Grenadier (5A)

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This is a Gunslinger style for 5A.

Guns are only a part of the rising surge of new technology. A grenadier focuses on related weapons, bombs and grenades. A grenadier can destroy groups of enemies clustered together, blow up doors and construction, and add an element of skill and power to any party.

Greyhawk Grenadiers are halfway to Chymists and may not see themselves as related to other gunslingers. Most grenadiers are humans, but rock gnomes and goblins are well represented as well.

Source: Original.

Subclass Features

Making Supplies

At 3rd level when you choose this style, you gain proficiency with alchemist's supplies or a type of artisan's tools or a type of vehicles of your choice.

Trick Shot

At 3rd level, you master the ability to shoot at small and moving targets, and to make a show of it. This includes such stunts as juggling your gun, shooting the hat off a creature, or shooting a bottle thrown into the air before it lands or calling out which part of a target you will hit next. When you take an action to make an Intimidation or Performance check, you can fire a firearm as a part of the same action to gain advantage on the check.

On a round when you use Trick Shot, you can take a bonus action to fire for effect, turning the trick shot into an attack with your firearm. If this attack hits, the target must make a Wisdom saving throw, DC 8 + your Charisma modifier + your Proficency Bonus or be frightened of you until the start of your next turn.

Razing

At 6th level your confidence makes you quick. Add your Charisma modifier to initiative checks, in addition to your Dexterity modifier. You can draw or sheathe a one-handed weapon in addition to other object interactions each round.

Show of Death

At 10th level, when you use Trick Shot with the bonus action to make an attack and that attack hits, all enemies within 10 feet of the target must save or become frightened as described in the trick Shot feature.

High Noon

At 15th level, as a bonus action, you can declare a duel against another creature within 100 feet who can hear you. You have advantage on all attacks against that opponent for the next minute. Once you use this ability, you must finish a long rest before you can use it again.