Base Class: Fighter
Spread throughout the world of Faerun, there are the Headhunters, a group of individuals tasked with preserving life and eliminating those who attempt to go against the very idea of life. Made up of nearly every race imaginable, these brave men and women claim the bounties set all over Faerun in the hopes of preserving the lives of everyone they defend. The Headhunters withhold a magic known as Dha'qar from the rest of the world to not only keep it away from those who would abuse its power, but to also give them an advantage against any adversary they come across. To further this advantage, almost every Headhunter utilizes a relatively new technology that has emerged in Faerun: firearms. No matter how good the Headhunters' intentions are, however, there are those who distrust the secrecy and goal of the Headhunters. Many nobles, high priests, and other people of high power and status have labelled the Headhunters as "vigilantes" and "bounty hunters" at best, or "assassins" and "scourges" at worst. Despite the harsh reception from those in high places, many of the common folk, merchants, and virtuous nobles laud the Headhunters for their selflessness towards a good cause, and this is the kind of praise that spurs the Headhunters on, even in the face of certain death.
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) |
Gun Mage
Upon choosing this subclass, you obtain secret knowledge on how to weave magic into your bullets. You gain proficiency with alchemist's supplies, if you don't already have it, as well as the Create Bullet cantrip. You gain the ability to enchant any normal bullet to become more effective against a certain creature type. You can make these bullets by passing a DC 15 Intelligence (Arcana) check as well as obtaining the correct material component. A failed check will result in the material component being consumed, while the enchantment fails. A successful check will result in creating a batch of 10 magic bullets. Each bullet, and their effective creature type, and their required material component are listed below. These bullets are considered magical for the sake of overcoming resistances. You can make these bullets a number of times equal to your proficiency bonus.
- Aberration: Mind Blank Rounds (brain matter weighing at least a half a pound)
- Beast: Buck Shot Rounds (handful of bone pieces)
- Celestial: Damnation Rounds (3x3 inch square of black silk)
- Construct: Armor-Piercing Rounds (pinch of diamond dust)
- Dragon: Wyrm's Bane Rounds (dragon scale worth at least 40 gp)
- Elemental: Anti-Magic Rounds (pinch of powdered iron)
- Fey: Parasite Rounds (handful of holly berries)
- Fiend: Christened Rounds (vial of holy water)
- Giant: Binding Rounds (25 ft of rope)
- Humanoid: Hollow Point Rounds (vial of fresh humanoid blood)
- Monstrosity: Barbed Rounds (handful of thorns)
- Ooze: Solvent Rounds (flask of fresh water)
- Plant: Unnatural Rounds (sprig of spruce)
- Undead: Glowing Rounds (vial full of fireflies)
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.
Magic Bullet Savant
Upon reaching 10th level, you have discovered how to increase the potency of your bullets' magic. Your bullet enchantments can now last up to 3 days without dissipating. If you deal bonus damage with your magic bullets, the enemy suffers one of the effects below. The effect inflicted will depend on the bullet you used and lasts for 1 minute. Neither the effect nor its duration can stack on top of each other.
Saving Throws. Most of your savant effects require your targets to make a saving throw to resist the bullet's effects. The saving throw DC is calculated as follows:
Savant Bullet save DC = 8 + your proficiency bonus + your Dexterity modifier
- Anti-Magic: Force the elemental to make a Constitution saving throw against your Savant Bullet save DC. On a failed save, it loses 1d4 damage resistances/immunities, if it has any.
- Armor-Piercing: Force the construct to make a Constitution saving throw against your Savant Bullet save DC. On a failed save, lower the enemy's AC by 1d4.
- Barbed: At the end of each of its turns, the monstrosity will take piercing damage equal to the user's fighter level.
- Binding: Force the giant to make a Constitution saving throw against your Savant Bullet save DC. On a failed save, reduce the giant's walking speed to 0 and paralyze them, as the nerves in their body begin to fail.
- Buck Shot: The bullet will split apart, damaging everyone 10 feet around it for half of the bullet's damage. The double damage effect still applies if the splash damage hits a beast.
- Christened: Force the fiend to make a Wisdom saving throw against your Savant Bullet save DC. On a failed save, roll a d9 to see what spell level gets disabled.
- Damnation: A struck celestial's eyes will become shrouded in darkness, as if afflicted by the darkness spell.
- Glowing: Force the struck undead to move 15 feet away from the direction of the shot if its CR is less than or equal to your level.
- Hollow Point: Force the humanoid to make a Constitution saving throw against your Savant Bullet save DC. On a failed save, give the humanoid 3 levels of exhaustion as it begins to bleed profusely.
- Mind Blank: Force the aberration to make an Intelligence saving throw against your Savant Bullet save DC. On a failed save, it can no longer use mind-altering effects like the command spell.
- Parasite: Force the fey to make a Wisdom saving throw against your Savant Bullet save DC at the end of its turn. On a failed save, the parasite takes control of the fey, and will force it to act randomly. The fey will not do anything to harm itself, since the parasite needs its host to be alive. The fey can repeat the saving throw at the end of each of its turns to end the parasite's control.
- Solvent: Force the ooze to make a Strength saving throw against your Savant Bullet save DC. On a failed save, apply the effect of the reduce spell onto it as the bullet begins to dissolve within the ooze, making it smaller.
- Unnatural: Force the plant to make a Constitution saving throw against your Savant Bullet save DC. On a failed save, a struck plant will take necrotic damage as it begins to wilt and decay. (Damage = the amount it failed the save by x2)
- Wyrm's Bane: Force the dragon to make a Constitution saving throw against your Savant Bullet save DC. On a failed save, disable the dragon's breath weapon
Magic Explosives
Also at level 10, you can expand your reach to weave magic into handheld explosives. You gain proficiency with thrown weapons, if you don't already have it. You must pass a DC 17 Intelligence (Arcana) check to get the infusion into the explosive, and a failed save will uselessly consume the material component. The following material components are used to create these Magic Explosives, which will lose their effectiveness after 3 days have passed:
- Incendiary: a pinch of phosphorus
- Flashing: a piece of glowing moss
- Smoking: a vial full of smoke
- Caustic: an adder's stomach
- Freezing: a vial of meltwater
Lightning Reload
Starting at 15th level, you can reload any firearm as a bonus action, and can also use the Create Bullets cantrip as a bonus action.
Magic Armament Master
At 18th level, you have mastered the magics of Dha'qar and are able to seamlessly weave it into your firearms. Your firearm attacks now score a critical hit on a roll of 19 or 20. In addition, your mastery over Dha'qar makes it so that the effects of your Savant Bullets and Magic Explosives last for a whole week before fading.
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