Base Class: Ranger
A pistolier specializes in crafting, maintaining, and using pistols. Where as many would have stopped at with the invention of the crossbow, pistoliers persevered through trial and sacrifice to create a true wonder of invention: the pistol. Pistoliers believe that in order to get the most out of firearms you must put your heart and soul into their creation, treat them as an extension of your person, and use them honourably. On the frontiers of the world, and deep in the wilds, pistoliers protect the innocent with the magnificent power of their firearms. The most experienced pistoliers are so gifted as to be able to control the trajectory of their ammunition after they have fired it and are known to move through combat like an angel of death, letting loose a near unstoppable barrage of bullets upon their enemies before they even have a chance to act.
Depending on where a pistolier hails from some may refer to them as gunslingers or desperados.
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.
Pistolsmith
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). Additionally, any roll made to repair a damaged one-handed firearm is made with advantage.
Deadeye
At 3rd level, you gain the ability to hold your breath, mark your target and steady your aim. As a bonus action, choose one creature you can see within 120ft. Your next attack against that creature is made with Advantage, the attack ignores any resistances the creature may have, and does an additional 1d4 damage.
You can use this feature a number of times equal to your 1 + Proficiency Bonus. You regain all expended uses of it when you finish a short or long rest.
One with a Gun
Starting at 3rd level, you know how to avoid catastrophic failures in your firearms through an innate connection to their creation and maintenance. If you roll a misfire on an attack with a firearm, you can immediately roll a d20. If the number rolled is higher than the weapon’s misfire score, the firearm does not misfire. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses of it when you finish a long rest.
Trajectory Curving
At 5th level you gain the ability to manipulate the trajectory of your ammunition allowing you to bend the bullet's trajectory to hit a target blocked by an object. You ignore the effects of Half Cover and Three Quarters Cover and can fire around corners within the range of the firearm. You can also ignore the effects of Full Cover if there is a reasonable path for the bullet to follow (DMs discretion.) In addition you do not have disadvantage on attacks made to shoot a target you cannot see as long as you have a rough idea of where they are such as through sound, smell, or being told by an ally.
Coated Bullets
At 7th level, you've learned to apply alchemical properties to your ammunition. When you take the attack action on your turn you can take a -2 to the attack (due to the instability of the coating). If the attack hits, change the damage type of that shot to one of the following: Acid, Cold, Fire, Lightning, or Poison. The attack does an additional 1d6 of the chosen damage type. You can do this a number of times equal to your Wisdom Modifier. You regain all expended uses of it when you finish a short rest.
Weak Spot
At 11th level you've mastered the art of finding your enemy's weak spots. As an action, you can take aim at one of these weak spots. Roll a ranged weapon attack, if the attack hits deal normal damage and apply one of the following conditions: blinded, deafened, frightened, or prone. The target must make a Constitution Saving Throw vs Blinded & Deafened, a Wisdom Saving Throw vs Frightened, or a Strength Saving Throw vs Prone with a DC equal to 8 + Proficiency Bonus + Dexterity Modifier or succumb to that condition. If the target fails its saving throw, it succumbs to that condition until the end of your next turn.
You can use weak spot a number of times equal to 1 + your Dexterity Modifier and you regain all uses when you finish a long rest.
Note: Cannot be used in conjunction with Deadeye or Coated Bullets.
The Quickening
At 15th level, you are so fast you blur through battle, moving and shooting like an angel of death. You may cast haste on yourself as a bonus action without the need for vocal, somatic, or material components. You can do so a number of times equal to your wisdom modifier, and you regain all uses after a long rest.
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