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

Armor: Light armor
Weapons: Simple weapons, firearms
Tools: Any one vehicle
Saving Throws: Strength, Dexterity
Skills: Choose 4 from Acrobatics, Athletics, Insight, Intimidation, Perception, Sleight of Hand, Stealth, Survival

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

  • light combat armor
  • (a) autoloader and 60 bullets, (b) assault rifle and 80 bullets, or (c) flash goggles
  • (a) soldier's pack or (b) explorer's pack
  • (a) explorer's outfit, (b) uniform and BDUs, or (c) any costume
The Blaster
Level Proficiency Bonus Accurate Attack Features
1st +2 - Fighting Style, Second Wind
2nd +2 1d6 Accurate Shot (1d6)
3rd +2 1d6 Blaster Archtype
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)
11th +4 4d6 Extra Attack (2)
12th +4 4d6 Ability Score Improvement
13th +5 5d6 Blaster Archtype feature
14th +5 5d6 Evasion
15th +5 4d6 Accuracy Dice (3d8)
16th +5 5d6 Ability Score Improvement
17th +6 6d6 Blaster Archtype feature
18th +6 6d6 Elusive
19th +6 6d6 Ability Score Improvement
20th +6 7d6 Extra Attack (3)

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 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 effected area who succeed their saving through still take half damage. You may use this feature once per short or long rest.

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.

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Accurate Shot

Beginning at 2nd level, you know how to strike accurately and exploit a foe’s weaknesses. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a ranged weapon and be within short range.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

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.

Blaster Archetype

At 3rd level, 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 3rd level and then again at 7th, 13th, and 17th level.

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.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Accuracy Dice

Beginning at 6th level, you gain 2d6 to spend on increase your ranged attacks. These dice recharge after a short or long rest.

At 10th level these Accuracy Dice become d8s. At 15th level you earn 3d8 per short or long rest.

Distracting Maneuver

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


Beginning at 14th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.


Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.

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.


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

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

Brutal Shot. At 7th level, your critical hits with ranged weapons deal an additional die of damage.

Brutal Accuracy. At 13th level, provided you take a round to sight your target and prepare, on the following round you can critically hit on a roll of 19-20.

Improved Brutal Shot. At 17th level, your critical hits with ranged weapons deal an additional 2 dice of damage.

Close-Combat Blaster

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

Up Close Blaster. At 3rd level, you can make ranged attacks within 5 feet of a foe, you no longer have disadvantage.

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. If you use a ranged power attack, you can use your unarmed strike instead.

Ranged Block. At 13th level, you can use your ranged weapon to block melee attacks. If a melee attack would hit you, you may use your reaction to roll an attack with your ranged weapon or ranged power. If your attack roll equals or surpasses the attack roll that hit you, you negate that attack.

Gun-Punch. At 17th level, you can add both your Strength modifier and Dexterity modifier to your ranged weapon or ranged power damage, provided you are within 5 feet of the target. You strike the target with the barrel or your hand and then blast.

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