Doom Rider Profession in Cairne | World Anvil

Doom Rider

A Fist Full of Lead   Quick and deadly, these masters of gunplay live on the dangerous edge of an already treacherous path, but it is within these grey and troubled places that they thrive.

Career

Other Benefits

Desolation Strider Level Feature
3rd From the Hip
3rd Rapid Shot
7th Gunslinger
11th Dodge and Burn
15th How the Wastes Were Won
18th Pipping the Ace
    Bonus Proficiencies At 3rd level the character gains the following weapon proficiencies: Arquebus, flintlock pistol, and blunderbuss. The character also gains proficiency in the acrobatics skill.     From the Hip Celerity of thought is a way of life in the Wastes. It often pays to act before thought gets in the way, as things can turn deadly in a heartbeat. At level 3, the character may now as a bonus action quickdraw and fire their pistol at any target in range suffering a -1 penalty to hit. This does not allow for the character to reholster the weapon or to draw a secondary to replace the now empty pistol, however, the character may use the pistol as a melee attack utilizing standard improvised weapons rules.     Gunslinger At 7th level, your ability to wield a firearm has become almost masterful, granting you the following benefits.  
  • You no longer have disadvantage on ranged weapon attacks while within 5ft of a hostile creature.
  • Your ranged weapons long range no longer imposes disadvantage on your attacks.
  • You ignore ½ and 3/4ths cover when making ranged weapon attacks.
    Dodge and Burn Upon reaching 11th level, the character has achieved a large degree of skill in avoiding damage by staying mobile in combat situations and attacking as precise and quickly as possible. The character gains the following feats:   Mobile: You are exceptionally speedy and agile. You gain the following benefits:  
  • Your speed increases by 10 feet.
  • When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
  • When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Dual Wielder: You master fighting with two weapons, gaining the following benefits:  
  • You gain a +1 bonus to AC while you are wielding a separate flintlock in each hand.
  • You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
    How the Wastes Were Won Upon reaching 15th level, the characters knowledge of combustive weapons and their ability to wield them, now offers up the ability to wield the feared hand mortar, a weapon so devastatingly powerful and dangerous that even the Bechtlarite forces opt to avoid it. The character's skill decreases the misfire chance by half and the character's previous weapon bonuses also apply to this weapon.     Pipping the Ace After reaching 18th level, your abilities as a marksman have reached their peak, granting you the following benefits:  
  • Your Rapid Shot feature allows you to fire up to two shots instead of one, but if you choose two, both have -2 subtracted from it no matter what.
  • you may enhance an attack you make during your attack action, once per turn. Doing so causes it to pierce enemies, causing the bullet to create a 60ft line. You roll a single attack roll against all creatures in that line, and deal your weapons damage + 3d10 to the first creature hit, reducing the bonus damage by 1d10 for each creature it hits, down to the base weapon damage at minimum. You may use this a number of times equal to your Dexterity Modifier per long rest, or by expending 2 survival dice to do it again.
Type
Illicit


Cover image: doom rider by Midjourney

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