Fighter
Base Class: Fighter

Duelists use their speed and skills in one-on-one combat to pick off enemies while never being in the front lines to long, trained in hand-to-hand and ranged combat alike, Duelists are proficient with a verity of of firearms and other weapons.

Duelsts' Weapon Proficiency

Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, rapiers, & short swords, and expertise in daggers and other knives.

Firearms Tinkerer

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.

Malfunction.
If you roll a 1on an attack roll, roll 1d100 if it is a 1-5 the weapon jams and you must use an attack action clear it, if you roll a 6-15 the weapon miss fires and the round must be cleared, when clearing a miss fire roll 1d20, if you roll a 1 the weapon discharges and you take 1d6 piercing damage.

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.
(Ammo rarity is dependent on GM)

Firearms
Name Cost Ammo Damage Weight Range Properties
Flintlock 50GP 5GP (20)
(musket ball)
1d8 piercing 3 lb. (40/100) Reload 1
Revolver 150GP 4GP (20)
(basic cartage)
1d10 piercing 5 lb. (60/240)
Reload 5
Musket  300GP 5GP (20)
(musket ball)
1d12 piercing 10 lb. (120/480)
Two-handed, Reload 1
Sniper Rifle 400GP 10GP (20)
(rifle cartage)
1d12 piercing 15 lb. (200/500) Two-handed,
Reload 3
Blunderbuss  300GP 5GP (5)
(pellet)
2d8 piercing 10 lb. (15/60)
Two-handed
Reload 1
Double-barrel
Shotgun
400GP 6GP (5)
(shell)
2d8 piecing 15 lb. (25/70) Two-handed
Reload 2
             

Trick Shots

Starting at 3rd level you can perform various trick-shots on you turn from the following:

Coin Ricochet.
You toss 1GP into the air and make an attack roll, on a hit the bullet ricochets off the coin and into the nearest enemy for an additional 1d10 piercing damage and the coin is lost in the process.
(Can only be done with pistols)
(Cannot be used if you do not have 1GP)

The Heads Align.
When making an attack roll with a Sniper Rifle you can choose to hit 2 creatures in a line, you must make a dc 14 dexterity saving throw as well as your attack roll being meeting the hit requirement on both targets, on a success the targets both take an additional 2d10 piercing damage.
(Uses per combat: 1)

A Force of Nature.
If you are a medium or small creature and jumping you can choose to use your attack action to fire your shotgun for an additional 5ft added to your jump per shot discharged.
(So you would get 10ft from firing both shells in a Double-barrel Shotgun)
(The distance gained is doubled if you are a small creature)

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.

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. 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.

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. 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 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.

Quick draw

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.

Dashing Assualt

Starting at 7th level you can shoot with a fire arm while moving with a -1 penalty on attack rolls for Two-handed firearms.

Quick Fix

Upon reaching 10th level, you learn how to quickly attempt to fix a jammed gun. You can clear a malfunction as a bonus action.

Quick Reload

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

Improved Accuracy

At 18th level, your firearm attacks score a critical hit on a roll of 19-20, in addition you gain a +2 to all attack rolls made with a firearm.

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.

Steadiest Hands in the Land

At 20th level your hands have become steady even while moving, all firearm attacks made while moving have +1 to attack rolls.

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