Fighter
Base Class: Fighter

This is an update/fix of the 'Renegade' Gunslinger Fighter subclass from the League of Legends x D&D 'Dark Tides of Bilgewater' crossover for D&D 2024.

What defines a Renegade is not simply the weapon they wield, or the ways they fight. A renegade, above all else, is a fighter of sly charm and swagger. With brash cockiness in spades, renegades build their own custom firearms to perfectly suit their own larger-than-life personalities. Particularly well-funded or inventive renegades may even have personalized technology for their weapons, but such folk are rare among the scoundrels of the wastes.

Don’t mistake their boasting for an empty facade—folk who underestimate a renegade’s flashy gunplay tend to wind up dead.

Gunplay

You gain weapon mastery for pistols and muskets, if you don't already have it. Additionally, you ignore the loading property of pistols and muskets.

Weapon of Choice

Through a combination of salvaging stolen pieces of arcane technology and sheer rakish ingenuity, you can customize your firearm with various upgrades. When you choose this archetype at 3rd level, pick one minor upgrade and one major upgrade from the Firearm Upgrades list. If an upgrade has a prerequisite, you must meet that prerequisite in order to benefit from the upgrade.

You gain one additional minor upgrade at 5th level, and one additional major upgrade at 10th level.

Saving Throws. If an upgrade requires a saving throw, the DC equals 8 plus your Charisma modifier and Proficiency Bonus.

Scoundrel's Wit

Starting at 3rd level, you gain proficiency with the two of the following skills: Deception, Persuasion, or Sleight of Hand.

Deception Proficiency

You gain proficiency in Deception

Persuasion Proficiency

You gain proficiency in Persuasion.

Sleight of Hand Proficiency

You gain proficiency in Sleight of Hand.

Cunning Shot

Starting at 7th level, you learn to exploit a foe’s weak spots, even if they appear to have none. The damage dealt by your firearm, including damage dealt via Firearm Upgrades, ignores resistances and immunities.

Grin 'n Bear it

At 10th level, you can brace yourself in the heat of battle, even when gravely wounded. When you use your Second Wind feature, your AC gains a +1 bonus and your movement speed increases by 10 feet until the start of your next turn.

Right Gun for the Job

At 15th level, your skill with your firearm can adapt to any situation. When you finish a long rest, you can replace any of your Firearm Upgrades with a different one, though you cannot have more than two major upgrades equipped at a time. You must still meet the prerequisite of an upgrade in order to benefit from it.

Additionally, your major firearm upgrades gain power.

Light ‘Em Up

At 18th level, you learn to channel the volatile force of your firearm’s black powder into a single concussive blast. As a bonus action, you can either throw or set down a small explosive. If thrown, the explosive has a range of 30 feet and detonates immediately on impact; if set down, the explosive can be detonated remotely from up to 60 feet away as another bonus action.

When detonated, each creature within a 15 foot radius of the explosive must make a Dexterity saving throw, taking 12d6 force damage on a failure and half as much on a success. The DC for this saving throw is equal to your Firearm Upgrade DC.

Once you use this feature, you cannot use it again until you complete a short or long rest.

Major Firearm Upgrade

The Major Firearm Upgrades are listed here.

Barrage

As an action, you can fire a barrage of bullets. Each creature in a 15-foot cone originating from yourself must make a Dexterity saving throw, taking piercing damage equal to 3d10 on a failure and half as much on a success. Once you use this feature, you cannot use it again until you finish a short or long rest.

At 15th level, the damage of this feature increases to 6d10 and affects a 30-foot cone.

Double Up

When you hit a creature with a successful ranged weapon attack with a firearm, you can ricochet the bullet to hit another creature within 15 feet of the original target. If the original attack roll would hit the second creature, the second target takes piercing damage equal to 1d10. You can use this upgrade a number of times equal to your proficiency bonus, and regain all expended uses after a short or long rest.

At 15th level, you can ricochet the bullet a second time to hit either a third creature or the original creature for the same damage.

Lightning Round

You equip your firearm with a volatile piece of stolen magitech, allowing you to release a piercing bolt of electricity as an action on your turn. The lightning fires from you in a straight line that is 1 foot wide and 30 feet long. Each creature in the line must make a Dexterity saving throw, taking 4d6 lightning damage on a failure and half as much on a success. Once you use this feature, you cannot use it again until you finish a short or long rest.

When you reach 15th level, using this feature overcharges your firearm, increasing the damage and enabling you to refire the bolt as an action on each of your turns for the next minute.

Trial by Fire

As a bonus action, you can charge your weapons with blazing force. Until the start of your next turn, whenever you make a successful attack, you deal 1d4 additional fire damage. You can charge your weapons this way a number of times equal to your proficiency bonus, and regain all uses after a short or long rest.

At 15th level, the damage increases to 1d8, and you can swap the damage type to radiant.

Minor Firearm Upgrades

The Minor Firearm Upgrades are presented here in alphabetical order.

Blade and Black Powder

You wield a matching blade to accompany your firearm, rendering you a deadly opponent in both melee and ranged combat. Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls. Additionally, when you take the Attack action on your turn and make a ranged attack using a pistol, you can make one extra attack as a Bonus Action later on the same turn. You don’t add your ability modifier to the extra attack’s damage.

This feature can only be used with a one-handed firearm.

Caliber Net

You equip your firearm with an projectile net for trapping opponents. As an action, you can launch a net at a creature which is Large or smaller, within range of your firearm. The creature must succeed on a Strength or Dexterity check (it chooses which) against your Firearm Upgrade DC or be restrained by the net. As an action, any creature, including the restrained creature can repeat this check, ending the effect on a success. Once you use this feature, you cannot use it again until you finish a short or long rest.

Collateral Damage

You alter your ammunition to have explosive capabilities. When you hit a target with a successful attack from your firearm, all creatures within 5 feet of the target must succeed on a Dexterity saving throw against your Firearm Upgrade DC or take 1d6 piercing damage.

This feature can only be applied to a firearm with the two-handed property.

Crosshairs

Required Level: 5th
You equip your firearm with a targeting mechanism. If you haven't moved this turn, you can aim down your sights as a bonus action, reducing your speed to 0 and granting you advantage on all attacks you make using firearms until the end of your turn.

Double Barrel

Required Level: 5th
You add a second barrel to your firearm to boost your damage. When you take the attack action on your turn and make a ranged attack using a firearm, you can fire both at once to maximize the damage of your shot, taking the maximum damage of the dice roll for that attack. Once you use this feature, you cannot use it again until you finish a short or long rest.

This feature can only be applied to a firearm with the two-handed property.

Smoke Screen

As an action, you alter the firing mechanism of your gun to release a burst of ash and smoke. This cloud forms a 10-foot cube centered on a point of your choice within the firearm’s range, spreading around corners, and the area covered by this cube is considered heavily obscured. This smoke lasts for 10 minutes and cannot be dispersed. Once you use this feature, you cannot use it again until you finish a short or long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
10/3/2024 9:19:33 PM
4
2
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Coming Soon
7/11/2025 7:26:05 PM
51
50
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Coming Soon

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