Base Class: Fighter
Marksman Gunslingers rely on range to become effective at their craft. A Marksman focuses on the ability to redesign and utilize powerful, yet dangerous ranged weapons. They are the hidden assassins of the newer advancing world, soon to be utilized by more than just nobles. These men and women are the soldiers that can change the fate of a battle beyond the range of a normal archer. Their rarity makes them excellent as bounty hunters and assassins.
Most of the marksmen that are prominent come from the Faerun or Grinnder Islands. It's training is constant over 12 years and requires only those who understand their purpose. Many marksmen's are bounty hunters, assassins, saboteurs, spy's or hired protection.
Armature Gunsmith and Marksmen
You are beginning your understanding in building your rifle(s). You gain a proficiency with Tinker's Tools and Firearms.
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.
Starting at 3nd level, you gain a new way to use your sneak attack and become a shifty marksmen.
Abilities
- You gain proficiency with stealth, investigation and perception.
- When making a ranged weapon attack on a target that is considered close quarters for your firearm, you have disadvantage on attack rolls.
- You gain a +1 to range attacks.
Firearms
| WEAPON TYPE | COST | DAMAGE | WEIGHT | AMMUNITION |
| Revolver | 700 gp | 2d8 piercing | 3 lbs | Ammo: Bullets (M) 200 gp for 10 |
| Exandria Musket | 1000 gp | 1d12 piercing | 10 lbs | Ammo: Bullets (R) 600 gp for 10 |
| Hunting Rifle | 1400 gp | 2d10 piercing | 8 lbs | Ammo: Bullets (R) 1200 gp for 10 |
| Marksmen Rifle | 1900 gp | 2d12 piercing | 25 lbs | Ammo: Bullets (R) 1500 gp for 5 |
| Antitank Rifle | 5000 gp | 6d8 piercing | 35 lbs | Ammo: Bullets (F) 2500 gp for 20 |
| ATTACHMENTS | COST | ABILITIES |
|---|---|---|
| Ranged Scope | 1500 gp | Increases normal and long range of the firearm by 400 ft. |
| Longer Barrel | 2500 gp | Adds a +2 to attack damage. |
| Suppressor | 15000 gp | Reducing the range at which a shot is heard to 100 ft. |
Moderate Gunsmith
Upon choosing this archetype at 7th level, your proficiency with Tinker’s Tools lets you craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones.
Firearms
| WEAPON TYPE | COST | DAMAGE | WEIGHT | AMMUNITION |
| Revolver | 350 gp | 2d8 piercing | 3 lbs | Ammo: Bullets (M) 100 gp for 10 |
| Exandria Musket | 500 gp | 1d12 piercing | 10 lbs | Ammo: Bullets (R) 300 gp for 10 |
| Hunting Rifle | 700 gp | 2d10 piercing | 8 lbs | Ammo: Bullets (R) 600 gp for 10 |
| Marksmen Rifle | 950 gp | 2d12 piercing | 25 lbs | Ammo: Bullets (R) 750 gp for 5 |
| Antitank Rifle | 2500 gp | 6d8 piercing | 35 lbs | Ammo: Bullets (F) 1250 gp for 20 |
| ATTACHMENTS | COST | ABILITIES |
|---|---|---|
| Ranged Scope | 750 gp | Increases normal and long range of the firearm by 400 ft. |
| Longer Barrel | 1250 gp | Adds a +2 to attack damage. |
| Suppressor | 7500 gp | Reducing the range at which a shot is heard to 100 ft. |
Well Trained Marksman
At 10th level your marksman training allows you to effectively take out targets at range. You have gained a knowhow on how your weapon works and have become efficient with executing targets.
Abilities. You have become extremely effective as a marksmen in your time as an adventurer and have learned the ins and outs of taking out targets.
- You gain expertise with stealth, investigation and perception.
- You can expend one turns to aim down the sights of your rifle or revolver and gain advantage on attacks but get disadvantage to incoming attacks while aiming.
- Headshots no longer give disadvantage on attacks.
- You gain a +1 in ranged attacks.
Seasoned Gunsmith and Headshot Master
Seasoned Gunsmith and Headshot Master
Upon meeting 15th level, you become extremely dangerous as a marksmen. You aim is noted throughout the realm as something you don't want to stand against. You shots can wage or change battlefields with a single pull of the trigger and as a seasoned gunsmith you have mastered building weapons, understanding their designs and have come to the point of being able to produce them quickly and effectively.
Abilities.
- You gain Expertise with Tinker’s Tools, have advantage with all ranged attacks and can use them to craft ammunition at three-fourths the cost, repair firearms, and create new ones.
- It takes only 4 hours to produce a weapon effectively.
- If an enemy misses you with a ranged attack, you can use your reaction to fire a shot back at it.
- Beginning when you choose this archetype at 15th level, your weapon attacks score a critical hit on a roll of 19 or 20.
- When you make an attack with a firearm against a creature, you can expend 1 turn of attack or 6 seconds to aim down the sights of your rifle, keeping your rifle as steady as possible, doing an auto-crit if you hit the target.
- On a hit, the creature must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn. This can be only used if the target is within range and you are crouched or prone.
- You also get a +3 to ranged weapon attacks.
Headshot Master save DC = 12 + your proficiency bonus + your Dexterity modifier
Firearms
| WEAPON TYPE | COST | DAMAGE | WEIGHT | AMMUNITION |
| Revolver | 175 gp | 2d8 piercing | 3 lbs | Ammo: Bullets (M) 50 gp for 10 |
| Exandira Musket | 250 gp | 1d12 piercing | 10 lbs | Ammo: Bullets (R) 150 gp for 10 |
| Hunting Rifle | 350 gp | 2d10 piercing | 8 lbs | Ammo: Bullets (R) 300 gp for 10 |
| Marksmen Rifle | 475 gp | 2d12 piercing | 25 lbs | Ammo: Bullets (R) 375 gp for 5 |
| Antitank Rifle | 1250 gp | 6d8 piercing | 10 lbs | Ammo: Bullets (M) 625 gp for 20 |
| ATTACHMENTS | COST | ABILITIES |
|---|---|---|
| Ranged Scope | 375 gp | Increases normal and long range of the firearm by 400 ft. |
| Longer Barrel | 625 gp | Adds a +4 to attack damage. |
| Suppressor | 3750 gp | Reducing the range at which a shot is heard to 100 ft. |
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.
Previous Versions
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