Bullet Saint (5e Class)
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- 1 Bullet Saint
- 1.1 Worship in the battlefield
- 1.2 Creating a Bullet Saint
- 1.3 Class Features
- 1.4 battlefield Care
- 1.5 Scripture of the Icon
- 1.6 Scripture of the Wisp
- 1.7 Multiclassing
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 unshaking 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
when youre 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 indecent 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
Weapons: simple, Light crossbows, shortsword, Firearms
Tools: Artistans tools
Saving Throws: Dexterity and Wisdom
Skills: Pick two from Acrobatics, Athletics, Intimidation, Stealth, Religion, Persuasion, Survival, or Sleight of Hand
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Light Crossbow and 20 bolts or (b) A hunting rifle and 20 rounds
- (a) 2 daggers or (b) a pistol and 20 bullets
- leather armor and a shortsword
|1st||+2||Saint's Tools, Light Weaponry|
|3rd||+2||Saints Scripture, battlefield Care|
|4th||+2||Ability Score Improvement|
|5th||+3||Extra Attack, Saints Tools(2)|
|6th||+3||ability score improvement|
|7th||+3||Saints Scripture Feature|
|8th||+3||Ability Score Improvement|
|10th||+4||Saints Scripture Feature|
|12th||+4||Ability Score Improvement|
|15th||+5||Saints Scripture Feature|
|16th||+5||Ability Score Improvement|
|18th||+6||Saints Scripture Feature|
|19th||+6||Ability Score Improvement|
|20th||+6||Saints Tools(5) Release Gospel|
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 a bonus action. You may choose to summon a singular firearm or all guns you have bonded with. Bonded guns may be wielded in one hand even if they possess the two handed quality You start off with only being able to bond with 1 gun at a time. The amount of guns you can bond with increase with your level, bonding with 2 guns at 5th level, 3 guns at 11th level,4 guns at 17th level, and 5 guns at 20th level.
At 1st level, your handling of guns becomes almost supernatural, allowing you to hold, aim, and shoot firearms with a singular hand. Firearms with the heavy property are treated as if light, and can be held in one hand.
At 2nd level, you gain the ability to fire with many guns at once. When you call over a bonded weapon with your hands full, the gun will instead float by your head. The bonded weapon is treated as if you were holding it, and can make an attack as part of your action. Each gun used in this way makes a roll as normal and still follows the rules of firearms.
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 10th, 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 choose to clean your guns over a 1 hour period. Guns you clean have misfire reduced by one.
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. This also increases the amount of shots done by bullet Storm
Starting at 9th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious
At 13th level your range with firearms increases exponentially. You may choose to modify a bonded firearms range to 100/300, or use its base range. If its range is greater than this, it does not affect it.
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 Wisdom modifier. On a failed save, creatures become paralysed. Creatures that succeed are either charmed or frightened until the end of their turn. You may choose one effect and it affects all creatures that succeed on their saving throws. Once you use this feature, you must finish a long rest before you can use it again.
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. you can choose a firearm you are currently not bonded to, and proceed to bond with it like the Saints Tools feature. After bonding to the firearm, your icon cannot be disarmed from you, even when incapacitated, and can teleport to your hand if it is on the same plane of existence. A Bullet Saints Icon is a powerful weapon. It is treated as a magic weapon in terms of overcoming resistances, and no longer needs ammo, instead relying on the Bullet Saints faith and devotion. You can make a magical weapon your Icon, but must attune to it first. If your chosen weapon is cursed, it cannot be made into an Icon. Your icon does an additional 2d6 radiant damage with every shot. The amount of damage increases by 1d6 at 7th, 10th, 15th, and 18th level.
- Spell Shot
At 1st level, you are able to imbue your Icon with magical power. Choose a 1st level spell from the Wizard or sorcerers spell list. When you make an attack with your icon, you may also cast the spell. Your Icon acts as the somatic requirement, and your bullets act as the material cost and a spell focus. Wisdom is your casting ability for this spell. Whenever you gain a level in Bullet Saint you may choose to switch out your Icons spell for another on the wizard or sorcerer spell list. If you possess levels in either class, you may cast one of those spells through your Icon as normal. You may use this ability a number of times equal to your proficiency bonus. You regain all expended uses on a short or long rest
- Chasing Shot
At 7th level, you can make attacks of opportunity with your Icon. If a creature moves more than 5 feet while in your range, you can use your reaction to make an attack against that creature
- Lead by Example
At 10th level, when you make an attack with your Icon that has advantage, you may choose to give your choice of any creature within 30 feet advantage on their next attack.
- Srengthened Spell Shot
Your icons powers grows. You may choose an additional 2nd level spell from the Wizard or sorcerers spell list. When you make an attack with your Icon, you may choose which spell you would like to cast.
- Second Icon
At 18th level you may imbue a second firearm with your Icons power. Your second Icon gains the same features as the first Icon, and shares feature usages between both.
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 invoke attacks of opportunity
- Unshaking Aim
At 7th level your aim is unerring, even while moving. If you move more than 20 feet on your turn, you may make your first weapon attack with advantage.
- Battle Step
At 10th level, you gain the ability to almost disappear during combat, becoming a blur. As an action, you can choose to teleport to an unoccupied space within 30 feet. You disappear in a puff of smoke and reappear in the space you chose. You may also choose to make a weapon attack as a bonus action after you teleport. You may use this feature 3 times. You regain all expended uses on a short or long rest
At 15th level you become too fast to see. Magical and difficult terrain do not cost you additional movement, and you can use your full movement when grappling or under the effect of a spell that lowers your movement. Enemies have disadvantage on attacks against you if you move more than half your movement on your turn.
- Free Movement
At 18th level, you may act as if you were under the effects of water walk at all times. Using this feature you can pass through liquids as if they were normal terrain. You can only fall through if you want to. Using this feature you may also cast air walk on yourself. After you use this feature, you must use a long rest to regain uses.
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 hitpoints based on an aura surrounding them. The larger the aura the more hitpoints they have. When a creature within 30 feet drops enough hitpoints to register as a weak aura, you gain blindsense up to 10 feet.
- Reapers Shot
At 10th 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 neurotic damage. If this damage were to incapacitate a creature, you regain as many hitpoints 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 hitpoints from Reapers Shot if you have no more than half your hit points left.
Prerequisites. To qualify for multiclassing into the Bullet class, you must meet these prerequisites: 14 Dexterity 12 Wisdom
Proficiencies. When you multiclass into the Bullet Saint class, you gain the following proficiencies: Firearm proficiency