The Visionary Gunsmith the Visionary Gunsmith The
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TheTheThe VisionaryVisionaryVisionary GunsmithGunsmithGunsmith A Visionary Gunsmith uses their creative mind to design Bayonet their own shooters. To them, combat is a testing ground and Prerequisite: Any light melee weapon an opportunity to show off their deadly toys. When they are When you take the attack action with your prototype, you not in battle, they can often be found tinkering at a can use an attack or bonus action to make a melee weapon workbench or polishing their crossbow. They can be ready for attack with your attached melee weapon. anything, given they have a little inspiration and a loaded gun. Upgrade: Your attached melee weapon gains the Reach property. When you choose this Fighter archetype at 3rd level, you Bipod learn to create your very own prototype with enhancements Prerequisite: 2 Pitons and upgrades. You don't have disadvantage on ranged weapon attacks Prototype: You can customize a blowgun, short crossbow, with your prototype while lying prone. hand crossbow, heavy crossbow, or any firearm with Upgrade: You have advantage on ranged weapon attacks enhancements and upgrades. You can only have one with your prototype while lying prone or behind half cover. prototype at a time until 18th level. If you attempt to customize another weapon, your last prototype breaks. Breach Tool Enhancements: You can attach a maximum of two Prerequisite: Portable ram (prototype must be two-handed) enhancements of your choice to your prototype, given you When you take the attack action with your prototype, you have the prerequisite materials, which attach to your can forgo an attack to blast a hole with a diameter of 1d4 feet prototype. These materials are reusable unless expended or through 1 foot of any nonmagical wooden surface within 5 destroyed. You can add one more enhancement at 7th, 10th, feet. and 15th level. You can add, remove, and swap enhancements Upgrade: When you take the attack action with your at the end of a long rest. prototype, you can forgo an attack to blast a hole with a Upgrades: You can upgrade a maximum of one diameter of 1d4 feet through 1 foot of any nonmagical stone enhancement of your choice on your prototype. You can surface within 5 feet. upgrade one more at 10th and 15 level. You can add, remove, and swap upgrades at the end of a long rest. Crane Mechanics Prerequisite: Block and tackle (prototype must be two- handed) At 3rd level, you gain proficiency in Smith's tools, and you learn the Mending cantrip. You also gain proficiency in You can use your prototype to grasp an object not being firearms, at your DM's discretion. worn or carried within 5 feet. It can lift, drop, hold, push, or pull an object that weighs a number of pounds equal to four times the weight you can normally lift. You can use this object At 7th level, you gain the ability to infuse projectiles with as cover. magic. Whenever you fire a nonmagical round of ammunition The only attack action you can take when doing this is with from your prototype, you can make it magical for the purpose the object you're grasping, which is treated as an improvised of overcoming resistance and immunity to nonmagical weapon. attacks and damage. The magic fades from the round Upgrade: When grappling a medium or smaller target immediately after it hits or misses its target. within 5 feet, you can use your prototype's crane mechanics to hold them, allowing you to move at your normal speed. At 7th level, you learn how to modify your errant projectiles to Elemental Ammunition direct toward a new target. When you make an attack roll Prerequisite: Holy symbol and proficiency in Religion with a round of ammunition from your prototype and miss, Choose one of the following damage types: acid, cold, fire, you can use a bonus action to reroll the attack roll against a lightning, thunder, or your prototype's base damage type. different target within 60 feet of the original target. When reloading your prototype, you can magically determine which type of damage your prototype deals. This enhancement does not allow your prototype overcome Starting at 15th level, you can add, remove, and swap out resistance or immunity to nonmagical attacks and damage. enhancements and upgrades at the end of a short rest. Upgrade: You can add necrotic or radiant damage to the list of options. Extended Barrel Prerequisite: 10-foot Pole (length is reduced for attachment) The range of your prototype is doubled. Upgrade: The range of your prototype is doubled further. Additionally, when you hit a target with a ranged weapon attack using your prototype, you can make an attack roll with disadvantage against every creature in a line directly behind the target within your prototype's normal range. 2 Flare Cannon Lasso Shot Prerequisite: Up to 10 Oil flasks Prerequisite: 5 Chains (10 feet) or 1 Rope, hempen or silk You can use an action with your prototype to fire a flare up (50 feet) (prototype must be two-handed) to a part of the sky that you can see, expending an oil flask. You can use an action to fire a lasso from your prototype at This produces a bright light that can be seen in clear skies by a target within 20 feet and attempt a grapple. You can only any creature up to 3 miles away for 30 seconds. have one lasso fired at a time. Additionally, you can make a ranged weapon attack with a Upgrade: When a target is successfully grappled by your flare using your prototype range and proficiency to deal 1d4 lasso, you can choose to have them restrained. fire damage. Upgrade: When you fire your flare up to a part of the sky Medicine Mode that you can see, you can cause up to ten words to form. The Prerequisite: Healer's Kit words appear to be made of fire and remain in place for 30 When you take the attack action with your prototype, you seconds. can forgo one of your attacks to stabilize a creature within your prototype's normal range, expending a use of your Grapnel Gun attached healer's kit. Prerequisite: Climber's Kit, Grappling hook, and Rope, Upgrade: When you take the attack action with your hempen or silk (50 feet) prototype, you can forgo one of your attacks to heal a creature You can use an action or reaction when falling while within your prototype's normal range by 1d4 hit points, holding your prototype to fire a grappling hook with attached expending a use of your attached healer's kit. rope to any point within 50 feet. Upgrade: When your grappling hook is attached to a point Rocket Pack within 50 feet vertically above you and your prototype, you Prerequisite: Keg of Gunpowder and any light armor can use a bonus action to hoist up towards it or rappel down Your rocket pack is attached to your light armor and links from it without spending any movement. with your prototype. When wearing your rocket pack and holding your Illumination Device prototype, you can use a bonus action on your turn to ignite Prerequisite: Any item that can cast or shed light your rocket pack immediately before or after you take the You can use your attached item to cast or shed light while attack action. Doing so allows you to fly up to 15 feet without holding your prototype. provoking opportunity attacks. Upgrade: The light from your illumination device allows If you take fire damage while wearing your rocket pack, the you to see through fog and darkness, both magical and gunpowder keg explodes and the rocket pack breaks. nonmagical. Upgrade: When wearing your rocket pack and holding your prototype, you have a flying speed of 50 feet. This Illusory Muzzle benefit only works in small bursts; you fall if you end your Prerequisite: Arcane Focus or Musical Instrument and turn in the air and nothing else is holding you aloft. proficiency in Arcana When you make a ranged weapon attack with your Shield Attachment prototype, it can magically produce a sound of your choice, Prerequisite: Shield (prototype must be two-handed) replacing the sound your prototype normally makes. Its You gain a +1 bonus to AC while holding your prototype. volume can range from a whisper to a gunshot. Upgrade: You gain a bonus to AC equal to the shield's full Upgrade: Your prototype can create an instantaneous, bonus while holding your prototype. harmless sensory effect of your choice, such as a shower of sparks, a puff of smoke, or an odd odor. Spectacled Sights Prerequisite: Spyglass Junk Launcher When you take the attack action with your prototype, you Prerequisite: Any container (prototype must be two-handed) can forgo an attack to aim down the sights with your Using your prototype, you can make a ranged weapon prototype at a target within range. You gain a +2 bonus on attack with an adventuring gear intended for ranged attacks, your next attack roll against the target before the end of your such as an acid vial or an oil flask, using your prototype range next turn. and proficiency. Upgrade: You can use a bonus action to aim down the Additionally, when you take the attack action with your sights with your prototype. prototype, you can forgo an attack to fire an adventuring gear that causes an area effect, such as a bag of caltrops or a stick of dynamite, at a point within your prototype's normal range. Upgrade: Using your prototype, you can make a ranged weapon attack with any improvised weapon for 1d10 damage using your prototype range and proficiency.