Difference between revisions of "Fusilier (5A)"
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At 13th 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. | At 13th 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. | 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 === | === Shock and Awe === |
Revision as of 00:49, 31 January 2024
Starfox's 5th Edition Fan Page |
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 a 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 |
Features |
1st | +2 | Gunsmoke, Piercing Shot 19-20 |
2nd | +2 | Stand and Deliver |
3rd | +2 | Fusilier Style |
4th | +2 | Ability Score Improvement |
5th | +3 | Devastation +1 die |
6th | +3 | Fusilier Style Feature |
7th | +3 | Step and Deliver |
8th | +3 | Ability Score Improvement |
9th | +4 | Pinning Shot |
10th | +4 | Fusilier Style Feature |
11th | +4 | Devastation +2 dice |
12th | +4 | Ability Score Improvement |
13th | +5 | Fields of Fire |
14th | +5 | Piercing Shot 18-20 |
15th | +5 | Fusilier Style Feature |
16th | +5 | Ability Score Improvement |
17th | +6 | Shock and Awe |
18th | +6 | Stonewall |
19th | +6 | Ability Score Improvement |
20th | +6 | 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 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.
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. 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.
Bombs and Grenades are firearms and fusiliers can add their Devastation bonus to the damage they do. A firearm that does multiple dice of damage, such as a Bomb and Grenade, only gets one additional die of damage each time your Devastation improves.
Example: At 5th level, an arquebus does 2d12 damage, a pistol does 2d10 damage, and a grenade does 3d6 damage in your hands. At 11th level the arquebus' damage increases to 3d12, the pistol's damage to 3d10, and the bomb's damage to 4d6.
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 13th 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 17th 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.
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. When attacking with a one-handed firearm, add one Devastation die to the damage.
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 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.