Fighter
Base Class: Fighter

With new weapons and technology the rules of war are always changing. Some fighters embraced this change and developed a new style of ranged combat to use with modern weapons. Though developed for firearms, this martial archetype will fit for anyone who wants to fight enemies at a distance.

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency with firearms and tinker’s tools.

Firing Position

Starting at 3rd level, as a bonus action, you give yourself advantage on your next attack roll with a ranged weapon. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the start of your next turn. In addition, the range of attacks you make using firearms is doubled until the start of your next turn.

Improved Weapons

Starting at 7th level you can improve your weapons using tinker's tools. Whenever you finish a long rest, you can choose to upgrade one ranged weapon that you are proficient with. Attacks with your upgraded weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage and you can ignore loading property if they have it. You can upgrade this way an amount of weapons equal to half your proficiency bonus (rounded up). Trying to upgrade a weapon when you are at maximum will end the oldest upgrade and apply new one. You can use this feature only if you have tinker's tools.

Improved Precision

At 7th level you can use your perception to make your shots even more accurate. You gain bonus equal to your Wisdom modifier to attack rolls you make with ranged weapons.

Skill Shot

Starting at 10th level, having an upper hand in combat allows you to make special ranged attacks. Whenever you have advantage on an attack roll using ranged weapon, you can forgo the advantage for that roll to give your next attack an additional effect. You can use this ability an amount of times equal to your proficiency bonus and only once each turn. You regain all expended uses of it when you finish a short or long rest.

Skill Shots

Repeating Shot. If your next attack hits a target, make an additional weapon attack as part of the same action.

Deadly Shot. If your next attack hits a target, you forgo rolling your weapon's damage die and deal maximum damage instead. Damage bonus from modifiers is also doubled for this hit.

Disorienting Shot. If your next attack hits a target, it gains disadvantage on the next attack roll, ability check, or saving throw it makes until the start of your next turn.

Crippling Shot. If your next attack hits a target, it has it's movement speed halved until the start of your next turn.

Armorbreaking Shot. If your next attack hits a target, it has it's AC reduced by 2 until the start of your next turn.

Mageslaying Shot. If your next attack hits a target that is concentrating on a spell, it makes it's concentration check at disadvantage. If concentration is broken, target takes additional psychic damage equal to one roll of your weapon's damage die.

Defensive Fire

Starting at 15th level, you can use your action preparing to relentlessly attack all upcoming enemies. Until your next turn you get a special reaction that you can take once on every enemy's turn. You can use this special reaction to make ranged weapon attack against an enemy who enters your weapon's normal range or moves 10 feet or more while within your weapons normal range. You can't use this reaction on the same turn that you take your normal reaction. Once you used this feature you can't use it again until you finish a short or long rest.

Master Of Positioning

Starting at 18th level, if you end your turn without moving, on your next turn your speed is doubled, you ignore opportunity attacks and you can use your Firing Position feature even after moving.

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