Slugslinger (5e Class)
Slugslinger
(All rights go to Nerd Corps Entertainment and Wizards of the Coast for references.)
A human hides behind a rock, being pelted from enemy fire. He takes a deep breath and aims for a rock past the enemy, seemingly missing them before they being struck swiftly from the slingers Speedstinger, ricocheting between the rocks and catching it, victorious in battle.
A Cave Troll, transporting a caravan of items for a distant cavern was ambushed by some bandits, firing Hop Rocks at the Troll. The Troll would swiftly retaliate with a Bubbaleone slug bouncing the Hop Rocks back, and speeding away firing a Frostcrawler creating a large ice wall behind as he sped off to safety.
A Molenoid on a hill, watching for the perfect shot for his Sniping Launcher. He'd launch a Jellyish to gunk some of the enemy up, letting loose a Vinedrill to occupy the enemy with an itchy powder and finally a Flatorhinkus to give his team a gas guise to run away sneakily.
The Slugslinger is just as it says, a person who slings slugs. They protect their homes in their 99 caverns and by chance could team up with the legendary Shane clan. They could even be employed by the evil Dr. Blakk and get supplied with his Ghouls to take over Slugterra.
Creating a Slugslinger
- Quick Build
You can make a Slugslinger quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose whatever Background you deem fit, there is no wrong answer. Third, choose <!-elaborate on equipment choices->
Class Features
As a Slugslinger you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Slugslinger level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Slugslinger level after 1st
- Proficiencies
Armor: Light armor
Weapons: Blaster
Tools: Mecha Beast
Saving Throws:
Skills:
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Level | Proficiency Bonus | Features | —Spell Slots per Spell Level— | ||||
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1st | 2nd | 3rd | 4th | 5th | |||
1st | +2 | <!-Class Feature1-> | — | — | — | — | — |
2nd | +2 | <!-Class Feature2-> | 2 | — | — | — | — |
3rd | +2 | <!-Class Feature3-> | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 3 | — | — | — | — |
5th | +3 | — | 4 | 2 | — | — | — |
6th | +3 | — | 4 | 2 | — | — | — |
7th | +3 | — | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 4 | 3 | — | — | — |
9th | +4 | — | 4 | 3 | 2 | — | — |
10th | +4 | — | 4 | 3 | 2 | — | — |
11th | +4 | — | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 4 | 3 | 3 | — | — |
13th | +5 | — | 4 | 3 | 3 | 1 | — |
14th | +5 | — | 4 | 3 | 3 | 1 | — |
15th | +5 | — | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 4 | 3 | 3 | 3 | 1 |
18th | +6 | — | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
20th | +6 | — | 4 | 3 | 3 | 3 | 2 |
<!-Class Feature->
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<!-Subclass Feature->
<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 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.
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<!-Class Option 2->
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Slugslinger Spell List
As you level up, you will be able to acquire more slugs. At first level you get 2 common, and at max level you get 4 common, 3 uncommon, 3 rare, 3 extremely rare and 2 ultra rare.
- Super Common
Flopper- 1d6 Bludgeon damage, the most common type of slug.
- Common
Tazerling- 2d6 lightning damage
Rammstone- 2d6 bldg damage
Armashelt- 2d6 bldg damage
Hoprock- 2d6 fire damage
Slasher- 2d6 Slash damage
Frostcrawler- 2d6 cold damage = [restrained]
Jellyish- Dexterity save against grapple (speed becomes 0 if grappled)/difficult terrain
Fandango- Counterslug = Megamorph: can buff
Lariat- ? (Acts like a grappling hook for up to 50 in game feet, can slow an object, or try to tie someone up, making them restrained.)
Polero- Aimed restrained, Dexterity save. Make Acrobat/athletics to get rid of. (Grapple but then restrain)
Phosphoro- blind, Wisdom save throw (perception)
Tormato- AOE, (Reverse Gravity)
Flaringo- 2d6 fire damage.
Dirt urchin- AOE 1d6 pierce damage
Grenuke- One round delay then 2d6 fire damage
Slyren- Sleep spell
Diggrix- Dex save
Slick Silver- Dex save, to hold onto your blaster/metals.
Sand angler- Quicksand
Gazzer- Constitution save (laughing), Charisma save (dancing, like Otto’s irresistible dance)
- uncommon
Arachnet- Grappled/Restrained Dexterity save.
Flatulorhinkus- Stinking cloud AOE
Bubbaleone- Restrained Dexterity save
Vinedrill- Constitution save against poison. 1d6 poison damage at the start of turn, and poisoned condition
AquaBeek- 1d6 force damage, strength save or be pushed 10 feet.
Speedstinger- 1d6 bludgeon damage, can make attack on two creatures within 30 feet of each other.
Lavalynx- 1d6 bludgeon damage, 1d6 fire damage
Hoverbug- Flight 1 minute
Negashade- 2d6 necrotic damage
Makobreaker- 2d6 piercing damage
Thugglet- illusion, Intelligence save
Xmitter- EMP
Blastipede- mines, 3d6 fire damage, activated within 30 feet
- Rare
Frightgeist- Fear
Hexlet- bane or disadvantage
Neotox- 4d6 poison damage, con save and poisoned condition
Geoshard- forms a crystal dome or body armor with temporary hitpoints
- Extremely Rare
Boon Doc- Heal
White Boon Doc- 4d6 Radiant damage
Forgesmelter- 4d6 fire damage
- Ultra Rare
Infurnus- Shoots a small to medium sized fireball doing 4d6 fire damage, or half if they save on a dex saving throw. (firestorm)
Enigmo- On hit, makes the opponents see double, blurs it and allows for a secret tertiary effect.( allows person to see invisibility or adds blined effect)
Crystalid- Support type slug, it allows the building of escape tunnels, trenches and, if trained enough, can allow the use of a prompt sinkhole. (dex save to not be dragged in, and results in 4d6 bludgeon if stuck, with a grapple/restrained effect. Can do a strength check to escape) (Borres holes Dex save to not drop in, 20 feet deep)
Hypnogriff- This slug affects the mind, giving the effect of Vertigo and a warped perspective, making it difficult to see or shoot an opponent (disadvantage to hit)(charm or dominate)
Multiclassing
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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