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Existing Class Adjustments

Barbarian

  Barbarians, due to their primal nature and general lack of formal weapons training, do not start with proficiency in firearms unless already given from another class, feat or special training.   Additionally, barbarians have proficiency with long arms. A barbarian may start with the following items, plus anything provided by your background.   (a) a greataxe, (b) any martial melee weapon, or (c) any long arm (a) two handaxes or (b) any simple weapon An explorer's pack, and (a) four javelins or (b) 20 rounds of ammunition Warlock Warlocks are proficient with sidearms, and may start with a primitive sidearm and 20 rounds instead of a light crossbow and 20 bolts at the DM's discretion. A warlock may take the Ghost in the Machine as their patron if it is appropriate for the campaign setting but cannot learn any technomagic spells except at the DM's discretion.  

Bard

  Bards add sidearms, muskets, rifles, carbines, estoc, and boot knife to their weapons proficiencies. A bard may start with the following items, plus anything provided by your background.   (a) a rapier, (b) a longsword, (c) any simple weapon, or (d) any primitive sidearm and 20 rounds   (a) a diplomat's pack or (b) an entertainer's pack   (a) a lute or (b) any other musical instrument   A dagger, and (a) leather armor or (b) light undercover shirt  

Cleric

  Clerics start with proficiency in all sidearms and with longarms that have the scatter property. A cleric may start with the following items, plus anything provided by your background.   1. (a) a mace or (b) a warhammer (if proficient)   2. (a) scale mail, (b) leather armor, (c) heavy coat, or (d) chain mail (if proficient)   3. (a) a light crossbow and 20 bolts, (b) any simple weapon, or (c) any primitive sidearm and 20 rounds   4. (a) a priest's pack or (b) an explorer's pack a shield and a holy symbol    

Fighter

  Fighters have grown their battle prowess with the changing times and in addition to their proficiency with simple and martial weapons they also have proficiency with sidearms and long arms, and may select from the following starting items (if proficient):   1. (a) chain mail, (b) multi-layer vest, or (c) leather armor, longbow, and 20 arrows   2. (a) a martial weapon and a shield, (b) two martial weapons, or (c) a primitive long arm and 20 rounds   3. (a) a light crossbow and 20 bolts, (b) a primitive sidearm and 20 rounds, or (c) two handaxes   4. (a) a dungeoneer's pack or (b) an explorer's pack Additionally, fighters can choose from any Gun Tactic in place of a Fighting Style when choosing Fighting Styles.   Finally, the Archery Fighting Style applies to sidearms and long arms.  

Monk

  Monks may take proficiency with primitive firearms, but they do not count as monk weapons, and their starting items do not change accordingly.  

Paladin

  Paladins have used their training in battle to gain additional proficiencies beyond simple and martial weapons and now have proficiency with sidearms and long arms, and may select from the following starting items (if proficient):   1. (a) a martial weapon and a shield, (b) two martial weapons, or (c) a primitive long arm and 20 rounds   2. (a) five javelins, (b) any simple melee weapon, or (c) a primitive sidearm and 20 rounds   3. (a) a priest's pack or (b) an explorer's pack   4. A holy symbol and (a) chain mail, (b) sheet metal vest, or (c) multi-layer vest   Paladins can use firearms for Divine Smite, Improved Divine Smite, and any spells that would require them to take an attack with a melee weapon before taking effect, but you must be within at least 10 feet of the target to do so. Additionally, paladins can choose the Akimbo Shooting, Breacher, Gun Duelist, or Shield Shooting Gun Tactic in place of a Fighting Style when choosing Fighting Styles.  

Ranger

  Rangers have advanced their ranged fighting capabilities beyond proficiency with simple and martial weapons and now have proficiency with sidearms and long arms, and may select from the following starting items (if proficient):   1. (a) scale mail, (b) leather armor, or (c) light undercover shirt   2. (a) two shortswords, (b) two simple melee weapons, or (c) two primitive sidearms and 40 rounds   3. (a) a dungeoneer's pack or (b) an explorer's pack   4. (a) a longbow and a quiver of 20 arrows or (b) a primitive long arm and 20 rounds   Additionally, rangers can choose the Gun Duelist, Riflery, or Sniper Gun Tactic in place of a Fighting Style when choosing Fighting Styles. Finally, the Archery Fighting Style applies to sidearms and long arms.  

Rogue

  Rogues are proficient with sidearms, muskets, wheellock guns, carbines, and rifles. Additionally, a rogue can substitute proficiency with longswords, rapiers, and shortswords for proficiency with long arms. A rogue may select from the following starting items (if proficient):   1. (a) a rapier, (b) a shortsword, or (c) a primitive long arm and 20 rounds   2. (a) a shortbow and quiver of 20 arrows, (b) a primitive sidearm and 20 rounds, or (c) a shortsword   3. (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack   4. Leather armor, two daggers, and thieves' tools  

Sorcerer

  Sorcerers are proficient with sidearms, and may start with a primitive sidearm and 20 rounds instead of a light crossbow and 20 bolts at the DM's discretion.  

Firearms are Prominent

  In a world where firearms are more common, you may (at the DM's discretion) select from advanced sidearms and long arms when choosing starting items.

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