Slug Slinger (5e Class)

From D&D Wiki
Jump to navigation Jump to search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Almost no class page is in a finished state when it is first posted. For guidance, see the 5e Class Design Guide.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Slug Slinger[edit]

Being from slugterra you have an innate connection to the slugs that inhabit the world, using their power to help achieve your goals.

<!-Introduction Leader->[edit]

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-> Your highest stat should be Dexterity, followed by Constitution

Class Features

As a Slug Slinger you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor, medium armor
Weapons: blasters
Tools: mechs
Saving Throws: Dexterity, Charisma
Skills: Choose 2 from slugs, history, mechs, nature, survival, blasters

Equipment

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

  • a basic blaster, a simple mech (non-modified), 3 common slugs and 2 uncommon slugs

Table: The Slug Slinger

Level Proficiency
Bonus
Features
1st +2 <!-Class Feature1->
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

Blaster Engineering[edit]

1st level

Blasters
Slug Shells

Blaster Mods[edit]

2nd level

Elemental Slugs[edit]

11th level

Specializations[edit]

Slugslinger[edit]

Ghoulslinger[edit]

Slugs[edit]

LvL 1: You have 3 common slugs you can use whenever you like provided you give a round between firing the same slug (you can't fire the same slug 2 times in a row), and 2 uncommon slugs that need a short rest between firing

LvL2: You gain 1 more uncommon slug

LvL 3: You have the option to turn your slugs into ghouls (provided you have dark water and only use ghouls)

LvL4: You gain 1 more uncommon slug and 2 rare slugs that need a long rest between firing

LvL 5: ability score improvement, you also gain 1 more common slug, and 1 more rare slug

LvL 6: Your rare slugs now only need a short rest between firing and your slugs can help when in protoform

LvL 7: You gain 2 more rare slugs

LvL 8: Ability score improvement and Your mech can now go on water

LvL 9: you gain 2 super rare slugs (need a long rest between firing)

LvL 10: Your slugs do 1 damage dice more

LvL 11: You gain 2 ultra rare slugs (need a long rest between firing) and your rare slugs now only need a short rest between firing

LvL 12: Ability score improvement

LvL 13: You can fusion shot if you have an Enigmo slug and the fusion shot mod for your blaster

LvL 14: You can fire your slugs underwater so long as they aren't fire related and you have the torpedo shell

LvL 15: Your Slugs do 1 damage dice more

LvL 16: Your mech can now glide through the air

LvL 17: You gain 2 extremely rare slugs (need a long rest between firing)

LvL 18: Your mech can now go into bike mode drastically boosting it's speed

LvL 19: Your slugs can megamorph if you have the accelerator modification for your blaster

LvL 20: Signature Slug, you can fire 1 slug rare or below as many times as you want without the firing cooldown and have access to legendary slugs
 (need a long rest between firing)

<!-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.

<!-Class Feature->[edit]

<!-Class feature game rule information->


<!-Class Option 1->[edit]

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

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Option 2->[edit]

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

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->

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:

0.00
(0 votes)

Back to Main Page5e HomebrewClasses