Blaster (5e Class)

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Blaster[edit]

A Blaster is a warrior who uses a magical weapon called a Pile Bunker, a weapon which deals massive explosions and can shred through any obstacles.

Creating a Blaster[edit]

MapleStory_Resistance_Blaster.jpg
A Blaster wielding her Pile Bunker, from Maplestory.


Quick Build

You can make a Blaster quickly by following these suggestions. First, Strength should be your highest ability score, followed by the stat depicted by your Blaster Core. Second, choose the Folk Hero background.

Class Features

As a Blaster you gain the following class features.

Hit Points

Hit Dice: 1d10 per Blaster level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Blaster level after 1st

Proficiencies

Armor: Light, medium, shields
Weapons: Simple, pile bunkers
Tools: Smith's Tools
Saving Throws: Strength, Core Stat (See Blaster Core)
Skills: Choose two skills from Acrobatics, Arcana, Athletics, Intimidation, History, Insight, Intimidation, Perception, Religion, and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Studded leather armour or (b) shield
  • (a) One martial weapon or (b) two simple weapons
  • (a) Dungeoneer's pack or (b) explorer's pack
  • Smith's tools, Pile Bunker, 24 ammunition
  • If you are using starting wealth, you have 4d4*10 in funds.

Table: The Blaster

Level Proficiency
Bonus
Features Gauge Limit Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Pile Bunker, Gauge, Blaster Core Feature 2
2nd +2 Spellcasting, Recoil Shot 2 2 2
3rd +2 Blaster Core Feature 2 2 3
4th +2 Ability Score Improvement 3 2 3
5th +3 Extra Attack 3 2 4 2
6th +3 Blaster Core Feature 3 3 4 2
7th +3 Weapon Bond 4 3 4 3
8th +3 Ability Score Improvement 4 3 4 3
9th +4 Improved Critical 4 3 4 3 2
10th +4 Empowered Blast 5 3 4 3 2
11th +4 Blaster Core Feature 5 4 4 3 3
12th +4 Ability Score Improvement 5 4 4 3 3
13th +5 6 4 4 3 3 1
14th +5 Force Charge 6 4 4 3 3 1
15th +5 Empowered Blast 6 4 4 3 3 2
16th +5 Ability Score Improvement 6 4 4 3 3 2
17th +6 6 4 4 3 3 3 1
18th +6 Blaster Core Feature 6 4 4 3 3 3 1
19th +6 Ability Score Improvement 6 4 4 3 3 3 2
20th +6 Master at Arms 6 4 4 3 3 3 2

Pile Bunker[edit]

When you begin this class at 1st level, you construct a powerful explosive weapon called a Pile Bunker. It comes in the shape of a gauntlet with a large spike mounted to the top with 6 slots in the back to fit ammunition. This weapon is a versatile one-handed heavy weapon which deals 1d6 piercing damage. When making an attack with the Pile Bunker you can choose to detonate a round of ammunition, doing this adds an additional 1d6 fire damage to the attack. You can reload your ammunition with a bonus action, unless you have used up all 6 rounds, in which case it takes a full action to reload. During a short or long rest you can use your Smith's Tools to create 12 rounds of ammunition using 1gp of material, or you can purchase them in stores where ammunition is available. Your Pile Bunker can also be used as a Spellcasting Focus. You can replace your Pile Bunker should it be destroyed or lost for 100gp of materials and your Smith's Tools during a long rest.

Gauge[edit]

Your Pile Bunker has a gauge which when filled up, can be used to create even more powerful explosions. Whenever you successfully attack a creature, or as an action, you roll 1d6, if the result is equal to the amount of ammunition currently in your Pile Bunker, the gauge is raised by 1 level. Your gauge's maximum level is 2 at level 1, 3 at level 4, 4 at level 7, 5 at level 10, and 6 at level 13. Using a gauge ability resets your gauge to 0 and you must wait a number of rounds equal to the amount of gauge levels used before being able to begin increasing your gauge levels. Using your gauge allows you to use the following abilities:

Ballistic Hurricane

As an action you make an attack which causes a hurricane of explosive force in a 30 foot sphere around you, creatures within the radius must make a strength saving throw or take 1d8 fire damage and be pushed back 10 feet away from you, damage increases by 1d8 and distance pushed by 10 feet for each gauge level, on a successful save the creature takes half damage and is not pushed back.

Bunker Buster

As an action you make an attack which causes an explosion in a 10 foot cone which deals 1d10 fire damage, the range increases by 10 feet and damage by 1d10 for each gauge level. Creatures within range must succeed a dexterity saving throw to take half damage.

Magnum Punch

As an action you make an attack roll which causes an explosion in a 10 foot line which deals 1d12 fire damage, the range increases by 10 feet and damage by 1d12 for each gauge level. This attacks damage is doubled against structures as well as items and objects that aren't being held or carried.

Blaster Core[edit]

At 1st level, you chose what Core powers your Pile Bunker. Choose between Arcane Core, Battle Core, Divine Core, and Eldritch Core, all detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 6th, 11th, and 18th levels. Choosing a Core will decide on your spellcasting stat as well as your secondary saving throw proficiency.

Spellcasting[edit]

When you reach 2nd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.

  • Cantrips. At 1st level, you know four cantrips of your choice from your subclass's spell list. You learn an additional cantrip of your choice at 4th level and another at 10th level.
  • Spell Slots. The Blaster Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
  • Preparing and Casting Spells. The Blaster table shows how many spell slots you have to cast your Blaster spells. To cast one of your Blaster spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of Blaster spells that are available for you to cast, choosing from the Blaster spell list. When you do so, choose a number of Blaster spells equal to your Core Stat modifier + half your Blaster level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level Blaster , you have four 1st-level and two 2nd-level spell slots. With a Core Stat of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Blaster spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

The Spells Known column of the Blaster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the Blaster spells you know with another spell of your choice from the Blaster spell list. The new spell must be of a level for which you have spell slots.
  • Spellcasting Ability. Your Core Stat is your spellcasting ability for your Blaster spells, since you cast your magic through arcane studies. You use your Core Stat whenever a spell refers to your spellcasting ability. In addition, you use your Core Stat modifier when setting the saving throw DC for an Blaster you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Core Stat modifier
Spell attack modifier = your proficiency bonus + your Core Stat modifier


Recoil Shot[edit]

At 2nd level you can use your Pile Bunker to create a powerful but short blast which is capable of sending you flying back. As an action you can expend 1 round to launch yourself 10 feet away from the blast, including upwards. If shooting yourself upwards, your momentum lasts long enough for you to use your subsequent actions to continue launching yourself before beginning to fall. You can also use your reaction to reduce up to 60 feet of fall damage to 0 by causing a blast before landing.

Ability Score Increase[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.

Empowered Blast[edit]

Once you reach 10th level, your Pile Bunker is now upgraded to deliver far more powerful blows, you add 1d6 (2d6) to both damage rolls, this increases again by 1d6 (3d6) at level 15. Additionally, your Pile Bunker can now attack up to 10 feet away.

Weapon Bond[edit]

At 7th level, you learn a ritual that creates a magical bond between yourself and your Pile Bunker. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded your weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

Improved Critical[edit]

Starting at 9th level, your weapon attacks score a critical hit on a roll of 19 or 20.

Force Charge[edit]

At 14th level you can use your action to sacrifice a hit die in order to raise your Gauge by 1d6 levels.

Master at Arms[edit]

At 20th level, you are the master of your own power. Your strength score increases by 4. Your maximum for those scores is now 24. Additionally, your Pile Bunker is now a +4 Adamantine weapon and provides +2 to AC.

Arcane Core[edit]

Blasters who are fluent in the arcane power their Pile Bunker using an Arcane Core. This allows them a greater control over their magic and can enhance their Pile Bunker in many ways using their magic When you pick the Arcane Core subclass your secondary saving throw proficiency and spellcasting modifier becomes intelligence and you can choose your spells and cantrips from the Wizard spell list.

Elemental Rounds

Beginning at first level you can spend an action enchanting up to 6 bullets, you then change the type of damage they deal into one of the following: Acid, Cold, Lightning, or Poison. Additionally you may choose to add your spellcasting modifier to your damage roll rather then your strength or dexterity when rolling the damage of your Pile Bunker.

Arcane Explosion

At 3rd level you are able to use spell slots to create larger explosions from your Pile Bunker. As a bonus action you can expend a spell slot, the next attack you successfully hit will cause a 5 foot explosion, causing any nearby creatures to make a dexterity saving throw or take 1d6 fire damage. For each spell slot level above the range increases by 5 feet and the damage by 1d6. You can use your Elemental Rounds feature to change the damage type of the explosion.

Efficient Casting

At level 6 whenever you cast a spell you can make an attack with your Pile Bunker as a bonus action.

Expanded Knowledge

Beginning at 11th level you can choose up to 4 spells from any class which don't count towards your spells known, you get to pick an additional 2 spells at level 17.

Arcane Zenith

Finally at 18th level you have reached a new kind of mastery over magic, you learn a 6th, 7th, 8th, and 9th level spell from the Wizard list, you can cast each of these once and must complete a long rest before doing so again. Additionally you now regain 1st, 2nd, and 3rd level spell slots on short rests.

Battle Core[edit]

Your Pile Bunker's Battle Core is powered by your will and effort, all your energy fighting fuels your Pile Bunker which pushes it beyond normal limits. When you pick the Battle Core subclass your secondary saving throw proficiency and spellcasting modifier becomes constitution and you can choose your spells from the Ranger spell list and cantrips from the sorcerer spell list.

Battle Ready

Starting at 1st level you gain proficiency in heavy armour and martial weapons, additionally you can now wield a light weapons while also wielding your Pile Bunker, allowing you to make a single attack as a bonus action with your other weapons.

Expanded Gauge

At 3rd level you gain additional Gauge levels. Your Gauge maximum is now increased by +2. This increases again by another +2 (+4 total) at level 13.

Gauge Mastery

At 6th level you are now able to have a finer degree of control over your Gauge, whenever you use a Gauge ability, you can decide how many Gauge levels to use, rather than all of them. Additionally, when you successfully hit a creature with your Pile Bunker you can expend Gauge levels in order to deal an addition die of fire damage per Gauge level.

Multiattack

Beginning at 11th level you can attack thrice, instead of twice, whenever you take the Attack action on your turn.

War Lord

Once you've reached level 18, your mastery over the art of combat has reached beyond any other, you are able to enter the War Lord state as a bonus action, which lasts for 1 minute or until you end it as a bonus action or are reduced to 0 hit points. During this state you gain the following benefits:

  • You are resistant to all damage
  • You have advantage on all attack rolls
  • Your Pile Bunker's damage dice becomes d12s
  • Your Gauge does not reset when using a special Gauge ability

Divine Core[edit]

A Blaster using a Divine Core has pledged themselves to the gods, serving as their herald and judgement. Divine power fuels their Pile Bunker, allowing them to unleash righteous devastation upon their enemies. When you pick the Arcane Core subclass your secondary saving throw proficiency and spellcasting modifier becomes wisdom. You can choose your spells from the Paladin spell list and cantrips from the Cleric spell list.

Sacred Ground

As a bonus action you can select a 5 foot cube where any creature which you choose that enters it will heal a number of hit points equal to your level. You can use this feature a number of times equal to half of your wisdom modifier rounded up and regain the uses after taking a long rest.

Channel Divinity

Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC. You must choose the Channel Divinity of one of the Paladin subclasses upon obtaining this feature.

Pile Smite

At 6th level whenever you roll damage on your Pile Bunker you can add an additional radiant or necrotic (your choice) damage equal to half your level, this damage spread to creatures within 5 feet of the creature you hit.

Holy Barrage

Once at 11th level, you are able to enchant 6 rounds of ammunition with an explosive divine force as an action, and can only do so again once you finish a long rest. This special ammunition remains enchanted to 24 hours or until new ammunition is enchanted. As an action you can fire one of these rounds into the sky, after which it will detonate and send down a barrage of holy fire. Choose a 20 foot sphere within 90 feet of you, each creature within that area must make a charisma saving throw or take 6d6 radiant damage or half on a save, those who fail take an additional 1d6 radiant damage on the start or their turn for the next 6 rounds as the barrage continues to fire upon them.

Radiant Champion

Once you've reached 18th level, you are now the Champion chosen by your god. You gain immunity to radiant damage and any radiant damage you are hit with is stored and can be unleashed in your next attack. Additionally you are able to cast bane and bless at will without using up spell slots and you are always under the effects of the spells aura of life and holy aura

Eldritch Core[edit]

Blasters who use the Eldritch Core have made some form of pact or deal with an eldritch being, granting their Pile Bunker alien properties, as well as granting them strange boons. When you pick the Arcane Core subclass your secondary saving throw proficiency and spellcasting modifier becomes charisma and you can choose your spells and cantrips from the Warlock spell list.

Spectral Rounds

Beginning at 1st level you are able to create spectral rounds of ammunition which you can use with your Pile Bunker. You create 6 Spectral Rounds as an action and can use them to reload as normal, the rounds disappear after 1 hour. When using these rounds your explosions can be ghostly and transparent and deal force damage rather than fire.

Occult Boons

At 3rd level you gain access to occult forms of magic known as Invocations. You can choose two Invocations from the Warlock class, you must meet the requirements listed in order to choose an Invocation and may change them whenever you level up in the Blaster class. You gain an additional Invocation at level 7, 12, and 18.

Pact Weapon

Once you reach 6th level your Pile Bunker becomes a pact weapon, binding it to your soul and giving you the following benefits:

You can use your action to summon your pact weapon in your empty hand. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transfer the enchantment of one magic weapon onto your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and its enchantment appears on your Pile Bunker whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The enchantment ceases being your on pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Entropic Grasp

You are able to cast telekinesis at will without expending a spell slot, any creature you restrain using this spell will take additional force damage equal to your spellcasting modifier per damage dice. If you cast this telekinesis in this way a number of times greater than your Constitution modifier before taking a long rest, you must make a DC 18 saving throw or gain a point of exhaustion.

Cosmic Ruler

Once you've finally reached 18th level, your eldritch magic has reached beyond time and space, reality bends at your finger tips. You gain the following spells, which you can cast only cast one of before completing a long rest: foresight, gate, time stop, true resurrection, wish, and disintegrate cast at 9th level. Should you suffer the stress of casting Wish, rather than being unable to cast the spell ever again, you instead gain 1d4 levels of exhaustion, expend all of your spell slots, and the Wish does not occur.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Blaster class, you must meet these prerequisites: 16 strength.

Proficiencies. When you multiclass into the Blaster class, you gain the following proficiencies: Smith's tools, simple weapons, light and medium armour, shields, and pile bunkers.



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