Base Class: Fighter
Mages that can metabolize gunpowder/black powder to fuel magical powers as well as manipulate it from a range.
A Flint Marked or "Marked" is a person who has the magical ability to consume, metabolize, and control gunpowder or black powder. They are able to sense magical forces around them in a radius that is unique to each Marked. Flint Marked are able to sense the prescence and location of gunpowder within a range that is unique to each Marked and can ignite it with a thought. Marked can also warp, control, and intensify the blast of gunpowder. They are able to use this ability to assist the range and accuracy of bullets they fire, in addition to other uses.
When a Marked consumes gunpowder they gain enhanced strength, speed, and senses in a state known as Powder Daze. The effect of the gunpowder also increases their healing abilities, and because of that a Marked is very difficult to take down without killing them outright. Trained Flint Marked are loathe to rely on those abilities due to the fact that too much usage of powder will induce a state known as Powder Veil, in which a Marked cannot use their magical abilities.
Firearm Proficiency
Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
Gunsmith
Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.
Firearm Properties
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
Ammunition
All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
Firearms
| Name | Cost | Ammo | Damage | Weight | Range | Properties |
|---|---|---|---|---|---|---|
| Palm Pistol | 50g | 2g (20) | 1d8 piercing | 1 lb. | (40/160) | |
| Pistol | 150g | 4g (20) | 1d10 piercing | 3 lb. | (60/240) | |
| Musket | 300g | 5g (20) | 1d12 piercing | 10 lb. | (120/480) |
|
| Pepperbox | 250g | 4g (20) | 1d10 piercing | 5 lb. | (80/320) | |
| Blunderbuss | 300g | 5g (5) | 2d8 piercing | 10 lb. | (15/60) | |
| Bad News | Crafted | 10g (5) | 2d12 piercing | 25 lb. | (200/800) |
|
| Hand Mortar | Crafted | 10g (1) | 2d8 fire | 10 lb. | (30/60) |
Powder Charge
When you choose this archetype at 3rd level, you learn to perform tricks by utilizing black powder to disable or damage your opponents.
Powder Tricks. You learn two powder tricks of your choice, which are detailed under "Powder Tricks" below. Many maneuvers enhance an attack in some way. Each use of a powder trick must be declared before the attack roll is made. You can use only one powder trick per attack.
You learn an additional powder trick of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new powder trick, you can also replace one powder trick you know with a different one.
Powder Charges. You have a number of powder charges you can use safely in between short and long rests. The number of powder charges you can safely use per short or long rest is equal to your Constitution modifier (minimum of 1) plus your proficiency. You regain 1 powder charge when you deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended powder charges points after a short or long rest.
Powder Veil. You can consume more powder charges than is safe by expending one hit die. For every powder charge you consume beyond the safe limit you roll a Constitution Saving throw. The base DC of the check is 10 + number of charges consumed beyond safe limit. If you fail the check you have entered a Powder Veil in which you cannot sense gun powder or use your magical powers for 24 hours.
Saving Throws. Some of your powder tricks require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:
Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier
Powder Veil
After consuming too much gun powder you are unable to use your powers or sense gunpowder for 24 hours.
Powder Daze
Inhaling or consuming a powder charge enables a Flint Marked to enter a state of heightened awareness and operation. They are able to see farther with more precision than most others and have an increase in strength, speed, and reaction time in addition to being able to manipulate gunpowder to enhance their shots, create a devastating explosion, or prevent others from using their own gunpowder within a certain area.
Consuming a Powder Charge puts a Marked in a Powder Daze for 1 hour. During that hour the Marked's movement speed increases by 10ft, they have advantage on all perception, strength, and dexterity checks, as well as strength and constitution saving throws.
Increased Physicality
During a Powder Daze you are able to run faster, jump higher, fight harder, and shoot better than most other beings. You have advantage on all Strength and Dexterity checks as well as Initiative while in a Powder Daze and your base speed increases by 10 feet.
Powder Sense
You can detect, detonate, or dampen gunpowder within a range of 60 ft. This range increases to 80 ft at level 7, 100ft at level 11, and 150 ft at level 15.
Quickdraw
When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.
Lightning Reload
Starting at 15th level, you can reload any firearm as a bonus action.
Lethal Intent
At 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a powder charge on a roll of 19 or 20 on a d20 attack roll.
Bleeding Shot
Whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of every turn until they make a CON saving throw (DC {{savedc:dex+proficiency}})
Powder Tricks
These powder tricks are presented in alphabetical order.
Air Shot
You toss up to five rounds of ammunition into the air and can expend two powder charges and send them towards the one or more enemies up to five enemies. The effective range of this skill is 15 ft. Roll all attacks outside that range with disadvantage. On a hit roll normal damage.
Dampen
You expend a charge to prevent powder from exploding within your Powder Sense range.
Disarming Shot
When you make a firearm attack against a creature, you can expend one powder charge to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.
Explosion
When you Detonate powder you can use your powers to warp the detonation and increase the range of the explosion or the intensity. You can increase the range to a 15 foot radius or the damage by 2d10.
Extended Shot
You can expend one powder charge to double the range of your firearm for one attack.
Impact Shot
When you make a firearm attack against a creature, you can expend one powder charge to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.
Piercing Shot
When you make a firearm attack against a creature, you can expend one powder charge to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.
Powder Detonation
You can use your powers to detonate any black powder you can sense within your range up to a single barrel of powder. You can expend additional charges to detonate large stores of powder at your DM's discretion.
Redirection
When you make a firearm attack against a creature and before you know the result, you can expend one powder charge to redirect the bullet and ensure a hit. You must use the new roll.
Two Shot
Focusing your powder senses you summon the will to control the flight path of two pieces of ammunition at the same time at the cost of two powder charges.
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