Difference between revisions of "Fusilier (5A)"

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''Just a dark siluette against the sulfurous smoke, the gunslinger aims, keeping a group of enemies down with mere presence. One enemy takes the initiative, moving out of cover to charge and is promptly shot down. "Who will be the next to die?" taunts the gunslinger, cowing the entire group with the single, slow firearm.
+
''Just a dark silhouette against the sulfurous smoke, the fusilier aims, keeping a group of enemies down with mere presence. One enemy takes the initiative, moving out of cover to charge and is promptly shot down. "Who will be the next to die?" taunts the fusilier, cowing the entire group with a single, slow loading firearm.
  
Gunslingers are expert marksmen with firearms.  
+
Fusiliers are expert marksmen with firearms.
Rather than wasting gunpowder on a succession of rapid shots, a gunslinger squeezes every ounce of power of a each shot.
+
Early firearms are slow to load.  
 +
Rather than wasting gunpowder on a succession of rapid shots, a fusilier squeezes every ounce of power out of each shot.
  
== Class Features ==
+
'''Greyhawk
As a gunslinger, you gain the following class features.
+
Fusiliers are the elite forces of rich or militarily progressive states like the Cosmopolitan city-states and Ahlissa.
 +
A vast majority of fusiliers are humans or demi-humans well integrated into human society. A few dwarfs, gnomes, and goblins are know to practice the art, but have to be self-sufficient to do so. Only among humans are guns and powder readily available, and only in some lands.
 +
 
 +
== Class Profile==
  
 
=== Hit Points ===
 
=== Hit Points ===
:'''Hit Dice:''' 1d10 per gunslinger level
+
:'''Hit Dice:''' 1d10 per fusilier level
 
:'''Hit Points at 1st Level:''' 10 + your Constitution modifier
 
:'''Hit Points at 1st Level:''' 10 + your Constitution modifier
:'''Hit Points at Higher Levels:''' 1d10 (or 6) + your Constitution modifier per gunslinger level after 1st
+
:'''Hit Points at Higher Levels:''' 1d10 (or 6) + your Constitution modifier per fusilier level after 1st
  
 
=== Proficiencies ===
 
=== Proficiencies ===
 
:'''Armor:''' Light armor, medium armor
 
:'''Armor:''' Light armor, medium armor
:'''Weapons:''' Simple weapons, martial weapons, firearms
+
:'''Weapons:''' Simple weapons, martial melee weapons, firearms
:'''Tools:''' None
+
:'''Tools:''' None.
:'''Saving Throws:''' Dexterity, Intelligence
+
:'''Saving Throws:''' Dexterity, Charisma
 
:'''Skills:''' Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Sleight of Hand, and Survival
 
:'''Skills:''' Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Sleight of Hand, and Survival
  
 
=== Equipment ===
 
=== Equipment ===
:(a) chain mail or (b) studded leather leather
+
You start with the following equipment, in addition to the equipment granted by your background:
:(a) a simple or martial melee weapon
+
:(a) chain mail or (b) studded leather armor
:(a) an arquebus, musket, pistol, cavalry pistol, or blunderbuss
+
:(a) a rapier or (b) a scimitar or (c) a pistol
:(a) a pistol
+
:(a) an arquebus, musket, pistol, cavalry pistol, dragon, or blunderbuss
 
:(a) a dungeoneer's pack or (b) an explorer's pack
 
:(a) a dungeoneer's pack or (b) an explorer's pack
 +
 +
Alternatively you can start with 8d4 x10 gp or 200 gp.
  
 
=== Multiclassing ===
 
=== Multiclassing ===
 
You must have a Dexterity of 13 to multiclass into or out of this class.  
 
You must have a Dexterity of 13 to multiclass into or out of this class.  
 
Multiclassing into the class gives you proficiency with light armor, simple weapons, and firearms.  
 
Multiclassing into the class gives you proficiency with light armor, simple weapons, and firearms.  
Gunslinger multiclassing gives no spellcasing progression, or one-third progression if you have a subclass with spell progression such as the Gun Mage.  
+
Fusilier multiclassing gives no spellcasing progression, or one-third progression if you have a subclass with spell progression such as the Gun Mage.
 +
 
 +
== Fusilier Table ==
 +
{| class="wikitable"
 +
|valign="bottom"| ''' Level ''' ||valign="bottom" align=center | ''' Proficiency <br> Bonus '''  ||valign="bottom" align=center | ''' Devastation ''' ||valign=" bottom "| ''' Features '''
 +
|-
 +
|valign="top"| 1st ||valign="top" align=center | +2 ||valign="top" align=center | — ||valign="top"| Gunsmoke, Piercing Shot 19-20
 +
|-
 +
|valign="top"| 2nd ||valign="top" align=center | +2 ||valign="top" align=center | — ||valign="top"| Stand and Deliver
 +
|-
 +
|valign="top"| 3rd ||valign="top" align=center | +2 ||valign="top" align=center | — ||valign="top"| Fusilier Style 
 +
|-
 +
|valign="top"| 4th ||valign="top" align=center | +2 ||valign="top" align=center | — ||valign="top"| Ability Score Improvement
 +
|-
 +
|valign="top"| 5th ||valign="top" align=center | +3 ||valign="top" align=center | 1 die ||valign="top"| Devastation
 +
|-
 +
|valign="top"| 6th ||valign="top" align=center | +3 ||valign="top" align=center | 1 die ||valign="top"| Fusilier Style Feature
 +
|-
 +
|valign="top"| 7th ||valign="top" align=center | +3 ||valign="top" align=center | 2 dice ||valign="top"| Step and Deliver
 +
|-
 +
|valign="top"| 8th ||valign="top" align=center | +3 ||valign="top" align=center | 2 dice ||valign="top"| Ability Score Improvement
 +
|-
 +
|valign="top"| 9th ||valign="top" align=center | +4 ||valign="top" align=center | 3 dice ||valign="top"| Pinning Shot
 +
|-
 +
|valign="top"| 10th ||valign="top" align=center | +4 ||valign="top" align=center | 3 dice ||valign="top"| Fusilier Style Feature
 +
|-
 +
|valign="top"| 11th ||valign="top" align=center | +4 ||valign="top" align=center | 4 dice ||valign="top"| Fields of Fire
 +
|-
 +
|valign="top"| 12th ||valign="top" align=center | +4 ||valign="top" align=center | 4 dice ||valign="top"| Ability Score Improvement
 +
|-
 +
|valign="top"| 13th ||valign="top" align=center | +5 ||valign="top" align=center | 5 dice ||valign="top"| Shock and Awe
 +
|-
 +
|valign="top"| 14th ||valign="top" align=center | +5 ||valign="top" align=center | 5 dice ||valign="top"| Piercing Shot 18-20
 +
|-
 +
|valign="top"| 15th ||valign="top" align=center | +5 ||valign="top" align=center | 6 dice ||valign="top"| Fusilier Style Feature
 +
|-
 +
|valign="top"| 16th ||valign="top" align=center | +5 ||valign="top" align=center | 6 dice ||valign="top"| Ability Score Improvement
 +
|-
 +
|valign="top"| 17th ||valign="top" align=center | +6 ||valign="top" align=center | 7 dice ||valign="top"| Smoke Eye
 +
|-
 +
|valign="top"| 18th ||valign="top" align=center | +6 ||valign="top" align=center | 7 dice ||valign="top"| Stonewall
 +
|-
 +
|valign="top"| 19th ||valign="top" align=center | +6 ||valign="top" align=center | 8 dice ||valign="top"| Ability Score Improvement
 +
|-
 +
|valign="top"| 20th ||valign="top" align=center | +6 ||valign="top" align=center | 8 dice ||valign="top"| Bonus Shot
 +
|}
 +
 
 +
== Class Features ==
 +
As a fusilier, you gain the following class features.  
  
== Class Abilities ==
 
 
=== Gunsmoke ===
 
=== Gunsmoke ===
At 1st level, when you shoot a firearm, you are surrounded by an obscuring cloud of smoke. This provides you with the benefits of half cover, you gain a +2 bonus on AC and a +2 bonus on Dexterity saving throws.  
+
When you shoot a firearm you are surrounded by an obscuring cloud of smoke. This provides you with the benefits of half cover, you gain a +2 bonus on AC and a +2 bonus on Dexterity saving throws.
 +
Gunsmoke does not provide enough concealment to use the Hide action.
 
This lasts until you move away from the spot where you fired your firearm or until the start of your next turn.  
 
This lasts until you move away from the spot where you fired your firearm or until the start of your next turn.  
 +
A strong wind blows gunsmoke away immediately, negating the ability.
 
Bombs and grenades do not cause gunsmoke.
 
Bombs and grenades do not cause gunsmoke.
  
'''Optional Rule: Lingering Gunsmoke
+
=== Piercing Shot ===
Gunsmoke quickly disperses in even the slightest breeze, but when in a dead calm or indoors, it can gather from round to round. Instead of the effect ending at the start of your turn, it continues until you move or at the end of a turn when you did not attack with a firearm. If you attack with a firearm on a later round, all creatures within 5 feet of you gains the advantages of gunsmoke, but also suffer a -2 penalty on any attacks they make.
+
Your attacks with firearms score a critical hit on a roll of 19 or 20, and a die roll in this range is always a hit, regardless of the target's Armor Class. At 14th level, your attacks with firearms score a critical hit and auto-hit on a roll of 18, 19, or 20.
  
 
=== Stand and Deliver ===
 
=== Stand and Deliver ===
At 1st level you can give yourself advantage on your next attack roll with a firearm on the current turn. You can use this only if you haven't moved during this turn, and your speed is 0 until the end of the current turn.
+
At 2nd level you can give yourself advantage on your next attack roll with a firearm on the current turn. You can use this only if you haven't moved during this turn, and your speed becomes 0 until the end of the current turn.
 +
If you are on a mount or piloting a vehicle, the mount or vehicle must also obey these restrictions if you are to use Stand and Deliver.
  
=== Piercing Shot ===
+
=== Fusilier Style ===
Your attacks with firearms score a critical hit on a roll of 19 or 20. At 14th level, your attacks with firearms score a critical hit on a roll of 18, 19, or 20
+
At 3rd level, you choose a fusilier style with which you fight. The fusilier style you choose grants you features at 3rd level and again at 6th, 10th, and 15th level.
  
=== Gunslinger Style    ===
 
At 3rd level, you choose a gunslinger style with which you fight. The gunslinger style you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
 
 
{|class="wikitable" align=right
 
{|class="wikitable" align=right
|+'''Gunslinger Styles  
+
|+'''Fusilier Styles  
 
|-
 
|-
 
|{{ : Gunslinger Style (5A) }}
 
|{{ : Gunslinger Style (5A) }}
Line 59: Line 113:
  
 
=== Devastation ===
 
=== Devastation ===
At 5th level, firearms become even more lethal in your hands. Add an additional die of the same type the weapon already does to the damage of each attack. The damage bonus increases to 2 dice at 11th level and 3 dice at 20th level. These additional dice are included when rolling for additional damage on a critical hit.
+
At 5th level, firearms become even more lethal in your hands. Once per turn you can add an additional die of the same type the weapon already does to the damage of an attack. The number of extra damage dice increases as you gain levels in this class, as shown in the Devastation column of the Fusilier table.
 +
In the case of bombs and grenades, devastation damage applies against all targets.
  
A firearm that does multiple dice of damage, such as a grenade, still only get one additional die of damage.
+
=== Step and Deliver ===
 +
At 7th level, when you use Stand and Deliver, your speed is reduced to 10 feet rather than being reduced to 0 and you can move up to 10 feet before you attack and still gain advantage.
 +
 
 +
=== Pinning Shot ===
 +
At 9th level when you miss a creature with a firearm attack, you can force that creature to make a Wisdom saving throw with a DC 10 + your Proficiency bonus or become frightened until the end of your turn.
 +
A creature that is frightened this way also falls prone.
 +
 
 +
''Note that this is more effective when used outside your turn, as the frightened effect ends at the end of your turn.
  
 
=== Fields of Fire ===
 
=== Fields of Fire ===
At 6th level you are always ready to shoot an advancing enemy. As a reaction when you have a ready firearm and sees a creature that is moving and not in cover, you can make an attack against that creature with your ready firearm.
+
At 11th level you are always ready to shoot an advancing enemy. As a reaction when you have a ready firearm and see a creature that is moving and not in cover or concealment of any kind, you can make an attack against that creature with a ready firearm.
 +
This is the equivalent of a ranged attack of opportunity, and any effect that affects attacks of opportunity also affects Fields of Fire.
 +
After this shot you can reload your firearm as a part of the same reaction.
  
=== Evasion ===
+
=== Shock and Awe ===
Beginning at 9th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a 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.
+
At 13th level, when you reduce an enemy to 0 hit points with a firearms attack, all enemies within 10 feet of the defeated enemy are affected by your Pinning Shot ability.
 +
If this happens on the first round after initiative is rolled, it affects all enemies within 30 feet of the target.
  
=== Step and Deliver ===
+
=== Smoke Eye ===
At 13th level, when you use Stand and Deliver, your speed is reduced by half rather than being reduced to 0.
+
At 17th level, your vision is not hindered by smoke, fog, or gasses.
 +
 
 +
=== Stonewall ===
 +
Beginning at 18th level, you can resist damage that allows a saving throw, such as a red dragon's fiery breath or a Cone of Cold spell. When you are subjected to an effect that allows you to make a 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.
 +
 
 +
=== Bonus Shot ===
 +
At 20th level you can use a bonus action to load a firearm and take the Attack action with that Firearm.
  
=== Pinning Shot ===
+
== Designer's Notes ==
At 17th level when you attack a creature with a firearm, that creature must make a Wisdom saving throw with a DC equal to 8 + your Dexterity Bonus + your Proficiency Bonus or immediately drop prone.
+
Fusilier is not a perfect name.
A target that is taking the Dodge action has advantage on this saving throw.
+
It derives from the latin for flint, used with flintlocks from the 17th century.
 +
The class works with older guns that do not use flintlocks, such as matchlocks and wheellocks.
 +
Still, it is a general term that does not point out a specific type of gun.
 +
An earlier name was for the class was gunslinger, which to me sounds like a 19C role for someone who shoots a lot, while the fusilier given here uses a slow-loading firearm and only very slowly gains more attacks.

Latest revision as of 12:20, 8 June 2024

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Just a dark silhouette against the sulfurous smoke, the fusilier aims, keeping a group of enemies down with mere presence. One enemy takes the initiative, moving out of cover to charge and is promptly shot down. "Who will be the next to die?" taunts the fusilier, cowing the entire group with a single, slow loading firearm.

Fusiliers are expert marksmen with firearms. Early firearms are slow to load. Rather than wasting gunpowder on a succession of rapid shots, a fusilier squeezes every ounce of power out of each shot.

Greyhawk Fusiliers are the elite forces of rich or militarily progressive states like the Cosmopolitan city-states and Ahlissa. A vast majority of fusiliers are humans or demi-humans well integrated into human society. A few dwarfs, gnomes, and goblins are know to practice the art, but have to be self-sufficient to do so. Only among humans are guns and powder readily available, and only in some lands.

Class Profile

Hit Points

Hit Dice: 1d10 per fusilier level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fusilier level after 1st

Proficiencies

Armor: Light armor, medium armor
Weapons: Simple weapons, martial melee weapons, firearms
Tools: None.
Saving Throws: Dexterity, Charisma
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Sleight of Hand, and Survival

Equipment

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

(a) chain mail or (b) studded leather armor
(a) a rapier or (b) a scimitar or (c) a pistol
(a) an arquebus, musket, pistol, cavalry pistol, dragon, or blunderbuss
(a) a dungeoneer's pack or (b) an explorer's pack

Alternatively you can start with 8d4 x10 gp or 200 gp.

Multiclassing

You must have a Dexterity of 13 to multiclass into or out of this class. Multiclassing into the class gives you proficiency with light armor, simple weapons, and firearms. Fusilier multiclassing gives no spellcasing progression, or one-third progression if you have a subclass with spell progression such as the Gun Mage.

Fusilier Table

Level Proficiency
Bonus
Devastation Features
1st +2 Gunsmoke, Piercing Shot 19-20
2nd +2 Stand and Deliver
3rd +2 Fusilier Style
4th +2 Ability Score Improvement
5th +3 1 die Devastation
6th +3 1 die Fusilier Style Feature
7th +3 2 dice Step and Deliver
8th +3 2 dice Ability Score Improvement
9th +4 3 dice Pinning Shot
10th +4 3 dice Fusilier Style Feature
11th +4 4 dice Fields of Fire
12th +4 4 dice Ability Score Improvement
13th +5 5 dice Shock and Awe
14th +5 5 dice Piercing Shot 18-20
15th +5 6 dice Fusilier Style Feature
16th +5 6 dice Ability Score Improvement
17th +6 7 dice Smoke Eye
18th +6 7 dice Stonewall
19th +6 8 dice Ability Score Improvement
20th +6 8 dice Bonus Shot

Class Features

As a fusilier, you gain the following class features.

Gunsmoke

When you shoot a firearm you are surrounded by an obscuring cloud of smoke. This provides you with the benefits of half cover, you gain a +2 bonus on AC and a +2 bonus on Dexterity saving throws. Gunsmoke does not provide enough concealment to use the Hide action. This lasts until you move away from the spot where you fired your firearm or until the start of your next turn. A strong wind blows gunsmoke away immediately, negating the ability. Bombs and grenades do not cause gunsmoke.

Piercing Shot

Your attacks with firearms score a critical hit on a roll of 19 or 20, and a die roll in this range is always a hit, regardless of the target's Armor Class. At 14th level, your attacks with firearms score a critical hit and auto-hit on a roll of 18, 19, or 20.

Stand and Deliver

At 2nd level you can give yourself advantage on your next attack roll with a firearm on the current turn. You can use this only if you haven't moved during this turn, and your speed becomes 0 until the end of the current turn. If you are on a mount or piloting a vehicle, the mount or vehicle must also obey these restrictions if you are to use Stand and Deliver.

Fusilier Style

At 3rd level, you choose a fusilier style with which you fight. The fusilier style you choose grants you features at 3rd level and again at 6th, 10th, and 15th level.

Fusilier Styles
  1. Ace
  2. Bushwacker
  3. Grenadier
  4. Gun Mage
  5. Musketeer
  6. Pistolieer
  7. Sharpshooter

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 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.

Devastation

At 5th level, firearms become even more lethal in your hands. Once per turn you can add an additional die of the same type the weapon already does to the damage of an attack. The number of extra damage dice increases as you gain levels in this class, as shown in the Devastation column of the Fusilier table. In the case of bombs and grenades, devastation damage applies against all targets.

Step and Deliver

At 7th level, when you use Stand and Deliver, your speed is reduced to 10 feet rather than being reduced to 0 and you can move up to 10 feet before you attack and still gain advantage.

Pinning Shot

At 9th level when you miss a creature with a firearm attack, you can force that creature to make a Wisdom saving throw with a DC 10 + your Proficiency bonus or become frightened until the end of your turn. A creature that is frightened this way also falls prone.

Note that this is more effective when used outside your turn, as the frightened effect ends at the end of your turn.

Fields of Fire

At 11th level you are always ready to shoot an advancing enemy. As a reaction when you have a ready firearm and see a creature that is moving and not in cover or concealment of any kind, you can make an attack against that creature with a ready firearm. This is the equivalent of a ranged attack of opportunity, and any effect that affects attacks of opportunity also affects Fields of Fire. After this shot you can reload your firearm as a part of the same reaction.

Shock and Awe

At 13th level, when you reduce an enemy to 0 hit points with a firearms attack, all enemies within 10 feet of the defeated enemy are affected by your Pinning Shot ability. If this happens on the first round after initiative is rolled, it affects all enemies within 30 feet of the target.

Smoke Eye

At 17th level, your vision is not hindered by smoke, fog, or gasses.

Stonewall

Beginning at 18th level, you can resist damage that allows a saving throw, such as a red dragon's fiery breath or a Cone of Cold spell. When you are subjected to an effect that allows you to make a 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.

Bonus Shot

At 20th level you can use a bonus action to load a firearm and take the Attack action with that Firearm.

Designer's Notes

Fusilier is not a perfect name. It derives from the latin for flint, used with flintlocks from the 17th century. The class works with older guns that do not use flintlocks, such as matchlocks and wheellocks. Still, it is a general term that does not point out a specific type of gun. An earlier name was for the class was gunslinger, which to me sounds like a 19C role for someone who shoots a lot, while the fusilier given here uses a slow-loading firearm and only very slowly gains more attacks.