October 26, 2016

Gunlancer

Martial Archetype
Comments from the Thumb: Finally, the second piece in my Monster Hunter lineup! The concept is a straight-up high-damage tank-type build.

Gunlancer

The fighter that doesn't adapt dies. This is an increasingly common opinion among adventurers of all backgrounds. The deeper an adventurer goes into wilderness and dungeons, the stronger the monsters he encounters will be. There comes a point where a simple piece of metal isn't enough to even make a scratch. Combine the piercing strength of a lance with the concussive force of gunpowder, and you might just stand a chance, even against the strongest of creatures.

Versatile Lancer
At 3rd level, you do not have disadvantage when attacking targets within 5 feet of you while using a lance or gunlance.

Gunlance
At 3rd level, you create a gunlance, a mechanical lance with a mechanism inside which can fire an explosive shell. Gunlances have the same properties as regular lances, but weigh 20 lbs. You are proficient with gunlances.
     When you take the Attack action with your gunlance, you can use your bonus action to perform a shelling attack. When you do so, all attacks you make on your turn deal an additional 1d4 force damage. Shelling attacks create a loud boom audible out to 300 feet.
     Additionally, you gain proficiency with smith's tools. If your gunlance is lost or broken, you can build a new one. This process takes 1 week of work and requires 150 gp worth of supplies.

Shielded Lancer
When you reach 7th level, you have learned to use lances and gunlances one-handed in conjunction with a shield, even when not mounted. When you wield a lance or gunlance one-handed while not mounted, its damage die decreases to 1d8 piercing damage.

Explosive Critical
At 10th level, when you score a critical hit using your gunlance, you can roll the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Ironclad Defense
At 15th level, when you take damage from an attack or spell that you can see while you are holding a shield, you can use your reaction to halve the attack or spell's damage against you.

Wyvern's Fire
When you reach 18th level, you unlock the true power of your gunlance, installing a small dynamo of magical energy within its body, known as wyvern's fire. As an action on your turn, you can make a single melee attack using your gunlance. Your gunlance discharges a massive burst of energy, which deals 8d8 force damage to the target on a hit, or half as much on a miss. On a roll of 1, it deals no damage.
     Once you use this feature, you must finish a short or long rest before you can use it again.



Changelog:
10/28/16: Wyvern's Fire now deals half damage on a miss and none on a crit miss.

30 comments:

  1. Replies
    1. Wait, are there permission problems on the PDF?

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    2. Fixed the problems after waking up to 50+ permission requests in my inbox. When I create PDFs on my laptop, it defaults permission to private.

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    3. Hey The Thumb, what are the specs for the gunlance? I am making a gunlancer for a group I'm gona play with Friday so it would be helpful.

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  2. I feel the one handed Lance should come earlier, it penalized people who want to dual wield

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    1. I'm pretty sure that you can't duel-wield lances anyway -- they're not light weapons.

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    2. I think the feat Dual Wielder, by a quirk of the rules, lets you dual wield lances so long as you are mounted. By the same token, Shielded Lancer would allow you to do it while on foot, assuming you had the feat.

      Incidentally, both the level 15 and 18 features are called Ironclad Defense in the PDF.

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    3. I'll have to dig through the feats when I'm not AFB to make sure that's how it works.

      I'll fix the PDF as soon as I can.

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    4. For this archetype, dual wielding is kinda discouraged.
      My math says that, assuming you have +5 STR and all your attacks hit, you get higher average damage using your bonus action to do shelling attacks (4d8+4d4+20 has an average damage output of 48, 10 of which are force damage) than you would using it for an offhand attack (5d8+20 has an average damage output of 42.5).
      Sure, you can get the same amount of damage from taking the TWF fighting style, but shelling attacks still have the advantage because 10 points of your damage are still force, PLUS you get the +2 AC bonus from a shield that you wouldn't get while dual wielding.

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    5. Additionally, not using a shield and shelling attacks is just outright ignoring the thematic concept here.

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    6. Also, I don't see an edit note stating it, but RAW with this archetype, you can't dual-wield at all.

      "You have learned to use lances and gunlances one-handed in conjunction with a shield, even when not mounted" does not state you gain a blanket ability to use a lance one-handed, but rather only in conjunction with a shield. And a second lance is not a shield.

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    7. Guess I could've worded that a bit better. RAI, you are able to wield a lance alone or dual wield them if you want, but there's mechanically no reason not to take a shield with this archetype anyway.

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  3. YES YES YES I'VE BEEN WAITING FOR THIS SINCE THE GUNNER RELEASE

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    1. i do have a few suggestions though

      - instead of adding a d4 to each attack, you could make it so that when taking the attack action, you can make a shelling "attack" against a single target within reach as a bonus action. this "attack" requires a dex save by the target and deals scaling d4 fire (or whatever) damage on a fail (imo this fits better with the original concept of the gl)

      - the wyvern's fire from mh was generally a wide area attack, so maybe instead of an attack maybe you could decrease the number of damage dice and make it a cone effect (dex saves on affected creatures)

      - lastly if anyone who can do the numbers feels like the damage output is a bit high, you could always implement a reload mechanism where you have to manually reload the gl every x number of shell attacks so that there's a bit of downtime

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    2. I think you're making it a little too complicated, the shell mechanic is simple and quick, mixing it with some type of additional attack that does scaling damage if the enemy fails a dex save just seems kinda annoying. The damage is fine anyway, because it's just 1-4 extra damage, which is something a ranger class feature can do to all targets of a certain species at a certain level. Giving it a reload mechanic would make it kinda miserable because "oh great I gotta ditch my bonus action/normal action to do a 1-4 more damage on attacks."

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    3. Yeah, our initial draft of the gunlancer had a similar mechanic and we ended up cutting it. The fighter already gets plenty of damage as he gains levels due to his number of attacks, so adding something pretty tame, like 1d4, actually adds up pretty nicely when you do the math.

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  4. This is pretty damn cool.

    Explosive critical: roll instead of reroll. Rerolling usually means only one roll applies.

    The ironclad defense seems very powerful- maybe too powerful, since fighters are already very solid- and also the Shield Master feat already uses the concept. Maybe instead being able to use the gunlance as a ranged weapon?

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    1. The shield master feat gets full damage resist if you succeed a dex save, this is only halved. It's pretty much the thing rogues get at 5th level, so it's already been seen as balanced.

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    2. Yes, but rogues get it because they are MUCH more fragile than a fighter.

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    3. The idea here is a fighter who is really, really good at fighting a single, big enemy. Ironclad defense can only reduce the damage of a single attack, and it does nothing for subsequent hits if you happen to get mobbed.

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  5. I love it, I don't really see anything horrible about it except for a DM not allowing a player to use it because "muh setting."

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    1. That's why I tried to refluff it as setting-agnostic. Granted, gunpowder may not have a place in certain settings, but D&D is supposed to be fun *because* of the freedom you have as a player.

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  6. Poll: Should I modify Wyvern's Fire to do half damage on a miss, as long as it's not a crit miss?

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    1. I say it can't hurt. All the damage-adding abilities in 5e I can think of are either passive or allow you to add the damage on after you've already hit, so it's never wasted. Having half damage be (almost) guaranteed seems fair enough.

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    2. Currently wyvern's fire is ironclad defense in the pdf.

      I think it depends on whether the attack also deals the normal damage of the lance,. If not, sure, half on a miss seems ok.

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    3. It does not deal the normal damage of the lance. On a hit, it just deals a flat 8d8 force.

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  7. Do you think the strength of the Capstone is comparable to the aggregate power of other Fighters? How does the current one stack up to say, a buff to each attack launched during a round that would perhaps synergize with a Fighter's unique attack amount of attacks.

    Overall I really enjoy DPS tanks and this looks very fun and unique. Cool design, plus freakin gunlances.

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  8. Do you think the strength of the Capstone is comparable to the aggregate power of other Fighters? How does the current one stack up to say, a buff to each attack launched during a round that would perhaps synergize with a Fighter's unique attack amount of attacks.

    Overall I really enjoy DPS tanks and this looks very fun and unique. Cool design, plus freakin gunlances.

    ReplyDelete