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@ -13408,22 +13408,6 @@
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<text>You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.</text>
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<text>You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.</text>
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<text />
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<text />
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<text>Source: Dungeon Master's Guide p. 188</text>
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<text>Source: Dungeon Master's Guide p. 188</text>
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</item>
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<item>
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<name>Bad News</name>
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<type>R</type>
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<weight>25</weight>
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<text>A ranged weapon similar to a sniper rifle.</text>
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<text>Two-Handed, Reload 1, Misfire 3</text>
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<text>Proficiency: firearms</text>
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<text>Ammunition: 10g (5)</text>
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<value></value>
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<text>Source: Matthew Mercer - Gunslinger 1.3 p. 3</text>
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<dmg1>2d12</dmg1>
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<dmg2></dmg2>
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<dmgType>P</dmgType>
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<property>M,A,LD,2H</property>
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<range>200/800</range>
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</item>
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</item>
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<item>
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<item>
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<name>Blowgun</name>
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<name>Blowgun</name>
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@ -13538,22 +13522,6 @@
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<property>M,A,LD</property>
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<property>M,A,LD</property>
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<range>25/100</range>
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<range>25/100</range>
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</item>
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</item>
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<item>
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<name>Blunderbuss</name>
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<type>R</type>
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<weight>10</weight>
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<text>A ranged weapon that is powerful at short range.</text>
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<text>Reload 1, Misfire 2</text>
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<text>Proficiency: firearms</text>
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<text>Ammunition: 5g (20)</text>
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<value></value>
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<text>Source: Matthew Mercer - Gunslinger 1.3 p. 3</text>
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<dmg1>2d8</dmg1>
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<dmg2></dmg2>
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<dmgType>P</dmgType>
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<property>M,A,LD</property>
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<range>15/60</range>
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</item>
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<item>
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<item>
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<name>Dart</name>
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<name>Dart</name>
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<type>R</type>
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<type>R</type>
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@ -13784,22 +13752,6 @@
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<property>M,A,L,LD</property>
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<property>M,A,L,LD</property>
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<range>30/120</range>
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<range>30/120</range>
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</item>
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</item>
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<item>
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<name>Hand Mortar</name>
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<type>R</type>
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<weight>10</weight>
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<text>A thrown weapon that explodes on impact, can be volatile. Deals Fire damage on hit.</text>
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<text>Reload 1, Misfire 2, Explosive</text>
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<text>Proficiency: firearms</text>
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<text>Ammunition: 10g (1)</text>
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<value></value>
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<text>Source: Matthew Mercer - Gunslinger 1.3 p. 3</text>
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<dmg1>2d8</dmg1>
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<dmg2></dmg2>
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<dmgType>B</dmgType>
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<property>M,T</property>
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<range>30/60</range>
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</item>
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<item>
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<item>
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<name>Heavy Crossbow</name>
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<name>Heavy Crossbow</name>
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<type>R</type>
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<type>R</type>
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@ -14171,22 +14123,6 @@
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<property>M,A,H,2H</property>
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<property>M,A,H,2H</property>
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<range>150/600</range>
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<range>150/600</range>
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</item>
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</item>
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<item>
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<name>Musket</name>
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<type>R</type>
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<weight>10</weight>
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<text>A two handed ranged weapon that fires at long range.</text>
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<text>Two-Handed, Reload 1, Misfire 2</text>
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<text>Proficiency: firearms</text>
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<text>Ammunition: 5g (20)</text>
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<value></value>
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<text>Source: Matthew Mercer - Gunslinger 1.3 p. 3</text>
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<dmg1>1d12</dmg1>
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<dmg2></dmg2>
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<dmgType>P</dmgType>
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<property>M,A,LD,2H</property>
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<range>120/480</range>
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</item>
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<item>
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<item>
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<name>Net</name>
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<name>Net</name>
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<type>R</type>
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<type>R</type>
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@ -14321,54 +14257,6 @@
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<property>M,A,H,2H</property>
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<property>M,A,H,2H</property>
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<range>150/600</range>
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<range>150/600</range>
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<roll>3d6</roll>
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<roll>3d6</roll>
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</item>
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<item>
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<name>Palm Pistol</name>
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<type>R</type>
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<weight>1</weight>
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<text>A ranged weapon that fits in the palm of your hand.</text>
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<text>Light, Reload 1, Misfire 1</text>
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<text>Proficiency: firearms</text>
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<text>Ammunition: 2g (20)</text>
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<value>50</value>
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<text>Source: Matthew Mercer - Gunslinger 1.3 p. 3</text>
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<dmg1>1d8</dmg1>
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<dmg2></dmg2>
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<dmgType>P</dmgType>
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<property>M,A,L,LD</property>
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<range>40/160</range>
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</item>
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<item>
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<name>Pistol</name>
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<type>R</type>
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<weight>3</weight>
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<text>A ranged weapon that fires bullets.</text>
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<text>Reload 4, Misfire 1</text>
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<text>Proficiency: firearms</text>
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<text>Ammunition: 4g (20)</text>
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<value>150</value>
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<text>Source: Matthew Mercer - Gunslinger 1.3 p. 3</text>
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<dmg1>1d10</dmg1>
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<dmg2></dmg2>
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<dmgType>P</dmgType>
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<property>M,A,LD</property>
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<range>60/240</range>
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</item>
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<item>
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<name>Pepperbox</name>
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<type>R</type>
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<weight>5</weight>
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<text>A special, complex one handed ranged weapon that fires quickly.</text>
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<text>Reload 6, Misfire 2</text>
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<text>Proficiency: firearms</text>
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<text>Ammunition: 4g (20)</text>
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<value>250</value>
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<text>Source: Matthew Mercer - Gunslinger 1.3 p. 3</text>
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<dmg1>1d10</dmg1>
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<dmg2></dmg2>
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<dmgType>P</dmgType>
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<property>M,A,LD</property>
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<range>80/320</range>
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</item>
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</item>
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<item>
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<item>
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<name>Seeker Dart</name>
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<name>Seeker Dart</name>
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@ -36442,65 +36330,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The
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</feature>
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</feature>
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</autolevel>
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</autolevel>
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<autolevel level="3">
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<feature optional="YES">
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<name>Martial Archetype: Gunslinger</name>
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<text>Most warriors and combat specialists spend their years perfecting the classic arts of swordplay, archery, or polearm tactics. Whether the duelist of infantry martial weapons were seemingly perfected long ago, and the true challenge is to master them.</text>
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<text> However, some minds couldn’t stop with the innovation of the crossbow. Experimentation with alchemical components and rare metals have unlocked the secrets of controlled explosive force. The few who survive these trials of ingenuity may become the first to create, and deftly wield, the first firearms.</text>
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<text> This archetype focuses on the ability to design, craft and utilize powerful, yet dangerous ranged weapons. Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new, untested technologies in a world where the arcane energies that rule the elements are ever present.</text>
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<text> Should this path of powder, fire and metal call to you, keep your wits about you, hold onto your convictions as a fighter, and let skill meet luck to guide your bullets to strike true.</text>
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<text> </text>
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<text>Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 1</text>
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</feature>
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</autolevel>
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<autolevel level="3">
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<feature optional="YES">
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<name>Firearm Proficiency (Gunslinger)</name>
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<text>Starting from when you choose this archetype at 3rd level, you gain proficiency in firearms, allowing you to add your proficiency bonus to attacks made with firearms.</text>
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<text> </text>
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<text>Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 2</text>
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</feature>
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</autolevel>
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<autolevel level="3">
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<feature optional="YES">
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<name>Gunsmith (Gunslinger)</name>
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<text>Upon choosing this archetype at 3rd level, you gain proficiency in Tinker’s Tools. You may use them to craft ammunition, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely intricate and experimental features are only available through crafting.</text>
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<text> </text>
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<text>Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 2</text>
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</feature>
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</autolevel>
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<autolevel level="3">
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<feature optional="YES">
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<name>Firearm Properties</name>
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<text>Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of their property. These properties replace the optional ones presented in the DM guide. Firearms are ranged weapons.</text>
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<text> RELOAD. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.</text>
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<text> MISFIRE. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + Misfire score). If your check fails, the weapon is broken and must be repaired out of combat at half the cost of the firearm.</text>
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<text> SCATTER. An attack is made against each creature within a 30 ft. cone. These attacks are simultaneous. If an affected creature is adjacent to you, they suffer double damage on a hit. This attack cannot be affected by any of your shot features.</text>
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<text> EXPLOSIVE. Upon a hit, everything within 5 ft. of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.</text>
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<text> </text>
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<text>Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 2</text>
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</feature>
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</autolevel>
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<autolevel level="3">
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<feature optional="YES">
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<name>Adept Marksman (Gunslinger)</name>
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<text>When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.</text>
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<text> Trick Shots: You learn two trick shots of your choice. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.</text>
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<text> You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a trick shot, you can also replace one trick shot you know with a different one.</text>
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<text> </text>
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<text>Grit: You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You gain all expended grit points after a short or long rest.</text>
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<text> </text>
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<text>Saving Throws: Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effect. The saving throw DC is calculated as follows:
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Trick Shot save DC = 8 + your proficiency bonus + Dexterity Modifier</text>
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<text> </text>
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<text>Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 2</text>
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</feature>
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</autolevel>
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<autolevel level="3">
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<autolevel level="3">
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<feature optional="YES">
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<feature optional="YES">
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<name>Martial Archetype: Knight</name>
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<name>Martial Archetype: Knight</name>
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</feature>
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</feature>
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</autolevel>
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</autolevel>
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<autolevel level="7">
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<feature optional="YES">
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<name>Quickdraw (Gunslinger)</name>
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<text>When you reach 7th level, you add your proficiency to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn</text>
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<text> </text>
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<text>Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 2</text>
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</feature>
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</autolevel>
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<autolevel level="7">
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<autolevel level="7">
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<feature optional="YES">
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<feature optional="YES">
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<name>Noble Cavalry (Knight)</name>
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<name>Noble Cavalry (Knight)</name>
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@ -37201,15 +37021,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The
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</feature>
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</feature>
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</autolevel>
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</autolevel>
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<autolevel level="10">
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<feature optional="YES">
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<name>Rapid Repair (Gunslinger)</name>
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<text>Upon reaching 10th level, you learn how to quickly attempt to fix a jammed gun. You can spend a grit point to attempt to repair a misfired (but not broken) firearm as a bonus action.</text>
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<text> </text>
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<text>Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 2</text>
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</feature>
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</autolevel>
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<autolevel level="10">
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<autolevel level="10">
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<feature optional="YES">
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<feature optional="YES">
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<name>Hold the Line (Knight)</name>
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<name>Hold the Line (Knight)</name>
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</feature>
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</feature>
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</autolevel>
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</autolevel>
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<autolevel level="15">
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<feature optional="YES">
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<name>Lightning Reload (Gunslinger)</name>
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<text>Starting at 15th level, you can reload any firearm as a bonus action.</text>
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<text> </text>
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<text>Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 2</text>
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</feature>
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</autolevel>
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<autolevel level="15">
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<autolevel level="15">
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<feature optional="YES">
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<feature optional="YES">
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<name>Arcane Charge (Eldritch Knight)</name>
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<name>Arcane Charge (Eldritch Knight)</name>
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</feature>
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</feature>
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</autolevel>
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</autolevel>
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<autolevel level="18">
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<feature optional="YES">
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<name>Vicious Intent (Gunslinger)</name>
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<text>At 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll with a firearm.</text>
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<text> </text>
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<text>Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 2</text>
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</feature>
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</autolevel>
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<autolevel level="10">
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<feature optional="YES">
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<name>Hemorrrhaging Critical (Gunslinger)</name>
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<text>Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.</text>
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<text> </text>
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<text>Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 2</text>
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</feature>
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</autolevel>
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<autolevel level="18">
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<autolevel level="18">
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<feature optional="YES">
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<feature optional="YES">
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<name>Improved War Magic (Eldritch Knight)</name>
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<name>Improved War Magic (Eldritch Knight)</name>
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@ -59211,19 +58995,6 @@ true magic. Other savants are generous teachers, knowledge and good humor.</text
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<text />
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<text />
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<text>Source: Unearthed Arcana: The Mystic Class, p. 11</text>
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<text>Source: Unearthed Arcana: The Mystic Class, p. 11</text>
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</spell>
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</spell>
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<spell>
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<name>Bullying Shot</name>
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<level>1</level>
|
|
||||||
<ritual>NO</ritual>
|
|
||||||
<time></time>
|
|
||||||
<range></range>
|
|
||||||
<components>None</components>
|
|
||||||
<duration></duration>
|
|
||||||
<classes>Fighter (Gunslinger)</classes>
|
|
||||||
<text>You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. When making a Charisma (Intimidation) check, you can expend one grit point to gain advantage on the roll.</text>
|
|
||||||
<text />
|
|
||||||
<text>Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 2</text>
|
|
||||||
</spell>
|
|
||||||
<spell>
|
<spell>
|
||||||
<name>Burning Hands</name>
|
<name>Burning Hands</name>
|
||||||
<level>1</level>
|
<level>1</level>
|
||||||
|
|
@ -61262,32 +61033,6 @@ true magic. Other savants are generous teachers, knowledge and good humor.</text
|
||||||
<text />
|
<text />
|
||||||
<text>* Oath, Domain, or Circle of the Land spell (always prepared)</text>
|
<text>* Oath, Domain, or Circle of the Land spell (always prepared)</text>
|
||||||
</spell>
|
</spell>
|
||||||
<spell>
|
|
||||||
<name>Dazing Shot</name>
|
|
||||||
<level>1</level>
|
|
||||||
<ritual>NO</ritual>
|
|
||||||
<time></time>
|
|
||||||
<range></range>
|
|
||||||
<components>None</components>
|
|
||||||
<duration></duration>
|
|
||||||
<classes>Fighter (Gunslinger)</classes>
|
|
||||||
<text>When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constiution saving throw or suffer disadvantage on attacks until the end of your next turn.</text>
|
|
||||||
<text />
|
|
||||||
<text>Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 2</text>
|
|
||||||
</spell>
|
|
||||||
<spell>
|
|
||||||
<name>Deadeye Shot</name>
|
|
||||||
<level>1</level>
|
|
||||||
<ritual>NO</ritual>
|
|
||||||
<time></time>
|
|
||||||
<range></range>
|
|
||||||
<components>None</components>
|
|
||||||
<duration></duration>
|
|
||||||
<classes>Fighter (Gunslinger)</classes>
|
|
||||||
<text>When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.</text>
|
|
||||||
<text />
|
|
||||||
<text>Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 2</text>
|
|
||||||
</spell>
|
|
||||||
<spell>
|
<spell>
|
||||||
<name>Death Ward</name>
|
<name>Death Ward</name>
|
||||||
<level>4</level>
|
<level>4</level>
|
||||||
|
|
@ -61603,19 +61348,6 @@ true magic. Other savants are generous teachers, knowledge and good humor.</text
|
||||||
<text>When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.</text>
|
<text>When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.</text>
|
||||||
<text />
|
<text />
|
||||||
<text>Source: Player's Handbook, p. 74</text>
|
<text>Source: Player's Handbook, p. 74</text>
|
||||||
</spell>
|
|
||||||
<spell>
|
|
||||||
<name>Disarming Shot</name>
|
|
||||||
<level>1</level>
|
|
||||||
<ritual>NO</ritual>
|
|
||||||
<time></time>
|
|
||||||
<range></range>
|
|
||||||
<components>None</components>
|
|
||||||
<duration></duration>
|
|
||||||
<classes>Fighter (Gunslinger)</classes>
|
|
||||||
<text>When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object pushed 10 feet away from you.</text>
|
|
||||||
<text />
|
|
||||||
<text>Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 2</text>
|
|
||||||
</spell>
|
</spell>
|
||||||
<spell>
|
<spell>
|
||||||
<name>Disguise Self</name>
|
<name>Disguise Self</name>
|
||||||
|
|
@ -63496,20 +63228,6 @@ true magic. Other savants are generous teachers, knowledge and good humor.</text
|
||||||
<text />
|
<text />
|
||||||
<text>Source: Player's Handbook, p. 243</text>
|
<text>Source: Player's Handbook, p. 243</text>
|
||||||
</spell>
|
</spell>
|
||||||
<spell>
|
|
||||||
<name>Forceful Shot</name>
|
|
||||||
<level>1</level>
|
|
||||||
<ritual>NO</ritual>
|
|
||||||
<time></time>
|
|
||||||
<range></range>
|
|
||||||
<components>None</components>
|
|
||||||
<duration></duration>
|
|
||||||
<classes>Fighter (Gunslinger)</classes>
|
|
||||||
<text>When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.</text>
|
|
||||||
<text />
|
|
||||||
<text>Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 2</text>
|
|
||||||
</spell>
|
|
||||||
|
|
||||||
<spell>
|
<spell>
|
||||||
<name>Foresight</name>
|
<name>Foresight</name>
|
||||||
<level>9</level>
|
<level>9</level>
|
||||||
|
|
@ -67814,19 +67532,6 @@ true magic. Other savants are generous teachers, knowledge and good humor.</text
|
||||||
<text />
|
<text />
|
||||||
<text>Source: Xanathar's Guide to Everything, p. 29</text>
|
<text>Source: Xanathar's Guide to Everything, p. 29</text>
|
||||||
</spell>
|
</spell>
|
||||||
<spell>
|
|
||||||
<name>Piercing Shot</name>
|
|
||||||
<level>1</level>
|
|
||||||
<ritual>NO</ritual>
|
|
||||||
<time></time>
|
|
||||||
<range></range>
|
|
||||||
<components>None</components>
|
|
||||||
<duration></duration>
|
|
||||||
<classes>Fighter (Gunslinger)</classes>
|
|
||||||
<text>When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.</text>
|
|
||||||
<text />
|
|
||||||
<text>Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 2</text>
|
|
||||||
</spell>
|
|
||||||
<spell>
|
<spell>
|
||||||
<name>Planar Ally</name>
|
<name>Planar Ally</name>
|
||||||
<level>6</level>
|
<level>6</level>
|
||||||
|
|
@ -71491,20 +71196,6 @@ true magic. Other savants are generous teachers, knowledge and good humor.</text
|
||||||
<text>Source: Player's Handbook, p. 285</text>
|
<text>Source: Player's Handbook, p. 285</text>
|
||||||
<roll>1d4</roll>
|
<roll>1d4</roll>
|
||||||
</spell>
|
</spell>
|
||||||
<spell>
|
|
||||||
<name>Violent Shot</name>
|
|
||||||
<level>1</level>
|
|
||||||
<ritual>NO</ritual>
|
|
||||||
<time></time>
|
|
||||||
<range></range>
|
|
||||||
<components>None</components>
|
|
||||||
<duration></duration>
|
|
||||||
<classes>Fighter (Gunslinger)</classes>
|
|
||||||
<text>When you make a fireman attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage per grit point spent when determining the damage.</text>
|
|
||||||
<text />
|
|
||||||
<text>Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 3</text>
|
|
||||||
</spell>
|
|
||||||
|
|
||||||
<spell>
|
<spell>
|
||||||
<name>Virtue</name>
|
<name>Virtue</name>
|
||||||
<level>0</level>
|
<level>0</level>
|
||||||
|
|
@ -72170,19 +71861,7 @@ true magic. Other savants are generous teachers, knowledge and good humor.</text
|
||||||
<text />
|
<text />
|
||||||
<text>* Oath, Domain, or Circle of the Land spell (always prepared)</text>
|
<text>* Oath, Domain, or Circle of the Land spell (always prepared)</text>
|
||||||
|
|
||||||
<roll>3d8</roll> </spell>
|
<roll>3d8</roll>
|
||||||
<spell>
|
|
||||||
<name>Winging Shot</name>
|
|
||||||
<level>1</level>
|
|
||||||
<ritual>NO</ritual>
|
|
||||||
<time></time>
|
|
||||||
<range></range>
|
|
||||||
<components>None</components>
|
|
||||||
<duration></duration>
|
|
||||||
<classes>Fighter (Gunslinger)</classes>
|
|
||||||
<text>When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.</text>
|
|
||||||
<text />
|
|
||||||
<text>Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 2</text>
|
|
||||||
</spell>
|
</spell>
|
||||||
<spell>
|
<spell>
|
||||||
<name>Wish</name>
|
<name>Wish</name>
|
||||||
|
|
|
||||||
|
|
@ -1,5 +1,118 @@
|
||||||
<?xml version="1.0" encoding="UTF-8"?>
|
<?xml version="1.0" encoding="UTF-8"?>
|
||||||
<compendium version="5" auto_indent="NO">
|
<compendium version="5" auto_indent="NO">
|
||||||
|
<item>
|
||||||
|
<name>Bad News</name>
|
||||||
|
<type>R</type>
|
||||||
|
<weight>25</weight>
|
||||||
|
<text>A ranged weapon similar to a sniper rifle.</text>
|
||||||
|
<text>Two-Handed, Reload 1, Misfire 3</text>
|
||||||
|
<text>Proficiency: firearms</text>
|
||||||
|
<text>Ammunition: 10g (5)</text>
|
||||||
|
<value></value>
|
||||||
|
<text>Source: Matthew Mercer - Gunslinger 1.3 p. 3</text>
|
||||||
|
<dmg1>2d12</dmg1>
|
||||||
|
<dmg2></dmg2>
|
||||||
|
<dmgType>P</dmgType>
|
||||||
|
<property>M,A,LD,2H</property>
|
||||||
|
<range>200/800</range>
|
||||||
|
</item>
|
||||||
|
<item>
|
||||||
|
<name>Blunderbuss</name>
|
||||||
|
<type>R</type>
|
||||||
|
<weight>10</weight>
|
||||||
|
<text>A ranged weapon that is powerful at short range.</text>
|
||||||
|
<text>Reload 1, Misfire 2</text>
|
||||||
|
<text>Proficiency: firearms</text>
|
||||||
|
<text>Ammunition: 5g (20)</text>
|
||||||
|
<value></value>
|
||||||
|
<text>Source: Matthew Mercer - Gunslinger 1.3 p. 3</text>
|
||||||
|
<dmg1>2d8</dmg1>
|
||||||
|
<dmg2></dmg2>
|
||||||
|
<dmgType>P</dmgType>
|
||||||
|
<property>M,A,LD</property>
|
||||||
|
<range>15/60</range>
|
||||||
|
</item>
|
||||||
|
<item>
|
||||||
|
<name>Hand Mortar</name>
|
||||||
|
<type>R</type>
|
||||||
|
<weight>10</weight>
|
||||||
|
<text>A thrown weapon that explodes on impact, can be volatile. Deals Fire damage on hit.</text>
|
||||||
|
<text>Reload 1, Misfire 2, Explosive</text>
|
||||||
|
<text>Proficiency: firearms</text>
|
||||||
|
<text>Ammunition: 10g (1)</text>
|
||||||
|
<value></value>
|
||||||
|
<text>Source: Matthew Mercer - Gunslinger 1.3 p. 3</text>
|
||||||
|
<dmg1>2d8</dmg1>
|
||||||
|
<dmg2></dmg2>
|
||||||
|
<dmgType>B</dmgType>
|
||||||
|
<property>M,T</property>
|
||||||
|
<range>30/60</range>
|
||||||
|
</item>
|
||||||
|
<item>
|
||||||
|
<name>Musket</name>
|
||||||
|
<type>R</type>
|
||||||
|
<weight>10</weight>
|
||||||
|
<text>A two handed ranged weapon that fires at long range.</text>
|
||||||
|
<text>Two-Handed, Reload 1, Misfire 2</text>
|
||||||
|
<text>Proficiency: firearms</text>
|
||||||
|
<text>Ammunition: 5g (20)</text>
|
||||||
|
<value></value>
|
||||||
|
<text>Source: Matthew Mercer - Gunslinger 1.3 p. 3</text>
|
||||||
|
<dmg1>1d12</dmg1>
|
||||||
|
<dmg2></dmg2>
|
||||||
|
<dmgType>P</dmgType>
|
||||||
|
<property>M,A,LD,2H</property>
|
||||||
|
<range>120/480</range>
|
||||||
|
</item>
|
||||||
|
<item>
|
||||||
|
<name>Palm Pistol</name>
|
||||||
|
<type>R</type>
|
||||||
|
<weight>1</weight>
|
||||||
|
<text>A ranged weapon that fits in the palm of your hand.</text>
|
||||||
|
<text>Light, Reload 1, Misfire 1</text>
|
||||||
|
<text>Proficiency: firearms</text>
|
||||||
|
<text>Ammunition: 2g (20)</text>
|
||||||
|
<value>50</value>
|
||||||
|
<text>Source: Matthew Mercer - Gunslinger 1.3 p. 3</text>
|
||||||
|
<dmg1>1d8</dmg1>
|
||||||
|
<dmg2></dmg2>
|
||||||
|
<dmgType>P</dmgType>
|
||||||
|
<property>M,A,L,LD</property>
|
||||||
|
<range>40/160</range>
|
||||||
|
</item>
|
||||||
|
<item>
|
||||||
|
<name>Pistol</name>
|
||||||
|
<type>R</type>
|
||||||
|
<weight>3</weight>
|
||||||
|
<text>A ranged weapon that fires bullets.</text>
|
||||||
|
<text>Reload 4, Misfire 1</text>
|
||||||
|
<text>Proficiency: firearms</text>
|
||||||
|
<text>Ammunition: 4g (20)</text>
|
||||||
|
<value>150</value>
|
||||||
|
<text>Source: Matthew Mercer - Gunslinger 1.3 p. 3</text>
|
||||||
|
<dmg1>1d10</dmg1>
|
||||||
|
<dmg2></dmg2>
|
||||||
|
<dmgType>P</dmgType>
|
||||||
|
<property>M,A,LD</property>
|
||||||
|
<range>60/240</range>
|
||||||
|
</item>
|
||||||
|
<item>
|
||||||
|
<name>Pepperbox</name>
|
||||||
|
<type>R</type>
|
||||||
|
<weight>5</weight>
|
||||||
|
<text>A special, complex one handed ranged weapon that fires quickly.</text>
|
||||||
|
<text>Reload 6, Misfire 2</text>
|
||||||
|
<text>Proficiency: firearms</text>
|
||||||
|
<text>Ammunition: 4g (20)</text>
|
||||||
|
<value>250</value>
|
||||||
|
<text>Source: Matthew Mercer - Gunslinger 1.3 p. 3</text>
|
||||||
|
<dmg1>1d10</dmg1>
|
||||||
|
<dmg2></dmg2>
|
||||||
|
<dmgType>P</dmgType>
|
||||||
|
<property>M,A,LD</property>
|
||||||
|
<range>80/320</range>
|
||||||
|
</item>
|
||||||
|
|
||||||
<class>
|
<class>
|
||||||
<name>Blood Hunter</name>
|
<name>Blood Hunter</name>
|
||||||
<hd>10</hd>
|
<hd>10</hd>
|
||||||
|
|
@ -434,4 +547,216 @@
|
||||||
</feature>
|
</feature>
|
||||||
</autolevel>
|
</autolevel>
|
||||||
</class>
|
</class>
|
||||||
|
<class>
|
||||||
|
<name>Fighter</name>
|
||||||
|
|
||||||
|
<autolevel level="3">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Martial Archetype: Gunslinger</name>
|
||||||
|
<text>Most warriors and combat specialists spend their years perfecting the classic arts of swordplay, archery, or polearm tactics. Whether the duelist of infantry martial weapons were seemingly perfected long ago, and the true challenge is to master them.</text>
|
||||||
|
<text> However, some minds couldn’t stop with the innovation of the crossbow. Experimentation with alchemical components and rare metals have unlocked the secrets of controlled explosive force. The few who survive these trials of ingenuity may become the first to create, and deftly wield, the first firearms.</text>
|
||||||
|
<text> This archetype focuses on the ability to design, craft and utilize powerful, yet dangerous ranged weapons. Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new, untested technologies in a world where the arcane energies that rule the elements are ever present.</text>
|
||||||
|
<text> Should this path of powder, fire and metal call to you, keep your wits about you, hold onto your convictions as a fighter, and let skill meet luck to guide your bullets to strike true.</text>
|
||||||
|
<text> </text>
|
||||||
|
<text>Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 1</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
|
||||||
|
<autolevel level="3">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Firearm Proficiency (Gunslinger)</name>
|
||||||
|
<text>Starting from when you choose this archetype at 3rd level, you gain proficiency in firearms, allowing you to add your proficiency bonus to attacks made with firearms.</text>
|
||||||
|
<text> </text>
|
||||||
|
<text>Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 2</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
|
||||||
|
<autolevel level="3">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Gunsmith (Gunslinger)</name>
|
||||||
|
<text>Upon choosing this archetype at 3rd level, you gain proficiency in Tinker’s Tools. You may use them to craft ammunition, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely intricate and experimental features are only available through crafting.</text>
|
||||||
|
<text> </text>
|
||||||
|
<text>Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 2</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
|
||||||
|
<autolevel level="3">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Firearm Properties</name>
|
||||||
|
<text>Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of their property. These properties replace the optional ones presented in the DM guide. Firearms are ranged weapons.</text>
|
||||||
|
<text> RELOAD. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.</text>
|
||||||
|
<text> MISFIRE. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + Misfire score). If your check fails, the weapon is broken and must be repaired out of combat at half the cost of the firearm.</text>
|
||||||
|
<text> SCATTER. An attack is made against each creature within a 30 ft. cone. These attacks are simultaneous. If an affected creature is adjacent to you, they suffer double damage on a hit. This attack cannot be affected by any of your shot features.</text>
|
||||||
|
<text> EXPLOSIVE. Upon a hit, everything within 5 ft. of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.</text>
|
||||||
|
<text> </text>
|
||||||
|
<text>Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 2</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
|
||||||
|
<autolevel level="3">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Adept Marksman (Gunslinger)</name>
|
||||||
|
<text>When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.</text>
|
||||||
|
<text> Trick Shots: You learn two trick shots of your choice. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.</text>
|
||||||
|
<text> You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a trick shot, you can also replace one trick shot you know with a different one.</text>
|
||||||
|
<text> </text>
|
||||||
|
<text>Grit: You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You gain all expended grit points after a short or long rest.</text>
|
||||||
|
<text> </text>
|
||||||
|
<text>Saving Throws: Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effect. The saving throw DC is calculated as follows:
|
||||||
|
Trick Shot save DC = 8 + your proficiency bonus + Dexterity Modifier</text>
|
||||||
|
<text> </text>
|
||||||
|
<text>Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 2</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
|
||||||
|
<autolevel level="7">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Quickdraw (Gunslinger)</name>
|
||||||
|
<text>When you reach 7th level, you add your proficiency to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn</text>
|
||||||
|
<text> </text>
|
||||||
|
<text>Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 2</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
|
||||||
|
<autolevel level="10">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Rapid Repair (Gunslinger)</name>
|
||||||
|
<text>Upon reaching 10th level, you learn how to quickly attempt to fix a jammed gun. You can spend a grit point to attempt to repair a misfired (but not broken) firearm as a bonus action.</text>
|
||||||
|
<text> </text>
|
||||||
|
<text>Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 2</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
|
||||||
|
<autolevel level="15">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Lightning Reload (Gunslinger)</name>
|
||||||
|
<text>Starting at 15th level, you can reload any firearm as a bonus action.</text>
|
||||||
|
<text> </text>
|
||||||
|
<text>Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 2</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
|
||||||
|
<autolevel level="18">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Vicious Intent (Gunslinger)</name>
|
||||||
|
<text>At 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll with a firearm.</text>
|
||||||
|
<text> </text>
|
||||||
|
<text>Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 2</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
|
||||||
|
<autolevel level="10">
|
||||||
|
<feature optional="YES">
|
||||||
|
<name>Hemorrrhaging Critical (Gunslinger)</name>
|
||||||
|
<text>Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.</text>
|
||||||
|
<text> </text>
|
||||||
|
<text>Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 2</text>
|
||||||
|
</feature>
|
||||||
|
</autolevel>
|
||||||
|
</class>
|
||||||
|
|
||||||
|
<spell>
|
||||||
|
<name>Bullying Shot</name>
|
||||||
|
<level>1</level>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time></time>
|
||||||
|
<range></range>
|
||||||
|
<components>None</components>
|
||||||
|
<duration></duration>
|
||||||
|
<classes>Fighter (Gunslinger)</classes>
|
||||||
|
<text>You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. When making a Charisma (Intimidation) check, you can expend one grit point to gain advantage on the roll.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 2</text>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Dazing Shot</name>
|
||||||
|
<level>1</level>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time></time>
|
||||||
|
<range></range>
|
||||||
|
<components>None</components>
|
||||||
|
<duration></duration>
|
||||||
|
<classes>Fighter (Gunslinger)</classes>
|
||||||
|
<text>When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constiution saving throw or suffer disadvantage on attacks until the end of your next turn.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 2</text>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Deadeye Shot</name>
|
||||||
|
<level>1</level>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time></time>
|
||||||
|
<range></range>
|
||||||
|
<components>None</components>
|
||||||
|
<duration></duration>
|
||||||
|
<classes>Fighter (Gunslinger)</classes>
|
||||||
|
<text>When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 2</text>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Disarming Shot</name>
|
||||||
|
<level>1</level>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time></time>
|
||||||
|
<range></range>
|
||||||
|
<components>None</components>
|
||||||
|
<duration></duration>
|
||||||
|
<classes>Fighter (Gunslinger)</classes>
|
||||||
|
<text>When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object pushed 10 feet away from you.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 2</text>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Forceful Shot</name>
|
||||||
|
<level>1</level>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time></time>
|
||||||
|
<range></range>
|
||||||
|
<components>None</components>
|
||||||
|
<duration></duration>
|
||||||
|
<classes>Fighter (Gunslinger)</classes>
|
||||||
|
<text>When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 2</text>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Piercing Shot</name>
|
||||||
|
<level>1</level>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time></time>
|
||||||
|
<range></range>
|
||||||
|
<components>None</components>
|
||||||
|
<duration></duration>
|
||||||
|
<classes>Fighter (Gunslinger)</classes>
|
||||||
|
<text>When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 2</text>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Violent Shot</name>
|
||||||
|
<level>1</level>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time></time>
|
||||||
|
<range></range>
|
||||||
|
<components>None</components>
|
||||||
|
<duration></duration>
|
||||||
|
<classes>Fighter (Gunslinger)</classes>
|
||||||
|
<text>When you make a fireman attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage per grit point spent when determining the damage.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 3</text>
|
||||||
|
</spell>
|
||||||
|
<spell>
|
||||||
|
<name>Winging Shot</name>
|
||||||
|
<level>1</level>
|
||||||
|
<ritual>NO</ritual>
|
||||||
|
<time></time>
|
||||||
|
<range></range>
|
||||||
|
<components>None</components>
|
||||||
|
<duration></duration>
|
||||||
|
<classes>Fighter (Gunslinger)</classes>
|
||||||
|
<text>When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.</text>
|
||||||
|
<text />
|
||||||
|
<text>Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 2</text>
|
||||||
|
</spell>
|
||||||
</compendium>
|
</compendium>
|
||||||
|
|
|
||||||
|
|
@ -1,10 +1,96 @@
|
||||||
<?xml version="1.0" encoding="UTF-8"?>
|
<?xml version="1.0" encoding="UTF-8"?>
|
||||||
<xsl:transform version="1.0" xmlns:xsl="http://www.w3.org/1999/XSL/Transform">
|
<xsl:transform version="1.0" xmlns:xsl="http://www.w3.org/1999/XSL/Transform" xmlns:exsl="http://exslt.org/common">
|
||||||
<xsl:output method="xml" indent="yes" />
|
<xsl:output method="xml" indent="yes" />
|
||||||
|
|
||||||
<xsl:template match="collection">
|
<xsl:template match="collection">
|
||||||
<compendium version="5" auto_indent="NO">
|
<compendium version="5" auto_indent="NO">
|
||||||
<xsl:copy-of select="document(doc/@href)/compendium/*" />
|
<xsl:variable name="compendium" select="document(doc/@href)/compendium" />
|
||||||
|
|
||||||
|
<xsl:copy-of select="$compendium/item" />
|
||||||
|
<xsl:copy-of select="$compendium/race" />
|
||||||
|
|
||||||
|
<xsl:call-template name="classes-with-subclasses" />
|
||||||
|
|
||||||
|
<xsl:copy-of select="$compendium/feat" />
|
||||||
|
<xsl:copy-of select="$compendium/background" />
|
||||||
|
<xsl:copy-of select="$compendium/spell" />
|
||||||
|
<xsl:copy-of select="$compendium/monster" />
|
||||||
</compendium>
|
</compendium>
|
||||||
</xsl:template>
|
</xsl:template>
|
||||||
|
|
||||||
|
|
||||||
|
<!-- Template once a class is selected -->
|
||||||
|
<xsl:template name="class">
|
||||||
|
<xsl:copy-of select="hd" />
|
||||||
|
<xsl:copy-of select="proficiency" />
|
||||||
|
<xsl:copy-of select="spellAbility" />
|
||||||
|
<xsl:copy-of select="numSkills" />
|
||||||
|
<xsl:copy-of select="armor" />
|
||||||
|
<xsl:copy-of select="weapons" />
|
||||||
|
<xsl:copy-of select="tools" />
|
||||||
|
<xsl:copy-of select="wealth" />
|
||||||
|
<xsl:copy-of select="autolevel" />
|
||||||
|
</xsl:template>
|
||||||
|
|
||||||
|
|
||||||
|
<!-- Merges subclasses into classes -->
|
||||||
|
<xsl:template name="classes-with-subclasses">
|
||||||
|
<xsl:variable name="compendium" select="document(doc/@href)/compendium" />
|
||||||
|
|
||||||
|
|
||||||
|
<!-- Define class variables -->
|
||||||
|
<xsl:variable name="Barbarian" select="'Barbarian'" />
|
||||||
|
<xsl:variable name="Bard" select="'Bard'" />
|
||||||
|
<xsl:variable name="Cleric" select="'Cleric'" />
|
||||||
|
<xsl:variable name="Druid" select="'Druid'" />
|
||||||
|
<xsl:variable name="Fighter" select="'Fighter'" />
|
||||||
|
<xsl:variable name="Monk" select="'Monk'" />
|
||||||
|
<xsl:variable name="Paladin" select="'Paladin'" />
|
||||||
|
<xsl:variable name="Ranger" select="'Ranger'" />
|
||||||
|
<xsl:variable name="Rogue" select="'Rogue'" />
|
||||||
|
<xsl:variable name="Sorcerer" select="'Sorcerer'" />
|
||||||
|
<xsl:variable name="Warlock" select="'Warlock'" />
|
||||||
|
<xsl:variable name="Wizard" select="'Wizard'" />
|
||||||
|
|
||||||
|
<xsl:variable name="classes">
|
||||||
|
<class><xsl:value-of select="$Barbarian" /></class>
|
||||||
|
<class><xsl:value-of select="$Bard" /></class>
|
||||||
|
<class><xsl:value-of select="$Cleric" /></class>
|
||||||
|
<class><xsl:value-of select="$Druid" /></class>
|
||||||
|
<class><xsl:value-of select="$Fighter" /></class>
|
||||||
|
<class><xsl:value-of select="$Monk" /></class>
|
||||||
|
<class><xsl:value-of select="$Paladin" /></class>
|
||||||
|
<class><xsl:value-of select="$Ranger" /></class>
|
||||||
|
<class><xsl:value-of select="$Rogue" /></class>
|
||||||
|
<class><xsl:value-of select="$Sorcerer" /></class>
|
||||||
|
<class><xsl:value-of select="$Warlock" /></class>
|
||||||
|
<class><xsl:value-of select="$Wizard" /></class>
|
||||||
|
</xsl:variable>
|
||||||
|
|
||||||
|
<xsl:variable name="class-array" select="exsl:node-set($classes)" />
|
||||||
|
|
||||||
|
|
||||||
|
<!-- Loop through each class -->
|
||||||
|
<xsl:for-each select="$class-array/class">
|
||||||
|
<xsl:variable name="class" select="text()" />
|
||||||
|
|
||||||
|
<!-- If at least one of this class exists, create one class element for it -->
|
||||||
|
<xsl:if test="$compendium/class/name/text()=$class">
|
||||||
|
<class>
|
||||||
|
<name><xsl:value-of select="$class" /></name>
|
||||||
|
|
||||||
|
<!-- For each one of this class, get the elements within the template -->
|
||||||
|
<!-- Important: Subclasses should only contain "name" and "autolevel" elements -->
|
||||||
|
<xsl:for-each select="$compendium/class[name=$class]">
|
||||||
|
<xsl:call-template name="class" />
|
||||||
|
</xsl:for-each>
|
||||||
|
</class>
|
||||||
|
</xsl:if>
|
||||||
|
</xsl:for-each>
|
||||||
|
|
||||||
|
<!-- Get the remaining classes -->
|
||||||
|
<xsl:copy-of select="$compendium/class[name!=$Barbarian and name!=$Bard and name!=$Cleric and name!=$Druid and
|
||||||
|
name!=$Fighter and name!=$Monk and name!=$Paladin and name!=$Ranger and
|
||||||
|
name!=$Rogue and name!=$Sorcerer and name!=$Warlock and name!=$Wizard]" />
|
||||||
|
</xsl:template>
|
||||||
</xsl:transform>
|
</xsl:transform>
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue