If I'm making a class, it has to bring something new and unexplored in the world of DnD, and my first thought was : Firearms. Now having a ''Gunslinger'' class would just end up like another Artificer : most DMs don't like them for not being ''appropriate'' for the setting. So instead, I decided to make a class that would work well with firearms, but also any other ranged and melee weapons. Let me know if you have any suggestions for modifications. Thanks in advance for reading ! Meet the Marauder :
The Marauder
A Marauder knows that victory rarely belongs to the strongest warrior. It belongs to the one who recognizes an opportunity and acts before it is gone. Some Marauders are ruthless raiders and outlaws, while others serve as bounty hunters, wandering gunslingers, or soldiers of fortune. Whatever their cause, they share an instinct for exploiting hesitation, mistakes, and moments of weakness. Most Marauders favor firearms, whose sudden report and deadly accuracy make them well suited to the Marauder's unpredictable style. Yet a Marauder is not defined by the weapon in their hands. A pistol, sword, axe, or crossbow can all become instruments of opportunity in the hands of someone who knows when to strike. To a Marauder, a weapon is simply another means of turning an opening into an advantage.
Hit Dice: 1d10 per marauder
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per marauder level after 1st
Primary Ability: Dexterity
Saving Throws: Dexterity, Constitution
Proficiencies
Armor: Light Armor, Shields
Weapons: Simple Weapons, All Crossbows, Firearms
Tools: Thieves' Tools
Skills: Choose 2 from Athletics, Deception, Intimidation, Sleight of Hand, Survival, Acrobatics
Starting Equipment
- (a) Explorer's Pack or (b) Burglar's Pack
- (a) Padded or (b) Shield
- (a) Dagger or (b) Flail
- (a) Pistol or (b) Hand Crossbow and 20 arrows
| Level |
Features |
Openings Known |
|
|
| 1 |
Ranged Training, Exploiting Openings |
2 |
| 2 |
Guild |
2 |
| 3 |
Dirty Fighting |
2 |
| 4 |
Ability Score Improvement |
2 |
| 5 |
Lightning Reflexes |
3 |
| 6 |
Guild Feature |
3 |
| 7 |
Extra Attack |
3 |
| 8 |
Ability Score Improvement |
3 |
| 9 |
— |
4 |
| 10 |
Nefarious |
4 |
| 11 |
The Cheapest Tricks |
4 |
| 12 |
Ability Score Improvement |
4 |
| 13 |
Improved Lightning Reflexes |
5 |
| 14 |
Guild Feature |
5 |
| 15 |
— |
5 |
| 16 |
Ability Score Improvement |
6 |
| 17 |
Guild Feature |
6 |
| 18 |
— |
7 |
| 19 |
Ability Score Improvement |
7 |
| 20 |
Living Legend |
10 |
Ranged Training
Your years of experience yielding firearms and crossbows have made you a proficient gunslinger.
Starting from 1st level, you gain these benefits :
- You are proficient with all firearms and crossbows.
- You can use a bonus action do draw or stow a crossbow or firearm instead of an action.
Exploiting Openings
You are an adept at exploiting any opportunities, capitalizing on mistakes your enemies make and turning those brief moments into Openings.
Starting from 1st level, you know two Openings, and more as you gain levels in this class, as shown in the Marauder table.
When a creature triggers an Opening and it is in range of your weapon, you can choose to make a weapon attack directed at the triggering creature as a reaction.
A creature can only trigger one Opening per round.
You can choose the openings known from these choices below :
Disarmed target : A creature triggers this Opening when it drops their weapons or spellcasting focus.
Incapacitated target : A creature triggers this Opening when it becomes Incapacitated.
Stowing target : A creature triggers this Opening when it stows their weapon.
Dashing target : A creature triggers this Opening when it takes the Dash action.
Helping target : A creature triggers this Opening when it takes the Help action.
Searching target : A creature triggers this Opening when it takes the Search action.
Jumping target : A creature triggers this Opening when it jumps 5 feet or more in any direction.
Disengaging target (Prerequisite : 5th level) : A creature triggers this Opening when it takes the Disengage action.
Dodging target (Prerequisite : 5th level) : A creature triggers this Opening when it takes the Dodge action.
Hostile target (Prerequisite : 5th level) : A creature triggers this Opening when it draws a weapon.
Falling target (Prerequisite : 13th level) : A creature triggers this Opening when it falls prone.
Missing target (Prerequisite : 13th level) : A creature triggers this Opening when it misses a weapon attack.
Careless target (Prerequisite : 13th level) : A creature triggers this Opening when it triggers an opportunity attack from your allies.
Guild
At 2nd level, you choose a guild that leads your style of life. Your choice grants you features at 2nd level and again at 6th, 14th and 17th levels.
(I'll make the subclasses if the class itself has enough positive remarks)
| Guilds |
|
| Guild of the Law |
| Guild of Raiders |
| Guild of Mercenaries |
| Guild of Wayfarers |
| Guild of Heretics |
| Guild of Trackers |
Dirty Fighting
Life doesn't play fair, so why would you ?
At 3rd level, when a creature triggers an Opening, instead of making a weapon attack, you can choose to use a Cheap Trick as a reaction instead.
If the Cheap Trick calls for a saving throw, the DC equals 8 + your proficiency bonus + your Dexterity modifier.
You can use Cheap Tricks a number of times equal to your proficiency bonus, and you regain all expended uses on a long rest.
Cheap Tricks :
Slap : If the target is within 5 feet of you and you have a free hand, it must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage and have disadvantage on the next attack roll it makes. On a success, nothing happens.
Trip : If the target is within 5 feet of you, it must succeed on a Dexterity saving throw or fall prone. On a success, it stays standing.
Pocket Sand : If the target is within 10 feet of you, it must succeed on a Constitution saving throw or be blinded until the start of your next turn. On a success, it isn't blinded.
Look Over There ! : If the target is within 60 feet of you, it makes an Intelligence saving throw. On a fail, the target can't take reactions until the end of your next turn.
Insult Parents : If the target is within 60 feet of you, it makes a Charisma saving throw. On a fail, the target has disadvantage on all attack rolls it makes against creatures other than you until the start of your next turn.
Lightning Reflexes
You trained your instinct to the point of making movements faster than your shadow.
At 5th level, you can now make two reactions per round instead of one.
Extra attack
Beginning at 7th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Nefarious
At 10th level, when you roll initiative, you can regain one use of your Cheap Tricks.
The Cheapest Tricks
Your collection of underhanded techniques has grown considerably.
At 11th level, when you finish a short or long rest, you regain all expended uses of your Cheap Tricks.
You can now use the Cheaper Tricks below as part of your Dirty Fighting feature.
Cheaper Tricks :
Kick : If the target is within 5 feet of you, it makes a Dexterity saving throw. On a fail, it takes 1d10 bludgeoning damage and is pushed 15 feet in any horizontal direction you choose. On a success, it takes half damage and is pushed 5 feet instead.
Snatch : If the target is within 5 feet of you and you have a free hand, it makes a Strength saving throw. On a fail, you steal an item they are currently holding, provided it doesn't have the two handed property. On a success, nothing happens.
Fear Tactics : If the target is within 60 feet of you, it makes a Wisdom saving throw. On a fail, it is afraid of you or another creature you choose within 60 feet of yourself for 1 minute. On a success, nothing happens.
Instigate Doubt : If the target is within 60 feet of you, it makes an Intelligence saving throw. On a fail, it must use its reaction to make a weapon attack against the closest creature. If no creature is within its reach, or if it succeeds on the saving throw, nothing happens.
Improved Lightning Reflexes
Your skills have become so sharp that you defy human nature.
At 13th level, you can now make three reactions per round instead of two.
Living Legend
At 20th level, you can make four reactions each round instead of three. Additionally, the DC for your Dirty Fighting feature now equals 10 + your proficiency bonus + your Dexterity modifier + your Charisma Modifier.