Glue Gunner (5e Class)
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[edit]
Creating a Glue Gunner[edit]
- Quick Build
You can make a Glue Gunner quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity Second, choose the solider background.
Class Features
As a you gain the following class features.
- Hit Points
Hit Dice: 1d10 per level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per level after 1st
- Proficiencies
Armor: light medium armor
Weapons: glue gun, simple weapons, rapier, longsword
Tools: none
Saving Throws: Constitution, Dexterity
Skills: perception, acrobatics, athletics, investigation, nature, insight, stealth, and survival.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) studded leather or (b) scale mail
- (a) arcane focus or (b) compartment pouch
- (a) glue gun or (b) glue gun
- If you are using starting wealth, you have 3,D4 x 10 and a Glue Gun in funds.
Level | Proficiency Bonus |
Features | spells known | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | ||||
1st | +2 | Glue gun | - | — | — | — | — | — |
2nd | +2 | Spellcasting, fighting style | 2 | 2 | — | — | — | — |
3rd | +2 | Glue specialty | 3 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 3 | 3 | — | — | — | — |
5th | +3 | Extra Attack | 4 | 4 | 2 | — | — | — |
6th | +3 | Glue boots | 4 | 4 | 2 | — | — | — |
7th | +3 | Glue specialty feature | 5 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 5 | 4 | 3 | — | — | — |
9th | +4 | — | 6 | 4 | 3 | 2 | — | — |
10th | +4 | Glue stealth, Sparing Glue | 6 | 4 | 3 | 2 | — | — |
11th | +4 | Glue specialty feature | 7 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 7 | 4 | 3 | 3 | — | — |
13th | +5 | — | 8 | 4 | 3 | 3 | 1 | — |
14th | +5 | Glue boots climb | 8 | 4 | 3 | 3 | 1 | — |
15th | +5 | Glue specialty feature | 9 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 9 | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 10 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | speedy glue boot feature | 10 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 11 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | advantage glue | 11 | 4 | 3 | 3 | 3 | 2 |
- 1st level Glue gun
Range 60/120 ft. This feature can only be used as many times a day as spells known except when you reach level 20 you have infinite uses Damage is on main chart and stickiness is there as well. can’t be bought, sold, stolen or lost Half damage is acid damage and has a Con save against your spell save DC and the other half of the damage is force damage. For the enemy to unstick themselves they make a Strength saving throw against your Spell Save DC You actions with this are to shoot an enemy or the floor/wall if you shoot a surface then it’s a 10 ft x 10 ft. box for them to walk/climb over/on it (some exceptions apply) It also has a bayonet that does 1,D8 + Strength piercing damage. (Does not cost a use)
Glue damage + stickiness at levels lv.1= 1,D4 5feet slower lv.3= 2,D4 - lv.5= 3,D4 - lv.6= 3,D4 10feet slower lv.7= 4,D4 - lv.9= 5,D4 - lv.11= 6,D4 - lv.13= 7,D4 - lv.14= 7,D4 15feet slower lv.15= 8,D4 - lv.17= 9,D4 - lv.18= 9,D4 20feet slower lv.19= 10,D4 -
- 2nd level spellcasting
Your spell casting is based on Constitution spell attack modifier = proficiency + constitution modifier spell save DC = 8 + proficiency + constitution modifier
- 2nd level Fighting style
You adopt a particular fighting style as your specialty. Choose one of the following options below.
Archery: You gain a +2 bonus to attack rolls made with ranged weapons
Defense: While you are wearing armor, you gain a +1 bonus to AC
Deuling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon
Great weapon fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon you are wielding with two hands, you can reroll the die and must use the new roll. 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 ft of you,you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-weapon fighting: When you engage in two-weapon fighting, you add your ability modifier to the damage of the second attack.
- 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.
- 6th level Glue boots
You and your teammates get glue boots which make anyone in them immune to the stickiness of your glue although you are able to turn off their boots in case they fight you.
- 10th level glue stealth
Anyone with glue boots active have advantage on stealth while in glue
- 10th level Sparing glue
If a teammate drops to 0 hit points and is in contact with your glue you can cast Spare the Dying on them
- 14th level Glue climb
Now if you shoot the walls people with Active Glue boots have a 10ft. Climb speed in the glue you have 20ft. Climb speed in glue.
- 18th level Speedy Glue boots feature
You and people in active glue boots can move freely in your glue (if shot at floor)
- 20th level Advantage glue
If an enemy is slowed or stuck in glue everyone has advantage on attack rolls against them and they get disadvantage on every check or attack also 2 time before long or short rest you can chose to automatically treat an attack to people in glue after you hear if you hit or missed them to be treated as a natural 20
Acidic Glue[edit]
- 3rd level Acidic overload
1 times per long rest when you hit a target and roll damage you can add 50% more acidic damage to your roll At level 11 is 2 times.
- 7th level lingering acid
Every turn enemies with your glue take acid damage until they make a Constitution saving throw against your spell save DC or reduced to 1 hit point. Amount of Damage chart lv. 7 = 2,D4 + spell attack bonus Lv. 11 = 4,D4 +spell attack bonus Lv. 16 = 5,D4 + 2 + spell attack bonus
- 11th level Cold acid +1 to to lingering acid’s DC +2 if in winter or snowy areas OR ;11th level hot acid +1,D4 damage to lingering acid if in hot area or spring +2 fire damage as well
- 15th level acidic immune system
You gain immunity to acid damage and some of your friends gain a resistance to it Number of players resistant to acid chart RT=resistant teammate 1 player=it’s just you 2 players= 1 RT 3 players=1 RT 4 players=2 RT 5+ players=3 RT
Glue Glober[edit]
- 3rd level 3 guys 1 glob
If an enemy is next to another enemy they get hit (max 3 enemies)
- 7th level more acid
Chose for more progressive damage Extra damage chart lv. 7= + 2,D4 acid damage lv.11= + 3,D4 acid damage lv.16= + 4,D4 + 1 acid damage
- OR
- 7th level Stickyer Glue
Chose to be progressively more sticky Extra stick chart lv.7= +5ft. slower lv.14= +5ft. More slower
- 11th level Glob Bomber
Now when you fire at a person/enemy a 15ftx15ft. Glue puddle splatters around them 3 guys 1 glob does count as up to 3 glue puddles around each of them and if you shoot the floor/wall it’s a 20ft.x 20ft. Glue puddle aroud the target.
- 15th level glue spread
When your glue affects a creature and they walk into an unglued space that space is now glued also wherever you walk is also glued if your in combat.
stickyer Glue[edit]
- 3rd level Gorilla glue
Creatures in your glue are +10ft. Slower
- 7th level stronger glue
+2 to the DC for them to get released from your glue
- 11th level Glue Lockdown
After the Creature fails 3 saving throws against your glue they are permanently slowed down or stuck in place.
- 15th level stationary glue
Anything stuck in your glue their movement speed is reduced to 0 until they save or get locked down.
Glue Gunner Spell List[edit]
You know all of the spells on the basic Glue Gunner spell list
- 1st Level
(Cantrips placed at 1st level: Acid splash, Chill touch and poison spray) Cure wounds, entangle, command, Burning hands, chromatic orb, ray of sickness, Grease, Shield.
- 2nd Level
Heat metal, See invisibility, Find traps, Hold person, Protection from poison, misty step, melf’s Acid arrow.
- 3rd Level
Vampiric touch, Haste, stinking cloud, wind wall, protection from energy.
- 4th Level
Wall of fire, Fire shield, banishment, control water, arcane eye, Dimension door.
- 5th Level
Hold monster, Flame strike, Wall of Stone, Cone of cold, Wall of force.