Base Class: Fighter
Fighters who specialise in firearms use rifles and pistols to instill fear to their foes.
Gunsmith
At 3rd level, you learn the machinations and mechanisms that operate firearms. You gain proficiency with firearms. You ignore ‘loading’ and ‘reload’ properties of these weapons and can make as many attacks per turn as your character is allowed to.
Your weapon attacks with a firearm score a critical hit on a roll of 19 or 20.
You also have advantage on your intimidation checks if your firearms are visible to the target.
Master Shot
When you gain this feature at 3rd level, you learn two Master Shot options of your choice.
Master Shot. Once per turn when you shoot with a pistol or rifle as part of the Attack action, you can apply one of your Master Shot options to that attack. You decide to use the option when the shot hits a creature unless the option doesn’t involve an attack roll.
You have three uses of this ability and you regain all expended uses of it when you finish a short or long rest. You gain an additional Master Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.
Saving Throws. Some of your master shots require your target to make a saving throw to resist the master shot's effects. Unless the DC is specified, the saving throw DC is calculated as follows:
Master shot save DC = 8 + your proficiency bonus + your dexterity modifier. If you are multiclassing, you can add your spellcasting ability modifier instead of dexterity.
Bleeding Shot
Your strike opens a wound on the target. The target loses 2d4 hit points at the end of its every turn until healed by means of a spell, or through a successful Medicine check (DC=15). A creature that dies this way cannot be brought back to life with the Revivify spell as they will have lost too much blood.
After you reach 18th level in this class, the target loses 4d4 hit points at the end of every turn.
Boom Shot
The bullet explodes upon impact. All creatures within 10 feet of the target make a Dexterity saving throw (DC=15 or your spellcasting DC, whichever is higher). On a fail, creature takes 4d6 fire damage. On a sucess, they take half damage. The target of the shot automatically fails this roll.
After you reach 18th level in this class, the fire damage increases to 8d6.
Gooey Shot
Before you make an attack with a firearm, you can install a special bullet. On a hit, the bullet implodes to release a web-like goo upon impact. The target is restrained until the end of their next turn.
After you reach 18th level in this class, all creatures within 10 feet of the target are restrained until the end of their next turn.
Head Shot
You strike with incredible aim. The target makes a Dexterity saving throw (DC=12 or your spellcasting DC, whichever is higher). On a fail, the target dies if they have less than 15 hit points. If they have more than 15 hit points, they take 3d10 piercing damage.
After you reach 18th level in this class, the target dies if they have less than 30 hit points. If they have more than 30 hit points, they take 7d10 piercing damage.
Knocking Shot
You strike with such force that the target loses ground. A creature hit with a Knocking Shot is pushed 10 feet away from you, takes 2d8 bludgeoning damage and is knocked prone.
After you reach 18th level in this class, the bludgeoning damage increases to 4d8.
Precision Shot
Before you make an attack with a firearm, you can choose to shoot it with such precision that you get a +10 to your next attack roll.
After you reach 18th level in this class, precision shot always deals critical damage.
Warning Shot
Maybe you change your bullets with blanks, or maybe you shoot with such aim that you hit right next to the target’s head. In any case, a warning shot does not damage the target, but let’s the target know it was very close. For the next 10 minutes, the target is frightened by you and you have advantage on intimidation, persuasion and deception checks against the target.
After you reach 18th level in this class, the target is stunned for 1 minute. At the end of each of its turns, the creature can make a Constitution saving throw (DC=15 or your spellcasting DC, whichever is higher). On a sucess, they are no longer stunned.
Wounding Shot
You shoot with such impact that you get a +5 to your damage roll. A creature who is wounded this way makes a Constitution saving throw (DC=12 or your spellcasting DC, whichever is higher). On a fail, they also start bleeding (see Bleeding Shot for the effect).
After you reach 18th level in this class, you add +10 to your damage roll.
Two-Pistol Fighting
Starting from 7th level, if you wield two firearms, you can use a bonus action to attack with the firearm on your off-hand. You add your ability modifier to the damage of the second attack. To use this feature, both firearms need to have the light property.
You gain an additional Master Shot option.
Welmarian Roulette
At 10th level, you understand the intricate little details of firearms so well that it becomes difficult for you to fail at firing one.
Once per short rest, when you miss with a firearm, you can reroll the attack. If the new roll is below 10, it counts as 10.
Guns at the Ready
Starting from 15th level, you are always ready to draw your firearms. You gain advantage on your Initiative rolls.
If you roll initiative and have no uses of Master Shot remaining, you regain one use of it.
Master Gunner
At 18th level you gain an additional Master Shot option and gain access to improved Master Shots.
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