Buccaneer

Honing their martial skills in fierce ship-to-ship combat, buccaneers become skilled in both gun and blade, able to lay out opponents with savage shots, while resisting the worst that can be thrown at them.

Black Powder and Sailcloth

At 3rd level, you gain proficiency with gunsmith’s tools and with water vehicles. You also have advantage on Strength (Athletics) checks made to climb or swim.

Bullet and Blade

At 3rd level, when you engage in two-weapon fighting with a light melee weapon that you’re holding in one hand, you can use a pistol in your other hand in place of a light melee weapon to make the bonus action attack. While fighting in this fashion, being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls with the pistol. If your two-weapon fighting bonus action attack is made with a pistol, you can add your Dexterity modifier to the damage of that attack.

Gun Mastery

When you choose this archetype at 3rd level, you gain access to special maneuvers that can be enacted when the damage from your firearm attack causes a gunpowder burst. In addition, the number of times you can roll burst damage on a single attack is 1 + your proficiency bonus.

Burst Maneuvers. You learn two burst maneuvers of your choice, which are detailed below. You can apply a burst maneuver as a reaction when you gain a burst on the damage roll of a weapon with the gunpowder property. The maneuver’s effect is in addition to the extra damage dice from a burst. You can apply only one burst maneuver to any given attack, regardless of the number of bursts it has. If the maneuver calls for a saving throw, the DC equals 8 + your proficiency bonus + your Dexterity modifier.

You can use this reaction a number of times equal to your proficiency bonus. You regain all expended uses when you finish a short or long rest.

You learn one additional burst maneuver of your choice at 7th, 10th, and 15th level. Each time you learn new burst maneuvers, you can also replace one maneuver you know with a different one.

  • Deafening Blast. A creature within 5 feet of you when you fired the shot must succeed on a Constitution saving throw or be deafened for 1 minute. This creature doesn’t need to be the target of the attack that caused the gunpowder burst.
  • Hobble. Your weapon’s burst damaged the target’s leg, wing, or other ambulatory limb. The target must succeed on a Dexterity saving throw or its speed is reduced by 10 feet until it receives magical healing or finishes a short or long rest. This effect is cumulative, but it can’t reduce a target’s speed to less than 5 feet.
  • Penetrating Shot. If your target is Large or smaller, the burst causes the shot to go through your target. If another creature is within 10 feet of the target, and a direct line can be drawn from the creature to you with the original target in between, then the new creature must succeed on a Dexterity saving throw or take damage as if hit by a normal attack from the weapon. This damage can’t burst.
  • Powerful Shot. The target must succeed on a Strength saving throw or be forced prone by the burst.
  • Pummel. The power of the burst empowers you to strike a nearby creature. You can make one melee weapon attack with a melee weapon you are wielding against a creature within your melee weapon’s range.
  • Smoke Cloud. The shot produces a large amount of smoke, heavily obscuring your space until the start of your next turn.
  • Soft Spot. Your weapon’s burst causes the target an extreme amount of pain. The target must succeed on a Constitution saving throw or be incapacitated until the start of your next turn.
  • Sudden Advance. The burst energizes you, causing you to leap into action. You can immediately move up to half your speed. This movement doesn’t provoke opportunity attacks.
  • Unsteadying Shot. The burst destabilized the target. The target must succeed on a Strength saving throw or have disadvantage on all attacks until the start of your next turn.

Deck Fighter

At 7th level, your training keeps you nimble, allowing you to maintain balance and reflexive responses at the worst of times. When you fail a Dexterity saving throw, you can choose to succeed instead. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Seasoned Seadog

At 10th level, the damage you deal with gunpowder weapons can burst when a damage die results in either of the two highest numbers on the die (such as a 5 or 6 on a d6 or a 7 or 8 on a d8), instead of only the highest number on the die.

Unrelenting Spirit

Beginning at 15th level, if you are suffering from one of the following conditions at the start of your turn, you can end the condition as a bonus action: blinded, charmed, deafened, frightened, incapacitated, paralyzed, or stunned. Alternatively, you can use a bonus action to reduce your exhaustion level by 1.

You can’t use this feature again until you finish a short or long rest.

Vicious Marauder

At 18th level, you become a master of fighting with bullet and blade in the thick of combat. When you make a ranged attack with a pistol at a creature you can see within 5 feet of you, you have advantage on the attack roll if you already hit that creature with a melee weapon attack this turn. If you score a critical hit with this attack, you can apply up to two burst maneuvers to the attack, provided the damage had at least one burst.

Section 15: Copyright Notice

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