The Gunlancer

Seasoned warriors and wilderness survivalists. These fighters have learned that sometimes the best defense is actually a balance between offense and defense. Carrying their signature gunlance in one hand and a large shield in the other, Gunlancers strike an imposing figure as they hunt down and face off against their prey.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with the gunlance and with two of the following skills of your choice: Athletics, Intimidation, Investigation, Nature, Perception, or Survival.

Guild Training

At 3rd level, you may ignore the two-handed property of the gunlance as long as you are wielding a shield in your other hand.

Shelling

At 3rd level, you gain a set of abilities that are fueled by special dice called shells.

Shells

You have four shells, which are represented by d8s. A shell is expended when you use it. You regain all of your expended shells when you finish a long or short rest.

Using Shells

You can expend shells to gain a number of different benefits:

When you make a check that allows you to apply your proficiency in: Athletics, Intimidation, Investigation, Nature, Perception, or Survival , you can expend one shell to bolster the check. Add half the number rolled on the die (rounding up) to your check. You apply this bonus after making the check but before learning if it was successful.

, you can expend one shell to bolster the check. Add half the number rolled on the die (rounding up) to your check. You apply this bonus after making the check but before learning if it was successful. When a gunlance attack you make against an object or creature hits, you can expend one shell to add the number rolled as additional thunder damage to the attack.

If you are hit by an attack while wielding a shield, you can expend one shell as a reaction, adding the number rolled to your AC. If the attack still hits, you take half damage from it.

The Gunlance The gunlance is a modified glaive, and as such has the following features: (Martial) Melee Weapon

1d10 slashing damage

Heavy

Reach

Two-Handed

Cost, 30gp

Credit: Monster Hunter Portable 3rd HD

Hunter's Expertise

At 3rd level, choose once of your skill proficiencies, or your proficiency with smith’s tools. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.

At 7th level, and 15th level, you can choose one more of your proficiencies (in skills or with smith’s tools) to gain this benefit.

Elemental Shells

At 7th level you gain the ability to make and use different shells. At the end of every short or long rest choose one damage type from the following list.

Fire

Cold

Electric

You may choose to use that damage type instead of thunder when causing damage with your shelling feature.

At 15th level, when choosing damage types you may choose an aditional damage type from the following list:

Radiant

Necrotic

Force

Sharpness +1

At 10th level, your shell's dice turn into d10s.

Reload

At 15th level, when you roll initiative and have no shells remaining, you regain 1 shell.

Wyvern Fire

Starting at 18th level, you may expend all your remaining shells on a single attack’s damage roll. For this attack your shell's dice become d12s.

You may choose to use this feature only before making an attack roll. You must have more than 1 shell to use this feature. If your attack hits, you immediately gain the benefits of the reload feature.