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Gungineer • Armorer

Designed for class

Magewright
Homebrew class
Magewright
Gungineer

Gungineer

Spellcast Trait: Knowledge

Create and upgrade a powerful firearm

Foundation

Custom Firearm: You wield a custom Knowledge | Far | d10+3 magic | One-Handed firearm. After attacking, roll a d6; on a 1, mark a Stress to reload.

Choose its form:

Pistol: When you roll a 1 to reload, you immediately reload and can fire again.

Rifle: Very Far, Two-Handed. Advantage against targets at Very Far; disadvantage against targets within Close.

Shotgun: Close, Two-Handed. When you attack a target, you may also make an attack roll against each target within Melee range of them.

Specialization

Advanced Modification: Choose one firearm upgrade.

Scope: Before making an attack, you may mark a Stress to gain advantage on the attack roll.

Repeater: You may make two attacks instead of one, but both attack rolls are made with disadvantage.

Armor Piercing: When your attack succeeds and your Duality Dice results are within 1 of each other, treat the attack as a critical success.

Mastery

Final Modification: Choose one Firearm upgrade:

Full Auto: You can choose to make one attack roll against all targets in a cone in front of you within your weapon's range. Resolve the attack against each target. Afterward, you must reload before firing again.

Homing Enchantment: When you miss with an attack, you may spend a Hope to make the attack succeed instead.

Heavy Ordnance: Whenever you damage an adversary with an attack, they also mark a Stress.

Armorer

Armorer

Spellcast Trait: Knowledge

A custom suit of armor, to protect the world

Foundation

Custom Armor: During a long rest, choose one modification for the armor you equip:

Skirmish: +2 Evasion, −2 Armor Score and damage thresholds.

Well-Rounded: +1 Evasion, +2 Armor Score and damage thresholds.

Bulwark: −1 Evasion, +4 Armor Score, +6 damage thresholds.

Specialization

Integrated Systems:
Choose one upgrade.

Displacement Field: When an attack against you succeeds, spend a Hope and roll a d4. On a 4, it misses instead.

Targeting System: When you make an attack roll, spend a Hope to add a d4 to the result.

Recalibration Matrix: Once per short rest, spend a Hope to restore 1d4 Hit Points, Stress, or Armor Slots.

Mastery

Final Form: Choose one upgrade:

Servo Overdrive: Mark a Stress to activate until the end of the scene. Whenever a melee attack causes an adversary to mark a Hit Point, they mark an additional Hit Point.

Homing Missile Pack: Mark a Stress to fire missiles equal to your Proficiency at adversaries within Far range. Each automatically deals d12+3 magic damage. Divide them as you choose; combine missiles against the same target before comparing to their damage thresholds. Reload during a short rest.

Predictive Analysis: Before committing to an action, mark a Stress and make the action roll. After seeing the result, either take that action using the result or take a different action instead.

Printable cards

Foundation / Specialization / Mastery
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Gungineer
Magewright

Gungineer

Foundation

SPELLCAST TRAIT: Knowledge

Custom Firearm: You wield a custom Knowledge | Far | d10+3 magic | One-Handed firearm. After attacking, roll a d6; on a 1, mark a Stress to reload.

Choose its form:

Pistol: When you roll a 1 to reload, you immediately reload and can fire again.

Rifle: Very Far, Two-Handed. Advantage against targets at Very Far; disadvantage against targets within Close.

Shotgun: Close, Two-Handed. When you attack a target, you may also make an attack roll against each target within Melee range of them.

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Card Backing
Codex domain icon Arcana domain icon
Gungineer
Magewright

Gungineer

Specialization

Advanced Modification: Choose one firearm upgrade.

Scope: Before making an attack, you may mark a Stress to gain advantage on the attack roll.

Repeater: You may make two attacks instead of one, but both attack rolls are made with disadvantage.

Armor Piercing: When your attack succeeds and your Duality Dice results are within 1 of each other, treat the attack as a critical success.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Codex domain icon Arcana domain icon
Gungineer
Magewright

Gungineer

Mastery

Final Modification: Choose one Firearm upgrade:

Full Auto: You can choose to make one attack roll against all targets in a cone in front of you within your weapon's range. Resolve the attack against each target. Afterward, you must reload before firing again.

Homing Enchantment: When you miss with an attack, you may spend a Hope to make the attack succeed instead.

Heavy Ordnance: Whenever you damage an adversary with an attack, they also mark a Stress.

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Card Backing
Codex domain icon Arcana domain icon
Armorer
Magewright

Armorer

Foundation

SPELLCAST TRAIT: Knowledge

Custom Armor: During a long rest, choose one modification for the armor you equip:

Skirmish: +2 Evasion, −2 Armor Score and damage thresholds.

Well-Rounded: +1 Evasion, +2 Armor Score and damage thresholds.

Bulwark: −1 Evasion, +4 Armor Score, +6 damage thresholds.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Codex domain icon Arcana domain icon
Armorer
Magewright

Armorer

Specialization

Integrated Systems:
Choose one upgrade.

Displacement Field: When an attack against you succeeds, spend a Hope and roll a d4. On a 4, it misses instead.

Targeting System: When you make an attack roll, spend a Hope to add a d4 to the result.

Recalibration Matrix: Once per short rest, spend a Hope to restore 1d4 Hit Points, Stress, or Armor Slots.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Codex domain icon Arcana domain icon
Armorer
Magewright

Armorer

Mastery

Final Form: Choose one upgrade:

Servo Overdrive: Mark a Stress to activate until the end of the scene. Whenever a melee attack causes an adversary to mark a Hit Point, they mark an additional Hit Point.

Homing Missile Pack: Mark a Stress to fire missiles equal to your Proficiency at adversaries within Far range. Each automatically deals d12+3 magic damage. Divide them as you choose; combine missiles against the same target before comparing to their damage thresholds. Reload during a short rest.

Predictive Analysis: Before committing to an action, mark a Stress and make the action roll. After seeing the result, either take that action using the result or take a different action instead.

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Card Backing

Discussion

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