Rifleman (5e Class)
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- 1 Rifleman
- 1.1 <!-Introduction Leader->
- 1.2 Creating a Rifleman
- 1.3 Class Features
- 1.3.1 Table: The Rifleman
- 1.3.2 Weapon Tinkering
- 1.3.3 Precision Shot
- 1.3.4 Combat Superiority
- 1.3.5 Rifleman Specialization
- 1.3.6 Rifleman Edge
- 1.3.7 Ability Score Increase
- 1.3.8 Careful Aim
- 1.3.9 One Shot, One Kill
- 1.3.10 Precise Movements
- 1.3.11 Quick Hands
- 1.3.12 Sharpshooter
- 1.3.13 Fast Killer
- 1.3.14 Focused Shooter
- 1.4 Shock Trooper
- 1.5 Sniper
- 1.6 Multiclassing
Creating a Rifleman
You can make a Rifleman quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose the Soldier background
As a Rifleman you gain the following class features.
- Hit Points
Armor: light, medium, shields
Weapons: Simple weapons, martial weapons
Tools: Smith's tools, tinker's tools
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Acrobatics, Medicine, Nature, Investigation, Perception, Stealth, Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail or (b) Leather armour
- (a) A rifle fitted with a bayonet, 15 cartriges or (b) A carbine fitted with a bayonet, 18 cartriges
- (a) A pistol and 18 light cartriges or (b) A shortsword and shield
- (a) A Dungeoneer's Pack or (b) An Explorer's Pack
- If you are using starting wealth, you have the Rifleman gets 5d4 x 10gp in funds.
|1st||+2||Weapon Tinkering, Precision Shot||1|
|3rd||+2||Rifleman Specialization, Rifleman Edge||3|
|4th||+2||Ability Score Improvement||4|
|6th||+3||One Shot, One Kill, Rifleman Specialization||6|
|8th||+3||Ability Score Improvement||8|
|12th||+4||Ability Score Improvement||12|
|15th||+5||One Shot, One Kill||15|
|16th||+5||Ability Score Improvement||16|
|19th||+6||Ability Score Improvement||19|
At 1st level, you learn how to create weapons and ammunition from scratch. You can spend 8 hours and 250 gp in materials to make a rifle.
The rifle is considered a martial weapon you are proficient with, but a improvised weapon in the hands of any other creature. Deals 2d8 piercing damage on a hit, and has the following properties: loading, range (100/400) and two-handed.
You don't add your Dexterity modifier to the damage rolls with your rifle.
At 1st level, you can aim with great accuracy with ranged weapons. You have a number of precision points, which fuel cerrtain features.
When you use your precision, you add the number of points spent to the result of a roll. You can use your precision points to add damage to any attack roll with a ranged weapon as part of an attack action.
At 7th level, you can use your precision points to add to your Dexterity and Wisdom saving throws. The maximum amount of precision points you can spend in each roll is equal to your proficiency bonus.
Once a day when you finish a short rest, you can replenish all your precision points. In addition, whenever you score a critical hit with a ranged attack, you regain 1 precision point.
At 2nd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn two maneuvers of your choice, which are chosen from the list of maneuvers available to fighters with the Battle Master archetype. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn one additional maneuver of your choice at 5th, 9th, 13th, and 17th levels. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
You gain another superiority die at 9th level and one more at 17th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Dexterity modifier.
At 3rd level, you choose a specialization to join. Choose between Dragoon, Shock Trooper, or Sniper; all detailed at the end of the class description.
Your choice grants you features at 3rd Level and again at 6th, 10th, and 18th levels.
At 3rd level, you can focus your attention on a specific target you can see. As a bonus action, choose any creature within range that you can see and target it. When you do so, the next successful attack you make against this target within the next minute deal additional 2d6 damage. You can use this feature a number of times equal to your Wisdom modfier.
You loose the benefits of this feature if you make the attack against a creature other than your chosen target or if you take damage before making the attack.
Starting at 9th level, whenever you use your rifleman edge, you gain the benefits of darkvision up to a range of 60 feet. If you already have darkvision from other sources, you increase this range in additional 60 feet.
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.
At 5th level, you can position yourself into a shooting stance and aim a precise strike. You must use your bonus action and don't spend your movement during your turn to be able to do this.
You can roll with advantage and, on a hit, you deal double of the damage of the attack. At 11th level, you roll three dies for this attack roll, and choose the best result of the three, and on a damage you deal three times the damage from the attack.
The additional damage of your precision points is not multiplied.
One Shot, One Kill
At 6th Level, you can strike a perfect shot, killing an enemy with a single bullet. When you hit a creature with an attack and add your precision die to the damage, the creature is automatically killed if it reduces the creature to a number of hit points equal to your level + your Dexterity modifier, or lower.
At 7th level, once in each of your turns, if you spend the maximum amount of precision points possible for your level to add to a roll, you can also add your Dexterity modifier to the same roll.
Starting at 9th level, you can recharge your rifle as an object interaction on your turn. Additionally, you have advantage on any Wisdom check and on Intelligence (Investigation) checks that relies on sight.
At 13th level, you score a critical hit on a roll of 19-20 on the d20. This increases to 18-20 on the d20 at 15th level and finally 17-20 at 17th level.
At 14th level, you can rush towards your targets blasting your rifle with murderous intent. You can use your careful aim feature while moving, and use your bonus action to make one additional attack with a ranged weapon. This additional attack doesn't benefit from your careful aim.
You can use this feature a number of times equal to your Wisdom modifier.
Whenever you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
In addition, whenever you roll initiative and have no precision points, you regain 4 precision points.
These riflemen are trained in using their weapon in close quarters.
- Demoralizing Strength
Starting at 3rd level, you can use your precision points to add to Strength checks and saving throws. Also, as a reaction, choose a enemy within 30 feet. You can spend your precision points and reduce from its attack roll, damage roll, ability check or increase the DC of a saving throw.
Furthermore, you have proficiency in medium armors and heavy armors, ignoring the Strength requirements for heavy armors
- Glancing Blow
At 6th level, whenever you use your Demoralizing Strength feature, you reduce the any damage caused by the target by an amount equal to your Wisdom modifier.
- Close Quarters Devil
At 10th level, when making attacks with your rifle in close distance don't give disadvantage on attacks. In addition, whenever you make an attack with your rifle against a creature within 5 feet, you can use your bonus action and make an attack with the stock of the rifle. Treat this as a greatclub attack, but you can use your Dexterity, instead of Strength, for attack and damage rolls. In addition, when you hit that creature, it must make a Wisdom saving throw against a DC equal 8 + your proficiency bonus + your Wisdom modifier, or be frightened by you until the end of your next turn.
- Armed Thug
At 18th level, you can spend half your focus points to increase your strength and endurance. You gain the following benefits for 10 minutes:
- You gain 50 temporary hit points.
- You have advantage on Strength and Constitution checks and saving throws.
- You deal additional 4d6 damage on a hit in each of your turns. This damage can't be multiplied by critical hits or class features.
- You can make two additional melee attacks, instead of one, as part of your bonus action.
- At the start of each of your turns, you can take your Careful Aim, without taking an action. You can move up to half your movement speed while taking Careful Aim.
These eagle-eyed marksmen pick off high value targets, and sabotage enemy supplies, all from distances most men would think impossible
- Silent Death
Starting at 3rd level, you gain two benefits that will remain until you are under half or more of your focus points:
- Hide. You can take the Hide action as a bonus action.
- Nerves of Steel. You can add your focus points to your Dexterity and Wisdom checks.
- Deep Breath. Once in each of your turns, you can add half your Wisdom modifier (rounded up) as a bonus when you spend your maximum number of focus possible for that turn.
- Mortal Wound
At 6th level, once in each of your turns when you have less than half your focus points but not 0, you can reroll one damage roll when you hit a creature while using the Careful Aim feature.
- Deadly Precision
At 10th level, once in each of your turns when you have less than half your focus points but not 0, you can reroll one attack roll. You must accept the new result.
- Lethal Blow
Starting at 18th level, while hidden, you can use your bonus action and use your Careful Aim to make a lethal blow. On a hit, the target must make a Constitution saving throw against a DC equal 8 + your proficiency bonus + your Dexterity modifier. On a failed save, the creature die if it has 50 hit points or lower. Otherwise, it takes the normal damage.
Once you use this feature, you can't use it again until you finish a long rest.
Prerequisites. To multiclass into the Rifleman class, you must meet the followig prerequisites: Dexterity 15, Intelligence 10
Proficiencies. When you multiclass into the Rifleman class, you gain the following proficiencies: