Fighter
Base Class: Fighter

"The sun's light purifies all it touches. Such is the gift of the Golden Gun. Its Light blesses those who stand with the wielder, and burns away foes foolish enough to stand against it."

-- Brother Vance, Disciple of Osiris

The Gunslingers are elitists; they are a sect of hunters whose pride and perfectionism add to their lethality. Nothing but the best is acceptable for them. Gunslingers can be nearly unstoppable by empowering themselves with the strength of the sun to wield the Golden Gun and smite their foes.

Gunslinger Features

FIGHTER LEVEL FEATURE
3rd Firearm Proficiency, Gunsmith, Grenade
7th Golden Gun
10th Chain of Woe
15th Keyhole
18th Deadeye, Gunslinger’s Trance

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.

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 ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.

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.

Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.

Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.

Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.

Firefly. After killing an enemy with a precision shot, the enemy explodes dealing 1d6 fire damage to enemies in a 5 ft. radius that fail a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier).

Memento Mori. When equipped, you gain 1 perception. Additionally, reloading immediately after a kill changes the next 3 rounds to deal 1d12 piercing damage.

Silent Stalker. When equipped, you gain 1 stealth. The rifle only alerts targets in a 75 ft. radius.

Perfectionist. If all shots fired are headshots, the magazine is refunded without reloading. However, you have disadvantage on perception checks within a 20 ft. radius.

Ammunition

All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, 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 Damage Weight Range Properties
Palm Pistol 50g 2g (20) 1d8 piercing 1 lb (40/160) Light, reload 1, misfire 1
Pistol 150g 4g (20) 1d10 piercing 3 lbs (60/240) Reload 4, misfire 1
Musket 300g 5g (20) 1d12 piercing 10 lbs (120/480) Two-handed, reload 1, misfire 2
Pepperbox 250g 4g (20) 1d10 piercing 5 lbs (80/320) Reload 6, misfire 2
Blunderbuss 300g 5g (5) 2d8 piercing 10 lbs (15/60) Reload 1, misfire 2
Bad News Crafted 10g (5) 2d12 piercing 25 lbs (200/800) Two-handed, reload 1, misfire 3
Hand Mortar Crafted 10g (1) 2d8 fire 10 lbs (30/60) Reload 1, misfire 3, explosive
Ace of Spades 450g, Crafted 4g (20) 1d10 piercing 5 lbs (50/100) Reload 8, misfire 3, Firefly, Memento Mori
Stillpiercer 600g, Crafted 10g (5) 2d12 piercing 25 lbs (250/800) Two-handed, reload 3, misfire 3, Silent Stalker, Perfectionist

Grenade

Starting at 3rd level, your Solar energy can form lethal explosives to harm anything within its touch, including you and your allies. Choose between one of the following grenades: Incendiary, Swarm, or Tripmine. Grenades can be thrown 50/100 ft. To successfully throw the grenade where desired, roll 1d20 with a DC of 8. A failure can lead to a variety of effects, such as missing the targeted location, or exploding in your hand, at the DM's discretion. Every short rest you regain 1 grenade. Every long rest, you regain all grenades and can also choose to swap your grenade type until the next long rest. At levels 7 and 15, your maximum number of grenades increases by 1. At levels 7, 10, and 15, your grenade damage dice increase by 1.

Incendiary Grenade. Explodes causing enemies to ignite and take fiery damage over time. Within a 10 ft. radius sphere, the grenade deals an initial 1d4 fire damage. Additionally, all damaged targets must make a Constitution saving throw (DC = 8 + your Intelligence modifier + your proficiency bonus) or continue to take 2d4 fire damage for 3 turns.

Swarm Grenade. Splits into smaller fragments that seek and damage nearby enemies. Unless the target succeeds on a Dexterity saving throw (DC = 8 + your Intelligence modifier + your proficiency bonus), fragments seek out the 3 closest enemies in a 15 ft. radius and deal 1d6 fire damage each. If there are less than 3 enemies or equidistant enemies, the fragments seek out targets at random.

Tripmine Grenade. Attaches to surfaces and detonates on an enemy's proximity. The trigger distance is a 10 ft. line. It deals 2d8 fire damage to the closest enemy and deals 1d4 fire damage to any additional enemies in a 10 ft. tall, 5 ft. radius cone.

Incendiary Grenade

Explodes causing enemies to ignite and take fiery damage over time. Within a 10 ft. radius sphere, the grenade deals an initial 1d4 fire damage. Additionally, all damaged targets must make a Constitution saving throw (DC = 8 + your Intelligence modifier + your proficiency bonus) or continue to take 2d4 fire damage for 3 turns.

Swarm Grenade

Splits into smaller fragments that seek and damage nearby enemies. Unless the target succeeds on a Dexterity saving throw (DC = 8 + your Intelligence modifier + your proficiency bonus), fragments seek out the 3 closest enemies in a 15 ft. radius and deal 1d6 fire damage each. If there are less than 3 enemies or equidistant enemies, the fragments seek out targets at random.

Tripmine Grenade

Attaches to surfaces and detonates on an enemy's proximity. The trigger distance is a 10 ft. line. Deals 2d8 fire damage to the closest enemy and deals 1d4 fire damage to any additional enemies in a 10 ft. tall, 5 ft. radius cone.

Golden Gun

At 7th level, you can use your action to summon a flaming pistol of Solar Light. Then, fire 3 shots into your enemies each dealing 2d6 piercing damage and 1d6 radiant damage (each shot requires 1 action and has a range of 60 ft). The gun, however, expires 3 turns after being summoned. You can use this once per long rest.

Over the Horizon. At level 10, Golden Gun’s range increases to 100 feet. Additionally, it gains an extra 1d6 piercing damage at levels 15 and 18.

Gunfighter. At level 10, you can use Golden Gun twice per long rest, and at level 15, you can use it 3 times per long rest.

Chain of Woe

Starting at 10th level, after a critical hit, you can take a reaction to immediately reload your current weapon.

Keyhole

At level 15, Golden Gun shots can overpenetrate and damage up to 3 targets in a line (within the range of the gun).

Deadeye

At 18th level, your firearm attacks score a critical hit on a roll of 18-20.

Gunslinger's Trance

Once level 18, Golden Gun’s Solar power spikes with each critical hit in succession. If Golden Gun’s first shot is a crit and the attack roll for the second shot is also a crit, its damage increases by 4 times (instead of 2) for the remaining 2 shots. If the third attack roll is also a crit, its damage increases yet again to 6 times (instead of 4).

Previous Versions

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