D&d Eldritch Blast Dmg
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Jan 17, 2020 so damage wise when you reach lvl 17 you can use eldritch blast does 4D10 damages so with action surge quickened spell and hex I get something like that 3x(4x(1D10+1D6+5)) for a max damage of 180 force damage + 72 necrotic damage and a push of 120 feet just for the fun of it. Jun 08, 2015 I am not 100% sure if this is the best build around in terms of DPR but it is very easy to set up and is playable from level 1. The basic combo is eldritch blast +agonising blast from the warlock class. As worded you get to add your charisma bonus to damage every time eldritch blast hits.
- 1The Eldritch Gunslinger
- 1.3Class Features
- 2Archetypes
The Eldritch Gunslinger[edit]
The Eldritch Gunslinger is a master of ranged combat, particularly with firearms. Through birth, ritual, or curse, they have been imbued with dark magic in one way or another, not capable of fully harnessing that power without their catalyst firearm as the magic is mysterious and hard to control. The Eldritch Gunslinger roam from town to town looking for trouble or adventure, forever tied to their Catalyst firearm, some gaining honor and fame and others wealth and infamy.
D&d Eldritch Blast
- A grizzled human walks into a rundown looking tavern, a gang of marauders have claimed this old building as their headquarters. Everyone stares at the mysterious stranger, he pulls out a wanted poster that reads dead or alive. The marauders jump up blades drawn and rush the human. He draws his firearm and fans the hammer, flashes of green and black roar out of the barrel, an eldritch blast striking each target.
- A hooded elf sits at her campfire, working on her cursed sawed-off. Carving runes into the barrel and speaking forgotten words, her eyes are black and shadows leak from her mouth. The campfire turns a pale blue color and the ruins on the barrel begins to glow. She carves the last ruin and the fire goes out. She walks into the nearby cave, foul sounds emitting from it, she fires two shots, blue flames rip from the barrel.
- An old dragon born adjusts her scope, zeroing in on her target. A fat duke rides a horse with his envoy in tow down the city street, his citizens cheering as he passes. The dragonborn whispers a few words and her rifle begins to hiss oozing eldritch shadows. As the duke stops to wave to his subjects, she fires a single round. As if time has slowed, the bullet strikes the duke and he falls from his horse turning to ashes on the ground. The dragonborn walks away in the distance.
'Some are born to it. Some have to earn it. Some are cursed to bear it..Power.'
'For some, they feel the itch crawl down their arm and into their fingers. Like a fuse sparking its way to the powder keg. Too wild and powerful to control left to its own devices. More of a danger to themselves than anything. But give that unbridled power a focus..a catalyst to direct it, that's something to put the fear of the gods into a man. Many take up a staff, a wand, or some other damn trinket. Does the trick, but not much of a weapon to me..No, I prefer something with a bit more bang.'
'Not much to say really. I had to kill him..I needed it. It was the only way out I seen. The only way I could live. So really, he had to die. So I stabbed 'em, and once it was done, I picked up his gun and..I heard it speak. I know it sounds crazy but the damn thing spoke to me. Said I was worthy to bear it. Then a bright green flash followed by shadows enveloped me. Hurt like hell, skin felt like it was searing. Guess I passed out, but when I woke up I had the gun still in my hands, and every last one of those damn guards were dead. I aimed at the sky and pulled the trigger and felt it flow through me. I shot a Eldritch Blast out of the barrel. Couldn't do that before..It was definitely worth it.'
'So there I was in the main hall of this old Dwarven ruin, Kicking ass and taking names. At least 20, maybe it was 50 constructs were surrounding us. The freaking barbarian was crying, the wizard was shaking, and the sexy bard was looking to me for answers. I turn to her and was like, Hey I got this babe, and I twirl my revolver like a bad ass, pull the trigger, and click. I was completely out of bullets! It was a fiasco, but then I notice a dusty ol' hunk of junk hand cannon on the ground under a pile of rubble. I leap for it and pick it up, shit you not, it had 4 rounds in it. I fired it and Boom! A freaking fireball blasts a group of them to scraps. I spin around real cool and fan the hammer and 3 more fireballs come roaring out. I single handedly took out all the walking clankers. Everyone was like whoa you're so cool, and the sexy bard was all like you're my hero. And I was like yeah I know baby. Yeah, hah, good times. Turns out that hand canon was super cursed by some Demon Lord or something, and I guess he owns my soul now, and I can't really get rid of the gun, but hey I can enchant my bullets with eldritch magic now so comes out even if you ask me.'
Creating an Eldritch Gunslinger[edit]
The first thing to determine when creating an Eldritch Gunslinger is the origin of firearms which would be discussed with your DM. Are they common or a recent invention? Is your character their inventor or the apprentice of the inventor? Was it a gift from a mysterious stranger? Maybe it was received from a pact with a higher being? Did your character steal it? What is driving you to be an adventurer?
Quick Build[edit]
How to boot a dmg file esxi version. You can make an Eldritch Gunslinger quickly by following these suggestions.First, put your highest ability score in Dexterity, followed by Charisma.Second, choose the background that bests fits your character. Good backgrounds that fit the class are charlatan, criminal, urchin, hermit, outlander, or soldier.Third, the Eldritch Gunslinger usually would 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 Eldritch Gunslinger you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Eldritch Gunslinger level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Eldritch Gunslinger level after 1st
- Proficiencies
Armor: Light armor, Medium armor
Weapons: Simple, Martial, and Firearms
Tools: Tinker's tools, Two gaming sets
Saving Throws: Dexterity, Charisma
Skills: Choose three
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Catalyst Firearm: One of the following;
- Catalyst Flintlock Pistol
- Catalyst Musket
- Catalyst Heavy Revolver
- Catalyst Rifle
- Catalyst Sawed-Off
- Catalyst Shotgun
(The Eldritch Gunslinger is bound to the Catalyst Firearm they choose and may never replace it, sell it, or destroy it. Further more the Catalyst firearm must be on the eldritch gunslinger at all times, but they may use other Non-Catalyst Firearm/ weapons as they choose)
- Ammunition: One of the following
- Lead Balls (50) 50gp 1 lb. (Flintlock Pistol and Musket)
- Bullets (50): 100gp 1 lb. (Revolver and Rifle)
- Scatter Shells (50) 75gp 1 lb. (Sawed-Off and Shotgun)
and
- (a) One shortsword or (b) Two daggers
- (a) Leather armor or (b) Scale mail
- (a) Dungeoneer's pack or (b) an Explorer's pack
- A Duster, Poncho, or Cloak: 5gp 2lb.
Level | Proficiency Bonus | Features | Cantrips Shots | Spell Shots | Spell Shot Capacity | Spell Shot Level |
---|---|---|---|---|---|---|
1st | +2 | Gunsmith, Grit, Deeds, Eldritch Gunslinger Archetype, Archetype Grit Regain | 2 | 1 | 1 | 1st |
2nd | +2 | Defensive Cover, Eldritch Charged Weaponry | 2 | 1 | 1 | 1st |
3rd | +2 | Catalyst Bond, Archetype Feature | 2 | 2 | 1 | 1st |
4th | +2 | Ability Score Improvement, Fire Back | 2 | 2 | 1 | 1st |
5th | +3 | Extra Shots, Precise Aim(Deed), Improved Grit I | 2 | 3 | 2 | 2nd |
6th | +3 | Eldritch Focus(Deed) | 3 | 3 | 2 | 2nd |
7th | +3 | Close Call, Archetype Feature | 3 | 4 | 2 | 2nd |
8th | +3 | Ability Score Improvement, Special Ammunition Upgrade | 3 | 4 | 2 | 2nd |
9th | +4 | Eldritch Fire(Deed) | 3 | 5 | 3 | 3rd |
10th | +4 | Dodge Roll, Dead Eye(Deed), Double Tap(Deed) | 3 | 5 | 3 | 3rd |
11th | +4 | Extra Shots, Archetype Feature | 4 | 6 | 3 | 3rd |
12th | +4 | Ability Score Improvement | 4 | 6 | 3 | 3rd |
13th | +5 | Cheat Death(Deed) | 4 | 7 | 4 | 4th |
14th | +5 | Special Ammunition Upgrade | 4 | 7 | 4 | 4th |
15th | +5 | Improved Grit II | 4 | 8 | 4 | 4th |
16th | +5 | Ability Score Improvement | 5 | 8 | 4 | 4th |
17th | +6 | Archetype Feature | 5 | 9 | 5 | 5th |
18th | +6 | Eldritch Curse Mark | 5 | 9 | 5 | 5th |
19th | +6 | Ability Score Improvement | 5 | 10 | 5 | 5th |
20th | +6 | Extra Shots, Eldritch Death Shot(Deed) | 5 | 10 | 5 | 5th |
(Cantrip and spells use Warlock List, no patron or invocations)
Eldritch Gunsmith:[edit]
At the 1st level, you can create firearms and craft bullets for all types of firearms. You are not limited by the normal 5gp per day rule for crafting firearms and bullets.
- Crafting Firearms: You can craft a firearm for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 100 gp of the firearm’s total price.
- Crafting Ammunition: You can craft basic bullets types for a cost in raw materials equal to 50% of the price. Crafting bullets take 1 day of work for every 50 gp of ammunition.
- Enchanting Ammunition: You can enchant your ammunition with any damage dealing cantrip or spell you know. You can enchant 10 cantrip Rounds per Short rest. You can enchant as many spell rounds as you have Slots for per long rest. Enchanted ammunition may be stored for later use.
Grit[edit]
At the 1st level, an Eldritch Gunslinger has a number of Grit points equal to their Dexterity Modifier (minimum 1). The number of Grit points the Eldritch Gunslinger has can never exceed their Dexterity Modifier. The Eldritch Gunslinger can regain Grit points in the following ways:
- Completing a short or long rest: Upon completion or a short or long rest, the Eldritch Gunslinger regains all spent Grit points.
- Critical Hit with a Firearm: Each time the Eldritch Gunslinger scores a Critical Hit with a firearm attack, they regain 1 Grit point.
- Killing Blow with a Firearm: When the Eldritch Gunslinger reduces a creature to 0 or fewer hit points with a firearm attack, they regain 1 Grit point.
- Archetype Grit Regain: See your Archetype Grit Regain for description.
Deeds[edit]
Gained at the 1st level, Eldritch Gunslingers use Grit points to perform Deeds. Some deeds are instant bonuses or attacks, while others are bonuses that can last for a period of time. Some deeds last as long as the Gunslinger has 1 Grit Point.
Quick Draw: You can spend 1 Grit point to get a +5 to initiative roll and take your turn as normal if you were surprised.
Sniper's Mark: You spend 1 Grit point and, as a bonus action, mark a creature that you can an see. You have advantage on all attack rolls with firearms against that creature.
- This lasts for 1 minute or until the creature has 0 hit points, when the creature reaches 0 hit points you may use your bonus action on your next turn to move the mark to another creature until 1 minute is up.
Side Step: The Eldritch Gunslinger gains an uncanny knack for avoiding danger. When an attack is made against the Eldritch Gunslinger, they can spend 1 Grit point and their reaction to gain a +3 to AC against the attack.
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.
Gun-fighting[edit]
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
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.
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Archetypes[edit]
The Bounty Hunter[edit]
The Bounty Hunter seek their targets dead or alive to claim their riches and fame.
- Hot on the Trail
At 3rd level, you gain +3 proficiency with the Survival skill when tracking.
- Collect Bounty (Grit Regain)
Beginning at 3rd level, once every encounter, You regain 1 grit point on the first successful hit to your bounty target.
- Binding Shot (Deed)
At 7th level, the Bounty Hunter may spend 1 grit point to make a firearm attack with disadvantage to fire a bola at their target which restrains them until freed. A Large or smaller creature hit by a net is restrained until it is freed. The bola has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC (10+Bounty Hunter's Dex modifier) Strength check, freeing itself or another creature within its reach on a success. Dealing 10 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.
- Eyes on the Prize
At 11th level, whenever a marked target ends its turn within firearm range, the Bounty Hunter may spend the rest of their movement (must have 15ft+) to make a firearm attack on the target with advantage and negates the effects of cover on a target with Sniper's Mark.
- No Rest for the Wicked
At 17th level, Sniper's Mark duration is increased to 1 hour and the Bounty Hunter may use an action to cast Locate Creature on a creature with Sniper's Mark at will as long as Sniper's Mark remains on the target.
The Hex Slinger[edit]
The Hex Slinger casts hexes to debuff their enemies and buff their allies whilst fighting.
- Bonus Proficiencies
You gain +1 proficiency with the Arcana skill
- Arcane Barrage
Beginning at 1st level, Once per combat, regain 1 grit point upon successful hit of any hex or spell 1st lvl or higher. Increases to twice at lvl 6 and three times at lvl 12.
- Hexes
Beginning at 3rd level, Hex Slingers gain the ability to cast, and control terrible curses on their enemies as a bonus action. A creature that is within 90 feet must make a Wisdom saving throw against your spell save DC, on a failure the targeted creature becomes afflicted by your hex. A creature can only be affected by one hex at a time, but you can have as many creatures affected by hexes as you can, based on how many Grit points you have. A Hex Slinger can spend their spell slots to cast hexes as well. At 3rd level, Hex Slingers learn one hex. In addition Hex Slingers learn one more hex at 5th, 9th, 14th and 17th levels. They choose from the hex list bellow:
- List of Hexes
Frightening Hex: This hex afflicts the target's mind, bringing forth its greatest fears when you attack it. If you hit a creature afflicted by this hex with a spell of 1st level or higher they become frightened of you for a number of rounds equal to your Charisma modifier.
Trembling Hex: This hex causes the target to shake uncontrollably, as if pure panic had taken control of their bodies. Creatures afflicted by this hex automatically fail checks against being disarmed, and they have disadvantage on attack rolls.
Hex of Unending Flow: This hex increases the flow of blood on the affected creature's wounds. When you deal piercing or slashing damage to a creature affected by this hex they will start bleeding profusely, causing 1d4 damage to it at the start of its turns for a number of rounds equal to your Charisma modifier.
Shattering Hex: This hex will react to your arcane powers and form cracks on the targeted creature's defenses. If you hit a creature affected by this hex with a spell of 1st level or higher they lose 1 point from their Armor Class. This hex ends after its effect is activated.
Contagious Hex: This hex connects to creatures, and your spells will travel through this connection. If you hit or affect a creature with a spell that targets any creature, it will also affect any other creature of your choice within 5 ft of the first target. A creature connected to the original target also makes a saving throw if your spell requires one, if they fail they are affected by the spell as well. On completing the saving throw, if the spell deals damage the connected target takes half damage on save, if the spell has a duration, for the connected target this duration is halved upon save.
Hex of Enfeeblement: This hex will weaken the body of the afflicted creature. When a creature is affected by this hex, choose which ability will be affected, between Strength, Dexterity or Constitution. For the duration of the hex the affected creature has disadvantage on ability checks and saving throws with the chosen ability.
Hex of the Weak Mind: This hex will weaken the mind of the afflicted creature. When a creature is affected by this hex, choose which ability will be affected, between Intelligence, Wisdom and Charisma. For the duration of the hex the affected creature has disadvantage on ability checks and saving throws with the chosen ability.
Warding Hex: This hex shields you from within the afflicted target's body. When a creature affected by this hex makes a melee attack against you and hits they don't add their ability modifiers on the attack.
Hex of Warning: While afflicted by this hex, creatures can't hide from you. You have advantage on Perception checks against creatures afflicted by this hex.
Hex of Confusion: This hex confuses the mind of a creature. When a creature affected by this hex makes an attack, it has a 50% chance of attacking another random creature.
- Sowing Chaos
At 7th level, If the Hex Slinger's attack reduces a creature to 0 or fewer hit points and that creature has been Hexed, then the Hex moves to another enemy within 10 feet of the original targeted creature.
- Dark Angel Rush
At 11th level spell and attacks made against hexed targets are at advantage.
- Hex Mastery
At 17th level you may now have 2 different Hexes active on a target at the same time. You gain advantage on the casting of the second Hex on the same target.
The Dark Judge[edit]
The Dark Judge acts as judge, jury, and executioner for those they deem guilty.
- Bonus Proficiencies
You gain +1 proficiency with the Insight skill.
- Judges Intuition
Beginning at 1st level, upon successful insight check, you may regain 1 Grit Point
- Judgement
At the 3rd level, Dark Judges are able to pronounce judgment upon their foes. At the 1st level, as an action choose a judgment to make and the Dark Judge receives a bonus or special ability based on the type of judgment. At first, a Dark Judge can use this ability once per Long Rest. With each archetype increase the Dark Judge gains an additional use. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. If the Dark Judge becomes paralyzed, unconscious, or otherwise incapacitated, the ability does not end, but the bonuses do not resume until they can participate in the combat again. When the Dark Judge uses this ability, select one type of judgment to make. As an action, they can change this judgment to another type.
Destruction: The Dark Judge is filled with great wrath, gaining a +1 bonus on all weapon damage rolls.
Justice: This judgment spurs the Dark Judge to seek justice, granting a +1 bonus on all attack rolls.
Protection: The Dark Judge is surrounded by a protective aura, granting a +1 bonus to Armor Class.
Purity: The Dark Judge is protected from the vile taint of their foes, gaining a +1 bonus on all saving throws.
- Shared Judgement
At the 7th level, the benefits from a Judgement may now also affect a numbers of allies up your Charisma modifier within 30 feet.
- Multi-Judgement
At the 11th level, a Dark Judge may now have 2 Judgements active at the same time.
- Final Decree
At 17th level, Judgements are now restored after a Short Rest instead of a Long Rest.
The Shadow[edit]
The Shadow uses their powers to enhance their stealth and guile in order to gain the upper hand.
- Bonus Proficiencies
You gain a +1 proficiency to the Stealth skill
- From the Darkness
Beginning at 1st level, you use the darkness to your advantage to strike a foe. You may regain 1 Grit each combat when you attack from a dimly lit or dark area.
- Shadow Strike
Beginning at 3rd level, you use the darkness to your advantage to strike a foe in their blind spot. When you attack, you can deal an extra 1d4 of the damage type to a creature you hit with an attack if you and your target are in dim light or darkness. The attack must use a catalyst firearm.You don’t need to be in dim light or darkness if you have advantage on the attack roll.This damage increases to 1d6 at 6th level and 1d8 at 12th level.You gain Darkvision out to 60ft, if you don't already have it. If you already have Darkvision it is extended another 30 feet. You also gain Magical Darkvision out to the same distance. (You can see through magical darkness from any source)
- Shadow Shift
At 7th level, you gain the ability to step from one shadow into another. For 1 Grit, when you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. If you take the Attack Action before the end of your turn you can make an attack. Shadows created from creatures your size category or larger than you can be shifted to.
- Aura of Darkness
At 11th level, as an Action, shadows wreathe your body, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light. You can dismiss the darkness as a bonus action.
- Consumption
At 17th level, Your eyes go completely black as you are completely consumed by dark power. You are immune to charmed, frightened, and gain advantage on intimidation rolls outside of combat. Dmg extractor mac os x. Your hit point maximum also cannot be reduced.
The Renegade[edit]
The Renegade utilize their devil may care attitude and masterful marksmen skills to come out on top.
- Bonus Proficiencies
You gain +1 proficiency with the Perception skill
- Reach Out and Touch Someone
Beginning at 1st level, Once per combat, when you attack at long range, you may regain 1 Grit point.
- Shatter Strike
Starting at 3rd level, you gain the ability to shatter the weapons of your opponents. At the cost of 3 grit points, you may break an opponent's held weapon if that weapon is made of Wood. This increases to Iron and Steel at 10th level, at the cost of 5 grit points, and to Mithral at 15th level, at the cost of 10 grit points.
- Stop For Nothing
Starting at 7th level, your bullets let nothing stand between them and their target. Your bullets can now freely penetrate materials with a standing armor class of 17 and up to 5 inches thick, doing an additional 1d4 damage. This increases to a standing armor class of 19, 8 inches thick, and 1d6 damage at 10th level. And a final upgrade in penetration power to a standing armor class of 21, 12 inches thick, and 1d8 damage at 15th level. This feature doesn't apply to penetrating through a conscious creature's AC, but going through object they are hiding behind.
- Undeniable Damage
Starting at 11th level, your Catalyst firearm damage may not be lowered nor mitigated. Any damage you deal with your firearm or its abilities overcomes Resistance. At 20th level, any damage you deal with your firearm or its abilities also overcomes Immunity.
- A Shot To Topple A Tyrant
Starting at 17th level, you have become the pinnacle of a Marksman. As such, you have been granted by the Planes a shot to topple empires. Once per week, you may as an Action fire a King Killer Shot. The target of the Shot must be more than 1 mile away, and must be within 20 miles. If you have seen the target within the last month, you may fire the Shot. Once fired, the Shot teleports to directly in front of the target, in the nearest unoccupied space. If there is no unoccupied space in front of the target, the Shot teleports to a random unoccupied side. The Shot deals 1d10 Piercing damage, 2d10 Force damage, 1d10 Fire damage, 1d10 Cold damage, 1d10 Radiant damage, and 1d10 Necrotic damage, which ignores Resistance.
The Forsaken[edit]
The Forsaken tap into the darkest part of their powers to unleash devastating attacks.
- Bonus Proficiencies
You gain +1 proficiency with the Intimidation skill
- Menacing Presence
Beginning at 1st level, upon successful Intimidation check, you may gain 1 Grit point.
- Revel in Carnage
Beginning at 3rd level, When you reduce a hostile creature to 0 hit points, You gain temporary hit points equal to your Charisma modifier, plus your Eldritch Gunslinger level (Minimum of 1)
- Horde Breaker
At 7th level, Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
- Unstoppable Destruction
At 17th level, you can increase the power of your simpler spell shots. When you fire a Eldritch Gunslinger spell shot of 3rd level or lower that deals damage, you can deal maximum damage with that spell. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you fire it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity
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 |
- Notes
- The reloading property is a variant of the loading property. A firearm has a number of shots it can make before needing to be reloaded. To do so you must spend your action or bonus action reloading the weapon
- Jams , misfires , and breaks are a result for a misfire roll
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 |
- Notes
- Ammo Capacity stacks every time you select the mod.
- Other mods may only use 1 of each type at a time ( Barrel, Sights, Grip, Frame, Rune, Reload, and Personal Touch).
- Mods can be replaced or removed if needed.
Additional Equipment Table[edit]
Name | Type | Cost | Damage | Weight | Properties | Reload Time | Ammo Capacity |
---|---|---|---|---|---|---|---|
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 |
- Notes
- Not all the items in the Equipment table have to be used. It is ultimately up to the DM to decide which items to add. Recommended items: pistol, revolver, musket, and blunderbuss.
- A bayonet can be attached to any two-handed firearm. While attached, if an enemy is within 5 feet, the user may choose to attack with the attached bayonet rather than the firearm. Bayonets may also be used unattached to anything as a melee weapon.
- A gunpowder horn is for carrying gunpowder in bulk. full powder horn can hold 30 powder.
- Powder is only required as a crafting requirement for ammunition.
- In this case, “Ammunition” is the general term for all firearm rounds, including musket balls, scatter shells, brass cartridges, etc.
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