Base Class: Fighter
A moxie and style based subclass, focused around shootin' baddies, and being badass while doing it.
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.
Charming
Upon choosing this archetype at 3rd level, you gain proficiency with Charisma (Performance) checks.
Smoulder
You can spend a style point to gain advantage on Charisma checks for 10 minutes.
Ammunition Cost
With your charming demeanor and sexy smoulder, you are able to buy ammunition at a cheaper cost than what you'd usually pay. you can buy ammunition for half the usual price.
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 a number of tricks you can do with your firearms. If the trick shot is used with an attack, each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.
You learn an additional trick shot at 7th, 10th, 15th, and 18th level.
Style Points. You gain a number of style points equal to your Charisma modifier (minimum of 1). You regain 1 expended Style point each time you roll a 20 on the d20 roll for an attack with a firearm, or on a bonus action, you can make a dexterity check to do a sick trick and gain points back. the number of points you can get back increases the DC of the check (minimum 15) by 2 for each additional point you wish to recover. You regain all expended style 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
Shot for shot
As an Action you can take a shot of whiskey, you regain 1d4 style points. You can do this a number of times equal to half of your proficiency bonus (Minimum 1, rounded up). this recharges on a long rest
Energized Shot
When you make an attack with a firearm you can spend 1 style point to re-roll one damage dice, or add 1d6 to the damage. At levels 7, 10, 15, and 18, the number of dice you can reroll increases by 1, and the additional damage die increases by 1d6. Either of these effects can only be applied once per attack.
Garish Audacity
Starting at 15th level, You can spend 1 style point and any creature that has direct line of sight to you suffers a -5 to their attack roll for 10 minutes
Hip Shot
Upon reaching 10th level, if you do not already have disadvantage on your attack roll, you can spend 2 style points to give yourself disadvantage, but you can use the maximum damage roll for your attack.
Quickdraw
When you reach 7th level, you can spend a number of style points equal to half of your proficiency bonus (minimum 1, rounded down) to add your proficiency bonus to your initiative rolls. this effect lasts for 4 hours. Recharges on a short rest. Also, drawing or stowing a light weapon costs no action.
Sharp Eyes
At 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a style point on a roll of 19 or 20 on a d20 attack roll.
One for All
Upon reaching 18th level, when an ally is targeted by a creature within 5ft of the, as a reaction you can spend a style point to gain an opportunity attack against the creature. The attack by the creature automatically fails if the opportunity attack hits. You can do this 3 times, and recharges on a long rest.
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