marathon man zz
First Post
I'm a DM, I have Dmed 3.5 before. this will be my first time DMing 5e. Though i have played a bunch of it in adventures league. I'm creating a setting that will be used by two groups. One small group of two. and a larger group that is playing a more logistics game. (they want to setup a evil company). Any who the campaign is set in a low magic renaissance era type where alchemy has become the forefront of new technologies. The PCs needed a class that could take use of the gunpowder weapons. These rules represent Early matchlock weapons, not flintlocks, wheelocks or other advances in gun tech. Bards, rogues are also proficient in firearms.
Firearms
All firearms have theses traits: Ammunition, Extended reload, Increased critical
Hand Cannon- 2d12 heavy, (range 40/120)
*Unless your a large creature, You needs rest or partner to steady aim or disadvantage
Archibus- 2d10 heavy, two handed (range 40/120)
*can be used as a club 1d4 dmg
Pistol- 2d6 (range 30/90)
*can be used as a club 1d4 dmg
Extended Reload= standard action to reload the firearm
Increased critical = 18-20 x2
*in damp weather( eg. fog,) you have disadvantage on attack rolls to represent misfires due to damp match. You may not use firearms in the rain.
*Players are allowed to take in multiple loaded weapons into combat. Not sure where to draw the line yet i will have to see. pistols and ammo are expensive though so im not worried.
Swash Buckler
Hit Points
Hit Dice: 1d8 per Swashbuckler level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Swashbuckler level after 1st
Proficiencies
Armor: Light Armor, (buckler shields)
Weapons: Simple weapons, rapiers, short swords, scimitars, firearms
Tools: One gaming set, then choose one: navigator's tools or thieves tools
Saving Throws: Dexterity, Charisma
Skills: Choose three from Acrobatics, Athletics, Deception, Insight, Intimidation, Perception, Performance, Persuasion, Sleight of Hand and Stealth
Equipment: You start with the following equipment, in addition to the equipment granted by your background:
(a) a rapier or (b) a shortsword
(a) a light crossbow and 20 bolts or (b) hand crossbow and 20 bolts
(a) a burglar's pack or (b) an explorer's pack
leather armor, two daggers and a gaming set
Bravado
An expression of your natural talents and innate abilities, these points may be expended for various swashbuckling abilities. After a short or long rest you regain all your Bravado points
Any of your ability that requires the enemy to make a saving throw the DC is as displayed
DC = 8 + Charisma Mod. + proficiency Mod.
Derring-Do
Can spend 1 bravado point to add your charisma bonus to acrobatics or athletics check.
Jump into Action
Can spend 1 bravado point to add your charisma bonus to initiative rolls
Daring Attack
You may spend 1 Bravado point to gain advantage on your next melee attack roll. If you hit you may deal max damage or regain 1 Bravado Point. All enemies have advantage on melee attack rolls against you till your next turn.
Taking Aim
As a bonus action you may spend 2 bravado point to gain advantage on your next ranged attack,
Close Range Shooting
you no longer take disadvantage shooting hand crossbows and pistols in close combat.
Jack of All Trades
Starting at 2rd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
Duelist
One-on-one is the way a true gentleman fights, how better to show off your abilities? Starting at 2nd level you gain +1 to attack rolls and saving throws madeemies. if either become threatened you lose this bonus,
This bonus increases to +2 at 9th level and +3 at 18th level
Challenge
You may challenge a person to a duel as a bonus action. they then must make a charisma saving throw if they fail they must try their best to fight you one on one and you receive your Duelist bonus even if other creatures threaten you or your opponent, but if either of you are attacked by an outside source, the duel is over
The creature is immune if it can't hear you, doesn’t understand your language, or is immune to being charmed or frightened.
Sure Footed
Everyone knows that the foundation for good form is knowing where your feet are, consequently you are very good at keeping on your toes. Any movement penalty from difficult terrain is reduced by half, rounded down.
Additionally, A a bonus Action you may expend a Bravado point to take a disengage action and move a distance equal to half your movement speed, rounded down.
At level 6, You have advantage on Dexterity saving throws against being knocked prone. At level 11 you have advantage on dexterity saving throws against being incapacitated.
while fighting alone against a single opponent. You and your opponent must not be threatened by other en
Extra Attack
At 5th level you can attack twice, instead of once, whenever you take the attack action on your turn The number of attacks increases to three at 11th level,
Witty Retort “is that all you got you scoundrel”
Whenever a creature you're fighting makes an attack roll, ability check or damage roll you may expend one bravado point, The opponent must then succeed at charisma saving throw or have 1d8 + cha mod. subtracted from their action's results.
The creature is immune if it can't hear you, doesn’t understand your language, or is immune to being charmed or frightened.
Swordsmanship
Your skill with the sword allows you to get the better of your enemies. You may learn 3 of these maneuvers. at 13th level you may learn another 2. When a maneuvers says to add your swordsmanship skill, That means add d8 + (level/2 rounded down).
Artful Swordplay
Your artful sword work can disarray your enemies. You may spend a Bravado Point when you make an attack with a melee weapon you are proficient in and they must make a charisma saving throw or have disadvantage on their next attack. if you hit you may add your swordsmanship skill to the damage.
Riposte
When a creature misses you with a melee attack, you can use your reaction and expend one bravado point to make a melee weapon attack against the creature. if you hit you may add your swordsmanship skill to the damage.
Parry
When another creature damages you with a melee attack, you can use your reaction and expend one bravado point to reduce the damage by the swordsmanship skill + dexterity modifier.
Lunging Attack
When you make a melee weapon attack on your turn, you can expend one bravado point to increase your reach for that attack by 5 feet. If you hit, you may add Swordsmanship skill to the damage.
Distracting Strike When you hit a creature with a weapon attack, you can expend one bravado point to distract the creature, giving your allies an opening. You add your swordsmanship skill to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start o f your next turn.
Rally
On your turn, you can use a bonus action and expend one bravado point to bolster the resolve o f one o f your companions. When you do so, ch o o se a friendly creature w ho can see or hear you. That creature gains temporary hit points equal to the swordsmanship skill + your Charisma modifier.
Maneuvering Attack
when you hit a creature with a weapon attack, you can expend one bravado point to maneuver one o f your comrade s into a more advantageous position. You add the swordsmanship skill to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target o f your attack
Precision Attack
When you make a weapon attack roll against a creature, you can expend one bravado point to add your swordsmanship skill to the roll. You can use this maneuver before or after making the attack roll, but before any effects o f the attack are applied.
Menacing Shot
At 14th level, you can spend 1 bravado point, shoot a firearm into the air or right past an enemy and it affects all living creatures within a 30-foot-radius burst as if they were subject to the fear spell. The DC of this effect is DC = 8 + Charisma Mod. + proficiency Mod. unintelligent creatures have disadvantage on there saves.
Dead Shot
Spend a full round action and any number of Bravado points to make a single ranged attack (no extra attacks) and roll the number of d20’s equal to the bravado points spent plus 1 . For every die that hits past the first adds a damage dice. Eg. the swashbuckler can spend 2 bravado points and make a ranged attack with an archibus rolling 3 d20s if two of the rolls are considered hits then he can add 1d10 on top of the usual 2d10 dmg. for an archibus equaling a total of 3d10 dmg. If more than 1 roll is a critical hit do not double damage again.
Cheat Death
When reduced to 0 hitpoints or fewer, you can use your reaction to spend half of your of your remaining bravado points rounded up to instead be reduced to 1 hit point. You must have at least 1 bravado point to spend. Effects that kill the swashbuckler outright without dealing hit point damage are not affected by this ability. You cannot be incapacitated when you use this ability.
Archetypes
Dread Pirate
Ruthless Brigand- You reputation and demeanor is that of a person who can take another’s life without a flinch, when you and your target are alone you have advantage on intimidation
Seasoned Swimmer- you have become more adept at swimming than most and no longer incurs a penalty to movement when doing so
Dirty Fighting-you may expend a bravado point to gain advantage in any attempts to blind, stun or knock prone any creature
Shot to the Gut-when making a melee attack you may spend 1 bravado pt. and make a ranged attack with a one handed firearm or hand crossbow as a bonus action
Vigilante
Secret Identity- in order to protect yourself and your loved ones you have developed a secret identity and become proficient in disguise tools. This identity includes an alternate name, profession, and background. While disguised as your alter ego creatures who don’t know your true identity have disadvantage on checks to discern it.
If a nearby creature ever discerns your true identity, you can expend one swashing point and make a DC 15 Charisma saving throw, if successful the target no longer believes that you and your secret identity are one and the same.
Second-Story Work-You gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
Improved Witty Retort-instead of 1d8 + cha mod being subtracted from your enemies roll it is now 1d12+ Cha mod.
Ricochet Trick Shot- when making a ranged attack roll if you would miss because you rolled a natural 1 you may spend a Bravado point so now hits.
Up to DM’s discretion: if you can quickly give a witty one liner or pun, or explain how your shot creatively hits the target the hit through a rechociet the hit now does critical damage.
Musketeer
Loyal Guard-Your vigilance while protecting those close to you means you are extra observant while on watch. +2 to your passive perception on top of other modifiers while on watch/guard duty for your friends
Fire on the Move-After you shot a firearm you may move an additional 10ft as a bonus action. this doesn’t count toward your normal move speed.
Marksmen- Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. Your ranged weapon attacks ignore half cover and three-quarters cover.
XXXX-I still need 1 archetype feature for the musketeer
Multiclassing
Prerequisites. To qualify for multiclassing into the swashbuckler class, you must meet these prerequisites: Dexterity 13 and Charisma 13
Proficiencies. When you multi class into the class, you gain the following proficiencies: Light armor, Rapiers, Shortswords, scimitar, firearms
Firearms
All firearms have theses traits: Ammunition, Extended reload, Increased critical
Hand Cannon- 2d12 heavy, (range 40/120)
*Unless your a large creature, You needs rest or partner to steady aim or disadvantage
Archibus- 2d10 heavy, two handed (range 40/120)
*can be used as a club 1d4 dmg
Pistol- 2d6 (range 30/90)
*can be used as a club 1d4 dmg
Extended Reload= standard action to reload the firearm
Increased critical = 18-20 x2
*in damp weather( eg. fog,) you have disadvantage on attack rolls to represent misfires due to damp match. You may not use firearms in the rain.
*Players are allowed to take in multiple loaded weapons into combat. Not sure where to draw the line yet i will have to see. pistols and ammo are expensive though so im not worried.
Swash Buckler
Hit Points
Hit Dice: 1d8 per Swashbuckler level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Swashbuckler level after 1st
Proficiencies
Armor: Light Armor, (buckler shields)
Weapons: Simple weapons, rapiers, short swords, scimitars, firearms
Tools: One gaming set, then choose one: navigator's tools or thieves tools
Saving Throws: Dexterity, Charisma
Skills: Choose three from Acrobatics, Athletics, Deception, Insight, Intimidation, Perception, Performance, Persuasion, Sleight of Hand and Stealth
Equipment: You start with the following equipment, in addition to the equipment granted by your background:
(a) a rapier or (b) a shortsword
(a) a light crossbow and 20 bolts or (b) hand crossbow and 20 bolts
(a) a burglar's pack or (b) an explorer's pack
leather armor, two daggers and a gaming set
Level | Proficiency Bonus | Features | Bravado Points |
1st | +2 | Bravado, Close Range Shooting | 2 |
2nd | +2 | Jack of All Trades, Duelist(+1), Challenge | 2 |
3rd | +2 | Archetype Feature, Sure Footed | 3 |
4th | +2 | Ability Score Improvement, | 3 |
5th | +3 | Extra Attack, Witty Retort | 4 |
6th | +3 | Improved sure footed, Swordsmanship | 4 |
7th | +3 | Archetype Feature | 5 |
8th | +3 | Ability Score improvement | 5 |
9th | +4 | Duelist(+2), Expertise | 6 |
10th | +4 | Archetype Feature, Evasion | 6 |
11th | +4 | Extra Attack(2) Improved sure Footed | 7 |
12th | +4 | Ability Score Improvement, | 7 |
13th | +5 | Improved Swordsmanship, | 7 |
14th | +5 | Menacing Shot | 8 |
15th | +5 | Archetype Feature | 8 |
16th | +5 | Ability Score Improvement | 8 |
17th | +6 | Dead Shot | 9 |
18th | +6 | Duelist(+3) | 9 |
19th | +6 | Ability Score Improvement | 9 |
20th | +6 | Cheat Death | 10 |
An expression of your natural talents and innate abilities, these points may be expended for various swashbuckling abilities. After a short or long rest you regain all your Bravado points
Any of your ability that requires the enemy to make a saving throw the DC is as displayed
DC = 8 + Charisma Mod. + proficiency Mod.
Derring-Do
Can spend 1 bravado point to add your charisma bonus to acrobatics or athletics check.
Jump into Action
Can spend 1 bravado point to add your charisma bonus to initiative rolls
Daring Attack
You may spend 1 Bravado point to gain advantage on your next melee attack roll. If you hit you may deal max damage or regain 1 Bravado Point. All enemies have advantage on melee attack rolls against you till your next turn.
Taking Aim
As a bonus action you may spend 2 bravado point to gain advantage on your next ranged attack,
Close Range Shooting
you no longer take disadvantage shooting hand crossbows and pistols in close combat.
Jack of All Trades
Starting at 2rd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
Duelist
One-on-one is the way a true gentleman fights, how better to show off your abilities? Starting at 2nd level you gain +1 to attack rolls and saving throws madeemies. if either become threatened you lose this bonus,
This bonus increases to +2 at 9th level and +3 at 18th level
Challenge
You may challenge a person to a duel as a bonus action. they then must make a charisma saving throw if they fail they must try their best to fight you one on one and you receive your Duelist bonus even if other creatures threaten you or your opponent, but if either of you are attacked by an outside source, the duel is over
The creature is immune if it can't hear you, doesn’t understand your language, or is immune to being charmed or frightened.
Sure Footed
Everyone knows that the foundation for good form is knowing where your feet are, consequently you are very good at keeping on your toes. Any movement penalty from difficult terrain is reduced by half, rounded down.
Additionally, A a bonus Action you may expend a Bravado point to take a disengage action and move a distance equal to half your movement speed, rounded down.
At level 6, You have advantage on Dexterity saving throws against being knocked prone. At level 11 you have advantage on dexterity saving throws against being incapacitated.
while fighting alone against a single opponent. You and your opponent must not be threatened by other en
Extra Attack
At 5th level you can attack twice, instead of once, whenever you take the attack action on your turn The number of attacks increases to three at 11th level,
Witty Retort “is that all you got you scoundrel”
Whenever a creature you're fighting makes an attack roll, ability check or damage roll you may expend one bravado point, The opponent must then succeed at charisma saving throw or have 1d8 + cha mod. subtracted from their action's results.
The creature is immune if it can't hear you, doesn’t understand your language, or is immune to being charmed or frightened.
Swordsmanship
Your skill with the sword allows you to get the better of your enemies. You may learn 3 of these maneuvers. at 13th level you may learn another 2. When a maneuvers says to add your swordsmanship skill, That means add d8 + (level/2 rounded down).
Artful Swordplay
Your artful sword work can disarray your enemies. You may spend a Bravado Point when you make an attack with a melee weapon you are proficient in and they must make a charisma saving throw or have disadvantage on their next attack. if you hit you may add your swordsmanship skill to the damage.
Riposte
When a creature misses you with a melee attack, you can use your reaction and expend one bravado point to make a melee weapon attack against the creature. if you hit you may add your swordsmanship skill to the damage.
Parry
When another creature damages you with a melee attack, you can use your reaction and expend one bravado point to reduce the damage by the swordsmanship skill + dexterity modifier.
Lunging Attack
When you make a melee weapon attack on your turn, you can expend one bravado point to increase your reach for that attack by 5 feet. If you hit, you may add Swordsmanship skill to the damage.
Distracting Strike When you hit a creature with a weapon attack, you can expend one bravado point to distract the creature, giving your allies an opening. You add your swordsmanship skill to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start o f your next turn.
Rally
On your turn, you can use a bonus action and expend one bravado point to bolster the resolve o f one o f your companions. When you do so, ch o o se a friendly creature w ho can see or hear you. That creature gains temporary hit points equal to the swordsmanship skill + your Charisma modifier.
Maneuvering Attack
when you hit a creature with a weapon attack, you can expend one bravado point to maneuver one o f your comrade s into a more advantageous position. You add the swordsmanship skill to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target o f your attack
Precision Attack
When you make a weapon attack roll against a creature, you can expend one bravado point to add your swordsmanship skill to the roll. You can use this maneuver before or after making the attack roll, but before any effects o f the attack are applied.
Menacing Shot
At 14th level, you can spend 1 bravado point, shoot a firearm into the air or right past an enemy and it affects all living creatures within a 30-foot-radius burst as if they were subject to the fear spell. The DC of this effect is DC = 8 + Charisma Mod. + proficiency Mod. unintelligent creatures have disadvantage on there saves.
Dead Shot
Spend a full round action and any number of Bravado points to make a single ranged attack (no extra attacks) and roll the number of d20’s equal to the bravado points spent plus 1 . For every die that hits past the first adds a damage dice. Eg. the swashbuckler can spend 2 bravado points and make a ranged attack with an archibus rolling 3 d20s if two of the rolls are considered hits then he can add 1d10 on top of the usual 2d10 dmg. for an archibus equaling a total of 3d10 dmg. If more than 1 roll is a critical hit do not double damage again.
Cheat Death
When reduced to 0 hitpoints or fewer, you can use your reaction to spend half of your of your remaining bravado points rounded up to instead be reduced to 1 hit point. You must have at least 1 bravado point to spend. Effects that kill the swashbuckler outright without dealing hit point damage are not affected by this ability. You cannot be incapacitated when you use this ability.
Archetypes
Dread Pirate
Ruthless Brigand- You reputation and demeanor is that of a person who can take another’s life without a flinch, when you and your target are alone you have advantage on intimidation
Seasoned Swimmer- you have become more adept at swimming than most and no longer incurs a penalty to movement when doing so
Dirty Fighting-you may expend a bravado point to gain advantage in any attempts to blind, stun or knock prone any creature
Shot to the Gut-when making a melee attack you may spend 1 bravado pt. and make a ranged attack with a one handed firearm or hand crossbow as a bonus action
Vigilante
Secret Identity- in order to protect yourself and your loved ones you have developed a secret identity and become proficient in disguise tools. This identity includes an alternate name, profession, and background. While disguised as your alter ego creatures who don’t know your true identity have disadvantage on checks to discern it.
If a nearby creature ever discerns your true identity, you can expend one swashing point and make a DC 15 Charisma saving throw, if successful the target no longer believes that you and your secret identity are one and the same.
Second-Story Work-You gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
Improved Witty Retort-instead of 1d8 + cha mod being subtracted from your enemies roll it is now 1d12+ Cha mod.
Ricochet Trick Shot- when making a ranged attack roll if you would miss because you rolled a natural 1 you may spend a Bravado point so now hits.
Up to DM’s discretion: if you can quickly give a witty one liner or pun, or explain how your shot creatively hits the target the hit through a rechociet the hit now does critical damage.
Musketeer
Loyal Guard-Your vigilance while protecting those close to you means you are extra observant while on watch. +2 to your passive perception on top of other modifiers while on watch/guard duty for your friends
Fire on the Move-After you shot a firearm you may move an additional 10ft as a bonus action. this doesn’t count toward your normal move speed.
Marksmen- Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. Your ranged weapon attacks ignore half cover and three-quarters cover.
XXXX-I still need 1 archetype feature for the musketeer
Multiclassing
Prerequisites. To qualify for multiclassing into the swashbuckler class, you must meet these prerequisites: Dexterity 13 and Charisma 13
Proficiencies. When you multi class into the class, you gain the following proficiencies: Light armor, Rapiers, Shortswords, scimitar, firearms
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