Spectre Gunner (5e Class)

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Spectre Gunner[edit]

Born in Rivalye, Spectre Gunners are vigilantes dealing ranged damage that excel when close to enemies with multiple evasive tools.

Can't hit what you can't see[edit]

Spectre Gunners are masters of maneuvering around the battlefield, utilize Jamming to escape enemy gaze for an instant to relocate or call upon Val to help regroup if in a dire situation. The unique weapon wielded by Spectre Gunners, Ghast, cannot miss if used within 5 feet of the target and the ability to create special ammunition allows flexible combat options. Mana orbs are spent to use the skills of Spectre Gunners and are gained and replenished every turn. Strategise well and hit the enemies before they even have a chance to strike.

Creating a Spectre Gunner[edit]

When creating a Spectre Gunner, consider the following. Living in Rivalye, people are oppressed by the rich and powerful, while law enforcements value peace over human rights. In this dog eat dog society, you have to use whatever you can get to gain the edge in combat. Will you daringly dive into combat, swinging hard before enemies see you or will you outlast them with clever tricks?

Quick Build

You can make a Spectre Gunner quickly by following these suggestions. First, consider if you want to be a survival or risky Spectre Gunner. If survival (S), Constitution should be your highest ability score, followed by Wisdom. If risky (R), Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Urban Vigilante background but do not take the identity concealer as Jamming serves that purpose.

Class Features

As a Spectre Gunner you gain the following class features.

Hit Points

Hit Dice: 1d7 per Spectre Gunner level
Hit Points at 1st Level: 7 + Constitution modifier
Hit Points at Higher Levels: 1d7 (or 4) + Constitution modifier per Spectre Gunner level after 1st

Proficiencies

Armor: Light armor
Weapons: Dagger, Simple firearms, Ghast
Tools: Thieves' tools
Saving Throws: Dexterity, Constitution
Skills: Choose Survival, Deception and 2 others from Athletics, Investigation, Perception, Intimidation

Equipment

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

  • Ghast and 12 Rivalye rounds
  • Leather armor
  • (a) Burglar's Pack or (b) Thieves' tools and a Backpack
  • Combat Spectre set (includes a specialized ammo pouch that can hold all kinds of bullets, a bullet press, 48 metal scraps, gunpowder)

Table: The Spectre Gunner

Level Proficiency
Bonus
Features
1st +2 Mana Orbs, Ghast, Ammunition Crafting 1, Take it Back, Summon Val, Jamming, Spectre Step
2nd +2 Advancing Mist
3rd +2 Ammunition Crafting 2
4th +2 Ability Score Improvement, Spectre Mastery
5th +3
6th +3 Phantom Force
7th +3 Ammunition Crafting 3
8th +3 Ability Score Improvement
9th +4 Tip the Scales
10th +4 Rally
11th +4
12th +4 Ability Score Improvement
13th +5 Dust Devil
14th +5 Plunder the Rich
15th +5
16th +5 Ability Score Improvement
17th +6 Never let sleeping dogs lie
18th +6 Advantageous Initiative
19th +6 Ability Score Improvement
20th +6 Baron's Tribute, Rewrite History, Sunset in the West

Mana Orbs[edit]

Mana orbs serve as the main resource that Spectre Gunners utilize to use skills. Starting with 1 mana orbs at level 1, every level in the Spectre Gunner class gives another 1 starting mana orbs.

Mana orbs increase by 1 up to a max of 10
Mana orbs replenish at the start of the Spectre Gunner's turn.

Ghast[edit]

A simple firearm, loading, 1.1 lbs.

Can carry up to 6 types of Rivalye rounds.

You can choose how many and what type of Rivalye rounds you want to load.

If Loading is used while rounds are still in the chamber, all rounds in chamber before loading is lost.

Ghast can be stolen or dropped.

Spectre Gunners can request a replacement Ghast from Spectre HQ during long rest, receiving it within 4 hours.

Ghast cannot be sold.

Ammunition Crafting 1[edit]

Spectre Gunners can craft the first tier of different types of Rivalye rounds with their bullet presses.

Metal scraps can be found by scrapping weapons, armor or occasionally in boxes and loot in the world.

2 metal scraps and gunpowder tool to create 1 Rivalye round. Rivalye rounds deal 1d2 piercing damage.
4 metal scraps and gunpowder tool to create 1 Explosive Rivalye round. Explosive Rivalye rounds detonate upon impact, dealing 1d4 fire damage to everything within 5 feet of the target, if the attack misses, deal half damage instead.
10 metal scraps and gunpowder tool to create 1 Critical Rivalye round. Critical Rivalye rounds cannot miss but must be fired when the target does not sense the attacker's prescence, dealing 1d8 piercing damage.
Able to create as many rounds as possible during long rest, within resource's limits.
Able to create 1 Rivalye round during a short rest.

Take it Back[edit]

If there are more enemies than allies when combat begins, Spectre Gunners can use Take it Back to instantly lock onto all enemies within 15 feet and fire 1 unmissable Rivalye round at each of them, expending 1 mana orb and the corresponding amount of ammo to deal 2 piercing damage to all enemies within sight. Cannot be used with variants of Rivalye rounds.

Upon reaching Level 8, 12, and 16, add 2 piercing damage to Take it Back.

Summon Val[edit]

Can only be used when Spectre Gunners are at 20% hit points or lower.

Use a bonus action to call upon Val, your escape vehicle. Expend 2 mana orbs. Val disappears after 2 turns, removing all temporary hit points gained by Val.

Val adds 10 temporary hit points and increases speed to 60. Spectre Gunners cannot attack while using Val, enemies cannot perform opportunity attacks on Val.

Val gets 10 extra temporary hit points for every level in the Spectre Gunner class.

Jamming[edit]

Use 1 mana orb to set up Jamming, the user creates an illusion of haze to hide their features and location, while Jamming is active, enemies cannot detect the Spectre Gunner's presence unless they are within 5 feet.

When exiting Jamming, all enemies within 15 feet are startled, losing 3 initiative upon entering combat and suffering disadvantage until the start of their turn.

To use Jamming mid-combat, Spectre Gunners must expend 3 mana orbs and have no enemies within 15 feet of them.

This ability lasts 1 minute.
Can be used as a bonus action.

Spectre Step[edit]

You may use 4 mana orb to evade a melee attack, you must use the ability before a damage roll.

Mana orbs do not refresh on enemy turns, to use this ability, Spectre Gunners should have 4 unused mana orbs at the end of their turn.

Disappear like a dust cloud before the enemies' eyes. Move up to 10 feet without enemy tracking your movements. Enemies can see you after you moved. This does not trigger opportunity attacks.

Upon reaching Level 8, 12, and 16, add 5 feet to Spectre Step.

This ability cannot be performed on consecutive turns.

Advancing Mark[edit]

Select a target on the field within 15 feet.

You may use 1 mana orb to permanently modify the speed of all allies when moving to the target.

Only 1 target can be selected at a time.

If the target is eliminated before the start of the target's turn, select another target within 15 feet.

If no applicable targets are selected, this ability ceases to function and must be reused.

If moving towards the target, increase speed by 10 feet.

If moving away from target, decrease speed by 10 feet.

No modification if the distance between you and the target remains the same.

Can be used as a bonus action.

Ammunition Crafting 2[edit]

Spectre Gunners can craft the second tier of different types of Rivalye rounds with their bullet presses.

3 metal scraps and gunpowder tool to create 1 Viper Rivalye round. Viper Rivalye rounds deal 1d4 poison damage. Enemies hit by this must roll a CON Save against the Spectre Gunner's CON. Upon a failed save, enemies are badly poisoned, taking 2 poison damage for 3 turns at the start of their turns. Badly poisoned damage cannot be stacked.
8 metal scraps and gunpowder tool to create 1 Hound Rivalye round. Hound Rivalye rounds deal 1d6 piercing damage. Hound Rivalye rounds bounce between enemies, hitting other enemies within 15 feet of the target up to 3 others.

Spectre Mastery[edit]

Spectre Gunners can expend 6 mana orbs to perform an additional attack this turn.

Phantom Force[edit]

You may use 2 mana orbs to deal 1d6 magic damage with Ghast to all enemies within 15ft, enemies roll a DEX saving throw against the Spectre Gunner's DEX, on a failed throw, enemies are immobilized and have disadvantage on their next turn.

Ammunition Crafting 3[edit]

Spectre Gunners can craft the final tier of different types of Rivalye rounds with their bullet presses.

12 metal scraps and gunpowder tool to create 1 Reversal Rivalye round. Reversal Rivalye rounds deal true damage equals to half the Spectre Gunner's Maximum hit points up to 15. Reversal Rivalye rounds cannot kill the target.
12 metal scraps and gunpowder tool to create 1 Vampire Rivalye round. Vampire Rivalye rounds deal 1d12 magic damage, healing the Spectre Gunner by half the damage dealt. If the Spectre Gunner is at 25% hit points or lower, the healing is doubled.

Tip the Scales[edit]

Only usable after spending 6 mana orbs.

Use 2 mana orbs to evolve, adding 1 temporary AC and 2 damage to all attacks until combat ends.

Can be used as a bonus action.

Rally[edit]

Use 7 mana orbs to double the damage of your next attack.

Can be used as a bonus action.

Dust Devil[edit]

You may use 2 mana orb to allow a movement that ignores opportunity attacks. If the Spectre Gunner ends up within 5 feet of any enemy after this movement, sand from the movement temporarily blinds all enemiess within 5 feet of the Spectre Gunner. Enemies must make a CON saving throw against the Spectre Gunner's DEX, upon failure, causing blindness. Blinded enemies to lose sight of the Spectre Gunner and suffer disadvantage until the start of their turns.

Can be used as a bonus action.

Plunder the Rich[edit]

Upon completing combat with humanoid enemies. If the Spectre Gunner took no damage, gain 1d10 metal scraps.

Never let sleeping dogs lie[edit]

The first time you are knocked unconscious, if the Spectre Gunner has at least 8 mana orb, they can reset their mana orb count to 1 on their turn to immediately get up with 1 hit point.

Limited to 1 use per combat.

Advantageous Initiative[edit]

At the start of combat, Spectre Gunners can limit their mana orb to 2 for 3 turns to reduce all enemies' initiatives by 5.

Baron's Tribute[edit]

After spending 10 mana orbs, you may expend all available mana orbs and reduces current hit points to 1.

Use Ghast to deal XdY piercing damage to all enemies within 15 ft of user.

X = number of mana orbs/2, Y = missing health/5.

Enemies within 5 ft make a DEX saving throw, upon a failed roll, take 2d10.

Limited to 1 use per combat.

Rewrite History[edit]

Upon reaching 10 mana orbs, Spectre Gunners can reduce their max mana orbs down to 1 to obtain 1 temporary AC and deal 2 additional damagee until the end of combat.

Sunset in the West[edit]

If the Spectre Gunner has used both Tip the Scales and Rewrite History, they can spend 2 mana orbs to deal 50% of their max hit points to themselves and take another turn. This ability cannot trigger Never let sleeping dogs lie.

Can be used as a bonus action.

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.

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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

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2nd Level

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3rd Level

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4th Level

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5th Level

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Multiclassing[edit]

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