Base Class: Fighter
Not every soldier fights for honour. Some fight for the story.
The Pistolier is a fighter who has turned combat into performance — reading the room as fast as they read their opponent, landing shots that are as demoralising as they are damaging. Where other fighters rely on discipline and raw power, the Pistolier relies on nerve, improvisation, and a talent for making every fight look easy even when it isn't.
They are not reckless. Recklessness gets you killed. The Pistolier is calculated — they just happen to look spectacular doing the maths.
Dirty Fighting and Trick Shots
At the core of the Pistolier's toolkit is a pool of dirty dice — a reservoir of underhanded potential that can blind an opponent with a handful of pocket sand, sweep their legs out from under them, or disarm them in a single clean shot. These aren't desperate measures; they're signature moves. The Pistolier doesn't just want to win — they want the win to land a certain way.
Crowd Control and Momentum
A Pistolier's presence lifts the people around them. Reloading mid-fight with a bit of theatre can buy nearby allies a second wind. Moving fast and hitting hard keeps enemies reactive. And when the moment calls for it, emptying the magazine into a crowd of enemies is one of the most efficient — and satisfying — things a Pistolier can do.
The Impossible Shot
At the pinnacle of the Pistolier's ability lies something that defies explanation — a shot that ignores cover, bends around obstacles, and lands with devastating precision. Whether it ricochets through a crowd, rallies allies to a frenzy, or stops an entire battlefield dead in its tracks, the Impossible Shot is the move people will still be talking about years later.
Playing a Pistolier
Charisma matters here. The Pistolier isn't just a damage dealer — they're a force multiplier who works best when they're in the middle of the action, not hiding at the back. Dexterity drives your accuracy; Charisma drives everything else. Choose a weapon that fits your style — the reliable Handcannon up close, the patient Longarm at distance, or the devastating Scattergun when subtlety has officially left the building.
If you want to play a fighter who makes combat feel like a performance, who lifts allies and rattles enemies just by being present — the Pistolier is your path.
Flambuoyant Gunplay
You gain proficiency with firearms.
While wielding only a single firearm and no other weapon or shield, you gain the following benefits:
- Add your Charisma modifier to initiative rolls.
- When you roll a natural 1 on a firearm attack, the weapon jams and must be cleared using an action.
- Firearms use a magazine capacity determined by the DM and must be reloaded with an action.
You gain a pool of Dirty Dice, which function like superiority dice.
- You have 4 Dirty Dice (d8s).
- You regain all expended dice on a short rest.
- You can expend Dirty Dice to perform Dirty Trick Shots.
You gain another superiority die at 7th level and one more at 15th level.
Saving Throws. Some of your Trick Shots require your target to make a saving throw to resist the Trick Shot’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Charisma or Dexterity modifier (your choice)
Gun Strike
When a creature enters your reach or starts its turn there, you can use your reaction to make a melee attack with your firearm.
On a hit, it deals 1d6 bludgeoning damage + your Strength or Dexterity modifier.
The target cannot make opportunity attacks against you until the end of your turn.
Dirty Trick Shots
You gain a pool of Dirty Dice, which are d8s. You have 4 Dirty Dice, and you regain all expended dice when you finish a short rest.
You can expend one Dirty Die when you hit with a firearm attack to perform a Dirty Trick Shot.
Disarming Shot
When you hit a creature with a firearm attackk, you can expend one dirty die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the dirty 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.
Disorienting Strike
When you hit a creature with a firearm attack, you can expend one dirty 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.
Pocket Sand
When you hit a creature with a firearm attack, you can expend one dirty die to attempt to blind the target. You add the dirty die to the attack’s damage roll, and the target must make a Constitution saving throw. On a failed save, it is blinded until the end of your next turn.
Showboat Shot
When you make a firearm attack roll against a creature, you can expend one dirty die to add it to the roll. You can use this trick shot before or after making the attack roll, but before any effects of the attack are applied.
Sweep the Leg!
When you hit a creature with a firearm attack, you can expend one dirty die to attempt to knock the target down. You add the dirty 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.
Silver Tongue and Smoking Barrel
When you reload your firearm, you can make a Charisma (Performance) check.
On a 12 or higher, allies within 30 feet gain temporary HP equal to your Charisma modifier.
Hit and Run
You can take the Dash action as a bonus action.
When you do, your speed increases by 10 feet for that turn.
Improved Dirty Dice
At 10th level, your dirty dice turn into d10s. At 18th level, they turn into d12s.
Devil-May-Care
You can reload as a bonus action (except clearing jams).
- When a creature misses you with a melee attack, you can use your reaction to:
- Make a firearm attack, or
- Move half your speed without provoking opportunity attacks
- When you roll initiative and have no Dirty Dice, you regain
Improved Dirty Dice
At 18th level, your dirty dice turn into d12s.