Base Class: Fighter
Musketeers are knights of cities. Adapt in urban environments, musketeers mix chivalry fluidly into their combat. Skilled with their weapon, musketeers will target one individual until they fall.
Musketeers and Firearms
While historical musketeers carried muskets, these musketeers are versatile with any weapon. If you are using firearms, use the optional rule Firearm Proficiency.
Optional Rule: Firearm Proficiency
The creation and operation of gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in the Dungeon Master’s Guide (p. 267) and your musketeer has been exposed to the operation of such weapons, your musketeer is proficient with them.
Musketeer Features
Fighter Level |
Feature |
---|---|
3rd |
Bonus Proficiency, Suave Strike |
7th |
Roguish Confidence |
10th |
Fashion Sense |
15th |
Expert Marksman |
18th |
Unfaltering Style |
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Acrobatics, Deception, Insight, and Persuasion.
Acrobatics
You gain proficiency in Acrobatics.
Deception
You gain proficiency in Deception.
Insight
You gain proficiency in Insight.
Persuasion
You are proficient in Persuasion.
Suave Strike
At 3rd level, you are a master of weapons and you know it. Once per turn, when you hit a creature with a weapon attack, you can choose to add 1d4 to your damage roll or you can mark the target until the end of your next turn, or until you hit with an attack. While the creature is marked, if you attack it with the same weapon, you can add your Suave Strike die to the attack roll.
At 10th level your Suave Strike die increases to a d6, at 16th level it increases to a d8. At 20th level it increases to a d10.
Roguish Confidence
At 7th level, you can add your suave strike die to Charisma checks or saving throws against being charmed or frightened.
Fashion Sense
At 10th level, while wearing armor that does not impose disadvantage on stealth, or no armor at all, you gain a bonus to your AC equal to your Charisma modifier.
Expert Marksman
At 15th level, you can use Suave Strike twice per turn. Additionally, you know the exact location of the creature you marked, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you.
Unfaltering Style
At 18th level, once per turn when you miss a creature with a weapon attack, you can choose to deal damage equal to your Suave Strike die. If you marked the creature, you deal additional damage equal to your Charisma modifier.
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