Fighter
Base Class: Fighter

This is a variation on Mr. Mercer's Gunslinger subclass.

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: Firearm Specialist

You ignore the Loading property of firearms and you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, draft upgrades or create new firearms (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 ones presented in the Player’s Handbook. Firearms are ranged weapons.

Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost. If materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost.

Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an Action, Bonus Action, or Reaction to fire it, regardless of the number of attacks you can normally make.

Loud. After being shot, the firearm emits a thunderous boom audible out to 300 feet.

Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Unmodified weapons have a misfire score of 0, and each upgrade made in a firearm may increase its misfire score. Creatures who use a firearm without being proficient with them increase the weapon’s misfire score by 1.

Reload. A limited number of shots can be made with a weapon that has the Reload property. A character must then reload it using an Action or a Bonus Action (the character's choice).

Scatter. As an action, you can expend 5 pieces of a Scatter weapon's ammunition to fill in a 10-foot Cube within the weapon's normal range. Each creature in that area must succeed on a DC 15 Dexterity saving throw or take damage. Roll the weapon's damage once, and apply it to each creature that failed the save. If any conditions that would increase this weapon’s Misfire score were met, make an D20 Test, if the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires.

Firearms
Name Damage Properties Mastery Weight Cost
Pistol 1d10 Piercing Ammunition (Range 20/60; Bullet), Light, Loading, Loud Vex 3 lb. 250 GP
Musket 1d12 Piercing Ammunition (Range 60/180; Bullet), Loading, Loud, Two-Handed Slow 10 lb. 500 GP
Blunderbuss 2d6 Piercing Ammunition, (Range 20/60; Bullet), Heavy, Loud, Reload (1 shot), Scatter, Two-Handed Push 20 lb. 750 GP

 

Firearm Upgrades

The following list provides a few options to enhance your firearm’s capabilities (suggested pricing for each upgrade is listed in brackets).

Crosshairs. (Prerequisite: None) 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 your next attack roll with this firearm on the current turn. (100 GP)

Enhanced Bullets. (Prerequisite: Musket or Pistol) You design better bullets for your firearms. You gain a +1 bonus to damage rolls when using these bullets. Increases the weapon’s misfire score by 1. (100 GP, 10 bullets)

Incendiary Rounds. (Prerequisite: Musket or Pistol) You design an explosive bullet for your firearms. Upon a hit, the weapon deals its normal damage and every creature within 10-foot radius of the target must make a Dexterity saving throw (uses your Trick Shot save DC) taking 2d4 fire damage on a failed save, or half as much damage on a successful one. If the shot misses, the ammunition fails to detonate and bounces away harmlessly. Increases the weapon’s misfire score by 2. (500 GP, 10 bullets)

Rifling. (Prerequisite: Musket or Pistol) You design spiral grooves inside the barrel of your firearm, increasing its accuracy. You gain a +1 bonus to attack rolls when using this weapon. Increases the weapon’s misfire score by 1. (400 GP)

Slug Shot. (Prerequisite: Blunderbuss) You design a special bullet for a blunderbuss. When loaded, the weapon damage becomes 6d6 piercing damage. Increases the weapon’s misfire score by 3. (500 GP, 10 bullets)

Suppressor. (Prerequisite: Musket or Pistol) You design a device that suppresses the blast created by your firearms when they are discharged. Attaching a suppressor to your firearms drastically reduces the noise they emit, making them audible only to the weapon's normal Range. It can be attached or detached from your firearm with a Bonus Action. When attached, it removes any bonus damage the weapon has. (50 GP)

Level 3: Adept Gunner

You learn to perform powerful trick shots to disable or damage your opponents using your firearms and your grit.

Trick Shots. You learn three trick shots of your choice, which are detailed under “Trick Shots” below. Many trick shots enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack. You learn an additional trick shot of your choice when you reach Fighter levels 7, 10, and 15. Each time you learn new trick shots, you can also replace one trick shot you know with a different one.

Grit. You have grit points equal to your Dexterity modifier. A grit point is expended when you use a Trick Shot. You regain 1 expended grit point each time you roll a Critical Hit on the D20 Test for an attack with a firearm, or deal a killing blow with a firearm to a creature. You regain all expended grit points after a Short or Long Rest. 

Saving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:

   Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier

Level 7: Sharp Reflexes

When you take the Attack action on your turn and attack with a weapon that has the Finesse, Range or Versatile property, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a weapon that has the Light property. You don't add your ability modifier to the extra attack's damage unless that modifier is negative.

Additionally, you can attempt to repair a misfired (but not broken) firearm as a Bonus Action.

Level 10: Vicious Critical

Your firearm attacks score a Critical Hit on a roll of 19-20. Additionally, whenever you score a Critical Hit with your firearms, the target suffers extra damage equal to your level.

Level 15: True Grit

Once per turn you can use a Trick Shot without spending a grit point.

Level 18: Crack Shot

You have mastered the use of your trick shots. You can now use two trick shots per attack.

Trick Shots

These trick shots are presented in alphabetical order.

Bullying Shot

You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one grit point while making a Charisma (Intimidation) check to gain advantage on the roll.

Dazing Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer Disadvantage on attacks until the end of their next turn.

Deadeye Shot

When you make a firearm attack against a creature, you can expend one grit point to gain Advantage on the attack roll.

Disarming Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.

Distracting Shot

When you make a firearm attack against a creature, you can expend one grit point to distract the creature, giving your allies an opening. 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.

Forceful Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.

Goading Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to goad the target into attacking you. The target must make a Wisdom saving throw. On a failed save, the target has Disadvantage on all attack rolls against targets other than you until the end of your next turn.

Maneuvering Shot

When you make a firearm attack against a creature, you can expend one grit point to maneuver one of your comrades into a more advantageous position. You choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking Opportunity Attacks from the target of your attack.

Piercing Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with Disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.

Quickdraw

When you make an Initiative roll, you can expend one Grit Point and add your Proficiency Bonus to the roll, unless you have the Incapacitated condition.

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 each grit point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.

Winging Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked Prone.

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