Bullet Saint (5e Class)
From D&D Wiki
In the depths of a cave, an elf hums to herself, cleaning the blood off her muskets stacked beside her.
A dwarf lets out a hearty laugh as bandits flee from a barrage of fire in the midst of a forest
And in the arms a ship at sea, a pirate waves an arsenal of pistols by himself, firing shot after shot into the sea.
A bullet saint is a paragon of firearm combat, able to dish out powerful damage with multiple firearms at their disposal. Bullet saints follow a creed of almost worship of guns. Its their unshaken belief in their partners that give them power.
Worship in the battlefield
The chaos of battle can only be followed by the chaos of bullets. A Saint puts himself to his guns and uses them as extensions of his belief. Their guns are their gospel and their church, their message to the world. Bullet Saints are battle ready preachers that share their word with dignity and death
Creating a Bullet Saint
|Holy Warrior by Ariel Perez|
When you are creating a bullet saint, think to yourself why they chose guns as their weapons? A bullet Saints power on the battlefield comes from a loving and affectionate relationship with firearms, and can stem from one specific incedent in their past. Think about what holding a gun means to them.
- Quick Build
You can make a bullet saint quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the acolyte background. Third, choose the religion and sleight of hand skills
As a Bullet Saint you gain the following class features.
- Hit Points
Armor: Light armor, medium armor
Weapons: Simple weapons, ranged martial weapons (includes firearms)
Tools: Tinker's tools, smith's tools, alchemist supplies
Saving Throws: Dexterity, Charisma
Skills: Choose two from Acrobatics, History, Insight, Investigation, Intimidation, Perception, Persuasion, Religion and Stealth.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) light crossbow and 10 bolts or (b) any simple weapon
- (a) leather armor and tinker's tools or (b) Scale mail and smith's tools
- (a) explorer's kit or (b) dungeoneer's kit
- leather armor, a set of manacles, a hunting trap and 5 daggers.
|1st||+2||Gunsmithing, Saint's Tools||1|
|3rd||+2||Bullet Saint Scripture, Battlefield Care||1|
|4th||+2||Ability Score Improvement||1|
|8th||+3||Ability Score Improvement||2|
|9th||+4||Invigorating Presence (10 feet)||3|
|12th||+4||Ability Score Improvement||3|
|13th||+5||Invigorating Presence (30 feet)||4|
|16th||+5||Ability Score Improvement||4|
|17th||+6||Bullet Storm (2)||5|
|19th||+6||Ability Score Improvement||5|
Starting at 1st level, you have developed your crafting skills enough to create the perfect weapon for hunting and slaying your quarry: firearms.
- Starting Firearms
You start by owing two firearms shown on the Firearms List bellow. You must fulfill the prerequisites for constructing the chosen firearm. You can craft more firearms as you gain levels in this class. You are proficient with any firearm crafted by you.
- Crafting Firearms
You can craft any firearm on that list by spending 8 hours constructing one, and 75 gp in materials for each property the firearm has. Firearms with the reload property cost double the price. These hours don't need to be consecutive, and the process of building a firearm is considered light activity.
You must have your smith's tools on you to craft a firearm. If the firearm has the reload property, it is also required the tinker's tools.
- Crafting Ammunition
To craft ammunition, you must have both the smith's tools and the alchemist's supplies on you. Each bullet costs 2 sp and 1 minute to craft.
at 1st level, you learn a ritual that creates a magical bond between you and chosen firearms. 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 formed a bond with a gun, you can't be disarmed of that weapon unless you are incapacitated. If it is in the same plane of existence, you can call it to your side as an Use an Object action or a Bonus Action. You may choose to summon one or two guns at the same time on your empty hand.
You start off with only being able to bond with one gun at a time. The amount of guns you can bond with increase with your level, as shown on the Saint's Tools column on the Bullet Saint table.
At 2nd level, you gain the ability to rain sanctified lead upon your enemies, firing a unstoppable volley upon them. As an action, you can force up to two creatures within 30 feet to make a Dexterity saving throw, or take 3d6 piercing damage on a hit. The DC of the save equals your weapon attack roll. At 15th level your Bullet Storm improved, increasing it's damage by 2d6 per bonded weapon used during the storm and 1d6 for every unbonded weapon. You can choose two additional targets (to a total of 4) at 5th level, 11th level (six targets) and 20th level (eight targets). You can also target the same creature multiple times.
Once you use this feature, you can't do it again until you finish a short or long rest. You can use it twice between rests at 17th level.
At 3rd level, you chose a Scripture to follow. Up until this point your teachings have been unrefined. Choose between the scripture of the Icon, Wisp, or Reaper, all detailed at the end of the class description. Your choice grants you features at 7th level and again at 11th, 15th, and 18th Levels.
At 3rd level, your studious upkeep and cleaning of your firearms allows you to keep them in top condition and draw out their fullest potential. You can repair a broken gun spending 1 hour, which can be done over the course of a short rest.
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At 6th level, your Sainted Tools are considered magical, for the purposes of overcoming resistances and immunity to non-magical damage.
Starting at 9th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.
This increases to 30 feet at 13th level.
At 10th level, your range with firearms increases exponentially. The range of your attacks with ranged weapons doubles.
At 14th level, your battle prowess gives you the ability to shake off damage. When you make a saving throw to take half damage, you instead take no damage if you succeed, and half damage if you fail.
At 20th level, you can make a special attack as you preach in the middle of battle. You can make an attack as normal. Every creature hit by one of your bullets must make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Wisdom modifier. On a failed save, creatures become paralyzed. Creatures that succeed are either charmed or frightened (choose one) until the end of their turn.
Bullet Saint Scriptures
Scripture of the Icon
A Bullet Saint is a master of every firearm, but followers of the Icon Scripture possess another even more powerful weapon called their Icon. It is their signature weapon and always by their side. The Icon becomes a Bullet Saints bible, and it's bullets are its teachings.
- Chosen Icon
At 3rd level, you learn a ritual that can transform a firearm into your Icon. Your chosen icon is a bonded weapon, but doesn't count against your maximum number of bonded weapons.
You can use your chosen icon to make a special shot in each of your turns, without requiring ammunition. This special shot causes radiant damage, rather than piercing.
If you shot a piece of ammunition from your chosen icon, you cause additional 1d4 radiant damage. The same creature can take this additional damage only once per turn. The additional radiant damage increases to 1d6 at 11th level.
- Divine Shot
Also at 3rd level, you are able to imbue your icon with divine power. You learn the cantrip Sacred Flame. You can cast the spells from your Chosen Icon. Doing so replaces the saving throw by a ranged weapon attack roll, and you can cast this spell with your attack, rather than using an action and expending a spell slots. Additionally you ignore concetration property.
You can also cast the spells Guiding Bolt and Cure Wounds from your Chosen Icon. When you do so, you use the range of the weapon, rather than the range of the spell. If the spell requires a ranged spell attack, you can use a ranged weapon attack instead. You can cast each spell once per turn. The spell is cast at a level equal your level - your proficiency bonus (up to 9th). The spell level cannot be lower than 1st level.
- Chasing Shot
At 7th level, you can make attacks of opportunity with your Chosen Icon. If a creature moves more than 5 feet while within 30 feet, you can use your reaction to make an attack against that creature using the icon.
- Chosen Pair
At 11th level, you gain a second Chosen Icon. In addition, if both Chosen Icons are one handed guns, you can dual wield them.
While dual wielding your Chosen Pair, if you take the Attack action and make one attack with each, you can use your bonus action to make a second attack with each.
- Srengthened Divine Shot
At 15th level, your icon's divine powers grows. You gain the following benefits:
- You can cast mass cure wounds and holy weapon (targeting the icon) without expending a spell slot, using your Chosen Icon. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.
- You can spend two uses of your Divine Shot to cast heal or sunbeam trough your Chosen Icon. Once you cast either spell, you can't do it again until you finish a long rest.
- Lead by Example
At 18th level, you can inspire your allies trough the firing of your sacred gun. When you make an attack with advantage using the Chosen Icon, you can choose a friendly creature within 30 feet that is able to see you. That creature have advantage on the next attack roll it makes until the start of your next turn.
Scripture of the Wisp
The Wisp follows the tenets of chaos on the battlefield. Followers of this scripture become a blurred mass of bullets and guns, darting place to place and shooting from a creatures weak point. A Wisp is a highly mobile fighting force that can pop up at the most unexpected moments
- Flash Step
When you choose this scripture at 3rd level, you become able to traverse the battlefield with ease. Your movement speed increases by 10, and you may use a bonus action to Dash.
When a creature moves within 5 feet of you, you may use your reaction to move at half your speed away from the creature. This movement does not provoke opportunity attacks.
- Unshaking Aim
At 7th level your aim is unerring, even while moving. If you move 20 feet or more on your turn, you may make your first weapon attack with advantage.
- Will o' Wisp
At 11th level, you gain the ability to almost disappear during combat, becoming a blur. You can magically teleport along with any equipment you are wearing or carrying, up to 30 feet to an unoccupied space you can see. Before or after teleporting, you can make one attack, as part of your action. Moving in this way does not provoke opportunity attacks.
If you hit a creature with a ranged weapon attack after teleporting in this manner, you cause additional 3d6 force damage to that creature.
- Freedom on the Battlefield
At 15th level, your movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce your speed nor cause you to be paralyzed or restrained.
You can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on your movement or attacks.
- Ascendant Step
At 18th level, you become too fast to see. Your movement speed becomes 60 feet, if it is lower, and you can teleport up to that distance when you use Battle Step.
In addition, you are always under the effects of water walk.
Scripture of the Reaper
Bullet Saints who follow this scripture are deadly executioners that can deal life threatening blows to creatures
- Improved Critical
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20
- Call of Death
At 7th level you gain the supernatural ability to tell when someone is on deaths door. You can sense the vitality of creatures you look at. You can tell a creatures hit points based on an aura surrounding them. The larger the aura the more hit points they have. When a creature within 30 feet drops enough hit points to register as a weak aura, you gain blindsense up to 10 feet.
- Reapers Shot
At 11th level you can make a powerful shot that is meant to reap the souls of weakened creatures. When you score a critical hit, you do an additional 4d6 necrotic damage. If this damage were to incapacitate a creature, you regain as many hit points that you dealt. Creatures that are killed with this damage cannot be revived or brought back with necromancy, as their souls are ripped apart
- Superior Critical
At 15th level, your weapon attacks score a critical hit on a roll of 18-20
- Grim Reaper
At 18th level you are so infused with souls that you have reached a state of undying. You can no longer die of old age and are immune to disease. Additionally, you regain double the amount of hit points from Reapers Shot if you have no more than half your hit points left.
Scripture of the Falling Leaves
The Scripture of Falling Leaves tell a story of a Bullet Saint that may turn their arsenal into a downpour of bullets, letting loose a barrage of upon their enemies.
- Rapid Reload
At 3rd level, you've learned hasty reload techniques to get your next bullet into your enemies. A bullet saint may ignore the reload property of guns they are bonded with.
- Unleash Lead
Starting at 3rd level, as an Action, you can empty your gun on a single target, firing with great speed. You can make one attack for each bullet on your gun's magazine. Doing so causes your weapon to break, and a broken weapon can't be used until you repair it.
- Battle Repairs
Also at 7th level, you've learned to make quick repairs and tinker with your guns while actively on the Battlefield. You may repair a broken or malfunctioned gun to full power as a free action. Afterwards you may make an attack as a bonus action with the weapon you just repaired.
You can use this feature a number of times equal to your proficiency bonus, and regain expended uses after a long rest.
- One for the Road
A bullet saint learns the best way to ensure a target is dead is to always double tap. Beginning at 11th level, a bullet saint may make an additional attack when taking the Attack action using a bonded firearm.
- Improved Bullet Storm
Beginning at 15th level, when you choose this archetype, you gain an improved bulletstorm. You may increase its damage by 2d6 per bonded weapon used during the storm, and 1d6 for every unbonded weapon. Bonded weapons temporarily unbind after using them this way, and regular weapons break down, requiring maintenance. Weapons unbonded this way can be rebonded through a ritual during a short or long rest.
- Mag Dump
At 18th level, you use every tool and bullet in your arsenal to take out your designated targets. If a gun you are using has the reload property and have more than 1 bullet before having to reload, you may make a special attack that fires all available guns before having to reload. You make one attack and roll damage separately for each bullet fired. Guns used this way require a full action to reload, even if you may ignore the reload property of guns.
Some firearms have a level pre-requisite. You must have the amount of Bullet Saint levels shown before you can construct such weapon.
- Flintlock Pistol
A flintlock pistol is a ranged weapon with the ammunition (range 30/90) and loading properties. Its damage die is 1d10.
- Flintlock Musket
A flintlock musket is a ranged weapon with the ammunition (range 30/90), loading and two-handed properties. Its damage die is 1d12.
- Pocket Pistol
A pocket pistol is a ranged weapon with the ammunition (range 30/90), loading and light properties. Its damage die is 1d8.
- Four Barrel Pistol
prerequisite: 3rd level
A four barrel pistol is a ranged weapon with the ammunition (range 30/90), reload (4 shots) and light property. Its damage die is 1d6.
- Flintlock Revolver
prerequisite: 5th level
A flintlock revolver is a ranged weapon with the ammunition (range 30/90) and the reload (6 shots) property. Its damage die is 1d8.
prerequisite: 17th level
The revolver is a ranged weapon with the ammunition (range 40/120) and reload (6 shots) properties. Its damage die is 2d8.
- Hunting Rifle
prerequisite: 17th level
The hunting rifle is a ranged weapon with the ammunition (range 80/240), reload (6 shots) and two handed properties. Its damage die is 2d10.
prerequisite: 17th level
The shotgun is a ranged weapon, with the ammunition (30/90), reload (2 shots) and two-handed properties. Its damage die is a 2d8.
You have no disadvantage on attack rolls when making a ranged weapon attack with a shotgun at close range. In addition, a Large or smaller creature hit by a shotgun at short range must succeed on a Strength saving throw against a DC equal to the damage taken, or be pushed 10 feet back and knocked prone.
The ammunition of a firearm is destroyed upon use.
A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character’s choice).
Prerequisites. To qualify for multiclassing into the Bullet class, you must meet these prerequisites: 13 Dexterity, 13 Wisdom
Proficiencies. When you multiclass into the Bullet Saint class, you gain the following proficiencies: