Magic Marksman, Variant (5e Class)
From D&D Wiki
[edit]
magic marksmen A crowd surrounds a Ranger With strange charms on them and a Bandit as a gunfight is about to start. When it starts the shooter with charms on them disappears into thin air but, right before a shot fizzles out of that same nowhere sending the dead man's head off his neck.
<!-Introduction Leader->[edit]
Most are people who studied magic for a few years but then switched to some form or marksmanship by finding the working of firearms entrusting no
Creating a[edit]
- Quick Build
You can make a <!-class name-> quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->
Class Features
As a you gain the following class features.
- Hit Points
Set parameter to Hit Dice per level, e.g. 1d10
- Proficiencies
Armor: light armor, medium
Weapons: Ranged martial weapons, firearms
Tools: : Tinker's tools, smith's tools
Saving Throws: Dexterity, wisdom
Skills: Choose two from Acrobatics, Arcana, Insight, Intimidation, Investigation, Perception, Stealth, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) (a)a big iron with 36 ammo, (b) ar15 with 36 ammo or (b) (a) a dungeoneer backpack (b)a explorer's backpack or (c) folding knife
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | gun maker, Favored Enemy, Natural Explorer, spell casting |
2nd | +2 | crosshair, cool headed |
3rd | +2 | pure shot, power punch |
4th | +2 | Ability Score Improvement, ability score improvement |
5th | +3 | extra attack |
6th | +3 | rigged trick shot, Natural Explorer |
7th | +3 | camouflage |
8th | +3 | Ability Score Improvement, Ability Score Improvement |
9th | +4 | — |
10th | +4 | Lucky break, Natural Explorer |
11th | +4 | extra attack |
12th | +4 | Ability Score Improvement, Decisive shot, interruption |
13th | +5 | Run and gun |
14th | +5 | rude reference, Pain fueled |
15th | +5 | — |
16th | +5 | Ability Score Improvement, Ability Score Improvement |
17th | +6 | to the sky |
18th | +6 | — |
19th | +6 | Ability Score Improvement, Ability Score Improvement |
20th | +6 | Foe Slayer, Break through |
<!-Class Feature->[edit]
<!-Class feature game rule information->
- <!-Use semi-colons for subheaders->
<!-Subclass Feature->[edit]
<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 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.
<!-crosshair->[edit]
you can use wisdom on intelligence checks and skills
<!-Gun maker->[edit]
much like an artificer, you can use your abilities to make and perm enchant guns for whatever your Dm allows. To make guns permanently enchanted roll a d100 but, making guns requires 2d20 rolls
- <!-Favored Enemy->
<!-Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.->
- <!-Natural Explorer->
<!-Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.->
- <!-crosshair->
<!-gives a +1 dex and wisdom to check rolls on any creature in the line of sight at level 2, +2 at level 9->
- <!-cool headed->
<!-you don't need movement components to cast spells, at 14th level you wont need sound components to cast ->
- <!-rigged trick shot->
<!-you can reroll until you get higher then your ac and regain this ability after a long rest->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-breakthrough->
<!-you can perfect choose where you shoot if you get 16 or higher naturally->
- <!-cantrips->
<!-marksmen cantrips-> boom( uses a d10 as a small explosion, until level 10 making the damage dice a d20 and a medium explosion, then finally at level 17 uses a 3d20 and a large explosion, the spell only works on items not being worn and can be casted but not used until the user wants)(if an enemy is 10 feet or closer you can use their items to cast boom)(when casting boom at any range closer than 100.ft you must roll dex) Grapple (lets you attach a magic rope to a surface and pull to bring you to that spot with a range of 60 feet) Return shot (
- <!-Class Feature->
[edit]
- <!-level 1->
Healing shot(deals 1d4 and heals +1d8 each level) Spread (allow you to add your guns dam) Switch shot
- <!-level 2->
Sporadic- if you have touched an item you can cast sporadic dealing damage dependent on a dm event die the die controls speed, damage, (and if in a vital area then an extra debuff) Controlled hit- if you fail to hit but rolled a 8 or higher you can reroll the hit Hot shot- Cool shot- Solar shot- adds one d20 of radiance and one d8 of heat damage to your shots Phase
- <!-level 3->
Mine, Boom, Acid recycle, Circulate, Hard Restrict, Shock shot, Cavalry
- <!-level 4->
Draco shot, Switch shot, Glacier shot, meteor bullet, Take'n'charge
- <!-level 5->
Return shot, infecting burst, acid shot,
<!-Introduce this subclass here->
cowboy
- ridin'roun
at level 3, you lose any disadvantage you get form movement and when on a horse or horse like creature you gain half your proficiency to any checks in battle
- <!-lasso->
at level 7 if you didn't have the grapple cantrip you gain it and you also you can grapple creatures from 60 feet away and you can gain advantage on animal handling saves on animals
- fine'n'dandy
at level 10 you have advantage on death saves and if you get a 20 or higher on a death save you get half heath back
- quick shot
at level 15 you can use your reaction interrupt others turns with reaction as long as the interruption is an attack and this interruption has the ability to be enchanted with other spells examp; boom, solar shot, hot shot
- quick draw
at level 18 you can use a bonus action making your next spell/cantrip is unavoidable and un-redactable can be used each 5 turns
trickster
- silly shot
<!-at level 3 you can fake gun shot causing stun to an enemy and anything else in 5 feet around what you hit->
- goof around
<!-at level 7 you can distract an enemy for the sacrifice of both you and the enemies turn at level 9 you can save your turn->
- new trick mwahaha
<!-you can make odd suggestions to the dm/gm and aslong as the magic makes sense in lore, you can make 5 suggestions and the dm must make one happen unless it's impossible->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
blood sniper
- blood fueled
<!-at level 3->
- close enough
<!-at level 7 with a 19 on a creature with a head the shot that is hit is a head shot as long as players in less then the characters movement speed away->
- <!-head hunter->
<!-at level 10->
- <!-heartbreaker->
<!-at level 15 when hitting body shots you deal an->
- <!-blood smeared->
<!-at level 18 any damage done by the player will boost damage output by 1/18 of the original damage rounded down->
Spell List[edit]
You know all of the spells on the basic magic marksmen spell list and additional spells based on your subclass. cantrips; minor illusion Mage Hand gust mold earth encode thoughts Acid Splash Mending
- 1st Level
Alarm Animal Friendship Cure Wounds-med Detect Magic Detect Poison and Disease Fog Cloud Goodberry Hunter's Mark Jump Longstrider Speak with Animals
- 2nd Level
Animal Messenger Darkvision Find Traps Lesser Restoration- med Locate Animals or Plants Locate Object Pass without Trace Silence
- 3rd Level
Conjure Animals
Daylight Nondetection Protection from Energy Water Breathing Water Walk Wind Wall
- 4th Level
Conjure Woodland Beings Freedom of Movement Locate Creature Stoneskin
- 5th Level
Commune with Nature Tree Stride Time Stop
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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