Musketeer (5A)
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This is a Gunslinger 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. 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 gunslinger 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. Both attacks do your full normal damage.
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 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. 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.
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, 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.
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.