Base Class: Fighter
Most warriors and combat specialists spend their years perfecting the classic arts of swordplay, archery, or pole arm tactics. Whether duelist or infantry, martial weapons were seemingly perfected long ago, and the true challenge is to master them.
However, some minds couldn’t stop with the innovation of the crossbow. Experimentation with alchemical components and rare metals have unlocked the secrets of controlled explosive force. The few who survive these trials of ingenuity may become the first to create, and deftly wield, the first firearms.
This archetype focuses on the ability to design, craft, and utilize powerful, yet dangerous ranged weapons. Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new, untested technologies in a world where the arcane energies that rule the elements are ever present.
Should this path of powder, fire, and metal call to you, keep your wits about you, hold on to your convictions as a fighter, and let skill meet luck to guide your bullets to strike true.
Disciplined Rifleman
Your experience on the battlefield has refined your fighting techniques. You learn maneuvers that are fueled by special dice called Superiority Dice.
Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn two additional maneuvers of your choice when you reach Fighter levels 7, 10, and 15. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four Superiority Dice, which are d8s. A Superiority Die is expended when you use it. You regain all expended Superiority Dice when you finish a Short or Long Rest.
You gain an additional Superiority Die when you reach Fighter levels 7 (five dice total) and 15 (six dice total).
Saving Throws. If a maneuver requires a saving throw, the DC equals 8 plus your Strength or Dexterity modifier (your choice) and Proficiency Bonus.
When you choose this archetype at 3rd level, you learn Disciplines that are fueled by special dice called discipline dice.
Discipline. You learn three maneuvers of your choice, which are detailed under “Discipline” below. Many discipline enhance an attack in some way. You can use only one maneuver per attack.
You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one discipline you know with a different one.
Discipline Dice. You have four discipline dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
You gain another discipline die at 7th level and one more at 15th level.
Saving Throws. Some of your disciplines require your target to make a saving throw to resist the discipline's effects. The saving throw DC is calculated as follows:
Discipline save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Tools Of The Trade
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. Furthermore, you gain proficiency with Tinker’s Tools and smith'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.
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.
Firearms
| Name | Cost | Ammo | Damage | Weight | Range | Properties |
|---|---|---|---|---|---|---|
| Palm Pistol | 50g | 2g (20) | 1d8 piercing | 1 lb. | (40/160) | |
| Pistol | 150g | 4g (20) | 1d10 piercing | 3 lb. | (60/240) | |
| Musket | 300g | 5g (20) | 1d12 piercing | 10 lb. | (120/480) |
|
| Pepperbox | 250g | 4g (20) | 1d10 piercing | 5 lb. | (80/320) | |
| Blunderbuss | 300g | 5g (5) | 2d8 piercing | 10 lb. | (15/60) | |
| Bad News | Crafted | 10g (5) | 2d12 piercing | 25 lb. | (200/800) |
|
| Hand Mortar | Crafted | 10g (1) | 2d8 fire | 10 lb. | (30/60) |
Marksman's Agility
When you reach 7th level, you add your wisdom modifier to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.
Discipline Mastery
At 10th level, your discipline dice turn into d10s. At 18th level, they turn into d12s.
Additionally you can spend a discipline to attempt to repair a misfired (but not broken) firearm as a bonus action.
Master Marksman
Starting at 15th level once per turn, when you use a discipline, you can roll 1d8 instead of expending a Discipline Die. Additionally, you can reload any firearm as a bonus action.
Deadshot
At 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a discipline point on a roll of 19 or 20 on a d20 attack. Additionally, 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.
Discipline Options
The disciplines are presented here in alphabetical order.
All Eyes On Me
When you hit a creature with a weapon attack, you can expend one discipline die to attempt to goad the target into attacking you. You add the discipline die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Ambush
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one discipline die and add the die to the roll, provided you aren’t incapacitated.
Bait and Switch
When you’re within 5 feet of a creature on your turn, you can expend one Superiority Die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and doesn’t have the Incapacitated condition. This movement doesn’t provoke Opportunity Attacks.
Roll the Superiority Die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
Commanding Presence
When you make a Charisma (Intimidation, Performance, or Persuasion) check, you can expend one Superiority Die and add that die to the roll.
Coordinated Strike
On your turn, you can use a bonus action and expend one discipline die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the discipline die roll + your Charisma modifier.
Cover Fire
When a creature you can see moves within 5ft of an ally, you can use your reaction to expend one superiority die and make one attack against the creature. If the attack hits, add the superiority die to the weapon’s damage roll.
Crippling Shot
When you hit a creature with a weapon attack, you can expend one discipline die to attempt to knock the target down. You add the discipline die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Deadeye Shot
When you make a weapon attack roll, you can expend one discipline die to add it to the roll before or after the roll but before any effects are applied.
Disarming Shot
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the discipline die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Distracting Shot
When you hit a creature with a weapon attack, you can expend one discipline die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Dodge Roll
When you make an attack with a ranged weapon you can roll a discipline die and the total to your AC until the start of your next turn, as you ready yourself to dodge incoming attacks.
Dreadful Shot
When you hit a creature with a weapon attack, you can expend one discipline die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Fan The Hammer
When you hit with a ranged weapon attack, you can expend one superiority die to deal damage to each creature within 5 ft. of the original target equal to the number you roll on the discipline die.
Flashbang
When you hit a creature within 5ft of you with a ranged weapon attack, you can expend one discipline die to add the total to the damage roll, and if the target is Large or smaller, it must make a CON saving throw. On failure, the target is Stunned until the start of your next turn.
Longshot
When you make a ranged weapon attack on your turn, you can expend one discipline die to add the total to the damage roll and to double the range for that attack.
Parting Shot
When you take the disengage action, you can use a discipline die to fire at a target as a bonus action. Roll a discipline die and add the total to your damage roll.
Piercing Shot
When you move, you can expend one discipline dice, rolling the die and adding the number rolled to your AC until you stop moving.When you make a firearm attack against a creature, you can expend one discipline dice 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.
Rally
As a Bonus Action, you can expend one Superiority Die to bolster the resolve of a companion. Choose an ally of yours within 30 feet of yourself who can see or hear you. That creature gains Temporary Hit Points equal to the Superiority Die roll plus half your Fighter level (round down).
Return Fire
When a creature misses you with a weapon attack, you can use your reaction and expend one discipline die to make a ranged weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.
Steady Aim
As a Bonus Action, you can expend one Discipline Die to take aim, choosing one creature within 5 feet of yourself as your target. You have Advantage on your next attack roll against that target this turn. If that attack hits, add the Discipline Die to the attack’s damage roll.
Tactical Assessment
When you make an Intelligence (History or Investigation) check or a Wisdom (Insight) check, you can expend one Superiority Die and add that die to the ability check.
Tactical Positioning
When you hit a creature with a weapon attack, you can expend one discipline die to maneuver one of your comrades into a more advantageous position. You add the discipline die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Previous Versions
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