Base Class: Fighter
Be the rootin'ist, tootin'ist, master-of-arms cowpoke in all the lands!
Frontier Living
Living on the edge of civilization has given you a knack for self sufficiency and taming the wilderness. Starting at 3rd level when you choose this subclass, choose two skills from Animal Handling, Medicine, Nature, and Survival. You gain proficiency in those two skills, and you may add double your proficiency bonus in checks made with them.
Animal Handling
Gain Proficiency and Expertise in Animal Handling
Medicine
Gain Proficiency and Expertise in Medicine
Nature
Gain Proficiency and Expertise in Nature
Survival
Gain Proficiency and Expertise in Survival
Gunfighter's Gallery
On the cutting edge of firearm technology, a cowboy wears many ten-gallon hats, learning how to make the most use of their favorite types of tools. When you take this subclass at level 3, you gain three of the following Shoot Styles of your choice, and an additional one at 7th, 10th, 15th, and 18th.
The DC for any saving throws caused by one of your Shoot Styles is equal to 8 + your PB + your Dexterity modifier, unless otherwise stated.
Bayonet
When you take this Shoot Style, you can add a small blade to the top of your firearms. When using this blade, you can use your firearm to make a melee attack, treating it as a Short Sword if it possesses the Light Property, a Great Sword if it has the heavy property, or a Long Sword if it has neither.
Bully
Gain Proficiency in the Intimidation skill. When you score a critical hit with a firearm, the creature must make a Wisdom saving throw against your Shoot Style DC or become frightened of you for 1 minute. The target can repeat the saving throw at the end of each of their turns.
Deadliest Game
When playing West Roulette (or a similar game) using a Revolver, the creature shot is treated as vulnerable to Piercing damage, and Resistances and immunity to non-magic piercing damage are ignored. Furthermore, a creature attempting to leave a game of West Roulette (or a game similar to it) that you are involved in must make a DC 21 Wisdom save to leave the game. This includes yourself.
Dragon's Breath
When using the Burst Fire property of a Shotgun, you can replace the 10-Foot cube with a 20-Foot cone.
DRAW!
You learn the Compelled Duel spell. Furthermore, when you roll initiative in combat and at least one opponent has rolled higher than you, you can re roll your initiative check, taking the new result.
Dual Desperado
When wielding a Pistol, Revolver, Sawed-Off Shotgun, or otherwise a Firearm with the Light Property in each hand, you may make two attacks when attacking with your off-hand weapon instead of one.
Force of Nature
When landing an attack with a Sawed-Off Shotgun against a creature within the weapon's initial range, you may push the target back 10 feet. Furthermore, when making a Long or High Jump with a running start while wielding a Sawed-Off shotgun, at any point in the jump you may expend 1 piece of ammunition to make a standing long or high jump from that position, using the force of the kickback to propel yourself. In addition, if a creature if below you when you make this second jump, you may make an attack roll if they are within the weapon's initial range.
Furthermore, as long as your movement speed is 5 or higher, when you make a jump, you may expend a piece of ammunition from a Shotgun to have the cost of the jump reduced to 0.
Grapple Gun
You come into possession of a Hook-and-Winch system that you can attach to the top of your gun. As an action, you can fire the hook at a point such as a ledge or stalactite you can see within the initial range of your weapon, connecting the point to the tip of your barrel with a sturdy steel cable. The cable has an AC of 15 and 20 hit points, with immunity to psychic damage and a vulnerability to slashing damage, though you can choose to sever the line from your gun as a bonus action.
As an action or part of the same action that you first fire the hook, you can choose to immediately zipline to the point where the hook was fastened. Furthermore, you can choose to use this hook on an enemy, replacing one of your attacks when you take the attack action. On hit, the attack does no damage, but your are immediately pulled to them, stopping at the unoccupied space nearest to them.
You gain a bolt of steel cable when you take this Shoot Style. If lost or destroyed, you can spend 25 GP and a long rest to replace it.
Gun Show
Gain Proficiency in the Performance skill. While you wield a firearm in one or both hands, you can add your proficiency bonus twice to Performance checks.
Heaviest Fire
When you gain this Shoot Style, you can ignore the Heavy property on a firearm if you are a Small or smaller creature. In addition, when declaring Shredding Fire with a Rotary Gun, you ignore Half and Three Quarters cover, and can reroll any 1s rolled on the damage dice once. In addition, you may choose to use Constitution for your attack and damage rolls when making an attack with a Rotary Gun as opposed to Dexterity.
Hogtied
When using a Lasso, the initial and second range are doubled while you possess this Shoot Style, and a creature grappled by your Lasso is considered restrained. In addition, you may attempt to pull a creature using a lasso as a Bonus action. Furthermore, creatures that you put into restraints that involve tying a knot have disadvantage on checks made to escape.
Knife to a Gun Fight
While wielding a weapon in your hand that does Slashing damage, when you are targeted by a ranged weapon attack, you can use your Reaction to attempt to deflect it back at your assailant. Roll a ranged attack roll, adding any bonuses to attack rolls that the weapon may give, such as a +2 enchantment. If your attack roll is higher than that of the attacker's, you deflect the bullet back at the attacker if the attack roll was high enough to beat their armor class, or harmlessly into the environment if it was not. Starting at 10th level, you may add the damage dice of the weapon used to reflect the shot to the returned attack's damage.
Lodestar Bullets
While using your Action Surge, attacks against creatures using a firearm you had previously hit with them this turn gain advantage. You cannot benefit from this feature again until you finish a long rest.
Missile Magic
Choose three cantrips and a 1st level spell that require an attack roll from any spell list. You learn these cantrips, and your Spellcasting Ability for them is Dexterity. You may use a Firearm as a spell focus when casting these spells, even if they did not have a material component. When doing so, you may use the weapon's secondary range in place of the cantrip's original range, even if it was originally a melee attack.
Old School
When you hit a target with a bow, crossbow, sling, or thrown melee weapon, reduce their movement speed by 10 until the end of their next turn. In addition, when you learn this Shoot Style, Bows, Crossbows, Slings, and thrown melee weapons gain the benefits of your other Shoot Styles that do not call out a specific type of Firearm, such as Missile Magic or Gun Show
'Round the Bend
When making an attack with a Rifle, Revolver, or Pistol, you can ricochet your attacks off of hard surfaces to get creatures behind cover. When you make an attack against a piece of terrain or a large enough object (as determined by your DM) within the initial range of your weapon, you may roll another attack against a creature within the weapon's remaining range, acting as if you were standing in the location of that first attack when determining line of sight or cover.
Scoped In
When peering through a scope on your weapon, you can make Perception, Investigation, and Survival Checks that rely on sight within the range of the weapon without any penalties for distance. When you take this Shoot Style, gain proficiency in Investigation if you do not already have it.
Specialty Bullets
Craft ammunition tailor-made for your needs. Over the course of a long rest, you can create a number of one type of specialty bullets equal to 5 x your PB. A specialty bullet replaces a Firearm's damage type with one of the following; Acid, Cold, Fire, Lightning, or Poison. Alternatively, you can choose to make silvered bullets. Starting at 7th level, you can choose to divide your bullets among two types, three types at 10th, four at 15th, and five at 18th.
Volcanic Pistol
When you take the attack action using a Pistol, you can choose to forsake your Extra Attack to empower your shot. At 5th level, this adds two extra damage dice to your pistol shot. At 11th, this adds four extra dice, and six extra dice at 20th level.
Return Fire!
Some say the most important part about getting shot is shooting back.
Starting at 7th level, whenever you would be able to make an opportunity attack with a melee weapon, use your Second Wind feature, or use your indomitable feature, you may make an attack with a Firearm as a reaction, as part of that bonus action, or as part of that use of Indomitable, respectively.
Weapon Wheel
Starting at 10th level, drawing weapons for you is now a free action as long as the weapon drawn is a firearm. Furthermore, when you take your attack action, you may switch between weapons freely any time you make an attack. For example, at 11th level, you could make your first attack with a Pistol, the second with a Shotgun, and the third with a Rifle.
Alternative fire that forces a saving throw, such as a Shotgun's Burst Fire or a Rotary Gun's Shredding Fire, does not count as an attack for the purpose of this feature, nor can can such firing be used if the weapon is drawn as a result of this feature.
One in the Chamber
You know how to make the best of a bad situation, particularly one such as running out of ammo.
Starting at 15th level, when you make an attack with a Firearm that has the Reload property, if the shot is final shot in the clip (I.e. the 6th shot on a firearm with Reload (6 shots)) you may turn a hit into a critical hit.
You can use this feature a number of times equal to half your Dexterity modifier (minimum of 1), and regain all uses on a short or long rest.
By Gunfire be Praised
Starting at 18th level, you may now swap out your Shooting Styles when you finish a short or long rest. Further more, when you are out of uses of One in the Chamber when you roll initiative, regain two uses.
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