Difference between revisions of "Firearms (5e Sourcebook)/Drifter"

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Whereas most rangers prefer to protect nature purely with nature's weapons, you realize that at times the weapons of civilization must be turned against those who would harm the wilderness.

True Grit

At 3rd level, you gain proficiency with firearms and can tap into your emotional resilience, mental perseverance, and the will to never give up. Your ability to do so is represented by your grit points. You have a number of grit points equal to your Charisma modifier plus either your Constitution or Wisdom modifier (minimum 1). You regain one expended use when you score a critical hit with a firearm or reduce a creature to 0 hit points whose CR is equal or more than half your level.

If you gain True Grit from more than one source, your grit points do not increase. You regain all expended grit points at the end of a long rest.

Finally, you gain a battered firearm identical to the one granted by the gun nut background.

Nature's Heretic

Starting at 3rd level, despite remaining true to your convictions of the natural order and protecting the unblemished wilderness, you've come to use firearms to protect you. In order to maintain your abilities, you've picked up a few tricks that help you along your journey.

After casting a ranger spell you may spend one grit point to reload your firearm as an object interactionIn addition, if you would miss with a firearm weapon attack (but not misfire), you can spend a grit point to clip the target, dealing half of the damage you would have dealt. Lastly, you may treat firearms as bows and firearm ammunition as arrows for the purpose of class features, spells, and other effects.

Find Cover

By 7th level you learn how to make the best use of cover you can find to remain hidden. You may spend a reaction and expend one grit point when you are targeted by a ranged attack to grant that attack disadvantage, move up to half your speed, and take the Hide action.

Warning Shot

At 11th level, you can intentionally miss with a firearm to spook your foes. You may intentionally miss with one of your attacks, spending two grit points and firing a loaded firearm with no miss chance. If you do so, choose one creature you can see within the range of your firearm. That creature must make a Wisdom saving throw (DC 8 + your Proficiency bonus + your Dexterity modifier) or become frightened of you until the start of your next turn.

Nature's Acceptance

Beginning at 15th level, despite your apparent misdeeds by using the weapons of civilization, nature has accepted your behavior and supports you in your endeavors. This allows you to reload your firearm as a bonus action or item interaction. Additionally, if your gun would misfire, you may expend three levels of spell slots (either through a single spell of 3rd level or higher, or multiple lower-level spells) to turn the misfire into a normal miss.

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ClassDrifter +
SummaryPreferring a gun over a bow, you use your knowledge to protect nature. +