Specialist (5e Class)

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Specialist[edit]

Cornered by the enemy, their Bounding Target shouts out "Sir, we are surrounded!". With a cocky smirk, the Specialist replies "Good. That means I don't have to aim". And with blinding speeds, he unloaded his revolver's chamber into his opponents, dropping them all in a single second.

A Specialist is not amused at the price of the illegal goods offered to him. He reaches for his coin pouch and pulls out a single gold piece, making the trader's face light up. But in the blink of an eye, he flicks the coin behind the trader and shoots a bullet that pierces straight through the heart, only to bounce off the coin and hit the trader right in the head, ensuring a clean, quick kill.

Creating a Specialist[edit]

Specialists seek to study the uses of modern weaponry, and how they function by modulating weapons they find on the battle field to fit the Specialist's uses.

Quick Build

You can make a Specialist quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma.

Class Features

As a Specialist you gain the following class features.

Hit Points

Hit Dice: 1d6 per Specialist level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Specialist level after 1st

Proficiencies

Armor: Light armor, Medium armor
Weapons: Simple Weapons, Martial Weapons, Firearms
Tools: Tinker's Tools
Saving Throws: Dexterity, Charisma
Skills: Choose two from the following: Acrobatics, Sleight of Hand, Arcana, Insight, Survival, Deception, Intimidation, and Performance

Equipment

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

  • (a) Musket and 20 Bullets or (b) Any two simple weapons
  • (a) Leather Armor or (b) Hide Armor
  • (a) A dungeoneer's pack or (b) an explorer's pack
  • Homemade Pistol, 60 Bullets and Tinker's Tools

Table: The Specialist

Level Proficiency
Bonus
Features Power Points Imbue Power Damage
1st +2 Light Arm Shrouds, Bonded Target - -
2nd +2 Power, Imbue Power 1 1d4
3rd +2 Specialist Subclass 1 1d4
4th +2 Ability Score Improvement 2 1d6
5th +3 Preference 2 1d6
6th +3 3 1d8
7th +3 3 1d8
8th +3 Ability Score Improvement 4 1d10
9th +4 4 1d10
10th +4 2nd Level Shrouds, 6 1d12
11th +4 Ricoshot 6 1d12
12th +4 Ability Score Improvement 6 1d12
13th +5 Disguised Magic 6 1d12
14th +5 6 1d12
15th +5 Magical Prowess 6 1d12
16th +5 Ability Score Improvement 6 1d12
17th +6 Elemental Weaponry 6 1d12
18th +6 6 1d12
19th +6 Ability Score Improvement 6 1d12
20th +6 3rd Level Shrouds, Hollow Point 6 1d12

Class Features[edit]

Bonded Target[edit]

Starting at 1st level, You have obtained a bonded target, a sentient, immortal, speaking bullseye linked to your soul. This target is able to be placed anywhere, using your Free Action, allowing the user to shoot the Bonded Target to ricochet off its surface, this Target counts as a creature with an AC of 15, 18 for enemies. An attack roll must be higher than both the Enemy and the Bonded Targets AC otherwise the attack will not deal damage. Hitting the Bonded Target adds double the range of your attack and +3 of the afflicted damage type. Any creature that understands the ability, Intelligence check 8 + Charisma Modifier + Proficiency Bonus may use the ricochet ability of the target as long as the Bonded Target remains out.

Light Arm Shrouds[edit]

Starting at 1st level, You have created a Modular Light Arm capable of holding Light Arm Shroud attachments. Your Modular Pistol starts out with one of the three, Light Arm Shrouds. You can only switch weapon Shrouds during a short rest.

Revolver

An all-round Revolver shroud. Holding 6 rounds, each round deals 1d12 piercing damage, with a range of 60ft, producing a 20ft sound radius. Light Arm. (SPECIAL ABILITY: Quickfire, 1 Action) fan the hammer of your revolver to fire all 6 rounds in your cylinder with disadvantage. within a range of 15ft.

Machine Pistol

A quick Machine Pistol shroud. Holding 12 bullets, fires a six round burst dealing 3d4 piercing damage, with a range of 30ft, producing a 15ft sound radius. Light Arm. (SPECIAL ABILITY: Overheat, 1 Action) Hold the trigger of your machine pistol to fire all twelve rounds dealing 3d8. Reloading immediately after use causes 2d6 burning damage.

Single Shotgun

A powerful Shotgun Shroud. Holding 1 shell, each dealing 3d6 Bludgeoning damage in a 15ft cone, producing a 35ft sound radius. Light Arm. (SPECIAL ABILITY: Right in The Kisser, 1 Action) Stuff some iron in their mouth and pull the trigger. Any enemy directly 5ft in front of you must roll a Dexterity save, 8 + DEX modifier + Proficiency Bonus. If the enemy makes this save they get to move 5ft in any direction and take no damage. if they fail this save the enemy will take 6d6 Bludgeoning damage.

Power[edit]

Starting at 2nd level, You have learned how to harness the destructive nature of raw power. Using Power Points this skill can be used in a variety of ways, such as, Imbue Power, and Two's a Party.

Imbue Power[edit]

Starting at 2nd level, You can Imbue the damage of your next strike by spending 1 Power Point to add 1d4 bonus damage. This ability gains more power at the 4th, 6th, 8th, and 10th levels.

Specialist Subclass[edit]

Starting at 3rd level, you may choose a Specialist Subclass, Designer is focused on creativity, adding multiple weapon shrouds for different situations. While Modulator focuses on improving your current arsenal.

Ability Score Increase[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.

Preference[edit]

Starting at 5th level, You have a "Type" of weapon. You can choose to research your weapon inside and out to gain Preference adding a +2 to any attack roll made with said weapon.

Ricoshot[edit]

Starting at 11th level, you have learned to ricochet your shots off of coins to hit your enemies with precise angles. You may spend 1GP and throw a coin up to 10ft away. The coin counts as a creature with an AC of 12, and if shot, will always guarantee a hit on the desired target. Your damage dice are downgraded by one (1d12 becomes 1d10, 1d10 becomes 1d8, and so on) when ricocheting off the coin, and this penalty is lost at 15th level. Additionally, an ally may take a reaction to shoot the coin if they can and so desire, but the coin will have an AC of 16 instead.

Disguised Magic[edit]

Starting at 13th level, you have perfected the relationship between magic and physical damage. During an attack with an imbued bullet, you may choose to make it deal piercing damage instead of magical damage, while still retaining their imbued spell's properties and effects.

Magical Prowess[edit]

Starting at 15th level, you have honed your magic to improve your Arcane Firearm. You may spend 1 action to imbue your Arcane Firearm with any spell of your choice that you know, consuming a spell slot as usual, using it as a focus for the spell as per Imbue Bullets. Your next two shots using your Arcane Firearm will have the same effect as if you fired bullets imbued with that spell. If your Arcane Firearm vanishes for any reason, the spells imbued in it are lost as well. You can use this feature 1 time per short or long rest.

Elemental Weaponry[edit]

Starting at 17th level, you have figured out how to imbue your firearm with elemental powers. Once per long rest, you may focus for 1 hour to imbue your firearm with one of the following elements: Acid, Cold, Fire or Lightning. That firearm becomes bound to you, you know its location at all times, and you may summon it at will by concentrating for 1 minute as long as it is on the same plane as you. Damage done with that firearm will deal an additional 1d12 damage of the chosen element, along with the normal damage. Additionally, if this weapon is copied by Arcane Firearm, the Arcane Firearm will also be imbued with the element, letting it deal the additional damage like normal. You may change the elemental focus of your firearm once each long rest.

Hollow Point[edit]

At 20th level, you have designed a bullet whose only directive is to kill. Once per long rest, you may take an hour to craft 6 hollow point bullets. Once shot, these bullets will always deal critical damage on hit and lodge themselves inside a creature, forcing them to bleed. On the target's next turn, they make a Constitution Save, on a failure they take 1D10 damage due to blood loss, with another save each following round. On a success the bleed effect ends immediately before any additional damage is dealt. Any amount of magical healing ends the bleed effect. Creatures that drop below 0 hit points while bleeding out are not able to heal in any way, and creatures that have been hit with a hollow point bullet will receive half the healing they normally would.

Specialist Subclasses[edit]

Designer[edit]

A specialist in creativity, allowing for interesting different types of shrouds to be made.

Compound Crossbow Shroud

At 3rd level, you learn how to make the compound crossbow shroud, each bolt deals 1d8 + DEX modifier + Proficiency piercing damage, with 40ft of range, produces 10ft sound radius. Light Arm.

Element Spewer Shroud

At 6th level, you have learned how to make the Element Spewer Shroud, blasts an elemental wave of players choice dealing 3d6, with a range of 20ft, produces "The screams... The horrible screams" sound radius. Large. (SPECIAL ABILITY: OverMedium, 1A) rolling 3 6's in row allows the gun to instantly be fired again.

Cowboy Carbine Shroud

At 10th level, You have learned how to upgrade your Revolver Shroud turning it into a Cowboy Carbine. Holding 12 rounds, each round deals 1d10 piercing damage, with a range of 120ft, producing a 60ft sound radius. Light Arm. (SPECIAL ABILITY: Quickfire, 1A) fan the hammer of your revolver to fire all 12 rounds in your cylinder with disadvantage. within a range of 30ft.

Sawblade Shooter Shroud

At 14th level, You have learned how to make the Sawblade Shooter, sends Sawblades hurling at your enemies, holding 2 sawblades, each dealing 1d6 and causing bleed, with a range of 60ft, producing a 10ft sound radius. Medium Arm.

Big Bertha

At 18th level, You have learn how to make the mystical "Big Bertha", holding 1 massive round, each one dealing 5d12 explosive damage, with a 60ft range, produces 200ft sound radius. Heavy Arm.

Modulator[edit]

Specializing in increasing the uses of their other tools

Quick Change

At 3rd level, allows you to change your weapons shroud at a moments notice. You can switch any shrouds with the "Light Arm" trait as a Bonus Action, using this doesn't reload prior weapon shrouds. This trait becomes more powerful at the 14th level.

Strong Arm

At 3th level, you have figured out that pistol whipping your enemies is a viable strategy. Any Shroud with a pistol grip, or stock can be used to attack enemies as a Bonus Action. Pistol grips deal 1d4 bludgeoning damage, and Long gun stocks deal 1d8 bludgeoning damage. Cannot be used with Imbue Power.

Silencer

Starting at 10th level, You have learned to make your weapons quieter. Divides all weapons sound radius by 3.

Reducer

Starting at 14th level, Any weapon with the "Long Arm" trait is reduced to Light Arm

Two's a Party

Starting at 18th level, You may spend 1 power point to give your next shot Piercing. Each enemy hit by the pierce downgrades the damage dice of the attack.

Brotherhood[edit]

Your Bonded Target has taken a great liking to you not sexual by any means, purely platonic. Your bonded target has put all its cards on the table allowing you to use them in certain situations.

Shatter Scatter Shot

Starting at 3rd level, You've been taught that your bonded target can split in a number of ways without being hurt. Once hit your bonded target will shatter and scatter your bullet into three directions of your choice within a 30ft radius. Using this ability downgrades your damage dice (D12 - D10 - D8 - etc) DOES NOT WORK WITH SCATTERGUN.

Trapper

Starting at the 5th level, Your Bonded Target can hold a bullet, using a Bonus Action, you can place a bullet of any weapon with the "Light Arm" Trait. Once this is done you may make an attack roll and set your Bonded target in any location within 60 feet of you. Once tripped the Bonded Target will fire the round into the first creature directly across of it. The Ricochet ability can not be used during this.

Thing Two

Starting at the 8th level, Your Bonded Target has become twice as annoying. Using a Power point you may split your Bonded Target into two for 1 round (A full rotation) or until you enter combat, this Target has all prior abilities as the first.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Specialist class, you must meet these prerequisites: Dex 13 and Cha 13

Proficiencies. When you multiclass into the Specialist class, you gain the following proficiencies: Firearms, Light armor and Medium Armor

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