Musketeer (5e Class)

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<!-Introduction Leader->[edit]

Creating a Musketeer[edit]

Quick Build

You can make a Musketeer quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Musketeer you gain the following class features.

Hit Points

Hit Dice: 1d10 per Musketeer level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Musketeer level after 1st


Armor: Light armour, Medium armour
Weapons: Firearms, Rapier, Dagger
Tools: Tinker's Tools
Saving Throws: Dexterity, Wisdom
Skills: Choose three from Acrobatics, Athletics, Sleight of Hand


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

  • (a) a musket and Padded armour or (b) a pistol and Scale armour
  • a rapier and a dagger
  • (a) a diplomat's pack or (b) an explorer's pack

Table: The Musketeer

Level Proficiency
1st +2 Tact, Weapon Mastery
2nd +2 <!-Class Feature2->
3rd +2 <!-Class Feature3->
4th +2 Ability Score Improvement
5th +3
6th +3
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6


  • You have advantage on perception checks to see if you are being watched or followed.
  • You gain proficiency in the Insight skill.
  • You may use your wisdom modifier in place of your charisma modifier when making a charisma based skill check.
  • When you roll for initiative, if your dice roll is less than or equal to your level in this class you may instead take your turn immediately after a visible friendly creature. Your initiative count is the same as that friendly creature.

<!-Class feature game rule information->

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Weapon Mastery[edit]

You have shown great talent, accentuating one discipline of the musketeer. Choose one of the following options.


When wielding a rapier and not using a shield, you have +2 to damage rolls with a rapier. When you are wielding a rapier and a creature makes an attack against you, you may spend your reaction to make a melee attack against that creature, provided that your range permits it.


You have a +1 bonus to attack rolls and damage rolls on attacks with a pistol. As a reaction when an creature within 10 feet of you moves, you may draw a loaded pistol and make a ranged weapon attack with a loaded pistol against that creature.


You gain a +2 bonus to attack rolls you make with a firearm. When a creature that you can see takes an action, you may spend a reaction to make a ranged weapon attack against that creature.

<!-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, 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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Honed Wit[edit]

Starting at 6th level you may take two reactions per round. You may not take multiple reaction in response to the same trigger.

<!-Class Option 1->[edit]

<!-For subclasses introduce this class option here->

<!-Class Feature->

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<!-Class Feature->

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<!-Class Option 2->[edit]

<!-Introduce this subclass here->

<!-Class Feature->

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Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->


Prerequisites. To qualify for multiclassing into the Musketeer class, you must meet these prerequisites: 13 Dexterity and 13 Wisdom

Proficiencies. When you multiclass into the Musketeer class, you gain the following proficiencies: Firearms, Rapier, Dagger

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