Fighter
Base Class: Fighter

A Lycoris is a female-only special type of Fighter specialized on Firearms. They usually work in governmental organizations in order to maintain peace.
Their Fireguns may be equipped with silencers in order to avoid unnecessary attention (Player decides along with the DM the effects of the silencer).
"This Fighter Subclass ignores the Misfire and Explosive property of the firearms"

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 and repair damaged 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.

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 20 pieces of ammunition yourself using your Tinker’s Tools per hour.

Lightning Hands

Starting at 3rd level, you can reload, stow or draw any firearm as a bonus action.

Keen Reflexes

At 7th level, you sharpened your senses in order to avoid immediate danger. While you aren't blinded, restrained or incapacitated, you gain a +2 bonus to your AC.

As a reaction at the end of your turn, you gain the bennefits of a dodge action. You can use this feature a number of times equal to half your level (rounded down) per Long Rest.

You also gain proficiency in Dexterity Saving Throws.

Close Quarters

At 10th level, you gain the ability to run and gun easier than most people. Attacking with a firearm within 5ft of a creature does not impose disadvantage on the roll. Also, you have advantage on attack rolls against creatures within 30ft. After taking an attack action, your movement does not trigger opportunity attacks.

Elusive

At 15th level, you learned how to excell at your work in cities and populated environments. You gain proficiency on Charisma (Deception), Wisdom (Survival) and Dexterity (Stealth) Checks. You also have advantage on Charisma (Deception), Wisdom (Survival) and Dexterity (Stealth) Checks whenever you are in an urban environment.

Shooting Expert

Upon reaching 18th level, you masterize your capabilities with firearms. Whenever you score a hit with a firearm, you gain one Shooting stack, up to a maximum ammount of 5 stacks. The stacks last until the end of the current combat. You gain different bonuses accordingly to your current ammount of stacks.

CQC Stacks

Bonus

1

+1 on attack and damage rolls.

2

+2 on attack rolls, damage rolls, Dexterity Save Throws.

3

+3 on attack rolls, damage rolls, Dexterity and Strength Save Throws.

4

+4 on attack rolls, damage rolls, Dexterity and Strength Save Throws and a +2 bonus on your AC.

5

+5 on attack rolls, damage rolls, Save Throws and a +2 bonus to your AC.

Previous Versions

Name Date Modified Views Adds Version Actions
10/26/2024 4:49:05 AM
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11/14/2024 3:52:24 AM
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