Fighter
Base Class: Fighter

When you choose this subclass at 3 Level, you gain the following features:

               Gunslinger: You do not suffer any penalties for using firearms at close range, and you ignore the reload property for firearms. So long as you got bullets to shoot, you can shoot’em.

               Quickdraw: Before the start of combat, you can use your reaction to make a single ranged attack against a creature with your firearm. If the attack hits, the creature has disadvantage on its initiative roll.

Cowboy: Level 7

               Lasso: You can use rope of length of 15ft or longer as if it were a whip. Additionally, when you successfully hit a creature with a whip, you can force them to make a Dexterity saving throw (DC = 8 + your dexterity modifier + your proficiency bonus) or have the restrained condition. The creature can attempt a Strength (Athletics) check to break free of the binding as an action on their turn (DC = 8 + your dexterity modifier + your proficiency bonus).

               Sharpshoot: You gain an additional 30ft to the maximum range of your firearms.

Cowboy: Level 10

               Duelist: Whenever a creature targets you with an attack, you can, as a reaction, fire back at them with a firearm. If this attack both exceeds their attack roll and their AC, then their attack automatically misses and your attack lands. If your attack doesn’t exceed their attack roll but still passes their AC, then their attack isn’t wasted, but they are still hit with your attack.

 

Cowboy: Level 15

               Jury-Rigged Shot: As a bonus action, you can quickly modify the method of shot your gun uses. This can be used for only one attack on your turn.

Shotgun: At the expense of 20 rounds of shot, you can cause your gun’s range to shrink to a 20ft cone, and you roll to hit against all creatures in this cone. You do not add you dexterity modifier to the damage.

Roll With the Kickback: Whenever you fire your gun, you can choose to move 10ft backwards without expending any of your movement. This movement does not provoke an opportunity attack.

Snapdragon Rounds: Your Gun’s shot deals an additional 3d4 fire damage, and any flammable objects it hits catches fire.

Cowboy: Level 18

               Lights Out, Pardner: Whenever you have advantage on an attack roll, you can exchange that advantage for a damage roll on hit that is equivalent to a critical hit. When you successfully do so, you can choose one of the following effects to affect the creature:

The creature is deaf until the start of your next turn.

The creature is blinded until the start of your next turn.

The creature has disadvantage on Wisdom, charisma or Intelligence saving throws until the start of your next turn (you pick).

You cannot use this feature in conjunction with your Jury-Rigged Shot feature.

Level 3: Gunslinger

Your dynamic fighting style allows you to use firearms at all ranges. You suffer no penalties when you use firearms at close range.

Level 3: Quickdraw

Your superb reflexes allow you to attack before the start of hostilities.

Level 7: Lasso

You can use a whip in a really cool way.

Level 7: Sharpshooter

Your sharp eye can peg creatures with attacks, even at great range

Level 10: Duelist

Your reflexes give you the ability to punish those who think they are faster than you.

Level 15: Jury-Rigged Shot

You can quickly modify the abilities of your gun, changing it's capabilities for the situation.

Level 18: Lights Out, Pardner

You can use your prodigious aim to target a creature in a manner that makes them vulnerable.

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