Prospect (5e Class)

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The Prospect[edit]

A masked, cloaked figure walks alone through a forest, visibly unarmed. A group of bandits leap from the bushes and charge forward, and the traveller clenches their fists. Moments later, the traveller continues their journey, wiping blood from their hands.

A young tiefling laughs as he leaps over the head of his mark. The mighty ogre whirls its greatsword toward the tiefling, only to strike empty air. The last thing it sees is the tiefling's grinning mask as the tiefling lands on its shoulder, and breaks the ogre's neck with a single well-aimed kick.

A wizened dragonborn holds her sheathed weapon as soldiers begin breaking down the doors to her monastery. As the ancient doors buckle, The dragonborn stands. In the moment before the soldiers charge, she draws her blade, and the soldiers fall one by one.

The Prospect is a practitioner of Tension-based martial arts. Unlike monks, who utilise Ki, Prospects use "Tension", which involves storing energy and momentum in their bodies to use later to enhance their performance. This allows them to a

Creating a Prospect[edit]

The first thing to determine when creating a Prospect is where you learned your technique. Talk to your DM about integrating this class into a campaign. Be warned, this class has a slightly different armour system, so make sure your DM is aware of this feature and how it works.

Quick Build[edit]

You can make a Prospect quickly by following these suggestions. First, put your highest ability score in Dexterity or Strength, followed by Constitution. Second, choose the background that bests fits your character. Good backgrounds that fit the class are Hermit, Outlander, Soldier, Acolyte, and Folk Hero. Third, the Prospect would likely be aligned Lawful Neutral, True Neutral, or Chaotic Neutral. However, you can make an argument for good or evil alignment if so desired.

Class Features

As a Prospect you gain the following class features.

Hit Points

Hit Dice: 1d8 per Prospect level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Prospect level after 1st


Armor: Special (See "Armour Customisation"), Shields
Weapons: Simple Weapons
Tools: Any one instrument or any one type of artisan's tools, Any one gaming set.
Saving Throws: Dexterity or Strength, Wisdom
Skills: Choose three from Acrobatics, Athletics, Deception, Insight, Medicine, Perception, Performance, Sleight of Hand, Stealth


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

  • (a) Shield: or (b) Wargloves: (detailed in the additional equipment table)
  • (a) Light Gauntlets or (b) Medium Gauntlets
  • (a) Light Undertop or (b) Medium Undertop
  • (a) Light Pants or (b) Medium Pants
  • (a) Dungeoneer's pack or (b) an Explorer's pack
  • An Overcoat, Mantle, or Cloak: 5gp 2lb.

Table: The Prospect

Level Proficiency
Features Techniques Known Martial Arts
1st +2 Martial Training, Tension, Techniques, Prospect's Calling, (in progress 2 1d4
2nd +2 Defensive Cover, Eldritch Charged Weaponry 2 1d4
3rd +2 Catalyst Bond, Archetype Feature 2 1d4
4th +2 Ability Score Improvement, Fire Back 2 1d4
5th +3 Extra Attack, Precise Aim(Deed), Improved Grit I 3 1d6
6th +3 Eldritch Focus(Deed) 3 1d6
7th +3 Close Call, Archetype Feature 3 1d6
8th +3 Ability Score Improvement, Special Ammunition Upgrade 3 1d6
9th +4 Eldritch Fire(Deed) 4 1d6
10th +4 Dodge Roll, Dead Eye(Deed), Double Tap(Deed) 4 1d6
11th +4 Extra Attack, Calling Feature 4 1d6
12th +4 Ability Score Improvement 4 1d6
13th +5 Cheat Death(Deed) 5 1d8
14th +5 Special Ammunition Upgrade 5 1d8
15th +5 Improved Grit II 5 1d8
16th +5 Ability Score Improvement 5 1d8
17th +6 Calling Feature 6 1d8
18th +6 Eldritch Curse Mark 6 1d8
19th +6 Ability Score Improvement 7 1d10
20th +6 Extra Attack, Eldritch Death Shot(Deed) 7 1d10

Martial Training:[edit]

At the 1st level, your training in unarmed combat and the use of simple weapons has granted you several benefits:

  • You can use Strength or Dexterity for attack and damage rolls of unarmed strikes and weapons which you are proficient.
  • When you use the Attack action with an unarmed strike or Weapon with which you are proficient, you can use a d4 in place of the damage die. This die changes as you gain Prospect levels, as shown in the Martial Arts column of the Prospect table.

Base AC[edit]

Your AC is equal to 8 + your Constitution Modifier when not wearing armour. This is considered your "Base AC". This will be addressed in the Armour Customisation section. If you do not wish to use this optional rule, your AC is equal to 8 + your Strength or Dexterity Modifier + your Constitution modifier.


At the 1st level, a Prospect is able to store a number of Tension points equal to their Strength or Dexterity Modifier (minimum 1). The number of Tension points a Prospect has can never exceed the maximum value for their level. The Prospect can regain Tension points in the following ways:

  • Completing a short or long rest: Upon completion or a short or long rest, the Prospect regains all spent Tension points.
  • Critical Hit with an unarmed strike: Each time the Eldritch Gunslinger scores a Critical Hit with a unarmed strike, they regain 1 Tension point.
  • Killing Blow with an unarmed strike: When the Eldritch Gunslinger reduces a creature to 0 or fewer hit points with unarmed strike, they regain 1 Tension point.
  • Archetype Grit Regain: See your Archetype Grit Regain for description.


Gained at the 1st level, Prospects use Tension Points to perform superhuman

Quick Reflexes: You can spend 1 Tension point to get a +5 to initiative roll and take your turn as normal if you were surprised.

Targeted Strikes: You may spend 1 Tension point and, as a bonus action, discern the weak spots of a creature that you can see, and focus your attacks. You have advantage on all attack rolls with unarmed strikes against that creature.

  • This lasts for 1 minute or until the creature has 0 hit points. When the currently affected creature reaches 0 hit points, you may use your bonus action on your next turn to analyse another creature until the 1 minute is up.

Rapid Blows: You may spend 1 tension point to make two unarmed strikes as a bonus action

Dash: You can spend 1 Grit point to make a Dash.

Maintenance: You can spend 1 Grit point to make an action clear a Jammed or misfired. If the gun is broken you can spend 1 Grit point to make an action to attempt at repairing it. Roll 1d6 , a 1-3 is a fail , 4-6 is a success.

Quick Reload: You may spend 1 Grit point to load a single round into the chamber as a bonus action.


At the 1st level, you gain one of the following benefits.

  • Revolver/Flintlock: Your attacks with pistols gain a +2 to the attack roll. Also you may reload two pistols at once.
  • Rifle/Musket: Your attacks with a rifle can be made up to maximum range without disadvantage once per combat.
  • Shotgun/Sawed-off: Your shotgun can be reloaded as a bonus action

Prospect's Calling[edit]

At the 1st level, your prospect has chosen their path, selecting a subclass from: Breaker, Strategist, and Weaponmaster. These subclasses are detailed under the Callings heading, found below. These Callings grant benefits at

Defensive Cover[edit]

At the 2nd level, you can take cover behind any nearby object as a reaction against a ranged attack. Enemy attacks have disadvantage while you remain fully behind cover.

Special Ammunition[edit]

At the 2nd level, you gain the ability to craft special ammunition. You can enhance up to 50gp worth of ammo during a long rest. Special ammunition deals a 1d4 of the desired damage type. At 8th level this is upgraded to 1d6, and at 14th level this is upgraded to 1d8.

Eldritch Charged Weapon[edit]

At the 2nd level, your Catalyst firearm deals additional weapon damage equal to half your Charisma modifier rounded up (minimum of +1) and is considered magical for purposes of overcoming resistance.

Catalyst Bond[edit]

At 3rd level, you feel the eldritch magic that surges through the Catalyst firearm flow into you. Your soul entwines with the weapon, becoming locked by fate. an hour passes, as the magic runs through you, at the conclusion of which you touch the Catalyst Firearm and complete the bond. Once you have bonded with a Catalyst Firearm, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

Fire Back[edit]

At the 4th level, if an enemy misses you with a ranged attack, you can use your reaction to fire a shot back at it. If you do not have any ammunition loaded, you can spend 1 grit point to drop a single round into your gun to perform this reaction as part of the same reaction.

Ability Score Increase[edit]

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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 Shots[edit]

At the 5th level, you are able to fire an extra shot from a firearm. This increases to a total of three shots at the 11th level and four at the 20th level.

Precise Aim (Deed)[edit]

At the 5th level, you can spend 1 grit point and not move this round to gain advantage when aiming at a specific point on a target.

Improved Grit[edit]

At the 5th level, your number of Grit points is now equal to twice your Dexterity Modifier.

Eldritch Focus (Deed)[edit]

At the 6th level, focusing your eldritch magic on one important shot the eldritch gunslinger unleashes a single, deadly shot with their catalyst firearm. To do so, spend 1 Grit point and make a cantrip shot attack roll. You gain a 1d8 bonus damage for that turn.

Close Call[edit]

At the 7th level, When you are subjected to an effect that allows you to make a Dexterity 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.

Eldritch Wild Fire (Deed)[edit]

At 9th level, your unnatural abilities have grown, magical blue flames engulf your enemies. You can spend 1 Grit point and make an attack with a firearm or cantrip shot against a creature, any creature within 5ft of your target must succeed a Dexterity Saving Throw (DC 10 + damage dealt) and on a failure that creature takes half the damage dealt to your target.

Dodge Roll[edit]

At the 10th level, as a bonus action you can roll 10 feet, ignoring any opportunity attacks that could occur and difficult terrain.

Deadeye (Deed)[edit]

At the 10th level, as an action, you are able to pinpoint all enemies within your line of sight and shoot at them all with lightning reflexes. You can spend a number of grit equal to however many enemies you want to shoot but you are limited to how many bullets you have left in your gun. For each enemy is a seperate attack roll. For example, there are 6 enemies and you have 5 bullets left in your gun, you can spend 5 grit to shoot 5 enemies at the same time, each requiring a seperate attack roll.

Double Tap (Deed)[edit]

At the 10th level, you may spend 1 grit point to make a follow up ranged attack roll on a successful hit to the same creature as a bonus action. You must have enough ammunition chambered to do so.

Cheat Death (Deed)[edit]

At the 13th level, whenever the Gunslinger is reduced to 0 hit points or lower, the Gunslinger can immediately spend all remaining Grit points to instead be reduced to 1 hit point.

Improved Grit II[edit]

At the 15th level, your number of Grit points is now equal to three times your Dexterity Modifier.

Eldritch Curse Mark[edit]

At the 18th level, Your Eldritch powers flourish allowing you to curse your enemies. As a bonus action you may choose a creature you can see to curse, they become marked for the remainder of the fight until they reach 0 hit points or you spend another bonus action to remove it. While marked all cantrip and spell shots toward the target creature are at advantage. This feature can only be done once per long rest.

Eldritch Death Shot (Deed)[edit]

At the 20th level, You focus all of your eldritch powers into one devastating shot, spectral blue light bursts from your Catalyst Firearm. The bullet, completely encased in shadows, screams toward your target.

When the eldritch gunslinger scores a critical hit against a creature with 100 HP or less remaining you may spend the remaining grit points to inflict a fatal blow. The target must succeed at a Constitution saving throw (DC 5 + damage dealt). On a failed saving throw, the target dies. On a success, the target takes the normal damage. Performing this deed does not allow the gunslinger to regain grit from confirming a critical hit or making a killing blow.


Catalyst Firearm Table[edit]

Name Type Cost Damage Weight Range Reload Time Ammo Capacity Misfire
Catalyst Flintlock Pistol (1 Handed) 3000 gp 1d10 Piercing 3 lb. 30/150, 1 Action 1 Shot Misfire 1
Catalyst Musket (2Handed) 4000gp 1d12 Piercing 10 lb. 150/600 1 Action 1 Shot Misfire 1
Catalyst Heavy Revolver (1 Handed) 6000gp 1d10 Piercing 3 lb. 60/300 1 Action 3 shots Misfire 1
Catalyst Rifle (2 Handed) 8000gp 1d12 Piercing 8 lb. 100/400 1 Action 3 shots Misfire 1-2
Catalyst Sawed-Off (1 Handed) 5000gp 2d8 Piercing 5 lb. 15/30 1 Action 2 shots misfire 1-2
Catalyst Shotgun (2 Handed) 7000gp 4d6 Piercing 12 lb. 30/60 1 Action 2 shots Misfire 1-2

Catalyst Firearm Modification Table[edit]

Level Modification Effect Category Cost
3 Bone Scales/ Stock +1 Cha Grip 100 gp
3 Ironwood Scales/ Stock +1 Dex Grip 100 gp
3 Heartwood Scales/ Stock +1 Con Grip 100 gp
3 Lucky Charm Gain a re-roll on a misfire Personal touch 150 gp
5 Heavy Barrel Weapon attacks get a critical hit at 19-20 on a 1d20 roll Barrel 200 gp
5 Snub Barrel Weapon can no longer fire at max range, but gains addition 1d4 piercing damage Barrel 150 gp
5 Rifled Barrel Weapon can make close-ranged attack with Advantage Barrel 200 gp
5 Improved Capacity +1 ammo capacity Ammo capacity 250 gp
7 Far-Vision Sights/Scope Weapon can make an attack at it's longest range without disadvantage Sights 300 gp
7 Edritch Sights Spell shots lock on to target and gain a +2 on attack roll Sights 400 gp
7 Glow Stone Sights Sights glow in the dark, doesn't have disadvantage when firing in the dark Sights 300 gp
7 Bladed Barrel Weapon may deal 1d6 slashing damage to enemy within 5ft as an action. Personal touch 100 gp
10 Rune of Silence Weapon is consider silent when firing Rune 500 gp
10 Rune of Necorosis Weapon now does added 1d6 Necrotic damage Rune 500 gp
10 Rune of Vampirism Weapon now heals wielder 1 HP per target hit. Rune 500 gp
10 Improved Capacity +1 ammo capacity Ammo capacity 250 gp
12 Eldritch Siphon Instead of reloading you can attack at the cost of 1 HP per shot fired until you reload again Reload 150 gp
12 Speed-loader You can reload as a bonus action Reload 250 gp
12 Auto-Loading Device Automatically reloads but takes full action to reset the device after one use. Gain +1 to misfire Reload 250 gp
12 Modular Design Modifications take half the time and price to make Personal Touch 600 gp
15 Twisted Frame Critically hits cause an extra 1d6 of piecing damage Frame 300 gp
15 Blackened Frame Weapon gains +1 to damage Frame 200 gp
15 Silvered Frame Your weapon deals normal damage to targets that have immunity or Resistance to non-magical Weapons Frame 400 gp
15 Improved Capacity +1 ammo capacity Ammo capacity 250 gp
17 Rune of Element Weapon can deal 1d6 of either Fire, Frost, Lightning, Poison, or Force damage. Element type is selected at each long rest Rune 400 gp
17 Rune of Terror Killing an enemy will induce fear to enemies within a 5ft radius of target, affected targets must roll DC wisdom saving throw on action. Rune 600 gp
17 Rune of Destruction The ruin activates when you kill an enemy causing it to explode, causes 1d10 force damage in a 10ft radius Rune 800 gp
17 Void Holster The firearm is holstered in a void and can be summoned directly into the hand at will. The firearm cannot be stolen from the void, and while in the void holster weighs nothing Personal Touch 1,000 gp
20 Rune of Blood Causes target 1d4 bleed damage once per turn until healed or HP reaches 0 Rune 300 gp
20 Rune of Binding firearm is magically bound to player and thus cannot be disarmed Rune 500 gp
20 Rune of the Taken First target killed in a single combat instance becomes a zombie for 1 min, then burns to ashes Rune 700 gp
20 Improved Capacity +1 ammo capacity Ammo capacity 250 gp

Additional Equipment Table[edit]

Name Type Cost Damage Bonus Weight Properties Strength Weakness
Bayonet Simple melee 5 gp 1d6 piercing 1 lb. Light, special - -
Sabre Martial melee 25 gp 1d8 slashing 2 lb. Finesse - -
Powder Horn Item 10 gp - 1 lb. - - -
Powder (30) Ammunition 15 gp - 2 lb. Special - -
Special ammo (5) Ammunition 20 gp - 1 lb. - - -
Flintlock Pistol Firearm 1500 gp 1d10 piercing 3 lb. Ammunition (range 30/150), light, reloading 1 action 1
Revolver Firearm 3000 gp 1d8 piercing 2 lb. Ammunition (range 100/300), light, reloading 1 action 6
Heavy Revolver Firearm 4000 gp 1d10 piercing 5 lb. Ammunition (range 150/300), light, reloading 1 action 7
Musket Firearm 2000 gp 1d12 piercing 10 lb. Ammunition (range 100/300), reloading, two-handed 1 action 1
Rifle Firearm 3500 gp 1d10 piercing 10 lb. Ammunition (range 300/1200), reloading, two-handed 1 action 1
Lever-Action Rifle Firearm 3500 gp 1d12 piercing 9 lb. Ammunition (range 300/1500), reloading, two-handed 1 action 8
Blunderbuss Firearm 2500 gp 2d4 piercing 5 lb. Ammunition (range 30/60), reloading, spread, two-handed 1 action 1
Sawed-Off Shotgun Firearm 4000 gp 1d10 piercing 5 lb. Ammunition (range 30/80), reloading, spread, light 1 action 2
Double-barrel Shotgun Firearm 4500 gp 2d6 piercing 7 lb. Ammunition (range 50/100), reloading, spread, two-handed 1 action 2

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