Fighter
Base Class: Fighter

Through Sidgars young life, the people have stayed true to the art of sword and spell. Warfare was always won by the most skilled blades and trained Arcanists, and the natural attunement of Sidgars denizens kept their need for arms innovation low. This all changed however when a brave few alchemists dared meddle with volatile concoctions that may be used to forge new weapons. Once the first firearm was conceived, it was only a matter of time before there would be those who invested greatly in its refinement and evolution. While there were many who felt these dangerous implements were foolish, or required the hand of a coward to be wielded, the more ambitious saw it as the tools for siezing the future. It is by the hand of the eager and bold Gunslingers that new engineering feats were applied to advance the capabilities of firearms, going so far as to find a powerful marriage between gunpowder and the arcane to create the true weapon of the future. But only the fool would assume the skills of Arcanists and blademasters abound haven't found ways to adapt to their tricks and trials. Gunslingers must continue to shape the battlefield to their own advantage, and lead Sidgardian warfare forward.


Some Gunslingers aren't content to simply reap the fruits of other's labor, and seek to push forward and reach for the next big innovation. The pursuit of taking the gun further is a lifestyle for some, and these few are paving the roads for others to follow. Perfecting the firearm is a goal that's far from being achieved, but every step closer to that perfection is an achievement worth being remembered for. If one can't find the next big innovation, they may take immense pride in taking what exists and making an opus magnum of it. They may see it as an art form, and strive to craft the ultimate firearm of its time. In turn, this may even lead to their own spark of brilliance.


While many have taken to the gun as a means of convenience, efficiency, or ease-of-use, some have a burning passion as bright as a flash from the muzzle. There are those who simply wield a gun, and then there are those who are fortified by unyielding courage in the face of danger, becoming a fierce weapon themselves, forming a fighting stlye that is swift, precise, and extremly deadly. The only thing more terryfying than a refined firearm, is an equally refined wielder who knows how to make his gun and himself one in the same.

Gunslinger

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. You can wield a Light firearm in each hand, and fire either one as an attack action. A firearm fired from your off-hand does not benefit from Dexterity score modifier when calculating damage. If you are wielding a Light firearm in each hand, you can not Reload until you have a free hand.

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 weapons, tools, or attachments. Some extremely experimental and/or intricate firearms and equipment are only available through crafting.

You can begin undertaking simple crafting projects. These crafting projects generally require knowledge with the firearm you wish to craft for. A list of example projects is available in the "Project Examples" table. Ideas for these, or unlisted projects may be presented and discussed with the DM.

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.

Ammo 'X'. The weapon can be fired a number of times equal to its Ammo score before you must begin a Reload, based on the weapons Reload 'X' property.

Reload 'X'. You must expend this many attacks, or a single full action, to fully replenish the weapons Ammo. A Reload score can not be lower than 1. You must have a free hand to initiate a Reload.

Fan the Hammer. This weapon can fire 2 shots instead of 1 per attack, but both shots are at disadvantage and do not benefit from proficiency bonus. Each shot consumes Ammo. Requires a free hand.

Steady Aim. You must expend an attack after every shot, if available, to maintain accuracy. If you have an attack available, and choose not to expend it, the next shot has disadvantage.

Spread 'X'. If the target of this weapon is (X) feet away, or more, deal half damage.

Slow. This weapon uses 2 attacks, if available, per shot fired.

Sluggish. This weapon can only fire a max of two times per turn.

Sniper. This weapon can fire a single shot as an action with no penalty due to range.

Misfire. Whenever you make an attack roll with a firearm, and the dice is equal to or lower than the weapon's Misfire score after modifiers, the weapon misfires. The attack misses and suffers an effect based on the Misfire table below.

d20 Roll Normal effect arcana trick shot effect 
 1  Suffer 1d8 Damage. Spend an attack, or full action, before being able to use the weapon again. Additionally suffer 1d6 elemental damage based on the used Arcana Chamber. 
 2-5  Make a Tinker's Tools check (DC equal to 8 + Misfire score). On fail, suffer 1d6 damage. Spend an attack, or full action, before being able to use the weapon again. Additionally suffer 1d4 elemental damage based on the used Arcana Chamber. . 
 6-15 Spend an attack, or full action, before being able to use the weapon again.  Additionally suffer 1d4 elemental damage based on the used Arcana Chamber. . 
16-20   Attack misses, no further effects. No extra effect. 
Ammunition

All firearms require ammunition to make an attack. Ammunition may be available for purchase, but 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 Cost Damage Weight Range Properties
Volcanic Pistol 100g 2g (20) 1d8 piercing 3 lbs. (60/240) Light, Ammo 6, Reload 3, Misfire 3
Volcanic Rifle 150g 2g (20) 2d4 piercing 10 lbs. (100/400) Two-Handed, Ammo 10, Reload 4, Misfire 3
Revolver 250g 4g (20) 1d10 piercing 5 lbs. (80/320) Light, Ammo 6, Reload 3, Misfire 2, Fan the Hammer
High-Caliber Revolver Project 5g (20) 1d6+1d4 piercing 5 lbs. (90/360) Light, Ammo 6, Reload 3, Misfire 2, Fan the Hammer
Magnum Revolver Special Crafted 3g (5) 2d8+1 piercing 6 lbs. (90/360) Ammo 5, Reload 3, Misfire 2, Steady Aim
Lever-Action Rifle 300g 4g (20) 1d6+1d4 piercing 12 lbs. (120/480) Two-Handed, Ammo 10, Reload 4, Misfire 2
High-Caliber Lever-Action Rifle Project 5g (20) 1d4+1d4+1 piercing 12 lbs. (150/600) Two-Handed, Ammo 8, Reload 4, Misfire 2
Lever-Action Shotgun 300g 5g (20) 1d8 piercing+1d4 bludgeoning 12 lbs. 40 Two-Handed, Ammo 6, Reload 4, Misfire 2, Spread (20)
Scatter Shotgun 350g 3g (5) 2d8 piercing+2d4 bludgeoning 12 lbs. 30 Two-Handed, Ammo 1, Reload 3, Misfire 2, Sluggish, Spread (15)
 Double-Barrel Shotgun Special Crafted 3g (5) 2d8 piercing+2d4 bludgeoning 14 lbs. 30 Two-Handed, Ammo 2, Reload 3, Misfire 2, Sluggish Spread (15)
Bolt-Action Rifle Special Crafted 4g (5) 4d6 piercing 20 lbs. (200/800) Two-Handed, Ammo 6, Reload 3, Misfire 2, Slow
High-Caliber Bolt-Action Rifle  Project 5g (5) 4d6+1 piercing 20 lbs. (250/1000) Two-Handed, Ammo 5, Reload 3, Misfire 2, Slow

Adept Marksman

When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.

Trick Shots. You learn two trick shots  of your choice, which are detailed under "Trick Shots" below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can only use one trick shot per attack. You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one. When you craft an Arcana Chamber, you permanently learn the trick shots associated with that chamber, and can switch up to 2 of your currently known trick shots for ones learned from that Arcana Chamber. (See "Arcana Chambers" table on page 4). These shots are detailed under "Arcana Trick Shots" below.

Grit. You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM's discretion). You regain all expended grit points after a short or long rest.

Saving Throws. Some of your trick shots 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

Quickdraw Slinger

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. You can also draw or stow one firearm in each hand if they are both Light as a single object interaction. Firearms fired from your off-hand now add your Dexterity modifier when calculating damage.

Gun Nut

Upon reaching 10th level, you can begin undertaking advanced crafting projects. Additionally, you have become quite experienced with handling firearms, and can use a grit point to turn any Misfire into a "Dud" effect on the Misfire Table after rolling for the Misfire effect.

Lightning Reload

Starting at 15th level, you reduce the Reload score of firearms by 1, after other modifiers. If the Reload score of a weapon is, or becomes 1, you may use a bonus action to reload the firearm.

Vicious Intent

At 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll.

Hemorrhaging Critical

Upon reaching 18th level, 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 its next turn.

Trick Shots

These trick shots are presented in alphabetical order.

Bullying Shot

You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one grit point while making a Charisma (Intimidation) check to gain advantage on the roll.

Dazing Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.

Deadeye Shot

When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.

Disarming Shot

When you make a firearm attack against a creature, you can expend one grit point 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.

Winging Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.

Arcana Chambers

You have the ability to convert the damage for a firearm equipped with an Arcana Chamber to that Arcana Chamber's damage type. You must declare this before rolling for the attack. When you do so, the weapon has a Misfore score of +1 for that attack. When you use a Trick Shot associated with an Arcana Chamber, this effect is automatic, and follows the Misfire score modifier of the selected shot instead. When you craft an Arcana Chamber, you learn the corresponding Arcana Trick Shots.

Type Arcana Trick Shots
Fire Volatile Charge, Meteor Charge
Ice Volatile Charge, Chill Charge
Lightning Volatile Charge, Spark Charge
Wind Volatile Charge, Impact Charge
Light (Radiant) Volatile Charge, Radiant Charge
Dark (Necrotic) Volatile Charge, Whisper Charge

Arcana Trick Shots

These Trick Shots are presented in alphabetical order. When you make a firearm attack against a creature with a firearm equipped with an Arcana Chamber, you can expend one grit point to use a Trick Shot compatible with that chamber. All Trick Shots in this list add a base of 1 to the firearms Misfire score. If one of these Trick Shots misfires, it produces additional negative effects as presented in the Misfire Table under "Arcana Trick Shot effect". When using a Trick Shot from this list, the damage rolls are always the corresponding damage type of the Arcana Chamber being used instead of the firearms damage types, including for its misfire effect.

Chill Charge

Charge your shot with a frigid touch. On a hit, the creature takes normal damage and must succeed on a Constitution saving throw or have their movement speed reduced by 15. They also have disadvantage on their next attack.

Impact Charge

Charge your shot with a concussive force. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.

Meteor Charge

Charge your shot with an inferno of energy. On a hit, the creature suffers normal damage and ALL adjacent creatures must make a Dexterity saving throw. On a failure, they suffer 1d8 Fire Damage (Half damage on success). If the shot misses, it travels past them from your position, igniting any flammable objects in the area it strikes (DM Discretion).

Radiant Charge

Charge your shot with a brilliant light. On a hit, the creature takes normal damage and must succeed on a Wisdom saving throw or be Blinded until the end of their next turn.

Spark Charge

Charge your shot with a lightning spark to chain the shot between multiple opponents. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a 15 Ft cone behind the target. Only the initial attack can misfire.

Volatile Charge

You can expend more than one grit point to enhance the volatility of the attack. For each grit point expended, including the first required grit point, the attack gains a +2 to the firearm's misfire score (This replaces the normal +1 for an Arcana Shot). If the attack hits, you can roll 1d8 additional damage per grit point spent when determining the damage. If the weapon is Two-Handed, this is instead 1d10 per grit point spent.

Whisper Charge

Charge your shot with a veil of darkness, concealing its flash and sound. The shot will not break your stealth or reveal your position.

Project Examples

Projects are used to grant benefits to specific weapons or weapon types. Cooperation between the player and DM is encouraged to come up with interesting ideas! Many of these are methods of allowing the Gunslinger to pursue crafting Magic Weapon equivalent effects. The following are merely examples for what you may attempt to craft.

Simple Project Effect
Speed Loader -1 Reload
Enhanced Powder +1 Damage, +1gp Ammo Cost
Refined Cartridge -1 Misfire, +1gp Ammo Cost
Cartridge Techniques -1gp Ammo Cost
Rifling Techniques +1 to hit
Advanced Project Effect
Arcana Chamber See "Arcana Chambers" Table
Stabalizer +1 to hit
High-Caliber Weapon Variant Project
Advanced Cartridge +1 Damage, -1 Misfire, +2gp Ammo Cost. Replaces Refined Cartridge.
Rifle Scope Adds "Sniper" Property
Special Crafted Firearm See Firearms Table for Special Crafted Firearms 

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