Fighter
Base Class: Fighter

Seen as humanity's last hope, Spartans are renowned for their combat prowess and ferocity in battle. Even a single Spartan is enough to turn the tide of battle, as they can annihilate entire units of infantry singularly. Because of their almost invincible portrayal to the masses, Spartans are never listed as KIA - simply Missing In Action.

Becoming such a legendary fighter is no easy task. Candidates are selected based on their inherent abilities and susceptibility to artificial enhancements. Due to the rigorous training combined with often dangerous side-effects of physical and mental enhancements, many candidates suffer from various conditions that are mostly untreatable. Despite the risks, Spartan programs continue to train new generations of Spartans, who have become the symbol of human militaristic force.

Weapon Training

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.

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
Energy Pistol 200g 5g (20) 1d6 necrotic 5 lb. (40/160)
Light, reload 1, misfire 1
Magnum 150g 4g (20) 1d10 piercing 3 lb. (60/240)
Reload 4, misfire 1
Combat Rifle 300g 5g (20) 1d12 piercing 10 lb. (120/480)
Two-handed, reload 1, misfire 2
SMG 250g 5g (50) 1d6 piercing 5 lb. (80/320)
Reload 25, misfire 2
Shotgun 300g 5g (5) 2d8 piercing 10 lb. (15/60)
Two-handed, Reload 1, misfire 2
50 Caliber Rifle Crafted 10g (5) 2d12 piercing 25 lb. (200/800)
Two-handed, misfire 3, explosive
Grenade Launcher Crafted 10g (1) 2d8 force 10 lb. (30/60)
Two handed, Reload 1, misfire 3, explosive

Enhanced Body

Your artificially enhanced body grants you proficiency in Athletics and Acrobatics, if you are not already proficient. Additionally, your carrying capacity increases to Large creature carrying capacity.

Additionally, you gain advantage on Strength saving throws.

Clip Reload

Starting at 15th level, you can reload any firearm as a bonus action.

Quick Hands

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.

Jam - It

Upon reaching 10th level, you learn how to quickly attempt to fix a jammed gun. You can attempt to repair a misfired (but not broken) firearm as a bonus action once per short rest.

Better Bullets

At 18th level, your firearm attacks score a critical hit on a roll of 19-20.

Called Shots

Upon reaching 18th 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.

Spartan Image

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