Base Class: Fighter
This archetype focuses on the ability utilize and maintain powerful ranged weapons. Through practiced aim and gritty determination you become a distant force of death on the battlefield.
Should this path of powder, fire, and metal call to you, keep your wits about you, hold on to your convictions as a fighter, and let skill meet luck to guide your bullets to strike true.
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.
Firearm Properties
Firearms are a new and powerful technology which are growing in popularity compared to Bows and Crossbows. Firearms are ranged weapons.
Loading
Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
Ammunition
All firearms require ammunition to make an attack which is destroyed upon use. Renaissance and modern firearms use bullets and 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 |
|---|---|---|---|---|---|---|
| Flintlock Pistol | 30g | 3g (10) | 1d8 piercing | 3 lb. | (30/90) | |
| Revolver | 50g | 5g (10) | 1d10 piercing | 3 lb. | (30/90) | Loading, Ammunition |
| Musketoon; Carbine | 60g | 3g (10) | 1d12 piercing | 9 lb. | (40/120) | |
| Musket; Arquebus | 50g | 3g (10) | 1d10 piercing | 8 lb. | (60/180) | Two-handed, Loading, Ammunition |
| Blunderbuss; Sawed-off Shotgun | 60g | 5g (10) | 2d6 piercing | 7 lb. | (15/45) | Two-handed, Loading, Ammunition; |
| Long Rifle | 70g | 5g (5) | 1d10 piercing | 14 lb. | (100/300) | Heavy, Two-handed, Loading, Ammunition |
| Hunting Rifle | 70g | 5g (5) | 1d12 piercing | 13 lb. | (80/240) | Heavy, Two-handed, Loading, Ammunition |
| Shotgun | 70g | 5g (5) | 3d4 piercing | 12 lb. | (20/60) | Heavy, Two-handed, Loading, Ammunition |
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, modify existing firearms, or build your own firearms (DM’s discretion).
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 two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. 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 of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.
Grit. You gain a number of grit points equal to your Proficiency bonus. You regain all expended grit 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
Quickdraw
When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.
True Grit
Starting at 10th level, you regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion).
Hemorrhaging Critical
Upon reaching 15th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.
Deadeye Critical
At 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll.
Trick Shots
These trick shots are presented in alphabetical order.
Bullying Shot
You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one grit point while making a Charisma (Intimidation) check to gain advantage on the roll.
Covering Shot
As an action you can expend one grit point to take up overwatch on an enemy you can see within 100 feet. If that enemy attacks an ally before the start of your next turn, you can use your reaction to make a firearm attack against them. On a hit, your attack deals normal damage and you you impose disadvantage on their attack.
Dazing Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.
Deadeye Shot
When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.
Disarming Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.
Forceful Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.
Piercing Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment.
Pinning Shot
When you make a firearm attack against a creature, you can expend one grit point to strategically shoot around them, forcing them to dance in order to avoid the attack. On a hit, the enemy is unable to move until the end of it's next turn to avoid taking damage and has disadvantage on Dexterity saving throws until the end of its next turn.
Violent Shot
When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.
Winging Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.
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