Glue Gunner (5e Class)

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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.

Table: The

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.

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