Base Class: Fighter
Most warriors and combat specialists spend their years perfecting the classic arts of swordplay, archery, or pole arm tactics. Whether duelist or infantry, martial weapons were seemingly perfected long ago, and the true challenge is to master them.
However, some minds couldn’t stop with the innovation of the crossbow. Experimentation with alchemical components and rare metals have unlocked the secrets of controlled explosive force. The few who survive these trials of ingenuity may become the first to create, and deftly wield, the first firearms.
This archetype focuses on the ability to design, craft, and utilize powerful, yet dangerous ranged weapons. Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new, untested technologies in a world where the arcane energies that rule the elements are ever present.
Should this path of powder, fire, and metal call to you, keep your wits about you, hold on to your convictions as a fighter, and let skill meet luck to guide your bullets to strike true.
Level 3: Gunsmith
You gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.
Firearm Properties
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Explosive. You shoot an explosive shot at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 2d6 Fire damage. If the shot lands within the firearm’s long range, all targets have Advantage on the Dexterity saving throw.
Misfire. Whenever you make an attack roll with a firearm and the d20 roll is equal to or lower than the weapon’s Misfire score, the weapon backfires. The attack misses, regardless of the roll, and the weapon cannot be used again until you take an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equals 8 plus your misfire score). If the check fails, the weapon is broken and you must take 1 hour and spend half of the cost of the firearm to fix it. Creatures who use a firearm that lack proficiency increase the weapon’s misfire score by 5.
Reload. The firearm can be shot a number of times equal to its Reload score before it must be reloaded. To reload, you must replace one of your attacks when you take the attack action, or spend a Bonus Action. You need a free hand to reload a one-handed firearm, unless that firearm has the Light property.
Scatter. When you take the Attack action with this firearm, you can replace one attack with a scatter shot. Each creature in a 30 foot cone must make a Dexterity saving throw (DC equals 8 plus your proficiency bonus plus your Dexterity modifier). On a failure, the creature takes damage equal to the weapon’s damage dice.
Ammunition
All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
Firearms
| Name | Cost | Ammo | Damage | Weight | Range | Properties | Mastery |
|---|---|---|---|---|---|---|---|
| Palm Pistol | 50g | 2g (20) | 1d6 Piercing | 1 lb. | (40/160) | Light, Reload 1, Misfire 1 | Nick |
| Pistol | 150g | 4g (20) | 1d8 Piercing | 3 lb. | (60/240) | Light, Reload 4, Misfire 1 | Vex |
| Musket | 200g | 5g (20) | 1d12 Piercing | 10 lb. | (120/480) | Two-Handed, Reload 1, Misfire 2 | Slow |
| Pepperbox | 300g | 2g (20) | 1d10 Piercing | 5 lb. | (80/320) | Reload 6, Misfire 2 | Sap |
| Blunderbuss | 400g | 10g (10) | 2d8 Piercing | 10 lb. | (15/60) | Reload 1, Misfire 2, Scatter | Push |
| Bad News | Crafted / 500g | 10g (5) | 2d12 Piercing | 25 lb. | (200/800) | Two-Handed, Reload 1, Misfire 3 | Topple |
| Hand Mortar | Crafted / 500g | 20g (1) | — | 10 lb. | (30/60) | Reload 1, Misfire 3, Explosive | Graze |
Level 3: Adept Marksman
You learn to perform powerful trick shots to damage and disable your opponents using your firearms.
Trick Shots. You learn two trick shots of your choice. Many trick shots enhance an attack or damage roll in some way. You can use only one trick shot per attack unless otherwise noted in one of those options.
You learn an additional trick shot of your choice at Fighter levels 7, 10, 15, and 18. Each time you learn a new trick shot, you can also replace one you know with a different one.
Grit. You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain one expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature with a CR higher than 0. You regain all expended grit points after a Short or Long Rest.
Saving Throws. If a trick shot requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.
Level 7: Quickdraw
When you roll Initiative, you can add your Wisdom modifier to the roll.
In addition, each time you would stow a firearm, you can draw a different firearm with that same action.
Level 10: Lightning Reload
You can now reload one firearm by using your free object interaction on your turn and you can reload two firearms that have the Light property, when you would only be able to reload one.
Level 10: Rapid Repair
You have learned how to quickly fix up a jammed firearm. You can spend a grit point to take a Bonus Action to attempt to repair a misfired, but not broken, firearm.
Level 15: Vicious Intent
Your firearm attack rolls can now score a Critical Hit on a roll of 19 or 20 on the d20 and you also regain one expended grit point when your firearm attack rolls roll a 19 or 20 on the d20.
Level 18: Hemorrhaging Critical
Whenever you score a Critical Hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.
Trick Shots
The trick shots are presented here in alphabetical order.
Dazing Shot
When you hit a creature with a firearm attack, you can expend one grit point to attempt to dizzy the target. Add your Wisdom modifier to the attack’s damage roll. The target must succeed on a Constitution saving throw or have Disadvantage on attack rolls until the end of its next turn.
Deadeye Shot
When you make a firearm attack against a creature, you can expend one grit point to take aim against the target, ensuring your attack will hit. You gain Advantage on the attack roll.
When you use Deadeye Shot, you can use another Trick Shot during that attack.
Disarming Shot
When you hit a creature with a firearm attack roll, you can expend one grit point to attempt to disarm the target. Add your Wisdom modifier to the attack’s damage roll. The target must succeed on a Strength saving throw or drop one object of your choice that it’s holding, with the object being pushed 10 feet directly away from you.
Distracting Shot
When you make a firearm attack, you can expend one grit point to distract the target. You can move up to half your Speed without provoking Opportunity Attacks and if the attack hits, add your Wisdom modifier to the damage roll.
Forceful Shot
When you hit a creature with a firearm attack roll, you can expend one grit point to attempt to trip them up and force them back. Add your Wisdom modifier to the attack’s damage roll. The target must succeed on a Strength saving throw or be pushed up to 15 feet directly away from you.
Piercing Shot
When you hit a creature with a firearm attack roll, you can expend one grit point to fire through multiple opponents. Add your Wisdom modifier to the attack’s damage roll. Each creature in a line directly behind the target within your first range increment takes half as much damage if the attack would normally hit it. On your next turn, that weapon’s misfire score increases by one.
Pistol Whip
You can spend a grit point to take a Bonus Action to attack with the butt end of your firearm. The weapon has the following traits:
Weapon Category: Simple Melee
Damage on a Hit: 1d4 Bludgeoning plus the ability modifier used for the attack roll
Properties: Finesse
Ricochet Shot
When you miss with an attack roll with a firearm, you can spend one grit point to add your Wisdom modifier to the attack, potentially causing the attack to hit.
Violent Shot
When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For this attack, the misfire score increases by an incremental plus one for each grit point you expend. For example, if you spend 1 grit point, the misfire score would increase by one, but if you spend 3 grit points, the misfire score would increase by 6. If the attack hits, add your Wisdom modifier to the damage roll and you can roll the weapon’s damage an additional amount of times equal to the number of grit points expended.
Winging Shot
When you hit a creature with a firearm attack roll, you can expend one grit point to attempt to topple the target. Add your Wisdom modifier to the attack’s damage roll. The target must succeed on a Strength saving throw or have the Prone condition.
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