Gunman Pilot (5e Class)

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Gunman Pilot[edit]

A Gunman Pilot is a pilot that pilots a Gunman, which is large sized mechanical( or clockwork like machine) creature that operates under the power of "Spiral Energy". Some may originate from underground whilst others may be from the surface. Before something catastrophic happened to the surface world, creatures named "Spiral Beings" used to live on the surface.

Creating a Gunman Pilot[edit]

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A team of Gunman Pilots bound together through fate. This team is team Dai-Gurren.

When making a Gunman Pilot, think about what village you came from, whether you came from underground or from the surface and how long you have been there and what village you were a part of on the surface or are you from before the catastrophe that "Ended the world"?

Quick Build

You can make a Gunman Pilot quickly by following these suggestions. First, it is recommended to choose the race Spiral Being. Second, Intelligence should be your highest ability score, followed by Strength.

Class Features

As a Gunman Pilot you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light
Weapons: Simple Melee and Martial Melee Weapons
Tools: Smith’s tools, Tinker's tools
Saving Throws: Intelligence, Strength
Skills: Any three.

Equipment

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

  • Leather armor
  • (a) Commoner clothes or (b) Ragged Clothes
  • (a) One Martial Melee Weapon or (b) Two Simple Melee Weapons
  • A drill necklace
  • If you are using starting wealth, you have 4d4 x 10 in funds.

Table: The Gunman Pilot

Level Proficiency
Bonus
Spiral Power Features
1st +2 2 Spiral Power
2nd +2 4 Courageous Convertion, Spiral Striking
3rd +2 6 Spiral Destiny, Unarmored Defense
4th +2 8 Ability Score Improvement
5th +3 10 Extra Attack
6th +3 12 Spiral Destiny, Spiral Determination, Gunman Base
7th +3 14 Head Hitter
8th +3 16 Ability Score Improvement, Spiral Destiny, Arsenal of The Soul
9th +4 18 “Whether impossible or laughable, we continue to walk the path of men!”, Heaven Piercing Body
10th +4 20 Giga... Drill... BREAK!, "Manly Combining!",
11th +4 22 Spiral Destiny
12th +4 24 Ability Score Improvement, Extra Attack(2), "The more I look, the more I want to get into that body!"
13th +5 26 Auto Repair
14th +5 28 Spiral Destiny
15th +5 30 Airless Arrogance
16th +5 32 Ability Score Improvement
17th +6 34 The Final Stretch
18th +6 36 Spiral Destiny
19th +6 38 Ability Score Improvement
20th +6 40 "My drill is the drill... that creates the heavens!!!"

Spiral Power[edit]

Beginning at level 1, an unknown power rises within you, yet even unknown, it will be your key to success. Your amount of Spiral Power will increase with every level. This power will help with features you will achieve later on. You regain uses of all Spiral Power after a long rest, but regain Spiral Power up to your level after a short rest.

Courageous Conversion[edit]

Through your growing will and determination, your weapons too will adapt to your powerful soul. Starting at level 2, you may use 1 Spiral Power to turn your weapon into a variation of a drill. Whether a sword, turning into a spiraling blade, or a bow having it's arrows tipped with drills. During this transformation, your weapon is considered silvered, and gain a +1 to attack and damage. This transformation lasts for 5 of your turns. This bonus increases to a +2 to attack and damage at level 8 and a +3 at level 16.

Roundabout Burrow[edit]

Additionally, you may use your weapon to burrow under the ground, leaving a tunnel behind you. You gain a burrowing speed equal to your movement speed minus 20, and is increased by 10 at level 6. Creatures of size medium or smaller can easily follow behind in this tunnel. While under the ground, you gain total cover and burrowing in this manner can break through dirt, wood and stone.

Spiral Striking[edit]

Continuing at level 2, while your weapon is transformed, you figured you may spin it to make it deal further damage. While a weapon is under the effects of Courageous Conversion, it deals 1d8 piercing of extra damage by the cost of Spiral Power equal to your proficiency bonus, for example, 1d8 for 1 Spiral Power, 3d8 for 3 Spiral Power, but if your proficiency bonus is 3, then your bonus die maximum is 3d8.

Unarmored Defense[edit]

Beginning at 3rd level, while not wearing armor your AC equals 10 + Intelligence Modifier + Strength Modifier. This is not removed while using shields.

Spiral Destiny[edit]

At 3rd level, you chose a Spiral Destiny. Choose between the subclasses listed below, detailed at the end of the class description. Your choice grants you features at level 3 and again at level 6, 8, 11, 14 and 18.

Ability Score Improvement[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. In addition, you have the option to take a Spiral Upgrade instead, which are listed at the bottom of the class.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three at 12th level.

Spiral Determination[edit]

At level 6, your eyes begin to glow a glistening green, or red if you are the "Destiny of the Fallen Hero" subclass, and you may access a way of determination that raises your power to the limit! As a free action, you may gain advantage for free on your turn when making an attack. You can use this feature an amount of times equal to your Intelligence modifier. This feature can be used several times per turn, depending on the amount of attacks you have. Every attack you use at advantage uses up one use of this feature. Uses of this feature refuel after a Short Rest.

Gunman[edit]

Starting at level 6, your soul calls out to the stars above and they head your call. With your drill, you are capable to harness the power of the stars and for the very first time you may summon an ancient body from long ago. It is shaped as how you want it to be. A new ally and weapon to your arsenal. A Gunman!

The Gunman requires you to take an action to summon it around your body, as it is summoned from and around the drill, as it pushes away objects and people as to make room. Your Gunman gains these attributes:

  • The Gunman counts as size large. It takes up 10 feet and has a melee reach of 10 feet.
  • You can only fit one medium sized creature inside the Gunman.
  • It has temporary hit points equal to your Intelligence score + half of your maximum hit points, rounded down.
  • It has a damage threshold of your Proficiency Bonus + 3. However, after damage is dealt, it it reduced by half of the Gunman's threshold, rounded up.
  • It has advantage on Constitution saving throws, as it is as durable as steel. However, it has disadvantage on Dexterity saving throws, as it is as heavy as steel too.
  • The Gunman has a movement speed equal to your own, but and will sink to the bottom of a body of water if submerged, so be carful, it is not waterproof at all, it will fill to the brim with water within a round!
  • The AC of the base is 13 + Intelligence modifier.
  • The Gunman can attack with it's own fists, which deal 2d6 Bludgeoning.
  • It benefits from the Courageous Conversion feature automatically for as long as it is summoned, as it can turn any part of itself into a drill if you so wish. Additionally, it has a burrowing speed Equal to half of it's movement speed.
  • Your Gunman primary stat is Strength, which is your Intelligence score + Intelligence + 10 to a max of 22. The Gunman's secondary stats being Dexterity and Constitution, which are both 11 + your Intelligence modifier. The base's charisma, wisdom and intelligence each have a score of 10. Additionally, you can swap which of the physical stats are your primary, but the other two are secondary.
  • The Gunman in general is not a living creature, however it runs on life energy, so it is not an object either. It is immune to the Frightened, Deafened, Exhaustion, Poisoned, Unconscious and Charmed conditions, however, if you are inside of it, you have advantage against all conditions listed above except Unconscious.
  • It is immune to Psychic damage, so you take it instead.
  • You may unsummon it with a bonus action.
  • You may exit it as a free action.
  • At the end of every turn, your Gunman burns 1 Spiral Power. It disappears once your Spiral Power points are equal to 0.
  • Your Gunman does not benefit from extra attack.
  • Your Gunman disappears when it it's temporary hit points are reduced to 0. You cannot resummon it again until after a short rest. It is restored to full hit points after.

Head Hitter[edit]

Beginning at level 7, you begin to use your mind and think of where would be best to strike your opponent. When using the Courageous Conversion feature, you can use Intelligence instead of Strength or Dexterity for the attack and damage rolls of your weapon while under the influence of Courageous Conversion.

Arsenal of The Soul[edit]

At level 8, your fiery soul is beginning to increase the power of your mech. You may choose a weapon from the list below. This weapon can be changed every 2 long rests. You may choose a second one at level 14.

Weapons of the Spiral Being's Might
Weapon Damage Properties
Simple Melee Weapons
Dagger 2d4 Piercing Finesse, light, thrown (40/120)
Handaxe 2d6 Slashing Light, thrown (40/120)
Javelin 2d6 Piercing Thrown (range 60/200)
Light Hammer 2d4 Pludgeoning Light, thrown (range 40/120)
Mace 2d6 Bludgeoning -
Quarterstaff 2d6 Bludgeoning Versatile (2d8)
Sickle 2d4 Slashing Light
Spear 2d6 Piercing Thrown (range 40/120), versatile (2d8)
Simple Ranged Weapons
Handgun 2d8 Piercing Ammunition (range 160/ 500), loading, two-handed
Shortbow 2d6 Piercing Ammunition (range 160/500), two-handed
Sling 2d4 Bludgeoning Ammunition (range 60/240)
Martial Melee Weapons
Battleaxe 2d8 Slashing Versatile (2d10)
Flail 2d8 Bludgeoning -
Glaive 2d10 Slashing Heavy, reach. two-handed
Greataxe 2d12 Slashing Heavy, two-handed
Greatsword 3d6 Slashing Heavy, two-handed
Halberd 2d10 Slashing Heavy, reach, two-handed
Lance 2d12 Piercing Reach, special (Lance rules, however without the requirement of a mount)
Longsword 2d8 Slashing Versatile (2d10)
Maul 2d6 Bludgeoning Heavy, two-handed
Morningstar 2d8 Piercing -
Pike 2d10 Piercing Heavy, reach, two-handed
Rapier 2d8 Piercing Finesse
Shimitar 2d6 Slashing Finesse, light
Shortsword 2d6 Piercing Finesse, light
Trident 2d6 Piercing Thrown (range 40/120), versatile (2d8)
War pick 2d8 Piercing -
Warhammer 2d8 Bludgeoning Versatile (2d10)
Whip 2d4 Slashing Finesse, reach
Martial Ranged Weapons
Handgun, pocket 2d6 Piercing Ammunition (range 60/240)
Heavy Rifle 2d10 Piercing Ammunition (range 400/800), heavy, loading, two-handed
Rifle 2d8 Piercing Ammunition (range 500/900), heavy, two-handed


“Whether impossible or laughable, we continue to walk the path of men!”[edit]

Beginning at level 9, movement in your Gunman does not use Spiral Power out of combat, and in addition to when you are reduced to 0 hit point, you can summon your Gunman for 4 Spiral Power with 10 Temporary Hit Points as you regain 1. You can only do this once per long rest.

Heaven Piercing Body[edit]

Beginning at level 9, your Gunman is quickly evolving to allow you to soar through the skies and touch the heavens! Your Gunman gains a flying speed equal to it's movement speed.

Giga... Drill... BREAK![edit]

Starting at level 10, you are able to use an extremely powerful drill attack to blow your enemies away. As a melee attack, you may spend 4 Spiral Power to manifest a part of your Gunman into a drill. As a full turn action, you thrust yourself forward an amount of feet equal to your movement speed and deal 8d8 Magical Piercing damage, and hitting an enemy in this way allows you to change direction, and travel an additional 10 feet. Moving in this way does not provoke opportunity attack.

You can use this attack as many times equal to your Intelligence Modifier divided by half rounded up. The total damage increases by 1d8 at level 13, 16 and 20 and the price increases by 1 Spiral Power, and the amount of times you can perform the attack is equal to your Intelligence Modifier at level 18. This attack takes a full turn action to use, and does not benefit from Extra Attack.

"Manly Combining!"[edit]

Continuing at level 10, your soul has begun to merge with your drill necklace, and it gives a powerful idea. You're gonna combine!... but with what? When you find a creature of the Construct typing, you can contest a Intelligence check vs Constitution saving throw or take over the creature's body using your Gunman. You gain disadvantage in this save if the creature is Huge or larger. When a creature has been taken over, you now control the creature through the Gunman. In addition, immunities from the creature's sheet are turned into resistances. The creature gains these benefits: (It is advised to create a separate sheet for this, as it is another creature, and you somewhat are just upgrading it.)

The DC for the saving throw is 15, however increases by 5 every size class the creature is.

Physical Attributes[edit]

Armor Class: Take the Construct's Hit Points: Take the Construct's Speeds: Take the Construct's Size: Take the Construct's

Statistics[edit]

Strength: Add +2 to Construct's already existing stat.
Dexterity: Take the Construct's
Constitution: Add +2 to Construct's already existing stat.
Intelligence: Take the Construct's
Wisdom: Take the Construct's
Charisma: Take the Construct's

Saving Throws[edit]

Take the Construct's

Damage Vulnerabilities[edit]

Take the Constructs, except for Bludgeoning, Slashing and Piercing.

Damage Resistances[edit]

Take the Construct's

Damage Immunities[edit]

All turned into resistances, but stay the same as the Construct's.

Condition Immunities[edit]

Take from Gunman's

Senses[edit]

Take the Construct's, but add the same sights you have.

Languages[edit]

Take your own.

Features[edit]

Both from you and the Construct's

Actions[edit]

Both from you and the Construct's
You do not benefit from Multi-Attack.

Legendary Action[edit]

Take the Construct's Heavily up to DM's transgression.


However, if you come in contact with a player or perhaps another mech user, you may combine with them and act on the same turn. You divide all damage taken amongst yourselves and gain benefits from each other. You have your own sets of actions that are completely separate from one another, however you share movement. You both gain a +2 to the Strength and Constitution stats of your mechs that may go beyond maximums, and a +1 to damage rolls.

All combinations use up 3 Spiral Power per turn. In addition, when your Gunman Construct fall to 0 hit points, it disappears and regains it's hit points after a long rest.


Design Note: DM has full rights to change any part of this feature, as for the sake of balancing and how much of the Construct the player is allowed to control.

"The more I look, the more I want to get into that body!"[edit]

At level 12, you are able to bring out more strength from your life energy and imbue it into your Gunman to give it a boost to it's power. Your Gunman gains these attributes:

  • Your Gunman gains resistance to Bludgeoning, Piercing and Slashing.
  • You are able to fit 3 Medium sized creatures and 1 size small creature within the Gunman. It's very cramped!
  • It has temporary hit points equal to your Constitution score + Intelligence score + half of your maximum hit points, rounded up.
  • It has a damage threshold equal to every 10 maximum temporary hit points the Gunman has. (So if it has 76 THP, it's threshold is 7.)
  • It has a damage reduction equal to it's threshold, however only acts after receiving damage.
  • Your Gunman now benefits from 1 extra attack.
  • Your Gunman gains a +3 to attack and damage rolls.
  • It gains a +2 to AC.

Auto Repair[edit]

Starting at level 13, your Spiral Energy is only beginning to reach it's maximum potential, and your mech is ready for it. For a bonus action and a DC 21 - Intelligence modifier Dexterity save, you are capable of healing your Gunman's Temporary Hit Points by 2d12 for 2 Spiral Power. This feature can be used a maximum amount of times equal to your Intelligence modifier. If you fail the Dexterity saving throw, your bonus action is returned to you and your Spiral Power. You cannot use this feature again until your next turn.

Airless Arrogance[edit]

Beginning at level 15, your Gunman can now withstand any place that may be devoid of air, including in the depths of water, in maybe another dimension devoid air, hell, even space! As long as it has at least 1 Spiral Power Point, your Gunman and you will be safe, but sadly, you yourself do not have the lung capacity, who needs air anyways?! In additional, you gain a swimming speed equal to half of your movement speed.

The Final Stretch[edit]

The limits to your capabilities is almost in sight, and you are nearing capabilities of your Gunman you never thought possible before. This final improvement to your Gunman base will be the big finale to your Gunman base, and you will need a lot of metal for this one.

Once you reach level 17, your soul has completely intertwined itself with your Gunman, allowing it to take it's full form. This allows you to choose how it's appearance changes.

  • The Gunman now counts as size Huge. It takes up 15 feet and has a melee range of 15 feet.
  • It can carry 5 Medium sized creatures and 2 small sized creatures within itself.
  • It is now resistant to magical Bludgeoning, Piercing and Slashing.
  • It's damage threshold is now doubled.
  • The Gunman's flying speed is now doubled.
  • Your Gunman now gains an additional +2 to AC.
  • The +3 to attack and damage rolls becomes a +4.
  • It's burrowing speed is equal to it's movement speed.
  • Damage done with the Gunman's weapons now raise a tier of damage. (3d8 to 4d8, 2d10 to 3d10, ETC).
  • Your Gunman now benefits from two extra attacks.
  • Your Gunman now no longer uses Spiral Power to take it's turns.

"My drill is the drill... that creates the heavens!!!"[edit]

Upon reaching level 20, your will power, your soul, and your destiny have all become an intertwining spiral. Through the friends you've met and enemies you've encountered, you have come a long way leading to this point. Within your soul, you may bring forth every ounce of fiery courage to take these actions.

GIGA... DRILL... BREEEEEAAAAAAK!!![edit]

You pour together copious amounts of Spiral Power into one large attack! When using Giga... Drill... BREAK!, you may pour 24 Spiral Power and take a full turn action to perform one attack that automatically hits. The drill counts as size Gargantuan, and the range of this attack is 40 ft but you are thrusted forward 100ft. Moving in this manner cannot be targeted by attacks of opportunity. You can only target one creature at a time with this attack, and if I creature is at 100 Hit Points or fewer, it dies instantly. If it is above 100 Hit Points, it takes 21d8 Magical Piercing Damage. Damage done with this attack avoids resistances and immunities to said damage. Once you have used this move, you and your Gunman are considered Petrified until your next turn. This attack and it's damage cannot be reduced, evaded, avoided or neglected in any way.

GIGA... DRILL... MMAXIMUMM!!![edit]

You channel together giant amounts of Spiral Power all around your body, getting ready for the perfect counter attack! For 10 Spiral Power, you must use a full action to begin readying an offensive defensive onslaught. Your Gunman is covered in a large amount of huge drills that surround it's body. During this time your Gunman is considered Petrified for 2 turns. Once the 2 turns are up, all damage sustained is redirected into a big attack with a radius of 60 ft around you in a circle, as a giant explosion erupts from your Gunman. Every creature within a 60 ft radius of you must make a DC 26 Dexterity saving throw or take all damage you have suffered in Magical Force, half on a success This attack and it's damage cannot be reduced, evaded, avoided or neglected in any way.

Destinies of the Spiral[edit]

The Destiny of the Digger[edit]

You are one who has lived your life under your village's influences, obsessed with digging holes to grow the size of your village with no question about it, no clear reason other than your ancestors did it before you, nothing more and nothing less, almost as if you were a puppet, bound to a string. One day, something popped into your head, something came clear, it was the idea that you were doing all this for no reason at all, and you felt like you were a person that could do more than just dig.


Digger's Dirty Nose

Starting at level 3rd level, you feel like you've grown accustom to finding your way through tunnels, as well as making them. Your tunneling speed is, instead of decreasing by 20 from your Courageous Conversion's Roundabout Burrow feature, your tunneling speed decreases by 10, and by level 6 by none and by level 12 you gain an additional 10 to tunneling speed.


"This is... My Drill!"

Beginning at level 6, when an ally of yours has 0 hit points left, you may go into a strong rage to avenge your fallen ally! When in this rage, it lasts for 5 of your turns, ending right after your 5th. In this rage, you no longer use Spiral Power in any shape or form when doing any sort of action or reaction, these benefits carry over to your Gunman as well. When you are knocked to 0 hit points or below, you get back up, whether you like it or not, and get 2d8 + Gunman Pilot Level's worth of hit points back!


Drill Addon

At level 8, your Gunman's burrowing speed is equal to your normal movement speed, instead of just half, you are a digger after all, you have to make sure you are always ready for the job.


Digger's Enhancment

Continuing to level 11, when you use your "Manly Combining!" feature successful, you can add a feature onto your combination. You gain the ability to give your combination advantage on an enemy that can be surprise attacked while dislodging yourself from the ground, however, any movement after leaving under the ground is halved for the rest of next turn, as well as your burrowing speed is equal to your new movement speed. You also notice that your Gunman looks more sleek,


“If there’s no road, we’ll forge it with our own hands!”

Beginning at level 14, you begin to kick reasoning to the curb when you fight, and abandon all consequences just to attack back. By using 4 Spiral Points you may make an attack against an enemy as a reaction to them missing you with an attack.


"Lagann Impact!"

Upon Reaching level 18, you may turn your Gunman's limbs into a big drill that replaces it's waist to create a giant attack to bring down on your enemies! By using 10 Spiral Power and an action, you may use your movement speed to fly a minimum 30 feet into the air and come down on your enemy, on impact you deal 8d8 Magical Piercing Damage. You do not take fall damage from this height. Every 10 feet further you travel up you begin to build fall damage, 1d6 Bludgeoning for every 10 feet. However, the higher you go, the more damage you may deal, as with the higher you go, the more damage you may add to your attack. Once you get to your selected height, you may come down to level as another action, resulting in both your opponent and you taking the falling damage as damage in addition to the 8d8 Magical Piercing, however only your opponent takes the Magical Piercing.

The Destiny of the Blood Brother[edit]

You were never one to take others for your leader, always a strong, independent lad or las who took no crap from anything or anyone! As much as you would love to admit how absolutely badass you are, you've been punished for your impudence on multiple occasions by your chieftain, but all that punishment and all those responsibilities will soon come to an end!


"Believe in the you that I believe in."

By using a bonus action, at level 3, you can inspire your teammates with very motivational words and they take it to heart. As a free action for one round, your selected ally gets a plus 1d4 to any one saving throw, check rolls, attack rolls and damage rolls. You can only inspire one teammate and a time, since it costs a bonus action to use.


"Let's see ya grit those teeth!"

Beginning at level 6, your inspiration die increases from 1d4 to 2d4 and lasts for two rounds, but still limited to one target, but you sacrifice 5 hit points in exchange for these increases.


Sword Addon

At level 8, your Gunman gets a awesome pair of shades fit for someone such as yourself. These shades form into your weapon of choice. This weapon can also can be thrown, if it cannot already, and can be used as a boomerang, dealing the same amount of damage if thrown.


Bro's Enhancement

Continuing to level 11, when you use your "Manly Combining!" feature successful, you can add a feature onto your combination. Your combination receives not only a sick pair of shades on your combination, said shades may be used the exact same way as the Sword Addon feature of your subclass. You have also noticed how absolutely amazing your Gunman Combination is looking right about now, it shines with a brotherly power!


“We, brawlers, are sustained by willpower even when mocked as reckless and crazy!”

Starting at level 14, your inspirational words are becoming sharper than how you look. As a free action, your 2d4 inspiration die has evolved into a magnificent 2d6, and you can now inspire three targets at once, at a cost of 6 Spiral Power, and 2 of your Hit Points deplete after each of their turns while using this feature.


"Certain Kill!"

At level 18, you may duplicate your shades and throw them at a target to make them vulnerable for your and your allies' next attacks. As an action and 6 Spiral Power, you may throw your shades up to 50 ft. The target must make a DC Intelligence modifier + 9 + proficiency bonus Dexterity saving throw or be restrained in mid air 15 feet off the ground for two rounds. The creature is released automatically after two rounds pass.

The Destiny of the Greatest Pilot[edit]

You're the king of the world baby, and it's yours for the taking! But, you never were one who always did as they were told, always the competitive one, being someone who loves to fight with other people, never really giving up too easily. It's time you used that fighting spirit to benefit your friends!

Lightking Fast

At level 3, you realize that maybe being a little more quick may help you out a bit? Your movement speed gains an additional 10 feet. This increases by another 10 feet at levels 9 and 16.


“When you're scared, that's all the more reason to move forward!”

Starting at level 6, in an act of fear and determination, as a free action by using 2 Spiral Power, you can run away from an enemy without disengaging and without provoking opportunity attack.


Godspeed Addon

At level 8, your Gunman becomes very fast, almost godly amounts of speed. Not only is your mech able to benefit from the previous feature above, but it also benefits from Lightking Fast.


King's Enhancment

Continuing to level 11, when you use your "Manly Combining!" feature successful, you can add a feature onto your combination. Your combination becomes almost lightning fast, allowing to use the Godspeed Addon feature of your subclass. Your Gunman Combination is beginning to look sharp and capable of slicing the wind itself with how fast it looks like it could move.

"Show me a guy who ain't afraid of dyin'!"

Beginning at level 14, your speed is allowing you to break through barriers you never saw before. For 6 Spiral Power, while dashing in a straight line of 20 feet, you may attack an enemy at advantage using your attack action, this count for all attacks using the attack action, and if you move out of their range, you do not provoke opportunity attack.

Infinity Movement

At level 18, your speed is capable of transcending light itself! As an action, you may create a rift in space and you may move an amount of feet equal to your Gunman's movement speed multiplied by 10, this feature can be used an amount of time per day equal to half of your proficiency bonus rounded down.

The Destiny of the Fallen Hero[edit]

You have seen what things nobody would dream of seeing, you have been through the cause of the extinction of a race or even the destruction of a plane, and you yourself are royalty amongst the Spiral Beings, a king or queen amongst the Earth with almost no power to your role, though you could have so easily had been born into a village, you would be royalty among Spiral Beings all the same. Not only may you be royalty amongst the Spiral Beings, but even have power over the monsters of this world.


Kingly Reputation

Beginning at level 3, you are quite well known by monsters and animals of all kind in your plain of world, even if you have not met them, your reputation of being a spiral king or queen has reached them, earning you respect from these kinds of creatures. You may spend 2 Spiral Power to gain advantage in Animal Handling and Intimidation against Monstrosities, Beasts and Dragons. In addition, you are able to comprehend them and they can comprehend you.


"I should have known I couldn't trust a Gunman to do the job!"

Starting at 6th level, your body has become the vessel of true spiral energy, by using 4 of your Spiral Power and a bonus action, you may activate a more sinister form, your hair grows longer and burns bright red, fluctuating like fire. While you are transformed, you get the following features:

  • Your AC increases by +2.
  • Your body becomes a little more muscular, you are proficient in unarmed strikes that do 1d8 Bludgeoning.
  • Your Strength and Constitution increase by 2, to a maximum of 22.
  • You are immune to being knocked prone in this form.

This form burns 2 Spiral Power every round you are in it. You are only able to use this transformation once every long rest, and your body can only be in this form until you run out of Spiral Power or power down using a bonus action. After powering down, you gain 2 levels of exhaustion.
At level 12, your Unarmed Strikes do as much damage as your Gunman's and you do not suffer the effects of exhaustion after you disengage this form.
Once you reach level 14, you may use the feature Spiral Striking with your Unarmed Strikes while in this transformation.


Heavy Hitter Addon

At level 8, your Gunman is given a rather special type of attacking and design, thin dark tendrils and destructive fists. Your Gunman's fists become capable of crushing Adamantine, like if they were made of it, allowing you to deal 3d6 Bludgeoning damage replacing the normal unarmed damage of the Gunman and your weapon of choice, as well as have a new attack, using a tendril attack that can deal 1d4 Piercing damage, however, you may use an attack with tendrils to apply the stunned effect on a target from 10 feet away, forcing them to make a DC 12 + your Intelligence modifier Constitution saving throw or be stunnd until their next turn. However, for those who are stuck in never-ending paralysis, the DC for not being paralyzed decreases by 2 each time you fail in a row.


Fallen Hero's Enhancement

Continuing to level 11, when you use your "Manly Combining!" feature successful, you can add a feature onto your combination. Not only does your combination take on a nice, black sleek look to it, it also gets a tail, tendrils and strong arms. Your combination is able to use the Heavy Hitter Addon feature from your subclass, allowing it to use it to it's fullest extent. Your Gunman Combination looks like it's only fit for royalty, it has taken on a menacing aura, one that can rule with over a race.


"It is I who is the guardian of humanity."

Beginning at level 14, you have thought long and hard on how to help your allies, and yourself if you have none, and even the world! For 50 Spiral Power and 400 gold, you may create a vat that is 8 feet tall out of one of your Gunman's arms, or 100 Spiral Power and 800 gold for both. This Spiral Power can be stored in the vat like a bank until the requirement is met. In these vats you can cultivate and bring forth new life named a "Beastmen" by putting these ingredients in each vat:


  • Enough water to fill 90% of the vat.
  • An empty size large, medium or small humanoid husk that is made of wood, clay, mud or metal. (Optionally, a dead body no older than 3 days, when you begin the process of creating this creature, decomposition stops once the process starts.)
  • DNA of a single humanoid. (Blood, hair, etc.)
  • DNA of a single animal that is in the range of CR 0-2. (Blood, hair, etc.)
  • 3 other factors you desire the creature to take on. (Anything relating to a damage type, anything relating to appearance and colors you want the creature to have.)

After these requirements are met, you must take a long rest inside your Gunman's cockpit to fill both vats, before the full 30 day long process will begin to create a creature. You can only have a maximum amount of 2 Beastmen created a month. The 30 day long period requires no harm to the vats or Gunman, and must be kept very safe, the vats themselves have 20 Hit Points, and if the vats are destroyed then all materials inside are destroyed and turned into green glowing Spiral liquid that has the same composition and uses as water.

Once the 30 day long wait for the creatures to be created is done, the Beastmen will leave the vats, destroying them entirely. The gold and metal used to create the vats is destroyed and your Gunman's arms return to normal. Once the Beastmen are unleashed, they will have features similar to the humanoid husk and both DNA samples you gave to it. The Beastmen obtain the following upon awakening:

  • The movement speed of the creature it is based off of or a human's base speed +5.
  • Stats of a Commoner or animal you took the DNA from. (Can be interchangeable if one stat score is better than the other, this applies to every stat score separately. Example: You can choose a Cat's Dexterity score, but not it's Strength score.)
  • All features, other speeds, skills, senses, ac+ your Intelligence, languages +Common and one other language you wish for it to know and actions of the creature it got it's DNA from.
  • It's base health is 3d10+ your Intelligence score.
  • Is permanently charmed by you, but however has it's own mind, thoughts and conscious.
  • Are considered NPCs under the DM's control.


Emporer of The Spiral

At level 18, your Spiral Power is overflowing with power, as your body is becoming almost more powerful than your Gunman and your body becomes more bulky and powerful! When entering this form, you gain the following benefits in addition to all features from "I should have known I couldn't trust a Gunman to do the job!":

  • Your ac increases by an additional +2 if not wearing armor.
  • Your Strength and Constitution increase by an additional 2, to a max of 24.
  • You are capable of using every feature and benefit your Gunman has, and your unarmed strikes deal 3d8 Magical Bludgeoning. You do not gain the Temporary Hit Points your Gunman has.

(This benefit does not include "Manly Combining", as you are not your Gunman.)

  • You gain 30 Temporary Hit Points

When in this form, your Spiral Power total increases by 20, however this form takes 6 Spiral Power to maintain every round. Once you reach 0 Spiral Power, this form and it's benefits vanish. You can disengage from this transformation as an action, as you begin to quell your Spiral Power's strength.

The Destiny of the Abandoned[edit]

You have been abandoned before, and if not it surely will come, but when? Well, there is only one way to stop it from happening again and that is to help your allies you meet along the way with your endless support and charm!


Enchanting Appearance

Many Humanoid creatures may find you attractive, and starting at level 3, will want to protect you. You have advantage on Persuasion against any humanoid creature that you are on good terms with. Additionally, once per combat you may force any hostile creature that is not immune to being charmed to roll a DC Intelligence mod + Charisma mod + 10 Charisma saving throw or become charmed by you. This effect lasts for a minute, but the save may be repeated at the end of their turn. Some creatures may even regard you as "As handsome as a prince/princess!"


"Our Spirit are infinite!”

At level 6, you are able to heal those around you mentally and physically! You may use 3 Spiral Power to heal your allies or yourself for 2d4 + your Intelligence using a bonus action. An added effect is that they feel much calmer.


Heal Staff Addon

At level 8, your Gunman is being used primarily for taking lots of blows and healing allies, rather than hitting hard, that does not mean it can't. Your healing also increases what you could heal before to 2d10 + your Gunman's Dexterity mod by using 4 Spiral Power, additionally, your mech is able to fly equal to your movement speed with no extra cost.


Abandoned's Enhancement

Continuing to level 11, when you use your "Manly Combining!" feature successful, you can add a feature onto your combination. Your combination mech can now take on the healing mechanics from your previous feature of this subclass, allowing to heal comrades, while still being able to deal damage. Your Gunman Combination looks like it can make people safe just by looking at it, looking peaceful and graceful.


“Do you want to die? If you’re scared, it’s okay to run.”

Beginning at level 14, your healing capabilities are beginning to become stronger and grow in strength with every time you use them. By using 6 Spiral Power, you may use the spell Heal, however it is bound to a range of touch instead of 60 feet.


Eternally Aiding Blast

At level 18, your Spiral Power has been embroidered into your feelings and will power! As an action and for 6 Spiral Power, you may launch an attack with a range of 90 feet and a 10 foot diameter. Enemies caught in this blast must make a DC Intelligence modifier + 9 + proficiency bonus Constitution saving throw or take 8d10 Magical Radiant Damage. Allies caught in this blast must make a DC Intelligence modifier + proficiency bonus Constitution saving throw and become unaffected by the damage. Allies failing in this saving throw are healed 5d8 Hit Points.




Spiral Upgrades[edit]

Gunman upgrades are feats that you may add onto your Gunman, and some to yourself! When taking these, you can extend your soul's power, and go far beyond the heavens! These replace ability score improvements or can be negotiated with the DM!


Spiral Power Improvement[edit]

Your Spiral Power could use more... well... power! You gain an additional Spiral Power equal to your Intelligence modifier onto your maximum.


Beastmen Bring Out[edit]

Your form feels inferior to how another could be, so you will change that! However... this will come at a cost... When you take this feat, your form changes from humanoid to look similar to any animal of the Beast creature typing of your choice. When you are transformed into this hybrid, you may take all sense, features, speeds and one action from these creatures, and may change this action at the end of a short rest or with 2 Spiral Power and a bonus action. You cannot choose a creature that is a higher CR than half of your Gunman Pilot level, and the minimum you of CR you can choose from is 2. However, the penalty is that your Spiral Power maximum is decreased by 8 - Constitution modifier. Additionally, all features of this class that have the name "Spiral" in it is changed to "Solar". (Exampke: Spiral Power is Solar Power, Spiral Determination is now Solar Determination, ETC.)


Anti-Spiral Alteration[edit]

Your form was not meant to be how it seems, whether you are a messenger from a higher being from the cosmos or are born this way to your knowledge, you are different than normal Spiral beings. As an Anti-Spiral being that is still a Spiral Being, you are capable of using Anti-Spiral, a special kind of Spiral Power that, instead of Spiral Power using willpower and determination leading to infinity, Anti-Spiral Power uses fear and hopelessness to lead to the inverse of infinity. You have an amount of Anti-Spiral Power equal to your proficiency bonus and regain 2 Anti-Spiral after a long rest. When you are affected by the Frightened (SRD Term) condition, you can turn your hopelessness into power and gain a +5 to movement speed when approaching the creature you are frightened by and gain a +2 to damage and attack against the creature. Additionally, for 1 Anti-Spiral Power you can cause yourself to feel hopeless in the face of danger and gain the Frightened (SRD Term) condition. At the end of each of your turns, you must roll a DC of 16 Charisma saving throw to break out of your hopeless form. Your Spiral Power with this feat turns into a illuminating purple, however if your character develops far enough to surpass their hopelessness and give in to willpower and determination, the color of your Spiral Power changes to a bright bluish silver.


"It's a place for Manly Souls."[edit]

You have grown very fond of your home and places you can call home! When in a place you have taken a minimum of 3 long rests in with no hostile presences nearby or in range to worry about, you gain a +2 to Wisdom and a +1 to Constitution.


"I can't just stand around while you get yourself killed!"[edit]

You have to make hard choices in the heat of battle! As a reaction when you pick up this feat, you may move half your movement speed to take the hit for an ally. Taking damage in this manner reduces the damage by 1d6 + your Constitution modifier.


Twin Headed Gunman[edit]

Prerequisites: 8th Level Gunman Pilot

When taking this feat, your Gunman gains two heads instead of one, and rocket powered fits on chains to boot! You gain the following benefits:
Duel Decker: A creature can hop inside you Gunman and control it on their turn as well. You both act on the same turn but different actions.
Afar Assaulter: The Gunman's unarmed strike range is increased by 15.


Fierce Shogun Gunman[edit]

Prerequisites: 8th Level Gunman Pilot, Gunman Melee Weapon

When taking this feat, your Gunman can take matters into it's own hands with longer range of it's weapon! You gain the following benefits:
Merit Slasher: Gunman's melee weapon range is increased by 10.
Ranged Rebel: You can increase your Gunman's melee weapon range by an additional 10 as a bonus action. This ends at the end of your turn.


Big Arm Gunman[edit]

Prerequisites: 8th Level Gunman Pilot, 16 in Gunman Strength

When taking this feat, your Gunman's arms become extremely large, large enough to hold it off the ground and can turn it's feet prehensile! You gain the following benefits:
Monkey Feet: Your Gunman's feet can only use light weapons to attack.
Upper Strength: Your Gunman gains a climbing speed equal to it's movement speed.
Spring Palms: Your Gunman can jump an additional 10 feet.


Laser Finger Gunman[edit]

Prerequisites: 8th Level Gunman Pilot

When taking this feat, your Gunman's fingers become equipped with tiny laser chambers! You gain the following benefits:
Little Laser Finger: Your Gunman can make an attack with an action or bonus action to fire a tiny laser from one of it's fingers. The attack uses your Gunman's Dexterity and is proficient with it. The damage this attack deals 1d8 + Your Gunman's Dexterity mod Radiant Damage.
Buzz Off!: Your Gunman's fists can fire someone's away when grappling them. The opponent must make a DC 8 + Your Gunman's Strength mod + proficiency bonus saving throw when grapple or be let go and pushed 20 feet away.


Speed Dino Gunman[edit]

Prerequisites: 8th Level Gunman Pilot, 16 in Gunman Dexterity

When taking this feat, your Gunman's arms become smaller as the legs become bigger and it's head becomes larger with big sharp jaws! You gain the following benefits:

  • Mini Mits: Your Gunman's hands can only use light weapons to attack, but can hold weapons in it's mouth.
  • Crushing Chops: Your Gunman can make it's unarmed strikes with it's mouth and can grapple people. The opponent must make a DC 8 + Your Gunman's Dexterity mod + proficiency bonus saving throw or become grappled.
  • Quick Claws: Your Gunman can move an additional 10 feet and allies can ride on top of your Gunman.


Quad Arm Gunman[edit]

Prerequisites: 8th Level Gunman Pilot

When taking this feat, your Gunman gains an additional two arms that can be used to attack! You gain the following benefits:
Many Hand Firsthand: It can hold two additional light weapons or one additional heavy weapon.
Quick Draw: Your Gunman can attack again with a bonus action.


Tank Head Gunman[edit]

Prerequisites: 8th Level Gunman Pilot, Gunman Ranged Weapon, 16 in Gunman Dexterity

When taking this feat, your Gunman integrates a ranged weapon into it's head for maximum advantage! You gain the following benefits:
Look! No hands!: It can hold a weapon while still having the ranged weapon on its head.
Bullet Brains: The ranged weapon on it's head can be used to make extra attack and reload all shots as a bonus action.


Spiral Beam[edit]

Prerequisites: 8th Level Gunman Pilot

When taking this feat, your Gunman is capable of using a very uncommon ability, and that is to shoot beams from your Gunman! You can fire a beam from a designated area of your Gunman's body for 2 Spiral Power. When taking the attack action and replace a ranged attack with a beam of light that deals 3d6 Radiant damage.


"Having eyes in front also let's you see the backs of the people walking ahead of you."[edit]

You can't help but never want to be left behind, and you'll do anything to not be! When you see an ally take the disengage or dash action, as a reaction you can move 15 feet to move with them. Moving in this way, you cannot be targeted for opportunity attacks, however this movement is subtracted from your movement in your next turn.


"You dumbass! When we work together, a bozo like him is no match for us!"[edit]

You know you can take an enemy head on when you work together with your allies! When taking this feat, you may ready an action to work with another creature to accomplish a goal. You gain a +2 to your next roll with them. You may spend 2 Spiral Power as a reaction to give said creature a +2 to their next action.


Man's Wrath Explosion Slash![edit]

When taking this feat you can unleash a powerful attack that powers up your attack beyond it's strength with your fiery fury! When taking the attack action, you may replace one of your attacks with a powerful blow of force with your attack, propelling them prone as you explode them! When attacking, you must hit the creature with your attack to engage this feat, a creature must make a Constitution saving throw with a DC of 8 + Gunman's Strength Mod + Proficiency Bonus or be knocked prone. On a failure, they are knocked prone and take all damage as Force damage, on a success they only take the Force damage. You can use this an amount of times equal to your Strength or Constitution mod. You regain all uses after a short rest.


Man on Fire! Blazing Chariot Kick![edit]

When taking this feat, you can jump into the air and bring yourself down onto an enemy in a big flaming attack! When taking the attack action, you can use your movement speed to make a High Jump and replace one attack, and when you come down on your enemy, they must make a DC 8 + Your Gunman's Dexterity mod + Proficiency Bonus Dexterity saving throw or become incapacitated until their next turn and take all damage done by the attack in Fire damage. You can use this an amount of times equal to your Strength or Dexterity mod. You regain all uses after a short rest.


Crusher Skull Gunmen[edit]

Prerequisites: 16th Level Gunman Pilot

When taking this feat, your Gunman gains a form fitting for a general that crushes those below them with might with spines of mass threat! When choosing this feat, you gain the following benefits:
Offensive Defense: Your Gunman's AC decreases by 2, but when a creature hits it with a melee attack they take 2d4 Piercing.
Shimmering Star Spikes: Your attacks deal an additional 1d8 Radiant damage.
Blazing Blue Beam: You may take a full turn action to charge and shoot a blue beam that is 60 feet long and 5 feet wide. When making this attack, it costs 3 Spiral Power and deals 6d6 Radiant damage to any creature in it's path of destruction. This feature can be used as amount of times equal to your proficiency bonus.


Elegant Butterfly Gunman[edit]

Prerequisites: 16th Level Gunman Pilot, long rest in water

When taking this feat, your Gunman gains a form fitting for a general that destroys their enemies with pure beauty with large wings! When choosing this feat, you gain the following benefits:
Marine Majesty: Your Gunman's gains a swimming speed that is equal to it's movement speed + 20 feet.
Pretty Pinion: Your Gunman's wings count as a weapon that deals 2d6 + your Gunman's Dexterity mod in Piercing damage.
Aquatic Angel: When your Gunman is submerged in water, it's Dexterity score is increased by +6 to a maximum of 22. Additionally, when passing an enemy in water, if they attempt to make an attack against you, you may swiftly contest against their attack with an attack of your own with your wings, dealing damage if you succeed.
Evocated Environment: For 4 Spiral Power and a full turn action, Your Gunman can create a extremely large body of water. In your line of sight and from 30 feet away, you can create a ring, wall, pool, bubble, cube, and any other simplistic shape you can think of. The body of water can have any of the following proportions you wish;

  • Length
  • Width
  • Height
  • Diameter (For rounded shapes, Diameter = Length + Width)

However the grand total of each proportion must equal 50 feet. (Examples: A wall, 30 feet long, 10 feet high, and 10 feet thick. A bubble, diameter of 25 feet, height of 25 feet. A slide that curves up, 30 feet long, 19 feet high, 1 foot thick, ETC...) This shape lasts for 5 minutes.
Beauty's Bad side: As an action, you may transform your form to resemble a Scorpion, while in this form, you do not have access to your weapon, but gain these natural weapons: Sting. Melee Weapon Attack: +4 to hit, reach 15 ft., one creature. Hit: 6 Piercing damage, and the target must make a DC 14 Constitution saving throw, taking 4d8 + {{5a}Str}} mod Poison damage on a failed save, or half as much damage on a successful one.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Gunman Pilot class, you must meet these prerequisites: 14 in Intelligence, must be size medium to large.

Proficiencies. When you multiclass into the Gunman Pilot class, you gain the following proficiencies: Smith’s tools, Tinker's tools

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