Fighter
Base Class: Fighter

Introducing the GunBrawler subclass for fighters, a versatile and deadly combatant who combines expert martial arts with expert marksmanship. The GunBrawler excels at both ranged and melee combat, making them a formidable opponent in any situation. The GunBrawler subclass is an excellent choice for fighters who want to combine expert marksmanship with expert martial arts. They are highly versatile and can handle any situation with ease, making them a valuable addition to any party.

(This is an edit of the gunslinger subclass to incorporate more Gun Kata and close combat)

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.

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.

Adept 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.

Combat Strikes. You learn two trick shots of your choice, which are detailed under “Combat Strikes” below. Many maneuvers enhance an attack in some way. Each use of a combat strike must be declared before the attack roll is made. You can use only one combat strike per attack.

You learn an additional combat strike of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new strike, you can also replace one combat strike you know with a different one.

Grit. You gain a number of grit points equal to your Constitution modifier (minimum of 1). 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). 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:

    Combat Strike save DC = 8 + your proficiency bonus + your Dexterity modifier

GunKata Initiate

When you reach 7th level, you add your proficiency bonus to your initiative. You gain the ability to combine your firearm with your melee attacks, performing powerful GunKata maneuvers. When you make a melee weapon attack, you can expend one grit point to use a ranged weapon as part of the attack. This allows you to make a ranged weapon attack against the same target in addition to the melee attack, using the same weapon. The ranged attack is made with disadvantage, and you must have a free hand to perform this maneuver.

Bullet Ballet

Upon reaching 10th level, you gain the ability to attack multiple enemies with a single shot. When you make an attack with a ranged weapon, you can target up to three creatures within a 10-foot radius of your target. Make a separate attack roll for each creature.

Spoiling Reload

At 15th level, you gain the ability to perform the Spoiling Reload technique. As an action, you can toss a pair of explosive magazines at your feet, creating a burst of energy that knocks back any enemies within 10 feet of you and deals damage equal to a fragmentation grenade. As you jump back to avoid the blast, you quickly reload your guns with new ammunition.

Bullet Storm

At 18th level, you reach the pinnacle of your GunKata training, mastering the art of rapid and precise firearm attacks. Once per long rest, you can channel your training to enter a state of heightened focus known as the "Bullet Storm" stance.

While in this stance, you can take an action to unleash a barrage of up to six ranged weapon attacks against a single target, or multiple targets within range. These attacks ignore half and three-quarters cover, as well as the loading and reload properties of your firearm. The Bullet Storm stance lasts for 1 minute, during which you have advantage on all Dexterity-based ability checks and saving throws. However, while in this stance, you are rooted to the spot and cannot move. Additionally, any creature that starts its turn within 10 feet of you must make a Dexterity saving throw or take damage equal to your firearm's damage die.

Hemorrhaging Critical

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.

Combat Strikes

These combat strikes are presented in alphabetical order. 

Dazing Strike

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.

Deafening Strike

You can use the powerful blast and thundering sound of your firearm attack their hearing. You can expend one grit point while making a melee attack to fire your gun near the enemy forcing them to make a constitution saving throw or be deafened for 5 minutes.

Disarming Strike

When you make an 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 Strike

When you make an 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 Strike

When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. 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. Only the initial attack can misfire.

Precise Strike

When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.

Reloading Strike

When you make a melee attack against a creature, you can expend one or two grit points to reload your firearms during the strike. For each grit point expended one firearm is reloaded. If the attack hits, you can immediately make a ranged weapon attack against the same target as a bonus action.

Violent Strike

When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.

Winging Strike

When you make an 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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