Blaster
Action Hero Blaster Brain Brawler Charmer Detective Scientist Zoomer

Class Features


As a blaster, you gain the following class features.

Hit Points


Hit Dice: 1d8 per blaster level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per blaster level after 1st

Proficiencies


Saving Throws: Strength, Dexterity
Armor: Light armor
Weapons: Simple weapons
Skills: Choose 4 from Acrobatics, Athletics, Insight, Intimidation, Perception, Sleight of Hand, Stealth, Survival
Tools: Any one tool from the following categories: gaming set, science tools, vehicles

Equipment


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) leather jacket or (b) padded costume
  • (a) autoloader and 60 bullets, (b) assault rifle and 80 bullets, or (c) $500
  • (a) hero's pack or (b) soldier's pack
  • (a) BDUs or (b) any basic costume and mask

The Blaster
Level Proficiency Bonus Accurate Attack Features
1st +2 Blaster Archetype, Fighting Style, Improved Cover
2nd +2 1d6 Accurate Shot (1d6)
3rd +2 1d6 Blaster Archetype feature
4th +2 1d6 Ability Score Improvement
5th +3 2d6 Extra Attack
6th +3 2d6 Accuracy Dice (2d6)
7th +3 2d6 Blaster Archetype feature
8th +3 3d6 Ability Score Improvement
9th +4 3d6 Distracting Maneuver
10th +4 3d6 Accuracy Dice (2d8)

Blaster Archetype


You choose an archetype that you strive to emulate in your combat styles and techniques, such as the Close-Combat Blaster and the Sniper. The archetype you choose grants you features at 1st, 3rd, and 7th levels.

Fighting Style


You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense. While you are wearing armor, you gain a +1 bonus to AC.

Double-Tap. When you make an attack with a firearm, you may make a second attack as a bonus action with the same firearm. This bonus attack deals only 1 dice of damage and does not add your ability modifier.

Hail of Bullets. When wielding a weapon with the burst fire feature, you may choose before attacking that those within the attacks affected area who succeed their saving through still take half damage. You may use this feature once per short or long rest.

Hotshot. You gain a +2 bonus to attack rolls you make with ranged power attacks.

Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Two-Handed Blasting. When you take the Attack action and attack with a Blast knack with one hand, you can use a bonus action to attack with the same Blast knack using the other hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative.

Improved Cover


You are especially good at utilizing cover. You can use your reaction to treat half cover as three-quarters cover and three-quarters cover as total cover.

Accurate Shot


Beginning at 2nd level, you know how to line up a shot to exploit a foe’s weaknesses. Once per turn, by spending your bonus action to line up a shot, you can deal an extra 1d6 damage to one creature you hit with a ranged power attack or ranged weapon attack and be within short range.

The amount of the extra damage increases as you gain levels in this class, as shown in the Accurate Shot column of the Blaster table.

Ability Score Improvement


When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack


Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Accuracy Dice


Beginning at 6th level, you gain 2d6 to that you can roll to increase your ranged attacks. Whenever you make an attack roll to hit with a ranged power attack or ranged weapon attack, you can roll one or both or your accuracy dice and add the result to your attack roll.

You regain all expended accuracy dice after you complete a short or long rest.

At 10th level these Accuracy Dice become d8s.

Distracting Maneuver


Beginning at 9th level, as a standard action, you can target a foe who can see you. That foe takes disadvantage on his next attack roll or ability check.



Blaster Archetypes


Blasters have many features in common, including their emphasis on ranged attacks. But different blasters steer those talents in varying directions, embodied by the blaster archetypes. Your choice of archetype is a reflection of your focus—not necessarily an indication of your chosen profession, but a description of your preferred techniques.

Close-Combat Blaster


You're an expert at using ranged power attacks in tight spaces.

Versatile Blaster. When you take this archetype at 1st level, you gain two knacks that fall within your power concept. You learn an additional knack of your choice at 10th level.

Twin-Blaster. At 3rd level, when you engage in two-handed blasting, you can add your ability modifier to the damage of the second knack.

Additionally, you can use a Blast knack for any attack, as with the Extra Attack feature, but this must be the same Blast knack used for each attack on the same turn.

Close-Combat Blaster. Beginning at 7th level, you can make ranged attacks within 5 feet of a foe, you no longer have disadvantage if your target is the only hostile creature within 5 feet of you.

Close-Combat Gunner


You're an expert at using ranged weapons in tight spaces.

Gunner. When you take this archetype, you are proficient in all firearms.

Up Close Blaster. At 3rd level, when you can make ranged attacks within 5 feet of a foe, you no longer have disadvantage if your target if the only hostile creature within 5 feet of you.

Gun-bat. At 7th level, you gain a bonus action which you can use to strike a target within 5 feet with a pistol whip or the butt of a rifle, dealing 1d4 bludgeoning damage plus your Strength or Dexterity modifier.

Sharp-Blaster


You are an excellent marksman with your powers and can take out enemies at long range without them knowing you're there.

Versatile Blaster. When you take this archetype at 1st level, you gain two knacks that fall within your power concept. You learn an additional knack of your choice at 10th level.

Long Range Shot. At 3rd level, provided you take a full round to sight your target and concentrate, on the following round you no longer take disadvantage when attacking at long range and have advantage at short range.

Brutal Shot. At 7th level, your critical hits with ranged power attacks deal an additional die of damage. This dice is rolled only once.

Sniper


You are an excellent marksman with a gun and can take out enemies at long range without them knowing you're there.

Gunner. When you take this archetype, you are proficient in all firearms.

Long Range Shot. At 3rd level, provided you take a full round to sight your target and concentrate, on the following round you no longer take disadvantage when attacking at long range and have advantage at short range.

Brutal Shot. At 7th level, your critical hits with ranged weapons deal an additional die of damage. This dice is rolled only once.

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