Fighter
Base Class: Fighter

In worlds of rapidly expanding technology, some brave souls experiment with fire, explosives, and metal to create weapons of devastating power. These firearms can unleash death upon enemies from a distance, but can prove just as deadly to those who wield them, which makes those who choose this path all the braver. The arts of gunsmithing can take years to learn, and are often developed by pioneering tinkerers who may not realize the true power of what they have created. 

Firearm Proficiency

3rd-level Gunslinger feature

Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, and you ignore the loading property on firearms.

Gunsmith

3rd-level Gunslinger feature

Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. Using them, you can construct Firearms, which may otherwise be difficult to procure. To do this, you must spend gold equal to the listed cost of the firearm on materials and spend one workweek on the design and construction of your firearm. During this time, you must have access to tinker's tools.

Firearms

You can use and construct the renaissance ranged weapons from the Dungeon Master's Guide, as well as the blunderbuss and the hand mortar, all of which are described below.

Firearm Properties                                                                 

The firearms listed below use special ammunition, and blunderbusses have the burst fire property.                                                                                                                                                           

Ammunition                                                                                                                                                                                                                                                                           

All firearms require ammunition to make an attack, mostly leaden bullets, and due to their rare nature, ammunition may be near impossible to find or purchase. However, using tinker's tools, you can manufacture 10 bullets or one hand mortar grenade at half the listed gold cost over the course of two hours, which may be part of a long rest.

Burst Fire                                                                                                                                                                                                                                                                                                             

A weapon that has the burst fire property can make a normal single-target attack, or it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon's normal damage. This attack uses ten pieces of ammunition.

Firearms

Name

Cost

Damage

Weight

Range

Properties

Pistol

250gp

1d10 piercing

3 lb.

(30/90)

Ammunition, loading

Musket

500gp

1d12 piercing

10 lb.

(40/120)

    Ammunition, loading, two-handed

Blunderbuss

450gp

1d12 piercing

10 lb.

(20/60)

Ammunition, loading, two-handed, burst fire

Hand Mortar

800gp

2d6   piercing            

10 lb.

(30/90)

Ammunition, loading, two-handed, special

Bullets (10)

3gp

-

2 lb.

-

-

Hand Mortar Grenade

10gp

-

   1 lb.

-

-

 

Hand Mortar                                                                                                                                                                                                                                                                                             

Hand mortars use the following special rules. When you hit on an attack with a hand mortar, each creature within 5 feet of the target must make a DC 15 Dexterity saving throw, taking 1d6 piercing damage on a failed save, or half as much on a success. If you roll a 1 on an attack roll with a hand mortar, it is disabled the grenade within it explodes, and can't be used until you spend two hours repairing it, a process that requires tinker's tools and can be done as part of a long rest.

Adept Marksman

3rd-level Gunslinger feature

When you choose this archetype at 3rd level, you learn to harness your agility and focus to give you an edge in combat. You have a number of marksman points equal to your proficiency bonus, which fuel special gunslinger abilities, which are detailed below. Each ability requires you to spend marksman points, all of which you regain when you finish a long rest.

Deadeye Shot. When you make an attack against a creature with a firearm, you can expend one marksman point to give yourself advantage on the attack roll

Stalwart Mind. You are adept at shrugging off hostile influences. As a bonus action, you can expend one marksman point to end one effect on yourself causing you to be Charmed or Frightened.

Agile Movement. You are exceptionally quick on your feet. You can expend one marksman point to take the Dash or Disengage action as a bonus action on your turn.

Quickdraw

7th-level Gunslinger feature

When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.

Lightning Reflexes

10th-level Gunslinger feature

Upon reaching 10th level, your reflexes have become sharpened, allowing you to dodge out of the way of harmful effects. you gain proficiency in Dexterity saving throws. If you already have this proficiency, you instead gain proficiency in Wisdom or Charisma saving throws (your choice).

Master Marksman

15th-level Gunslinger feature

At 15th level, you have mastered new ways to use your skills in firearms combat, detailed below.

Retaliating Shot. When a creature misses you with an attack, you can use your reaction and expend two marksman points to make a firearm attack against the creature.

Steady Aim. When you make a firearm attack on your turn and miss, you can expend two marksman points to cause that attack to hit instead.

Seasoned Gunslinger

18th-level Gunslinger feature

Upon reaching 18th level, whenever you roll initiative with no marksman points remaining, you regain 3 marksman points.

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