The Order always prepares for adventure!
The Order of the Shootist, it’s a name claimed in both fear and mystery. They arrive with their incredible weaponry, unleashing thunder claps and smoke. And in mere instants, their enemies drop dead from incredible blasts of metal and fire. Only warriors worthy of their cause are admitted into their ranks. People know plenty about the mythical “fire brands”, as they have for countless years. However, most people are barely proficient. Even more fail to use them properly to begin with! The Shootist rises above these average folk. They hold sacred knowledge about not only wielding a gun with finesse, but a myriad of skills to truly champion their weapons.
For a Knight of the Shootist Order, there are many key features. One must move with a certain panache. Not only must they be graceful with their guns, but their steps must be constantly fluid. One slip up and you are shot down. A shootist has little time to stop and study their enemy, but must make a quick observation on the go. In addition, you won’t see armor worn as often within their ranks. Only truly strong and brisk warriors sport the arms and speed of a gunslinger with the armory of your traditional knight. Such individuals command both respect and a charismatic presence all their own. Some take to the shadows to get in the most brutal surprising shot possible, unleashing a devastating barrage.
Author’s Note: Lots of folks have asked a long time to revisit my shootist post. And since my theme for this month is Gaslamp Fantasy and Weird West, it was the perfect opportunity. So, let’s not just revisit the Shootist, but have a list of new options for the Rogue! Both of these were made with my own take on firearms, which is similar enough to 5e core. Don’t worry, there’s no misfire included. Take aim and fire, here’s a shooting gallery’s worth of options! However, these can easily be repurposed into a general ranged specialist if firearms are not allowed in your games or not common enough to allow training in.
“Tis but a scratch!”
DISCLAIMER: Neither the title nor these gaming contents are made to intentionally make fun of anyone’s preferred playstyle or gaming interests. The title itself is parody of angry rants on message boards. The mechanics are meant as alternative to what’s available. Enjoy!
Here’s some alternatives to the Fighter’s Second Wind mechanic, for people (like me) who’d rather replace it with something else. Enjoy!
- Pain Mastery – Gain advantage on all attacks and strength and constitution checks and saving throws until the start of your next turn. Suffer fighter level damage. This damage cannot be reduced. Gain 10 + fighter level temporary HP. If you take damage these temporary HP are lost first and they go away after 5 minutes. 1/ Short Rest
- Intensive Training – Gain 6 (1d10) + Con Level bonus Maximum HP at1st level
- Healing Resolve – 1/Short Rest – Gain 1d10 + Con HP when healed by someone else
- Second Temp – Fighter gains Temp HP instead. Possibly make it so it DOESN’T exceed Fighter’s maximum HP.
- Damage Resistance – 1/Short rest, Subtract Con Mod from Bludgeoning/Slashing/Piercing damage for 1 round. This DOES stack with Heavy Armor Mastery.
- ALT Resistance – 1/Short Rest, use Second Wind to gain Resistance against the next attack to hit you.
- Parry – 1/Short Rest, use a reaction to deduct 1d10+Level damage from an attack.
- Incredible Resilience – You gain an extra d10+Level HP when taking a short rest (or long rest, if using a variant healing rule set). You do not have to spend a hit die when using this ability, but you still can on top of HP gained from the ability.
Source – Monty Python and the Holy Grail
You’ve slugged through countless battles, you’ve advised countless tactical maneuvers, maybe you’ve earned the trust of your superiors. Needless to say, you’ve joined the ranks of a classical guard amidst the ranks of newcomers who are both inexperienced and ignorant. During downtime, you may or may not be prone to lecturing the uneducated youth on how life, interests, and warfare were in your “prime time”. At the very least, you grumble about how things were different back in the day. Perhaps in your earlier years, you were the top of the academy and the best on the field, but some of that was lost from either falling out of practice or advancing in age. And thus, you’ve returned to training once more. However, your knowledge on old tactics can give you a leg up against these newfangled ideas and technologies.
Disclaimer: I am both a consumer and avid fan of the OSR movement. This sub-class is meant to be tongue-in-cheek at most and is not meant to be an insult towards fans of old school inspired gaming. Also, I wanted to have a sub-class that had some bardic ability and warlord flavor as well.
“This wasn’t supposed to happen, I had control of my power! Now the whole damned town is wolf beasts and it’s my fault… I fear that in my blackouts I’ll also father pups. To the crusader who found me, slay my body and redeem my soul! Though, maybe they’ll fail and I’ll snap back. I’d show them what a fusion of man and beast can do!”
– Letter from an executed Warrior Beast
Envious of rumored barbarians who can channel nature spirits in them and druids who command the forms of nature itself, you’ve sought out your own method of channeling natural power. The power in question is the dread disease of Lycanthropy! Fortunately, you’re purposely afflicted with a modified version of the curse. While many would have succumbed to its dread power, you’re slowly molding your new abilities to your benefit. But, in doing so, you become less of your original self and more of a wild creature. While some exploit their boons to become savage warriors, some embrace becoming more than sentient beasts.
They weren’t always abominations hunted with equal prejudice as lycanthropes. In ages past, alchemists sampled blood from the dread creatures to help create super warriors. For a while, there was much success! Several kingdoms bid for these juggernauts and witnessed the turning point of several battles… That is until the cursed warriors started to go completely mad. Some tried to harness the power to horrible ends, becoming no more than upright walking wolves. Others found ways to make their “gifts” spread like traditional lycanthropes. Because of this, they soon proved to be quite the scourge! Bounties upon their slain heads remain high to this day.
NOTE: The original draft, which I consider to be quite unbalanced in one way or another, has been removed. The updated version of the crunch is available via “Zoanthropes – A Collection of Werebeasts” via DM’s Guild. It will likely receive a final revision though.
Created by Doctor Necrotic for Doctor Necrotic Media.
The crashed space ship changed everything, as a new magic was born. No longer was magic in the hands of those who could manipulate energy. No! Magic was in the hands of tinkerers who studied fantastic contraptions. This allowed common folk to wield that same kind of power. For warriors, this changed the entirety of battle! Incredible technologies allow for ordinary fighters to become juggernauts of incredible power. While most have no use for or ability to craft magic, technologies like powered-armor, energy weapons, and cybernetics have balanced the playing field by turning them into powerful titans in their own right.
Through the use of technical modification and new tactics to match these inventions, the Super Soldier is a fearsome foe. Their training expands into a variety of martial practice. Even without a gun in hand, they’re liable to give their foes a fierce fight to the end. While some prefer augmenting their bodies through cybernetics and genetic manipulation, others prefer to tinker and find new ways to push their arsenal forward.