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Draconic tinkertool
Draconic tinkertool











draconic tinkertool

You also regain one grit on a miss, so while you're spending at least two, you won't lose them all if you gamble and lose. This is most useful for an opening shot, as having multiple attacks means you can normally just spread out your trick shots.

  • Masterful Shooter: Allows you to apply two or three trick shots to one firearm attack, which can lead to some strong combinations, but means burning through grit even faster.
  • Deadshot: Relocated Vicious Intent (firearm critical hits on 19 or 20).
  • True Grit: Since Rapid Repair was redundant without Misfire, I replaced it with regaining one expended grit point whenever you use Indomitable, so ideal for when you're being pushed to re-roll bad saves (things are getting a bit hairy). You also gain the ability to spend grit to reduce the DC of skill shots (shooting out a lock, cutting a rope etc.) this is pure gunfighter cinematic nonsense, allowing for you to make impossible shots like busting a lock, cutting a rope etc.
  • Can be used for effect with a DM's permission, such as a distraction, or flicking a palm pistol into your hand for surprise or such.

    draconic tinkertool

  • Flourish: This is a new 7th level flavour trait, giving advantage to stylish nonsense like spinning your pistol every time you draw or holster it, replacing Lightning Reload.
  • You no longer recover a point of grit on a critical or a kill (easily forgotten).

    #Draconic tinkertool plus#

  • Grit: Points of grit are no longer tied to your Wisdom modifier, instead four are awarded at 3rd level, plus one more at 6th, 9th, 12th, 15th and 18th level for a total of nine.
  • Gunsmith: Grants proficiency in Tinker's Tools, doubled when using them for firearms, making this the ideal sub-class for firearm crafting without some other form of expertise bonus (feat or multi-classing).
  • draconic tinkertool

    Firearms Proficiency: Uses DMG firearms, this means your firearms options are a bit weaker (shorter ranged) and more expensive, but lack the Misfire mechanic.The complete list of changes from Gunslinger to Gunfighter is as follows: The Gunfighter sub-class has now been released! You can find it here.Īpologies about the formatting, it looks a lot nicer on the actual homebrew page, but I don't want to share that while I'm still tweaking it. I'll detail in a later post the exact changes from Gunslinger to Gunfighter. The idea with the Gunfighter is to capture the same kind of flavour of a Gunslinger they're a tinkerer but also supremely skilled with their own creations, with trick shots and traits to reflect this. I've also tried to develop a system of upgrades and an outline for crafting them to give the sub-class a clear equipment progression since firearms cannot usually be found, and there are no magical firearms as standard, though this aspect isn't actually Gunfighter specific (you could use the same crafting guideline for a character that learns Firearms proficiency such as an Artificer).

    draconic tinkertool

    So I decided to take a stab at adapting the Gunslinger firstly to use the simpler Dungeonmaster's Guide firearms, with all the necessary tweaking that entails, as well as changing the trick shots to rebalance, remove and replace some. There are also various issues with balance and some of the mechanics, such as Misfire which, though appropriate, can be more of a hindrance than a benefit to gameplay. I've been tempted to play the Critical Role Gunslinger Fighter sub-class for a while, but its always felt a bit strange mechanically due to the custom firearms and a lack of real options in terms of customisation, as the mechanics of customisation presumably happened mostly as behind the scenes discussion.













    Draconic tinkertool