Base Class: Fighter
this is the subclass from Legends of Runeterra: Dark Tides of Bilgewater however i made multiple changes to deal with issues i had with the subclass.
you found some scrap materials to make a weapon you either made the sniper a longer ranged but more painful weapon or the pistol something smaller and faster. to make these weapons you used a magical core so these weapons have bonded to your soul, you can summon them as a bonus action as long as they are on the same plane as you or if anti magical ways are used are able to keep them from being summoned to you and other people cant use them unless they match your magical signature.
Scoundrel’s Wit
Starting at 3rd level, you gain proficiency with the two following skills: Deception, Persuasion.
Gunfighter Form
Additionally, when you choose this archetype at 3rd level, you begin constructing a custom firearm that suits your unique brand of renegade style. This process begins by selecting the form upon which to base your weapon. Each form grants you a new ability and unlocks certain upgrades you can add to your weapon at higher levels. Choose one of the following options:
- Pistoleer: Favoring speed and style over raw power, a renegade who adopts the Pistoleer form wields a small flintlock handgun. As an action on your turn, you can target a creature within 30 feet and shoot. Make a ranged attack roll against the target. You are proficient with the attack, and on a hit, the attack deals piercing damage equal to 1d6 + your Dexterity modifier.
- Sniper: Armed with a large two-handed firearm, a renegade who adopts the Sniper form can inflict massive damage in a single shot. As an action on your turn, you can target a creature within 120 feet and shoot. Make a ranged attack roll against the target. You are proficient with the attack, and on a hit, the attack deals piercing damage equal to 1d10 + your Dexterity modifier.
Pistoleer
Favoring speed and style over raw power, a renegade who adopts the Pistoleer form wields a small flintlock handgun. As an attack on your turn, you can target a creature within 30 feet and shoot. Make a ranged attack roll against the target. You are proficient with the attack, and on a hit, the attack deals piercing damage equal to 1d6 + your Dexterity modifier.
at level 7 you can summon a second pistol to dual wield. with this second pistol you can attack twice per attack but you must take a -2 to the attack roll due to you not focusing on aiming but getting shots out
Sniper
Armed with a large two-handed firearm, a renegade who adopts the Sniper form can inflict massive damage in a single shot. As an action on your turn, you can target a creature within 120 feet and shoot. Make a ranged attack roll against the target. You are proficient with the attack, and on a hit, the attack deals piercing damage equal to 1d10 + your Dexterity modifier.
Right Gun for the Job
A 3rd level, your skill with your firearm can adapt to any situation. When you finish a short rest you can change 1 minor upgrade for your weapon. When you finish a long rest you can change either 2 minor upgrades or 1 major upgrade
Extra tool for the job
you've gotten pretty good at this greenhorn. with this experience you have gained the ability to add a extra tool to your weapons.
for pistoleer form you add a charm to it that now allows you to duplicate the pistol allowing for dual wielding attacks. while you have your pistol active you can spend a bonus action to summon a second pistol until you dismiss it. with this second pistol you can now shoot twice instead of once per attack however by using this 2nd pistol you will take a penalty of -2 to attack roll due to you focusing on getting more rounds out than accuracy. also at level 15 you increase each pistol shot to 2d6 + dexterity modifier piercing damage.
for sniper form you have changed the type of rounds you used for ammunition. these rounds are heavier but do more damage however they do come at a small risk. these sniper rounds increase your sniper damage by 1d10 at lvl 7,10,15,18 however with each shot you take you must make a strength saving throw if you fail you will either be knocked back 5 feet or be knocked prone.
Heavy Sniper Rounds
for sniper form you have changed the type of rounds you used for ammunition. these rounds are heavier but do more damage however they do come at a small risk. these sniper rounds increase your sniper damage by 1d10 at lvl 7,10,15,18 however with each shot you take you must make a strength saving throw if you fail you will either be knocked back 5 feet or be knocked prone.
Pistol Charm
for pistoleer form you add a charm to it that now allows you to duplicate the pistol allowing for dual wielding attacks. while you have your pistol active you can spend a bonus action to summon a second pistol until you dismiss it. with this second pistol you can now shoot twice instead of once per attack however by using this 2nd pistol you will take a penalty of -2 to attack roll due to you focusing on getting more rounds out than accuracy. also at level 15 you increase each pistol shot to 2d6 + dexterity modifier piercing damage.
Cunning Shot
Starting at 10th level, you learn to exploit a foe’s weak spots, even if they appear to have none. The damage dealt by your firearm, including damage dealt via Firearm Upgrades, ignores resistances and immunities.
Grin and Bear It
At 15th level, you can brace yourself in the heat of battle, even when gravely wounded. When you use your Second Wind feature, your AC gains a +1 bonus and your movement speed increases by 10 feet until the start of your next turn.
Light ‘Em Up
At 18th level, you learn to channel the volatile force of your firearm’s black powder into a single concussive blast. As a bonus action, you can either throw or set down a small explosive. If thrown, the explosive has a range of 30 feet and detonates immediately on impact; if set down, the explosive can be detonated remotely from up to 60 feet away as another bonus action.
When detonated, each creature within a 15-foot radius of the explosive must make a Dexterity saving throw, taking 12d6 force damage on a failure and half as much on a success. The DC for this saving throw is equal to your Firearm Upgrade DC.
Once you use this feature, you cannot use it again until you complete a short or long rest.
Minor Upgrades
Unlike many tinkerers who labor studiously in their workshops, renegades alter their weapons to suit their personal knavish swagger. The following list provides various options to enhance your firearm’s capabilities. These upgrades may be personal touches you put on your weapon, or scavenged bits of Magictech that you’ve discovered and rigged to work with your weapon.
Saving Throws: Some of these upgrades require your targets to make a saving throw to resist the effect. The saving throw DC is calculated as follows:
Firearm Upgrade save DC = 8 + your proficiency bonus + your Dexterity modifier
Blade and Black Powder
You create a matching blade to accompany your firearm, rendering you a deadly opponent in both melee and ranged combat. Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls. Additionally, when you use your action to shoot using your Gunfighter Form, you can use your bonus action to strike at a creature within melee range. Make a melee attack roll. The attack roll uses your Dexterity modifier, and you are proficient with the attack. On a hit, the attack deals slashing damage equal to 1d6 + your Dexterity modifier.
Caliber Net
By repurposing some salvaged magical parts, you equip your gun with an arcane net meant to trap opponents. As an action, choose a creature within range of your firearm. The creature must succeed on a Strength saving throw or be restrained. At the end of each of its turns, the target can repeat this saving throw, ending the effect on a success. Once you use this feature, you cannot use it again until you finish a short or long rest. you get increase an extra usage at level 10 and level 18
Collateral Damage
You alter your ammunition to have magical explosive capabilities. When you hit a target with a successful attack from your firearm, all creatures of your choice within 5 feet of the target must succeed on a Dexterity saving throw or take 1d6 piercing damage.
Crosshairs
You equip your firearm with a targeting mechanism. If you haven't moved this turn, you can aim down your sights as a bonus action, reducing your speed to 0 and granting you advantage on all attacks you make using your Gunfighter's Form feature until the end of your turn.
Double-Barrel
You add a second barrel to your firearm. When you use your Gunfighter Form, you can shoot twice during a single action, instead of once. The shots can target the same creature or different creatures. Make a separate attack roll for each shot.
Smoke Screen
As an action, you alter the firing mechanism of your gun to release a burst of ash and smoke. This cloud forms a 10-foot cube centered on a point of your choice within the firearm’s range, spreading around corners, and the area covered by this cube is considered heavily obscured. This smoke lasts for 10 minutes and cannot be dispersed. Once you use this feature, you cannot use it again until you finish a short or long rest.
Major Upgrades
Unlike many tinkerers who labor studiously in their workshops, renegades alter their weapons to suit their personal knavish swagger. The following list provides various options to enhance your firearm’s capabilities. These upgrades may be personal touches you put on your weapon, or scavenged bits of Magical tech that you’ve discovered and rigged to work with your weapon.
Saving Throws: Some of these upgrades require your targets to make a saving throw to resist the effect. The saving throw DC is calculated as follows:
Firearm Upgrade save DC = 8 + your proficiency bonus + your Dexterity modifier
Barrage
As an action, you can fire a barrage of bullets. Each creature in a 15-foot cone originating from yourself must make a Dexterity saving throw, taking piercing damage equal to 3d10 + your Dexterity modifier on a failure and half as much on a success. Once you use this feature, you cannot use it again until you finish a short or long rest.
Double Up
When you hit a creature with a successful ranged weapon attack with a firearm, you can immediately cause the bullet to hit another creature within 15 feet of the original target. The second target takes piercing damage equal to your Dexterity modifier (minimum of one). You can redirect a bullet in this way a number of times equal to your Charisma modifier, and regain all expended uses after a short or long rest.
Lightning Round
You equip your firearm with a volatile piece of stolen Magical tech, allowing you to release a piercing bolt of electricity as an action on your turn. The lightning fires from you in a straight line that is 1 foot wide and 30 feet long. Each creature in the line must make a Dexterity saving throw, taking 3d8 lightning damage on a failure and half as much on a success. Once you use this feature, you cannot use it again until you finish a short or long rest.
Trial by Fire
As a bonus action, you can charge your weapons with blazing force. Until the start of your next turn, whenever you make a successful attack, you deal extra fire damage equal to half your fighter level, rounded up. You can charge your weapons this way a number of times equal to your Charisma modifier (minimum of once), and regain all uses after a short or long rest.
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