Musketeer (5e Class)
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Musketeer[edit]
Musketeers are professional soldiers, specialized in the use of the musket. They employ ranged weapons as their primary weapon of choice, but are skilled fencers, since after the first shot is propelled from their weapon, they must resort to the use of blades. Since the heavy ranged strikes pierce trough armor, they rely on skill and speed, rather than in the use of heavy armor to remain safe and unscathed on the battlefield.
Creating a Musketeer[edit]
Since musketeers are professional soldiers, ask yourself a few questions: Who do you serve? Are you in service of what king and realm? Are your king just and fair, or unjust and cruel? If your king is cruel, why do you serve him? Do you believe that the security and protection of his symbol is important to the security of the realm, or do you have a greater persona reason to do so?
Some musketeers choose to abandon their king when they disagree with its actions, and if that's the case, choose a reason why do you became a renegade musketeer, why do you parted ways with the organized army and decided to wander the world by yourself. Maybe you are part of a revolution, waiting to bring a more just king to the throne, or maybe you resorted to become a regular criminal, using your skills with sword and gun for your own benefit.
- 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 Soldier background. Third, choose a rapier, a heavy crossbow, a diplomat's pack, a leather armor and two daggers.
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
- Proficiencies
Armor: Light armor
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Dexterity, Charisma
Skills: Choose three from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, and Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a rapier or (b) a shortsword
- (a) a heavy crossbow and 20 bolts or (b) a a light crossbow and 20 bolts
- (a) a diplomat's pack or (b) a explorer's pack
- Leather armor and two daggers
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Heroic Stand, Duelist's Footwork |
2nd | +2 | Encouragement, Focused Strike |
3rd | +2 | Musketeer Archetype, Riposte, Expertise |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack, Fast Reload |
6th | +3 | Archetype Feature |
7th | +3 | Evasion, Focused Strike Improvement |
8th | +3 | Ability Score Improvement, Graceful Movement |
9th | +4 | Inspiring Presence |
10th | +4 | Archetype Feature |
11th | +4 | Improved Riposte |
12th | +4 | Ability Score Improvement |
13th | +5 | Emboldening Resolve |
14th | +5 | Archetype Feature |
15th | +5 | Uncanny Dodge, Focused Strike Improvement |
16th | +5 | Ability Score Improvement |
17th | +6 | Legendary Luck |
18th | +6 | Archetype Feature |
19th | +6 | Ability Score Improvement |
20th | +6 | Legendary Musketeer |
Optional Rule: Firearm Proficiency[edit]
The secrets of gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in the Dungeon Master's Guide and your musketeer has been exposed to the operation of such weapons, your musketeer is proficient with them.
Heroic Stand[edit]
Starting at 1st level, when a musketeer is reduced to half its hit points or less, it can use its reaction to use all his courage and determination to begin a heroic stand. The stand lasts for 1 minute, and while active you gain the following benefits:
- Your attacks are more precise. You add a d4 to your attack rolls with light, finesse and ranged weapons. This increases to a d6 at 13th level.
- You can evade and parry strikes with ease. Any damage you take from attacks is reduced by 1d4, including the damage that triggered heroic stand. This damage reduction increases to 1d6 at 13th level.
- On your turn, you can move up to 10 feet without spending any movement or action. This doesn't provoke opportunity attacks. You can use this movement even if otherwise you couldn't move.
Your heroic stand ends if you haven't attacked a hostile creature or being attacked since your last turn. You can also end the Heroic Stand as a bonus action. It also ends if you are unconscious or incapacitated.
At 2nd level, if Heroic Stand is active, you can benefit from your Focused Strike additional damage without losing your movement and without using a bonus action. You still can only apply that damage once per turn.
You can use this feature once, regaining your uses once you complete a long rest. You can use this feature twice at 5th level, three times at 11th and four times at 17th levels.
Duelist's Footwork[edit]
As a musketeer, you have been trained in the fast use of sword as a side weapon. At 1st level, you can take the Disengage action as a bonus action.
In addition, when you take the Dodge action, you can make one attack with a light or finesse melee weapon using your bonus action.
Encouragement[edit]
Starting at 2nd level, you can bolster the resolve of your allies rallying them together with words of encouragement. On your turn, you can use a bonus action to choose one friendly creature within 60 feet who is able to hear you. That ally gains a encouragement die, which is a d8.
For the next 10 minutes, that ally can roll the encouragement dice and add the result to one ability check, attack roll or saving throw it makes.
You can use this feature a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.
Focused Strike[edit]
Also at 2nd level, you can unleash powerful and precise strikes on your opponents. If you haven't moved on your turn, you can use your action to give yourself advantage on your next attack roll. This attack must be made with a light, finesse or ranged weapon. On a hit, that attack causes additional damage equal to 1d6. Then your movement speed is reduced to 0.
If you don't make your attack until the end of your turn, you can sustain the aim, but doing so require concentration, as if you were concentrating on a spell. You can hold your aim for up to a minute, breaking it after you make an attack.
At 7th level, this attack score a critical hit on a roll of 19-20. This improves to 18-20 on the 15th level.
This damage increases as you gain levels in this class: 2d6 (5th level), 3d6 (9th level), 4d6 (13th level) and finally 5d6 (17th level).
Musketeer Archetype[edit]
Starting at 3rd level, you can choose your musketeer archetype. Your choice grants you features at 3rd level, and again at 6th, 10th, 14th and 18th levels.
Riposte[edit]
At 3rd level, if you take the Dodge action while wielding a light or finesse melee weapon in one hand (and nothing on the other) and a creature misses a melee weapon attack against you, you can use your reaction to attack that creature using a light or finesse weapon, if that creature is within reach.
At 5th level, you can make two attacks as part of the same reaction.
Expertise[edit]
Starting at 3rd level, choose two skills of choice you are proficient with. You double your proficiency bonus in checks with it.
Extra Attack[edit]
Starting at 5th level you can attack twice, instead of once, whenever you take the Attack action on your turn.
Fast Reload[edit]
At 5th level, you have fast hands and can quickly reload your weapon. You can use a reaction to reload a weapon that has the loading property.
Evasion[edit]
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a the blast of a cannon. When you are subjected to an effect that allows you to make a reflex saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Graceful Movement[edit]
Starting at 8th level, you can use your Dexterity instead of Strength ability score to calculate the distances of your jumps.
Inspiring Presence[edit]
Starting at 9th level, you are recognized as a great warrior, and you inspire confidence on your allies. You and allied creatures that can see you within 60 feet gain advantage against the frightened condition.
Improved Riposte[edit]
Starting at 11th level, you don't spend a reaction when using a riposte. After using a riposte, you can't use it again until the end of your next turn.
Emboldening Resolve[edit]
Starting at 13th level, whenever you score a critical hit with a weapon attack, you regain one use of your Encouragement die.
In addition, you can spend five Encouragement Dice to enter in your Heroic Stand, if you have no uses of it.
Uncanny Dodge[edit]
Starting at 15th level, when an attacker that you can see hits you with an Attack, you can use your reaction to halve the Attack's damage against you.
Legendary Luck[edit]
Starting at 17th level, when you fail a saving throw, you can choose to succeed instead. Once you use this feature, you can't use it again until you finish a long rest.
Legendary Musketeer[edit]
When you reach the 20th level, you become a legend between the musketeers. You can't roll lower than your Charisma score on your Charisma checks.
In addition, you can reroll one dice whenever you have advantage on an attack, Dexterity check or saving throw, or Charisma check, and choose either result. Moreover, you score critical rolls on a 17-20.
Musketeer Archetype[edit]
Musketeer of the Guard[edit]
Members of the renowned and glorious royal guard, these musketeers are proud servants of the king, protecting the majesty from threats with their muskets, swords and lives. They live by the motto all for one, one for all, serving the king so the king can be able to serve its people. They have a noble and brave heart, strengthened by the belief in the justness of their service. Guarding the walls of palaces and castles require for precise accuracy and a focused and steady mind, so they often specialize in the accurate use of ranged weapons, that better serve this purpose.
- Sharpshooter Focus
At 3rd level, you can activate your Heroic Stand using your bonus action, without needing to be under half your maximum of hit points.
In addition, once per turn when you hit a creature with a ranged weapon attack while in your Heroic Stand, you deal additional 1d6 damage on a hit. This increases to two additional d6's at 13th level.
- Heavy Shot
Starting at 3rd level, when you hit a creature with a Focused Strike from a ranged weapon attack, you can force that creature to make a Strength saving throw (DC 8 + your proficiency bonus + your Dexterity modifier), or be knocked prone.
In addition, you don't suffer disadvantage for attacking prone creatures.
- Pinpoint Accuracy
Starting at 6th level, when you use your Focused Strike feature, you can choose to ignore resistances and immunities to damage, temporary hit points and AC offered by heavy armor when using a ranged weapon.
You can use this feature a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.
- Eagle's Sight
Starting at 10th level, you ignore penalties for long range, and all cover except for total cover with your attacks with ranged weapons.
- Shooter's Stance
Starting at 14th level, when you use your Focused Strike, you can forgo one attack to make a single deadlier attack on your action. If you do so, you roll three d20 for the attack, and choose the highest of them. On a hit, you roll the damage die of your weapon two additional times.
- Bull's Eye
Starting at 18th level, once per turn when you hit a creature with a ranged weapon attack, you can force that creature to make a Constitution saving throw (DC 8 + your proficiency bonus + your Dexterity modifier), or suffer one of the following effects:
- The target is stunned until the start if their next turn.
- The target is knocked prone and have its movement speed reduced to 0 until the end of its next turn.
- The target is weakened, causing only half damage from melee weapon attacks based on Strength until the end of your next turn.
Fallen Musketeer[edit]
Fallen musketeers are relics of a distant past. Warriors who once serve loyally the king, but now find themselves part of a disbanded order, without honor or purpose. What they lack in patronage, they make up for in courage, determination and panache, usually seeking for an objective, a higher cause to serve. Some still believe to serve the king, fighting against the corruption installed on the realm.
These musketeers are often recalled by legends and stories, and serve as inspiration and pride due to their brave actions. They rely more heavily in the use of the sword, since often carrying firearms is reserved for official troops, what makes them resourceful fighters and excellent fencers.
- Living Blade
Starting at 3rd level, the movements of your sword are quicker than mind. When you hit a creature with a light or finesse melee weapon while Heroic Stand is active, you can make another attack using your bonus action.
- Fencer's Lunge
Starting at 3rd level, you can use your Focused Strike feature even if you have moved on your turn. Your movement speed is halved until the end of your turn afterwards.
- Martial Instincts
Starting at 3rd level, you add your proficiency bonus on your Initiative rolls.
In addition, when wielding a finesse or light weapon in one hand and nothing on the other, and not wearing heavy or medium armor, you can add your proficiency bonus to your AC.
- Tumbling Charge
Starting at 6th level, you can take the Dash action as a bonus action. In addition, when you take the Dash action, you can break your movement into intervals of 15 feet, and you can fly between those intervals, but must end these 15 feet of movement on the ground, or else you fall.
- Inspire Bravery
Starting at 6th level, you can't be frightened while your Heroic Stand is active, and the frightened condition is suppressed while Heroic Stand is active.
In addition, any friendly creature within 60 feet have advantage on saving throws against the frightened condition for the duration, and can reroll the saving throw if they are currently frightened. At 9th level, they become immune to that condition.
- Living Legend
Starting at 10th level, the mere sight of your deeds inspire confidence on your allies. Starting at 10th level, whenever your Heroic Stand is active, if a creature spend your encouragement die while within 60 feet of you and able to see you, that creature roll the check, attack or save with advantage.
- Footwork Mastery
At 14th level, your movement speed increases in 5 feet. In addition, if you take the Disengage action on your turn, the next melee weapon attack against you is made at Disadvantage.
- Parrying Blade
Starting at 18th level, your ability to parry attacks becomes legendary. You can forgo one of your attacks made on your turn to take the Dodge action.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Musketeer class, you must meet these prerequisites: 13 Dexterity , 13 Wisdom.
Proficiencies. When you multiclass into the Musketeer class, you gain the following proficiencies: Light armor, simple weapons, martial weapons, one skill proficiency.
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