Runecannon (5e Class)

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Runecannon[edit]

Info[edit]

A blend of Ranger, Battle Master, and Wizard, the Runecannon is essentially a themed ranger that uses firearms. The Runecannon discovered that enchanting a metal slug with explosion magic, and then striking it with a hammer while in a confined space could propel a projectile with incredible force. Using this discovery, the runecannon uses what can only be described as a cannon that is small enough to carry in one hand and powered by magic instead of chemistry. The runecannon later builds upon this with more potent rune magic to create explosive devices and magically enchanted ammunition.

Runecannons[edit]

Revolver 5 lb. Range: 5/60, Reloading(6 shots), 1d4 Piercing, Light

Rifle 10 lb. Range: 10/200, Reloading(3 shots), 1d8 Piercing

Maybe lower level weapons have less capacity, higher level ones more?

Reload[edit]

Rifle You load your rifle. You have to specify what ammo you are loading and in what order if you are loading mixed. The ammo will be fired in the reverse order that it is loaded in. 1 Action


Revolver You load your revolver. You have to specify what ammo you are loading, but it can be fired in any order. 1 Action.


Class Features

As a Runecannon you gain the following class features.

Hit Points

Hit Dice: 1d8 per Runecannon level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Runecannon level after 1st

Proficiencies

Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons, Rifles, Revolvers
Tools: Tinker’s tools
Saving Throws: Dexterity, Intelligence
Skills: Choose 3 from: Acrobatics, Arcana, History, Intimidation, Investigation, Perception, Sleight of Hand, Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Rifle, Revolver
  • Leather Armor
  • 50 Runeshells
  • (a) Dungeoneer's Pack or (b) Explorer's Pack

Table: The Runecannon

Level Proficiency
Bonus
Features
1st +2 Runesmith,Runecannon Proficiency
2nd +2 Fighting Style,Tactics
3rd +2 Runecannon Archetype,Runecannon Archetype Feature
4th +2 Ability Score Improvement, Ability Score Improvement
5th +3 Specialty Ammunition,Extra Shot
6th +3
7th +3 Runecannon Archetype Feature
8th +3 Ability Score Improvement, Ability Score Improvement
9th +4
10th +4 Runecannon Archetype Feature
11th +4
12th +4 Ability Score Improvement, Ability Score Improvement
13th +5
14th +5 Extra Shot,Rune of Concealment
15th +5 Runecannon Archetype Feature
16th +5 Ability Score Improvement, Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement, Ability Score Improvement
20th +6 Runeseeker

Runesmith[edit]

At the 1st level, you can create firearms, craft runeshells. The DM must determine whether an item is craftable, what materials are required and how long it will take to make. A Runecannon also requires their Tinker's Tools to craft such items.

Runecannon Proficiency[edit]

At the 1st level, you are proficient in all runecannons. Once per turn you can reload as a bonus action instead of an action.

Ability Score Increase[edit]

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.

Fighting Style[edit]

Rifleman

You gain a +2 bonus to attack rolls you make with ranged weapons.

Close Quarters Shooter

You dual wield a pistol and a sword or shield you can add your ability modifier to the damage of the second attack. If you use a Rifle, you do not suffer disadvantage if the target is within 5 yards.

Gunslinger

You gain an extra attack per turn when using a revolver.

Runecannon Archetype[edit]

At 3rd level, you choose an archetype that you strive to emulate, such as the Marksman. Your choice grants you features at 3rd level and again at 7th, 10th, and 20th level.

Specialty Ammunition[edit]

Starting at 5th level, you can craft more potent Runeshells. The DM must determine whether an item is craftable, what materials are required and how long it will take to make.

Fire Rounds 1d6 Fire

Cold Rounds 1d6 Cold

Shock Rounds 1d6 Lightning

Force Rounds These rounds use force magic instead of explosion magic. They are quieter and draw less attention. They are higher velocity and deal 1d4 additional damage.

Scattercannon: Slug If you have chosen Scattercannon, A large runeshell for large beasties 1d12. Your range with slug is half of your normal range.

Scattercannon: Pellets If you have chosen Scattercannon, a ranged attack against any number of creatures extending outwards from your location in a cone. Each target takes 1d4 damage.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.

Extra Shot[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You gain a third attack at 15.

Rune of Concealment[edit]

Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.

Runeseeker[edit]

At 20th level once a day a Runecannon may craft a Runeseeker shell, A shell with a seeking rune that never misses it's target. This is always a critical strike.


Tactics[edit]

You learn two tactics of your choice. You can only use one tactic per turn. You learn an additional tactic of your choice at 7th, 10th, and 15th level. You have four tactics dice, which are d8. You gain another die at 7th and 15th level. Tactics die are replenished upon long rest.

Tactics[edit]

Quick Draw You can spend 1 tactics die to be 1st in initiative order and take your turn as normal if you were surprised.

Disarming Shot When you shoot a creature with a firearm attack, you can expend one tactics die to attempt to shoot the weapon out of the target's hands, forcing it to drop one item o f your choice that it’s holding. You add the tactics die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Double Tap You can spend 1 tactics die to fire an extra shot from a firearm as a Bonus Action.

Combat RollYou can spend 1 tactics die to roll 10 feet, ignoring any opportunity attacks that could occur.

Dash You can spend 1 tactics die to make a Dash as a Bonus Action.

Deadeye You can spend 1 tactics point as a bonus action, you gain Advantage on the next Attack roll they make this round.

Recoil[edit]

Additional attacks per turn come with a -1 to attack penalty

Weapon Jam[edit]

If an attack roll is a natural 1, your must roll a d10. If the d10 is a 1 as well, your weapon becomes jammed and it requires an action to clear the jam.

Runecannon Archetypes[edit]

A classic expression of the runecannon is the Marksman.

Marksman[edit]

Emulating the Marksman archetype means accepting your place as a master marksman and the terrors of the battlefield. As you walk the Marksman’s path, you learn specialized techniques for fighting the threats you face.

Doctrine

At 3rd level, you gain one of the following features of your choice.

Steady Aim A steady hand in the midst of battle. Your first attack deals an additional 1d6 damage. You can deal this extra damage only once per turn.

Bayonet. When a creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

Dakka. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Runebombs

At 7th level, you gain one of the following features of your choice.

Flash Bomb. You toss a metal orb with a light rune enchantment at the target, dazing them. The next melee attack made against the target will be ad advantage and the attack the target makes will be at disadvantage. (3x/day)

Rune Grenade. You toss a metal orb with an explosion rune enchantment to the target location, which explodes on impact (Fireball 1use/day)

Rune Trap. You set a magic rune at a location that will explode when the first enemy walks over it (different damage types/effects?)

Multiattack

At 11th level, you gain one of the following features of your choice.

ScatterCannon.The Scattercannon is an attachment to your Runecannon, it has one shot, which consumes your action and takes an action to reload. Using Scattercannon with a rifle does not incur disadvantage when attacking a target within 5 feet.

Whirlwind Attack. You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Superior Marksman’s Defense

At 15th level, you gain one of the following features of your choice.

Combat Roll. When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.

Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.




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