Orbal Gunner (5e Class)
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Creating an Orbal Gunner
- Quick Build
You can make a Orbal Gunner quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity. Second, choose the Folk Hero background. Third, choose Orbal Handcannon, Dungeoneer's Pack, 5 Flare Flowers
As a Orbal Gunner you gain the following class features.
- Hit Points
Weapons: Orbal guns
Tools: Orbal Engineer Kit
Saving Throws: Wisdom, Dexterity
Skills: Sleight of Hand, Choose two from Arcana, Deception, Stealth, Acrobatics, Investigation, Perception, Nature, Insight
You start with the following equipment, in addition to the equipment granted by your background:
- Orbal Handcannon
- (a) Dungeoneer's Pack or (b) Orbal Engineer Kit
- (a) 5 Flare Flowers or (b) 1 Simple Weapon
- If you are using starting wealth, you have 10GP in funds.
|Features||—Spell Slots per Spell Level—|
|2nd||+2||Weapon Expertise, Zoom and Enhance|
|4th||+2||Ability Score Improvement|
|6th||+3||Expert Precision, Expertise Feature|
|8th||+3||Ability Score Improvement, Zoom and Enhance Improvement|
|12th||+4||Ability Score Improvement, Happy Trigger|
|16th||+5||Ability Score Improvement, Zoom and Enhance Improvement|
|19th||+6||Ability Score Improvement, Roaring Bullet|
Starting on 1st level, on your turn, before movement, use your action to shoot an enemy creature with your orbal gun. You may make additional attacks on any enemy creature within a 10ft radius of the initial target.
At 2nd level choose a branch of orbal weaponry to dedicate your time as a marksman to.
- Shotgun Expert
2nd level: Buckshot: Using an action and a bonus action, you are able to shoot a shot that scatters and may hit any enemy creature within a 10ft cone. 6th level: Knockback: Any time an enemy creature is hit by your orbment gun they are knocked back. (Medium and below: 15ft, large and above: 5ft) 11th level: Breaching: Your orbal gun is now able to destroy weaker material. 15th level: Explosive Shot: Any enemy creature hit by your orbal gun takes 2d10 additional blast damage and has its speed lowered by half.
- Sniper Expert
2nd level: Increased Range: Maximum effective range is increased by 50 feet. 6th level: Piercing Shot: Your shots can now pierce up to 2 enemies. Any shot that pierces an enemy creatures vital spot results in an extra 1d6 piercing damage. 11th level: Combat Perception: When in combat, passive perception +4 15th level: High Ground: You gain advantage on all attacks on enemy creatures that you have more than 5ft elevation on.
Ability Score Increase
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.
Zoom and Enhance
Starting at 2nd level, twice per long rest, and increasing by 1 at 8th and 16th levels, you are able to use a bonus action to augment your orbal weapon with one of the following spells: Attack: 1(+ your level)d6 +2 fire damage Mind: 1(+ your level)d6 +2 ice damage Heal: Heal any friendly creature using any number of your hit die Perception: Gain perfect vision of all things up to your orbal gun's maximum effective range for 1 minute Trap: Any target creature hit by this must make a DC (10+ Wisdom Modifier) Constitution saving throw, on a failed throw roots grow from the creatures legs and attach themselves to the ground leaving the creature unable to move for 1 minute
At 3rd level, once per long rest, you can use your action to set up an overwatch reaction shot that will hit any enemy creature that moves in your line of sight until your next turn.
At 5th level, you are able to use an additional action to fire an additional shot on your turn. (Only one attacking ability can be used when using this ability)
At 6th level, any shot aimed at an enemy creature's vital spot no longer has disadvantage.
At 7th level, once per long rest, you are able to fire a shot which explodes on impact, any creature within a 15ft must make a DC 13 Dexterity saving throw, on a failed throw creatures take 5d8 +4 blast damage.
At 10th level, your orbal bullets are now able to ricochet off of surfaces up to 2 times. This may be used as an attack, using an action and a bonus action resulting in no hit penalty.
Prerequisites. To qualify for multiclassing into the <Orbal Gunner> class, you must meet these prerequisites: Wis: 10, Dex: 10