Compendium of the Wider World
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Compendium of the Wider World Gunsmith Spells Artificer Artificer Level Spells Artificer Specialist Features 3rd compelled duel, hunter’s mark 5th blur, hold person At 3rd level, an artificer gains the Artificer 9th blink, haste Specialist feature. The Gunsmith is an option stoneskin, freedom of available to an artificer, in addition to those offered 13th movement in Eberron: Rising from the Last War. 17th far step, wall of force Gunsmith Quickdraw he Gunsmith specializes in the crafting and Beginning at 5th level, you may attack twice construction of powerful weapons of war to instead of once when you take the attack action wield in battle. The firearms they create are with a firearm on your turn. Tboth deadly and dangerously unpredictable. Gunsmith Case Arcane Ammunition At 3rd level you gain the ability to create a Starting at 6th level, attacks with your firearms gunsmith case. You magically create a case count as magical for the purposes of overcoming consisting of tools and parts by completing an 8 resistance and immunity to non-magical damage. hour ritual and consuming 50 gp worth of metal components. At the end of a long rest you may use Modular Loadout your gunsmith case to construct two weapons (one At 9th level, you’ve learned to eke out utility from option from the main weapons list, and one option your firearms. Choose one artificer cantrip that from the sidearms list). If your gunsmith case is you know that does require an attack roll or saving lost or destroyed, you may magically create throw. You may cast this as a bonus action, using another. You are proficient with these firearms, your main weapon or side arm as an arcane focus. and these firearms do not function for anyone else You may replace this cantrip on a short or long but you. rest. Sidearm Shot Ammunition Depot At 3rd level, when you attack with your main At 15th level, you become more adept with your weapon, you can use a bonus action to make one firearms. You know the spell fabricate, and can attack with your sidearm. You can use this ability cast it without expending a spell slot- a number of a number of times equal to your Intelligence times equal to your Intelligence modifier. When you modifier (minimum of once). You regain all do so, you may instead create up to five bundles of expended uses when you finish a long rest. non-magical ammunition. Gunsmith Spells Enhanced Gunsmith Case Starting at 3rd level, you always have certain spells Beginning at 15th level, you may use your prepared after you reach particular levels in this gunsmith case to create firearms at the end of a class, aSamples shown in the Gunsmith Spells table. file short rest. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. 2 creature within range to make a Dexterity saving Firearms throw against your artificer spell DC. On a failure, Firearms are new and volatile weapons, crafted by the creature takes the full auto damage as artificers with the Gunsmith specialisation. described by the weapon and half on a success. Firearms have special properties related to their After using the full auto, the weapon is considered use, as shown in the Firearms table. These empty and needs to be reloaded in order to attack properties replace the optional ones presented in again with it. the Dungeon Master’s Guide. Firearms are ranged Additionally, after you use the full auto feature, weapons. add 1 to the weapon’s misfire score. This addition remains until you use an action to clean the Reload. The weapon can be fired a number of firearm. times equal to its reload score before you must . All firearms require ammunition to spend 1 attack or 1 action to reload. You must Ammunition make an attack, and due to their rare nature, have one free hand to reload a firearm. ammunition may be nearly impossible to find or Misfire. Whenever you make an attack roll with a purchase. However, if the materials are gathered, firearm, and the dice roll is equal to or lower than you can craft ammunition yourself using your the weapon’s misfire score, the weapon misfires. tinker’s tools at half the cost. Each firearm uses its The attack misses, and the weapon cannot be used own unique ammunition and is generally crafted in again until you spend an action to try and repair batches. it. To repair your firearm, you must make a . The firearm’s design makes it difficult successful tinker’s tools check (DC equal to 8 + Unwieldy to use one-handed. A creature that uses such a misfire score). If your check fails, the weapon is weapon one-handed has disadvantage on attack broken and must be mended out of combat at a rolls made with that weapon. quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the SPECIAL WEAPONS weapon’s misfire score by 1. Explosive. Upon a hit, any creature within 5 ft of Weapons with special rules are described here. the target must make a Dexterity saving throw (DC Tactical Shotgun. You may attach one sidearm equal to 8 + your proficiency bonus + your without the heavy or two handed property to the Dexterity modifier) or suffer 1d8 fire damage. If the underbarrel of this weapon. When you make an weapon misses, the ammunition fails to detonate, attack as a bonus action with this sidearm, this or bounces away harmlessly before doing so. attack is made with advantage. Full Auto. When a weapon has the full auto Raging Judge. When you reload, you may choose property, you can use your action to force a to load in normal bullets or grapeshot. Name Reload Damage Properties Main Weapon Long musket 1 1d12 piercing Ammunition (range 120/480), heavy, two-handed Carbine 3 1d12 piercing Ammunition (range 80/120), heavy, two-handed Ammunition (range 40/80), heavy, two-handed, full auto Battle rifle 4 1d8 piercing (4d8) Anti-material rifle 1 2d12 necrotic Ammunition (range 180/480), heavy, two-handed, unwieldy Machine gun 8 1d4 piercing Ammunition (range 30/60), two-handed, full auto (8d4) Blunderbuss 1 3d6 piercing Ammunition (range 15/30), two-handed Tactical shotgun 3 2d6 piercing Ammunition (range 15/30), two-handed, heavy, special Sidearm FlintlocSamplek pistol 1 1d10 piercing Ammunition (range 60/240) file Raging Judge (normal bullets) 4 1d6 piercing Ammunition (range 40/160), special Raging Judge (grapeshot) 4 2d4 piercing Ammunition (range 60/240), special Hand cannon 6 2d6 piercing Ammunition (range 60/240), heavy, finesse 3 Nade Lobber 2 2d8 fire Ammunition (range 20/80), heavy, two-handed, explosive you can use your reaction to expel your inner fire Barbarian at the offending creature, dealing 1d6 + your rage damage bonus in fire damage. This damage Primal Paths increases when you reach certain levels, At 3rd level, a barbarian gains the Primal Path increasing to 1d8 at 11th level, and 1d10 at 17th feature. The following options are available to a level. barbarian, in addition to those offered in the Player’s Handbook: the Path of the Fire Wyrm, Draconic Resilience and the Path of the Megalodon. Starting at 6th level, when you enter your rage for the first time after finishing a short or long rest, Path of the Fire Wyrm you gain a number of temporary hit points equal hose who follow the Path of the Fire Wyrm to your barbarian level plus your Constitution burn with an all consuming passion. They are modifier. all usually descended from an ancient red or Tgold dragon. Unlike sorcerers, they do not Strength of Ages possess enough draconic blood to become mighty Starting at 10th level, when you enter into your spellcasters, instead they focus this might into more martial applications. rage, you gain a bonus to Wisdom saving throws Barbarians fueled by their fiery ancestry are equal to your Strength modifier (minimum of 1). ready to unleash their formidable power. They can be found in volcanic locations, guarding sites Ravaging Flame sacred to dragons or patrolling magma channels At 14th Level, when you use your Dance of the deep underground. Dragon ability, you may choose to target any Dance of the Dragon number of creatures within 15 feet of you. Additionally, whenever you enter into your rage, When you take this path at 3rd level, you learn to on your first turn you also cast the fireball spell at unleash your fiery temper against those who 3rd level centered on yourself. You take no damage damage you. Whenever you enter your rage, your from this ability. The DC for this ability equals 8 + soul ignites with passion of flame and fire. your proficiency Bonus + your Strength modifier. Whenever you are hit with a melee weapon attack, Sample file 4 Path of the Megalodon Dermal Denticles hose who follow the Path of the Megalodon Starting at 6th level, you learn to emulate the strive to aspire to a kind of blood frenzy in toothy outer layer of the Megalodon. While raging battle. Much like the giant shark, they attack you gain a thick layer of razor sharp denticles over Trelentlessly, revelling in the fountains of blood your skin. Whenever a creature hits you with a they cause. melee weapon attack, or attempts to grapple you They are tireless hunters, always seeking their they take slashing damage equal to your Strength prey. Combat is a brutal unstoppable affair, where modifier (minimum of 1). their single track mind is devoted to the destruction of their target.