Base Class: Fighter
MARTIAL ARCHETYPE: HEAVY GUNNER
Often filling in the ranks of legionnaires and mercenary bands alike, the Heavy Gunner specializes in the biggest and of ten deadliest munitions, of ten sacrificing mobility for the sake of heavy armor and weaponry. Frequently found at the front lines, the Heavy Gunner is a force to be reckoned with, if you can’t get out of the way in time.
HEAVY ARTILLERY
When you choose this archetype at 3rd level, thanks to your familiarity and in-depth knowledge of your own weaponry, you gain proficiency with engineering tools. Additionally, when making a ranged weapon attack using a weapon that has the Heavy and Two-Handed traits, you can choose to use your Strength modifier instead of Dexterity to determine your bonus to hit and damage. GUNNER MANEUVER At 3rd level, you learn to wield the full power of your heavy weapons. When you gain this feature, you learn two Gunner Maneuvers of your choice from the list below. Once per turn, while wielding a weapon that has both the Heavy and Two-Handed properties, you can use one of the following Maneuvers as part of your action. Using a Gunner Maneuver reduces your speed by half. You have a number of uses of this feature equal to your Proficiency Bonus (minimum of 2), and you regain all expended uses of it when you finish a short or long rest.
Gunner Meneuvers
Gunner Maneuver
Options Some Gunner Maneuvers require your target to make a saving throw to resist the maneuver’s ef fects. The saving throw DC is calculated as follows: Gunner Maneuver save DC = 8 + your proficiency bonus + your Strength modifier
◆ Covering Fire
◆ Covering Fire. On your turn, as an action, you can choose to lay down covering fire, targeting all creatures within a 30-foot cone. All creatures in that cone must make a Dexterity saving throw. On a failure, the target suf fers disadvantage on any attack rolls and their speed is reduced to 0 until the start of your next turn.
◆ Focused Fire.
◆ Focused Fire. When you make an attack roll against a creature using a ranged attack, you zero in on a single target and only that target. You gain advantage on attacks against your target until the end of your next turn, but have disadvantage on attacks against all other creatures.
◆ Forceful Shot
◆ Forceful Shot. When you make an attack roll against a creature using a ranged attack, the target must make a Strength saving throw. If it fails, it drops one object it is holding of your choice. The target is pushed 20 feet away from you.
◆ Menacing Shot.
◆ Menacing Shot. When you hit a creature with a ranged attack, your sheer ferocity frightens the target into forgoing their own attack. The target must make a Wisdom saving throw or be frightened and unable to attack until the end of their next turn.
◆ Rallying Cry.
◆ Rallying Cry. On your turn, you can use a bonus action to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to your Strength modifier.
◆ Spray and Pray.
◆ Spray and Pray. As an action, you rain down a hail of bullets in a 20-foot square centered on a point you can see within range. Each creature within the square must make a Dexterity saving throw or take 1d8 + your Strength modifier piercing damage
QUICK ON THE TRIGGER
QUICK ON THE TRIGGER At 7th level, you hone your senses and ability to act under pressure. You no longer suffer from disadvantage when attacking a creature with a ranged attack while within melee range. Additionally, you can switch between two weapons as a free action once on your turn.
REINFORCED WEAPONRY
REINFORCED WEAPONRY At 7th level, thanks to fine-tuning your weaponry and an innate knowledge on how to push your artillery further, your attacks are considered magical for the sake of overcoming resistances.
FAST MANEUVERING
FAST MANEUVERING At level 15, you can aim and fire with dazzling speed, allowing you to use one additional Gunner Maneuver per round. Using a maneuver no longer reduces your speed at this level. Additionally, you learn one more Gunner Maneuver.
SUPERIOR FIREPOWER
SUPERIOR FIREPOWER Starting at 18th level, your instincts are nearing infallibility, and you are always prepared as long as you’re near a trusty heavy gun. You gain the following benefits:
◆ When you roll initiative and have no Gunner Maneuvers remaining, you regain 1d4 Gunner Maneuvers (minimum of 1).
◆ When your Gunner Maneuver deals damage, you can choose to expend an additional Gunner Maneuver to double the number of dice rolled.
◆ On an attack roll, rolling a 19 or 20 on the die counts as a critical roll.
Gain Additional Gunner Meneuver Level 7
Gain Additional Gunner Meneuver
Gain Additional Gunner Meneuver Level 10
Gain Gunner Meneuver
Gain Additional Gunner Meneuver Level 15
Gain Additional Gunner Meneuver
Gain Additional Gunner Meneuver Level 18
Gain Additional Gunner Meneuver
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