Fighter
Base Class: Fighter

As a Mechanized Gunner, You are a war-forged created for the sole purpose of gunpowder and lead mayhem. Programmed with the capacity to create and maintain your weapons and ammunication, and the option to specialize in a specific type of gun combat.

Gun Smith (Level 3)

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)
Light, reload 1, misfire 1
Pistol 150g 4g (20) 1d10 piercing 3 lb. (60/240)
Reload 4, misfire 1
Musket 300g 5g (20) 1d12 piercing 10 lb. (120/480)
Two-handed, reload 1, misfire 2
Pepperbox 250g 4g (20) 1d10 piercing 5 lb. (80/320)
Reload 6, misfire 2
Blunderbuss 300g 5g (5) 2d8 piercing 10 lb. (15/60)
Reload 1, misfire 2
Bad News Crafted 10g (5) 2d12 piercing 25 lb. (200/800)
Two-handed, misfire 3, explosive
Hand Mortar Crafted 10g (1) 2d8 fire 10 lb. (30/60)
Reload 1, misfire 3, explosive

Weapon Specialisation (Level 3)

You specialise in a style of gun fighting and gain proficiency in firearms.

Assault Specialisation

You are an expert in close range gun fighting, any two handed firearm with a maximum range of less than 80.

Close-Quarters

You can fire your firearms in melee range without disadvantage. You may also choose to calculate hit and damage using your strength modifier if within 10 feet of the target.

Boom Baby!

When you successfully hit with an attack within 10 feet of the target you can use a bonus action to empower the shot to push the target back 15 feet. The target must succeed on a constitution saving throw (DC13) or be knocked prone.  This does not provoke attacks of opportunity.

Pistol Specialisation

You have been designed to specifically use pistols in medium range combat. Any one handed firearm with maximum range 120-400.

You are limited to light or medium armor.

You have been designed to be a pistoleer, giving the ability to treat any pistol as light in your offhand and reload without a free hand.

Speed-Loader

As a bonus action you can choose to reload 1 or 2 pistols adding to number you of guns you reload to the misfire score for your next attack with those weapons, (+1 misfire reloading 1 pistol, +2 misfire for reloading 2 pistols) or choose to attack with your offhand pistol.

Sniper Specialisation

You are designed specifically to use long range sniper weapons, this includes any two-handed firearm with a maximum range over 400 yards.

You add your intelligence modifier to your initiative.

You are limited to light armor.

Straight-Action Bolt

You can use a bonus action to load 1 special round into the chamber [this counts as a reload (1)], Dealing an extra 1d6 piercing Damage.

Machined Ammunition (Level 7)

Your skills in gun-smithing have crossed over to making fine ammunition, adding +1 damage per shot and overcoming resistances to piercing damage (or reducing immunity to resistant).

 

Fadeaway Shot (Level 10)

You have learned to keep mobile on the battlefield, allowing you to make 1 ranged weapon attack when you have taken the disengage action.

Veteran Weapon Specialization (Level 10)

Your systems have been upgraded to an experienced level in your chosen weapon giving extra bonuses to your specializations.

Veteran Assault

Gritty Fighting

You can now use your weapon as an improvised melee weapon in melee range, using your strength modifier for attacks and damage and not using ammunition or requiring loading except for Boom baby!

You have learned to parry melee attacks with your ranged weapons. You can now use your reaction to add +4AC against a single attack on you. This must be made before the result of the attack is known.

Veteran Pistoleer

You have become more adept at using and reloading your pistols.

When you take the Speed-Loader bonus action, you can now reload and fire your offhand pistol.

Veteran Sniper

You have become more adept at using and reloading your rifle.

When you take the Straight Action Bolt bonus action, you now reload 2 special rounds into the chamber allowing you to add 1d6 to 2 separate attacks.

Finely Machined Ammunition (Level 15)

Your ammunition now adds +2 piercing damage and overcomes all resistances. (immunity becomes resistant)

Elite Specialization (Level 18)

You have upgraded your programming to an elite level of specialization in your chosen weapon.

Elite Assault

You are a fiery battering ram of molten lead.

Double Tap

Whenever you knockback an enemy with Boom baby! you can move up to 30 feet toward the target and make an execution style attack dealing 5d10 bludgeoning damage. (twice per short rest)

Elite Pistoleer

You are a whirling cyclone of pistol death.

You get -1 to your misfire score with all pistols.

Elite Sniper

You are death from afar incarnate.

When you take your Straight-Bolt bonus action you now load 3 special rounds into the chamber and get an additional 1d6 piercing damage to add to a 3rd attack.

Previous Versions

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