Single Shot Engineer (5e Class)
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- 1 Single Shot Engineer
- 2 Creating a Singleshot Engineer
- 2.1 Class Features
- 2.1.1 Table: The Singleshot Engineer
- 2.1.2 Tinker's Prowess
- 2.1.3 Item Analysis
- 2.1.4 Tool Expertise
- 2.1.5 Repair Item
- 2.1.6 Mechanical Servant
- 2.1.7 Turbo Tinker
- 2.1.8 Quick Reload
- 2.1.9 Leading Engineer
- 2.1.10 Specialization
- 2.1.11 Action Surge
- 2.1.12 Bomb Crafting
- 2.1.13 Special Ammo
- 2.1.14 Trick Shot
- 2.1.15 True Shot
- 2.1.16 Sharpshooter
- 2.1.17 True Grit
- 2.1.18 Elemental Ammo
- 2.1 Class Features
- 3 Gungeneering
- 4 Logistical Engineering
- 5 Multiclassing
- 6 Creators
Single Shot Engineer
|The art of a gunfight leaves you breathless, N/A, Source|
You are an engineer. You deal with the realm of science, and logic. You find it disappointing that people place so much of their lives in the realm of magic and gods... but such is life. You've dedicated yourself to keeping you and your equipment free of magic, and godly intervention, using only things made by the people who live of this realm as your weapons of choice. Because you lead the world in the explosive sciences, much of the explosions throughout the world is a result of you. You discovered gunpowder, and combustion. You built the first single-shot gun.
Planning and Tinkering
In the world of Dungeons and Dragons, there isn't really a way to build things of a scientific nature. As a result two features must be added: planning skill, and the tinkering skill. The Planning skill utilizes your intelligence modifier, and your proficiency bonus. To build something, you must plan it first. The Tinkering skill utilizes your dexterity modifier, and your proficiency bonus. To build something, you must be able to work carefully with your hands. The difficulty of the build is decided by your GM, and can take place over multiple checks.
Distaste For Magic and Gods
You always believed that you were all you needed to survive in life, and that magic, and gods were just inefficient fluff, unnecessary to society. As a result you have disadvantage on checks relating to magic or gods and cannot cast spells or worship a deity.
This is what brought you to the attention of many of the intellectuals of the world, your gun. You discovered how to harness the power of a volatile mixture you call gunpowder, and because of that made the world's first firearm. The gun uses your Dexterity modifier, as well as your proficiency bonus for hits.
One pistol wasn't enough when you made the first. Using the same specs you develop a second pistol, with just barely enough resources to have created the second.
Each pistol is one-handed.
- 1d4 for each pistol
You've created the first rifle. It's a long slender thing of beauty, unfortunately the violent rage which you built this device has caused the idea to slip from your mind. It'll be a long time before you can remember how you built the first.
The rifle is two-handed.
Creating a Singleshot Engineer
- Quick Build
You can make a Single-shot Engineer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Gungineering background. Third, choose Singleshot Pistol, and the Smith's Tool.
As a Singleshot Engineer you gain the following class features.
- Hit Points
Armor: Light, Heavy
Weapons: Finesse Weapons, Weapons of Your Own design
Tools: Tinker's tool and choose one additional: Smith's tools, Carpenter's tools, or the Leatherworker's tools.
Saving Throws: Dexterity, Intelligence
Skills: You automatically gain the planning and tinkering skill. Choose two: Insight, Perception, History, and Investigation. You also start with the Tinker's Tools.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) 2 Singleshot Pistols or (b) Singleshot Rifle
- (a) Rapier or (b) Whip
- (a) Leather Armor or (b) Ring Mail
- (a) Smith's Tools or (b) Leatherworker's Tools
- (a) Smith's Tools or (b) Carpenter's Tools
|1st||+2||Tinker's Prowess, Item Analysis, Choose Background, 0th Background Feature|
|4th||+2||Ability Score Improvement, Mechanical Servant Lv1|
|5th||+3||Turbo Tinker, Quick Reload Lv1|
|6th||+3||Leading Engineer Lv1, 1st Background Feature|
|8th||+3||Ability Score Improvement, Action Surge Lv1|
|9th||+4||Bomb Crafting Lv1|
|10th||+4||Leading Engineer Lv2, Special Ammo Lv1, Trick Shot|
|11th||+4||True Shot, Quick Reload Lv2|
|12th||+4||Ability Score Improvement, Sharpshooter, 2nd Background Feature|
|14th||+5||Elemental Ammo Lv1|
|16th||+5||Ability Score Improvement, Action Surge Lv2|
|17th||+6||Bomb Crafting Lv2|
|18th||+6||Quick Reload Lv3|
|19th||+6||Ability Score Improvement, Elemental Ammo Lv2, Mechanical Servant Lv2|
|20th||+6||3rd Background Feature|
Knowing the traits of many of the materials of the world you can bend them to your will and create what you desire so long as you have what you need.
You can create nonmagical items with appropriate materials, planning and tinkering without need for an already existing recipe (Determined by GM). The maximum market value of items crafted cannot exceed 25gp. For items that exceed this value progress can be made in 25gp increments. Additionally you gain advantage when tinkering in a workshop.
Being familiar enough with the applications and effects of most items, you feel fairly confident in identifying their features.
Functions like Identify, but cannot determine Spell Effects, simply the presence of a spell.
Having a great deal of experience with your tool set has paid off. you know the best ways to utilize them for the greatest efficiency.
Proficiency bonus is doubled when using tools in which the player is proficient in.
You know how to make things like they once were and can restore most items to their new condition.
Functions like mending but disadvantage on magical items.
People are judgmental, and cast doubt towards your research. Automatons do no such thing.
You gain the ability to make a Mechanical Servant but must put in one week of Work( Eight hours per day) or 56 hours total and pay 1,000gp in raw materials. Select a Large Beast with Challenge rating of 2 or less. The servant will use that beast's statistics and can appear however you wish, but must remain appropriate for the stats, which cannot be changed without making a new servant. You can repair damage to the servant during a long rest so long as you have access to the body. If the servant is killed, you can repair it so long as you have access to it and sufficient materials, and repairs will take an appropriate length of time (determined by GM). It cannot be charmed or poisoned. It understands the languages spoken by it's creator but cannot speak. It has darkvison range 60 feet. Additionally if you are the target of a melee attack and the servant is adjacent to the attacker, you can have the servant attack, taking up your reaction.
- Level 1
- You can only have 1 Mechanical Servant at a time.
- Level 2
- You can have 2 Mechanical Servants at a time and one can be Challenge Rating 4 or less.
You learn your plans in greater detail and know the limits of the materials at your disposal, and the best ways to bend them to your designs, effectively expediting your construction process.
Half as many tinker checks are needed to complete an item.
Becoming familiar with your weapons, you are now able to reload them faster, allowing you to attack with greater frequency.
- Level 1
- You can attack with your firearm and reload it at the end of your attack action (i.e. Fire, Reload, End of Action)
- Level 2
- You can now fire twice and reload once as part of your attack action(i.e Fire, Reload, Fire, End of Action).
- Level 3
- You can fire twice and reload twice in an attack action(i.e. Fire, Reload, Fire, Reload, End of Action).
If you end your action on a fire, you must begin your next action with a reload.
Even the best can benefit from some help every now and then.
- Level 1
- Have NPC or PC role intelligence check equal or greater than 12 + Intelligence modifier to have them assist on planning checks (Gives advantage on next planning check if successful).
- Level 2
- Check is decreased to 10 + Intelligence modifier.
You have sufficient knowledge to know there is not enough time in the world to learn all the tricks to the items of the world being as diverse as they are. You decide to focus your efforts onto one subject and master it's nuances and hidden talents.
Choose between crafting weapons, armor, or gadgets. Any checks made towards that specialization have advantage(Disadvantage remains for magical items and no advantage is applied). (Once chosen the specialization cannot be changed).
- Armor Specialization
- You learn the traits of the armors of the world and their nuances.
- Gadgets Specialization
- Small trinkets are your thing. Watches now seem as simple as children toys and you wonder how small you can go.
- Weapon Specialization
- You are no stranger to instruments of death and have no qualms with their applications. You feel proud knowing your creations will determine the outcome of an encounter.
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.
- Level 1
- One use.
- Level 2
- Two uses.
Bored of your current use of gunpowder you ponder new a utilization. Thinking of the explosive properties of the powder you wonder if small packets shrouded in a metal ball would be an effective weapon. Tests have proven it to be a rather forceful tool, now at your disposal.
- Level 1
- You can now create bombs with a tinkering check (20-(Int Modifier + Dex Modifier)) and 5sp of raw materials for 1 bomb with radius of 10ft and 1d8 force damage. Anyone in the radius must make a Strength save to avoid being knocked prone.
- Level 2
- Radius increases to 20ft and damage to 2d8 per bomb.
You're confident enough with your weapons and crafting ability that you believe you can create bullets that will allow you to achieve seemingly magical accomplishments.
- Level 1
- You have access to three Special Ammo Points which reset after a long rest. Additionally one Special Ammo Point can be regained with a natural 20 attack roll.
- Level 2
- You now have access to 6 total Special Ammo Points.
Feeling cocky with your firearm and new ammo you decide to test their limits and find you can more accurately hit targets. You wonder how far they can be pushed.
Can gain advantage on hit but uses half your movement of the next turn and uses one Special Ammo Point.
Pondering the question of just how far you can force your equipment to go, you try to test the accuracy even more. You find that if you can see the target you can hit the target.
Can attack target, not in full cover, with the True Shot as if they were not in cover. Consumes one Special Ammo Point.
Still not satisfied with your equipment, you push it even further. Focusing on your target you find you can fire more accurately than ever before.
You can tag a specific target to gain advantage on ranged attacks until the end of your turn. Consumes one Special Ammo Point.
The power rushing to your head, you decide to try the impossible and destroy the very environment protecting your enemies.
You can spend a Special Ammo Point to destroy a piece of cover.
You can utilize the elements of the world around you to your benefit allowing you to harness their affects.
Bullets must be created beforehand through planning check for each new element and a tinkering check with DC of the GM's choosing and 50gp of raw material with the element type. You can only have a maximum of six elemental rounds.
- Level 1
- Ammo can be decided if it is elemental after hit to add 2d4 of the elemental damage of an element at your disposal.
- Level 2
- Damage is increased to 4d4 total additional damage.
As a gungeneer you work mostly with weapons, working mostly on the front lines. Working on the front line of any battle, you learn to defend yourself pretty quick. You focus on your weapons, and your strengths, helping people where you can, but mostly fighting the enemy with weapons of destruction that you created yourself.
- Master Builder (0th, Passive)
- You're pretty good, as engineers go. But you've been always been good at building, especially ranged weapons. Tinker checks for ranged weapons and ammunition are reduced by 2, but the number of checks can be no less than 1.
- Point Blank (1st, Passive)
- Hitting any creature within a range of 10 ft while rolling over a natural 18, automatically does critical damage.
- Double the Guns (2nd, Passive)
- You remember the day you created your first gun, the thrill of it. You yearn for that power again, and come up with plans for a second rifle (if you took rifle for your weapon) or a second set of pistols (if you took pistols for your weapon).
- Death Blossom (3rd, Active once per long rest)
- You feel a surge of energy rush through you as the gun(s) pulse with energy. You spin wildly reloading and shooting in all direction. You automatically hit everything within a radius of 80 ft and roll an attack outside of that radius. You CAN warn your party members, if you do so all damage to party members is negated (must out loud call to party members before initiating Death Blossom, and all party members must be able to hear your call out in-game). Damage: 12 D6 (rifle) 18 D4 (Pistol)
You stay behind the front lines for most battles, mostly just building and repairing weapons as the requests come in. You learned to defend yourself out of necessity.
- Master Planner (0th, Passive)
- You've been engineering for a long time now. As a result you can now craft basic weapons and tools in two fewer Tinker checks (The number of checks cannot be less than 1), and more advanced builds take half the number of planning checks.
- Break 'em Down (1st, Passive)
- Having worked with weapons for a long time, you understand how each weapon works, and where its parts are. You can now break down weapons for raw materials, equal to the price of the weapon in.
- Refinement (2nd, Active once per long rest)
- You've grown to see weapons as a thing of art. Seeing a destroyed one breaks your heart. You do whatever you can to make that weapon stronger, faster, better. Any weapon fixed using this ability can be modified to do more damage (+3 damage dice), or increase proficiency with that weapon (Max +5). Refinement power dependent on materials used to refine the weapon, and DM choice.
- Sticky Flare (3rd, Active once per long rest)
- You found a way to create a sticky glue like substance. You also found a way to create a substance that stays lit for an extended period of time. Put the two together you get: the sticky flare. Attaching a stick flare to an enemy gives advantage to all attacks against stuck enemy. Flare lasts for 10 rounds, and does 2 D4 fire damage at the top of every round its lit. 3 can be carried at most, but only one can be used per encounter.
- To qualify for multiclassing into the Single Shot Engineer class, you must meet these prerequisites: Dexterity 13, Intelligence 15, No Spell-using Class (i.e. Cleric, Wizard, Warlock, Bard, etc.).
- When you multiclass into the Single Shot Engineer class, you gain the following proficiencies: Planning, Tinkering, Single Shot(Choose either a set of 2 Pistols or 1 Rifle), choose one of the Saving Throws.
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