DND/Legion: Reformat

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merith-tk 2024-11-04 13:31:11 -08:00
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@ -66,70 +66,32 @@ At 1st level, Legion has a limited well of stamina that he can draw on to protec
### Level 2
- **Action Surge:**
- Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
- Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
- **Action Surge:** Take one additional action on your turn (usable once per short/long rest).
### Level 3
- **Martial Archetype: Gunslinger**
- At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. You have chosen the **Gunslinger**, which grants you the following features:
- **Firearm Proficiency:**
- You gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
- **Gunsmith:**
- You gain proficiency with Tinkers Tools. You can use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DMs discretion). Some extremely experimental and intricate firearms are only available through crafting.
- **Martial Archetype:** Gunslinger
- **Firearm Proficiency:** Add proficiency bonus to firearm attacks.
- **Gunsmith:** Proficient with Tinkers Tools; craft ammunition at half cost and repair firearms.
- **Firearm Properties:**
- Firearms are a new and volatile technology, bringing unique weapon properties:
- **Reload:** The weapon can be fired a number of times equal to its Reload score before needing to be reloaded (requires one free hand).
- **Misfire:** If your attack roll is equal to or lower than the weapons Misfire score, the weapon misfires and cannot be used again until repaired (requires a successful Tinkers Tools check).
- ~~**Explosive:** Upon a hit, targets within 5 ft must make a Dexterity saving throw (DC = 8 + proficiency bonus + Dexterity modifier) or suffer 1d8 fire damage.~~
- **Reload:** Fire a number of times equal to the Reload score before needing to reload.
- **Misfire:** If attack roll is ≤ Misfire score, the weapon misfires until repaired.
- **Ammunition:** Requires specific ammo; can be crafted at half cost.
> **Note:** The explosive rule is ignored in this campaign.
- **Adept Marksman:** Choose four trick shots:
- **Deadeye Shot:** Gain advantage on the attack roll.
- **Forceful Shot:** Trip target on a hit.
- **Violent Shot:** Increase volatility and damage based on grit points spent.
- **Winging Shot:** Knock target prone on a hit.
- **Ammunition:**
- Firearms require specific ammunition, generally sold or crafted in batches. You can craft ammunition using Tinkers Tools at half the cost.
### Level 4
- **Firearms Overview:**
- **Ability Score Improvement:** Increase one ability score by 2 or two scores by 1 (max 20).
- **Chosen Feat:** **Elven Accuracy**
- Increase Dexterity, Intelligence, Wisdom, or Charisma by 1 (max 20).
- Reroll one die when you have advantage on an attack roll.
- **Chosen Increase**: Wisdom +1
| Name | Cost | Ammo | Damage | Weight | Range | Properties |
|-------------|-------|-----------|--------------|--------|-------------|--------------------------------|
| Palm Pistol | 50g | 2g (20) | 1d8 piercing | 1 lb. | (40/160) | Light, reload 1, misfire 1 |
| Pistol | 150g | 4g (20) | 1d10 piercing | 3 lb. | (60/240) | Reload 4, misfire 1 |
| Musket | 300g | 5g (20) | 1d12 piercing | 10 lb. | (120/480) | Two-handed, reload 1, misfire 2 |
| Pepperbox | 250g | 4g (20) | 1d10 piercing | 5 lb. | (80/320) | Reload 6, misfire 2 |
| Blunderbuss | 300g | 5g (5) | 2d8 piercing | 10 lb. | (15/60) | Reload 1, misfire 2 |
| Bad News | Crafted| 10g (5) | 2d12 piercing | 25 lb. | (200/800) | Two-handed, reload 1, misfire 3 |
| Hand Mortar | Crafted| 10g (1) | 2d8 fire | 10 lb. | (30/60) | Reload 1, misfire 3, explosive |
### Level 5
- **Adept Marksman:**
- You learn to perform powerful trick shots to disable or damage your opponents using your firearms:
- **Trick Shots:** You learn two trick shots of your choice, which enhance your attacks. You can use only one trick shot per attack and must declare it before the attack roll. The trick shots you choose at this level are:
- **Deadeye Shot:** Expend one grit point to gain advantage on the attack roll.
- **Forceful Shot:** Expend one grit point to attempt to trip the target. On a hit, the target suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away.
- **Violent Shot:** Expend one or more grit points to enhance volatility. For each grit point expended, the attack gains a +2 to the firearms misfire score. If it hits, roll one additional weapon damage die per grit point spent.
- **Winging Shot:** Expend one grit point to attempt to knock a target prone. On a hit, the target suffers normal damage and must make a Strength saving throw or be knocked prone.
- **Grit:** You gain grit points equal to your Wisdom modifier (minimum of 1). Regain 1 expended grit point for rolling a 20 on an attack with a firearm or dealing a killing blow. All expended grit points are regained after a short or long rest.
- **Trick Shot Save DC:** Calculated as 8 + your proficiency bonus + your Dexterity modifier.
Heres the updated entry for the 4th level of your Fighter, including the Ability Score Improvement and the choice of the Elven Accuracy feat:
### Level Progression: Level 4
- **Ability Score Improvement**:
- At 4th 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 cant increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
- **Chosen Feat**: **Elven Accuracy**
- The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:
- Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
- Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.
- **Wisdom Score**: +1
### Level 5 Features
- **Extra Attack**: Beginning 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 when you reach 11th level in this class and to four when you reach 20th level in this class.
- **Extra Attack:** Attack twice when taking the Attack action on your turn.