The Arquebusier Class


LevelProficiency BonusTrick Shots KnownTrick Shot Die Size# Trick Shot DiceFeatures
1+2---Powder Expert I, Fighting Style
2+23d62Rapid Fire, Marksman
3+23d62Subclass I
4+23d82Ability Score Improvement
5+34d83Powder Expert II
6+34d83Subclass II
7+34d103Evasion
8+35d103Ability Score Improvement
9+45d104Subclass III
10+45d124Ability Score Improvement
11+46d124Powder Expert III
12+46d125Ability Score Improvement

Basic Stats:

Level 1 HP = 8 + your Constitution Modifier; Gaining an additional [1d8 (or 5) + your Constitution Modifier] HP with every additional Arquebusier Level

Proficiencies

  • Proficiencies

    • Armor: Light Armor

    • Weapons: Simple Weapons, Dragonpowder Weapons

    • Tools: Tinker’s Tools

    • Saves: Proficiency with Dexterity and Intelligence Saving Throws

    • Skills: Choose 3 from Athletics, Acrobatics, History, Nature, Perception, and Survival

Equipment:

  • Basic Light Armor and any Dragonpowder Weapon

  • Tinker’s Tools and any Simple Weapon

  • a Backpack w/ A Bedroll, a Saex, a Mess Kit, a Tinderbox, 10 Torches, 10 Day of Rations, a Waterskin, and a 15m bundle of Hempen Rope

Features:

  • Powder Expert I

    • You reduce the Dangerous Property of all Dragonpowder Weapons by 1

    • After making an Attack Roll using a Dragonpowder Weapon you reduce the Reload Property by 1 immediately 

  • Fighting Style - Choose one of the Styles Below to focus your combat on 

    • Careful Loading - You reduce the Dangerous Property of Dragonpowder Weapons by 1

    • Defensive - You modify your Armor to fit you in a superior way, it has +1 AC when you wear it

    • Duelist - When only wielding a single one-handed Weapon (without the Versatile Property) you gain +3 to that Weapon’s Damage Roll

    • Fast Reload - You reduce the Reload Property of Dragonpowder Weapons by 1

    • Light Traveler - When not wearing Medium Armor, Heavy Armor, or wielding a Shield you gain a Climbing and Swimming Speed equal to your Movement Speed and increase your Movement Speed by 2m

    • Offensive - Gain +1 to Attack and Damage Rolls with Weapons you are Proficient with

    • Two Weapon Fighting - When you make an Attack with your off-hand Weapon you can add your Ability Modifier to the Damage Roll

  • Rapid Fire

    • You gain a unique Bonus Action of this name, using it reduces the Reload Property of an equipped Weapon by 1

  • Marksman - With practice you have unlocked multiple advanced techniques to better utilize Dragonpowder Weapons [Trick Shots] which you can apply to Attack Rolls when using Dragonpowder Weapons but you must declare it before rolling your Attack. You have a number Trick Shots Known based on your Arquebusier Level as seen in the table above, which you regain after completing a Short or Long Rest. You can swap one you’ve picked to another from this list every time you complete a Long Rest. 

      • When a Trick Shot says it deals additional Damage it is equivalent to a roll of your Trick Shot Die, which depends on your Arquebusier Level as seen in the table above. If this also requires a Save you still do the full additional Damage even on a Success unless the Trick Shot says otherwise. The DC for your Trick Shot Saves on these abilities is 8 + your Proficiency Bonus + your Dexterity or Intelligence Modifier (your choice)

    • You also gain the following benefits when using Dragonpowder Weapons

      • You can utilize the Two-Weapon Fighting Bonus Action with Dragonpowder Weapons as per the normal rules. If this weapon is holstered and has a current Reload Property of 0 you can utilize the Two-Weapon Fighting by Drawing, Attacking, and Holstering this Weapon. It doesn’t gain any benefits to its Reload Property from your Class Features when used in this way

      • When wielding a Dragonpowder Weapon with the Large Property your Base AC increases by 1 if you have only Light Armor or no Armor equipped

      • You can make a Melee Attack with your Dragonpowder Weapons, dealing Bludgeoning Damage equal to your Trick Shot Die on a hit and is treated as a Finesse Weapon for the sake of calculating Attack and Damage Rolls

      • If you Draw a Dragonpowder Weapon without the Large Property you can draw another Weapon you’re Proficient with as part of the same Object Interaction

  • Ability Score Improvement

    • When you reach a Level with this Feature you can increase any Ability Score by +2 or two separate Ability Scores by +1 each

  • Powder Expert II

    • You reduce the Dangerous Property of all Dragonpowder Weapons by 1

    • After making an Attack Roll using a Dragonpowder Weapon you reduce the Reload Property by 1 immediately

  • Evasion

    • You can quickly get out of the way of big issues, traps, or explosions included. When you succeed on a Dexterity Saving Throw you can use your Reaction to take no Damage or if you Fail you only take Half Damage

  • Powder Expert III

    • You reduce the Dangerous Property of all Dragonpowder Weapons by 1

    • After making an Attack Roll using a Dragonpowder Weapon you reduce the Reload Property by 1 immediately

  • Subclass - These types of Fighting Styles change how an Arquebusier utilizes their specialized skills, either focusing on a specific type of fighting with these dangerous weapons or even utilizing their innate knowledge of complex systems to expand their ability into arcane abilities

    • Arcanist

      • Arcanist

        • I

          • Arcanist’s Trick Shot - Your subclass grants you the following Trick Shot, which you always have ready and does not count against your total Trick Shots known

            • You can channel the energy of the Arcane through your weapon, granting yourself Advantage on the Attack Roll with a Dragonpowder Weapon. On a Hit you can select a number of Creatures in addition to your target (within 10m of them) less than or equal to your Intelligence Modifier. Each of them take Thunder Damage equal to 2 of your Trick Shot Dice + your Intelligence Modifier

          • Arcane Learning - You utilize your Intelligence Modifier for the sake of Attack Bonus or Saving Throws for these Subclass abilities

            • You gain Proficiency with Arcana

            • You can select 3 different Cantrips from the Wizard Spell List, which you can cast at will and can change out every time you gain a Level in this Class

            • You can select 1 Spell from the Wizard Spell List that deals Damage. You gain 1 1st Level Spell Slot that you can utilize for this Spell which you regain after finishing a Short or Long Rest. You can change this selection out every time you gain a Level in this Class

        • II

          • Magical Shot

            • You learn of a ritual with the enhancement of weapons, which you can spend an Hour per Weapon practicing. Each Weapon you use this Ritual on lets you treat it as Magical for the sake of overcoming Resistance when wielded by you

          • Defensive Arquebusier

            • You gain Proficiency with Medium Armor, Bucklers, and Shields

            • You gain the Shield Spell and can cast it once without expending a Spell Slot, which you regain the use of after completing a Short or Long Rest

        • III

          • Arcanist’s Metalbending

            • You can utilize your magic to work with your firearms, if you miss with a Dragonpowder Weapon you can use your Reaction to recall the powder and ammunition into your weapon as if nothing happened

            • You have Resistance to all non-magical Weapon Damage on turns that you have made an Attack Roll using a Dragonpowder Weapon

          • Disrupting Magic

            • When you target a Creature that knows magic with a Weapon that has your Magical Shot ritual in effect you can disrupt their Magic. Any time you hit a Creature Concentrating on the Spell they have Disadvantage on their subsequent Concentration Check and you deal additional Damage equal to your Trick Shot Die

            • You can target an object or creature that is the center of a magical effect and on a hit roll your intelligence modifier as if casting Counterspell of Dispel Magic

            • Magical Creatures or ones made entirely of magic you are Vulnerable from shots from your Dragonpowder Weapons

    • Rapidshot

      • I

        • Rapidshot’s Trick Shot - Your subclass grants you the following Trick Shot, which you always have ready and does not count against your total Trick Shots known

          • This replaces the “Hyperload” Trick Shot from the main list and instead reduces the Reload Property of your current Weapon by 4 instead of 2. If this would reduce it to 0 again you can immediately make another Attack with that Weapon as if it was a part of the same Attack Action

        • Dodge I - Your speed grants additional abilities

          • When you are forced to make a Dexterity Saving Throw you can use your Reaction to grant yourself Advantage on the Roll

      • II

        • Rapid Step I

          • When you utilize the Arquebusier ‘s Rapid Fire feature you can take the Step and Disengage Bonus Actions as part of the same Bonus Action, which is treated as the unique “Rapid Step” Bonus Action for you

        • Dodge II

          • You can now use your Reaction to grant enemies Disadvantage on Ranged Attack Rolls against you

          • If they miss and you have a Dragonpowder Weapon with a Reload Property of 0 you can use the Returning Fire Trick Shot without expending a Trick Shot Die

          • When you utilize your Reaction to use Evasion (when you reach Lv.7 in this Class) then you can utilize any of the other Dodge abilities as a part of that Reaction

      • III

        • Rapid Step II

          • When you take the Rapid Step I Bonus Action you do not provoke Opportunity Attacks from Creatures even if they would ignore the Disengage Action and can reduce your current Weapon’s Reload Property by 2 instead of 1

        • Dodge III

          • You have an innate sense of danger and can reduce the effectiveness of more attacks. Whenever you are Hit by an Attack Roll from an enemy you can see you reduce the Damage by an amount equal to your Dexterity Modifier

    • Sniper

      • I

        • Sniper’s Trick Shot - Your subclass grants you the following Trick Shot, which you always have ready and does not count against your total Trick Shots known

          • This trick shot settles the nerves and can only be used against a Creature which hasn’t gone in Initiative while using a Weapon with the Large Property. 

          • You treat your Dragonpowder Weapon as Deadly and grant yourself Advantage on your Attack Roll. On a hit you deal additional Damage equal to a roll of your Trick Shot Die, this is also multiplied when you score a Critical Hit

        • Prepared Shooter I

          • You gain Proficiency with Initiative 

          • If you don’t have a Large Weapon in your hands you can draw it as a part of rolling Initiative as a Free Action. If its Reload Property is less than or equal to your Proficiency Bonus you reduce it to 0 as a part of drawing the Weapon

      • II

        • Sniper’s Aim 

          • You can treat Large Weapon’s Attack Rolls as a normal Range when targeting a Creature up to its maximum Long Range

          • You ignore ½ and ¾ cover of enemies when using Dragonpowder Weapons

        • Prepared Shooter II

          • You gain Proficiency with Stealth 

          • You can take the Hide Action as Bonus Action

      • III

        • One Shot Kill

          • Dragonpowder Attacks you make on your first turn deal additional Damage equal to 2 rolls of your Trick Shot Die

        • Prepared Shooter I

          • You gain Expertise with Initiative 

          • You have Advantage on all Saving Throws during the first round of combat

    • Swashbuckler

      • I

        • Swashbuckler’s Trick Shot - Your subclass grants you the following Trick Shot, which you always have ready and does not count against your total Trick Shots known

          • When you take the Attack Action with a Dragonpowder Weapon that has the Light Property you can utilize your Off-Hand Weapon to make an Attack by moving closer to them by 2m (unless you’re already adjacent) as a part of this Action. You deal additional Damage on a hit

        • Opportunistic I

          • When you make an Opportunity Attack with your Dragonpowder Weapon you can make an additional Melee Attack with your Off-Hand Weapon. This deals additional Damage on a hit equal to a roll of your Trick Shot Die

      • II

        • Close Combatant

          • When you take the Shove Action as a part of your Attack Action you can make an Attack Roll using an equipped Dragonpowder Weapon as a part of that Attack

          • You gain Advantage on all Shove and Grapple Checks when having a Dragonpowder Weapon equipped. Or Acrobatics Checks to escape an enemy’s grapple

        • Opportunistic II

          • When you utilize this feature you reduce the Reload Property of your current Dragonpowder Weapon by 1

          • Enemies now trigger Opportunity Attack from you when they move into a space adjacent to you

      • III

        • Defensive Arquebusier

          • When you are utilizing a Dragonpowder Weapon in one hand and a Melee Weapon in the other your AC increases by +1

          • You gain the same Bonus to all of your Physical [Constitution/Dexterity/Strength] Saving Throws 

        • Forceful Strike

          • When you take the Melee Attack Action with your Dragonpowder Weapon you deal an additional 1d6 of Bludgeoning Damage and can then immediately push your Weapon into them and make a Ranged Attack Roll as a part of the same Attack. You do not have Disadvantage on this Attack and treat your Weapon as Deadly for the sake of these 2 Attacks

    • Trapper

      • I

        • Trapper’s Trick Shot - Your subclass grants you the following Trick Shot, which you always have ready and does not count against your total Trick Shots known

          • You can prepare a Dragonpowder Weapon to fire instead of making an Attack using this Trick Shot. You set it down next to you and point it in a straight line, being able to Trigger this as a Free Action during an enemy’s turn when it enters the chosen line that has a range equal to the weapon’s normal Range. 

          • When you trigger it all Creatures within that line must make a Dexterity Saving Throw, being knocked Prone and taking the Weapon’s normal Damage on a Failure. Regardless of the roll all creatures take additional Damage on a hit equal to your Trick Shot Die

          • The trigger Weapon does not benefit from any Class Features that would affect its Reload Property

          • If the Weapon would Misfire as per the Dangerous Property you ignore that effect from this Trick Shot. Instead the Weapon does not Fire and you must wait until the start of your next turn to fire this Weapon per this Trick Shot’s ability

        • Repairman

          • If your weapon Misfires as per the Dangerous Property you expend one use of your Trick Shots to attempt a DC10 Tinker’s Tools Check, on a Success it is fixed while on a Failure you take 1d8 Fire Damage instead

          • You gain Proficiency with History Checks

          • You gain Expertise with Tinker’s Tools

      • II

        • Trapper’s Retreat

          • When you make Traps that would Slow or Restrain a Creature you increase the DC (which normally would be your Trick Shot DC) by 2. In addition these Quick Deploy Traps can be used as a Reaction when an enemy enters a space adjacent to you. The target has Disadvantage on the Save against this Trap and you can immediately move up to your Movement Speed away from this Creature as a part of this Reaction

        • Repairman II

          • You reduce the Gold Cost and Time Cost of making items with these Tools by half as per the Downtime Rules

          • You have Advantage on the Repair Trick Shot to fix your Dragonpowder Weapons

      • III

        • Deconstructor 

          • Your Dragonpowder Weapons count as Siege Weapons against Objects that are a size of Medium or smaller and are not made of material sturdier than wood

          • These Weapons also gain this property for you against Creatures made from materials such as Constructs or Primordials which doesn’t have the sturdy material limit

        • Repairman III

          • You gain Mastery with Tinker’s Tools and the Gold/Time Cost of making items with these Tools are halved again 

          • You gain Expertise with History Checks

          • Creatures have Disadvantage on Saves against your Traps and they can affect Creatures of size Large or Huge

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