Difference between revisions of "Musketeer (5A)"

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This is a [[Gunslinger (5A)|Gunslinger]] style for [[5A]].  
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This is a [[Fusilier (5A)|Fusilier]] style for [[5A]].  
  
A musketeer is a gunslinger that is also skilled with melee weapons. Usually opening up with firearms, the musketeer then moves into melee to finish the fight.
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A musketeer is a fusilier that is also skilled with melee weapons. Usually opening up with firearms, the musketeer then moves into melee to finish the fight.
The weapons of choice tend to be rapiers of scimitars, building on the reflexes required to sling guns.
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The weapons of choice tend to be rapiers or scimitars, building on the reflexes required to sling guns.
 
Musketeers are common among cavalry and in naval settings where the fight can quickly change from ranged to melee.
 
Musketeers are common among cavalry and in naval settings where the fight can quickly change from ranged to melee.
  
 
'''Greyhawk
 
'''Greyhawk
The musketeer is the most common type of gunslinger in the Flanaess, common in modern armies that have introduced firearms but not abandoned melee weapons.
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The musketeer is the most common type of fusilier in the Flanaess, common in modern armies that have introduced firearms but not abandoned melee weapons.
  
 
Source: Original.
 
Source: Original.
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== Subclass Features ==
 
== Subclass Features ==
  
=== Musketeer Fencing===
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=== Musketeer Flexibility ===
You can draw or sheathe a one-handed weapon without counting against your limit on object interactions each round.
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On each of your turns you can draw one and and sheathe one one-handed weapon without counting against your limit on object interactions.
At 5th level you also gain the benefits of Devastation when attacking with a melee weapon.
 
  
 
=== Sword and Gun Style ===
 
=== Sword and Gun Style ===
At 3rd level you do not suffer disadvantage when you make a ranged attack against an enemy within 5 feet of you.
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At 3rd level you do not suffer disadvantage when you make a ranged attack with a one-handed firearm against an enemy within 5 feet of you.
Also, when you take the Attack action and attack with a melee that you’re holding in one hand, you can use a bonus action to attack again with the same melee weapon or with a firearm you’re holding in the other hand.   
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Also, when you take the Attack action and attack with a melee weapon you’re holding in one hand, you can use a bonus action to attack again with the same melee weapon or with a firearm you’re holding in the other hand.   
This is an improved variant of two-weapon fighting.
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This extra attack does full damage, including your Dexterity or Strength modifier.
  
 
=== In the Fray ===
 
=== In the Fray ===
At 6th level, when you have an ally of the attacker within 5 feet of you, you have three-quarters cover, but only against ranged and area attacks. This grants you  a +5 bonus to AC and Dexterity saving throws against ranged and area attacks. This does not stack with other cover, such as that granted by the Gunsmoke feature.
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At 6th level you gain the benefits of Devastation when attacking with a melee weapon.
  
 
=== Acrobatic Charge ===
 
=== Acrobatic Charge ===
At 10th level, you become proficient at using the terrain or the press of enemies to allow you to move in unconventional ways. Use this when you move. Until the end of your current turn, your movement does not trigger attacks of opportunity, and you can move through the space of both friends and enemies without additional movement cost.
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At 6th level, you have the confidence to move in unconventional ways, swinging on ropes and chandeliers, leaping from mounts, rolling on the ground, or using the press of enemies to advantage.  
You can do this on a number of your turns equal to your Proficency Bonus, regaining all uses on a long rest.
 
  
=== Hold the Breach ===
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Use this when you move. Until the end of your current turn, your movement does not trigger attacks of opportunity, and you can move through the space of both friends and enemies without additional movement cost.
At 15th level, when you have used your reaction to take an attack of opportunity with a melee weapon, you can continue to make attacks of opportunity with a melee weapon without having to spend a reaction to do so until the start of your next turn.
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You must end your movement in an empty space.
You can do this on a number of your turns equal to your Proficency Bonus, regaining all uses on a long rest.
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You can do this on one of your turns, regaining all uses on a long or short rest.
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You gain an additional use at level 10 and again at level 15.
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=== Hostile Shield ===
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At 10th level, when you are attacked and have an ally of the attacker within 5 feet of you, you have three-quarters cover. This grants you  a +5 bonus to AC and Dexterity saving throws against ranged and area attacks. This does not stack with other cover, such as that granted by the Gunsmoke feature.
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=== Hold the Bridge ===
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At 15th level, when you have used your reaction to take an attack of opportunity with a melee weapon, you can continue to make attacks of opportunity with a melee weapon without having to spend a reaction to do so until the start of your next turn. You can make only one attack of opportunity in each enemy's turn.
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You can use this ability a number of rounds equal to your Proficiency Bonus, regaining all uses when you finish a long rest.

Latest revision as of 12:21, 8 June 2024

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This is a Fusilier style for 5A.

A musketeer is a fusilier that is also skilled with melee weapons. Usually opening up with firearms, the musketeer then moves into melee to finish the fight. The weapons of choice tend to be rapiers or scimitars, building on the reflexes required to sling guns. Musketeers are common among cavalry and in naval settings where the fight can quickly change from ranged to melee.

Greyhawk The musketeer is the most common type of fusilier in the Flanaess, common in modern armies that have introduced firearms but not abandoned melee weapons.

Source: Original.

Subclass Features

Musketeer Flexibility

On each of your turns you can draw one and and sheathe one one-handed weapon without counting against your limit on object interactions.

Sword and Gun Style

At 3rd level you do not suffer disadvantage when you make a ranged attack with a one-handed firearm against an enemy within 5 feet of you. Also, when you take the Attack action and attack with a melee weapon you’re holding in one hand, you can use a bonus action to attack again with the same melee weapon or with a firearm you’re holding in the other hand. This extra attack does full damage, including your Dexterity or Strength modifier.

In the Fray

At 6th level you gain the benefits of Devastation when attacking with a melee weapon.

Acrobatic Charge

At 6th level, you have the confidence to move in unconventional ways, swinging on ropes and chandeliers, leaping from mounts, rolling on the ground, or using the press of enemies to advantage.

Use this when you move. Until the end of your current turn, your movement does not trigger attacks of opportunity, and you can move through the space of both friends and enemies without additional movement cost. You must end your movement in an empty space. You can do this on one of your turns, regaining all uses on a long or short rest. You gain an additional use at level 10 and again at level 15.

Hostile Shield

At 10th level, when you are attacked and have an ally of the attacker within 5 feet of you, you have three-quarters cover. This grants you a +5 bonus to AC and Dexterity saving throws against ranged and area attacks. This does not stack with other cover, such as that granted by the Gunsmoke feature.

Hold the Bridge

At 15th level, when you have used your reaction to take an attack of opportunity with a melee weapon, you can continue to make attacks of opportunity with a melee weapon without having to spend a reaction to do so until the start of your next turn. You can make only one attack of opportunity in each enemy's turn. You can use this ability a number of rounds equal to your Proficiency Bonus, regaining all uses when you finish a long rest.