shot: Shoots a dart injection that boosts the targets resistance, adds extra health equal to 1d8.
Weakening Shot[edit]
Level: 13
Uses 2 chambers.
Focuses your shot at one of your targets limbs disabling them for 1 minute and deals extra 2d6 piercing damage, target must make a Constitution saving throw, on fail, gets one of the following effects:
• Arm: Grants disadvantage on rolls that make use of the hit arm for 30 seconds.
• Leg/Wing: Lowers movement/Flight speed by 5 ft for 30 seconds.
Headshot[edit]
Level: 15
Uses 3 chambers.
You aim at the target's head, deals extra 2d10 piercing damage, if player rolls a crit. target must make a Dexterity saving throw, on fail target takes double damage.
Commando[edit]
Commandos choose shotguns as their preferred weapon, they prefer to be at the front of the battlefield, taking damage for their teammates.
- Assaulter
When turning into a commando at 3rd level, you gain the following features:
• Ballistic Shield: You can add a special shield to your shotgun which grants +1 AC, this shield has the same properties as a normal shield.
• Fallen Angel: (Requires a shield to be equipped) You can use your reaction to dash to a creature who is about to be attacked 10 ft from You, moving them out of the way and blocking the attack with your shield. This requires a shield to be equipped, it takes effect after the DM announces if the attack hits and the user of this skill takes half of the damage that was intended to the original target.
Slug Shot[edit]
Level: 7
Uses 1 chamber.
Uses 1 Slug or 1 Silver Slug.
When you shoot a creature with a shotgun, you can expend one chamber and 1 slug ammo instead of a shotgun shell to deal extra piercing damage to the target, in addition to the weapon's damage, the extra damage is 2d8, if used with a silver slug add +2 piercing damage to lycanthropes.
This technique is single target and requires you to roll a d20 for hit instead of making the target roll a Dexterity saving throw.
Retaliate[edit]
Starting at 13th level whenever you use fallen angel to protect an ally you can counterattack with a normal attack as long as the attacker is within range.
Shotgun improvement[edit]
Starting at 15th level your shotgun attacks deal 2d8 extra piercing damage on a hit
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Artillery-man, you must meet these prerequisites: Dexterity 13.
Proficiencies. When you multiclass into the Artillery-man class, you gain the following proficiencies: Firearms, Tinker’s tools.
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