Base Class: Ranger
Marksmen could very easily be a class all their own; wielding weapons exclusive to their repertoire, focusing on use of only certain combinations of spells, and having a wide variety of combat styles and tactics. The decision to follow the way of the Marksman can be an expensive one, depending on your environment. Along with the highly specialized weapons comes the need to maintain them, collect the unique munitions for them, and acquiring the proper gear to accompany them in order to be effective. However, for those able to make the investment, the return is well worth it. If your aim is precision killing, battleground suppression, or heavy demolition, the Marksman is the best candidate for the role. Some have found ways to incorporate magic into their strategy and enhance their capabilities by a great measure. Anything from handguns to hand-cannons can be utilized and enhanced by the incredible skill of the Marksman.
Firearms Master
At 3rd level, you gain proficiency in firearms. You may add your proficiency bonus when making attacks with one-handed, light, and heavy firearms. You also may add your proficiency bonus when operating stationary guns or cannons.
There is always a chance that any firearm may suffer from a jam or misfire. If an attack roll results in a natural 1 on the die, the firearm has a problem and must be repaired with a Tinker's Tools check with DC 15. If the repair check is failed, the operator must make the check again until they succeed in order to use the weapon. Modified firearms have a higher likelihood of jamming or misfiring. If a weapon has one modification, then natural rolls of 1 or 2 will jam the weapon. If it has two modifications, natural rolls of 1, 2, or 3 will jam the gun, and so on.
Ammo
There are just as many different types of ammunition for firearms as there are for bows. Marksmen can have specialty bullets designed and crafted for specific purposes which include:
HI (heavy impact), AP (armor piercing), LF (long flight), Scattershot, and Siege.
Heavy Impact allows the gunner to deal an extra +2 damage on a hit. Armor Piercing gives the gunner an extra +1 to hit against a target’s AC. Long Flight allows the gunner to fire at the max range of their weapon without disadvantage. Scattershot spreads out into a 15 ft cone, with the chance to hit all targets in that range; there is no “to hit” roll, each target makes a Dex save with a DC of 15, taking half damage on a successful save. Siege slugs deal an additional 2d6 damage against objects, obstacles, and structures. Each type costs 1 GP per bullet. Regular bullets cost 1 EP per bullet.
One-Handed
Flintlock Pistol: +0 ATK - 1d10 piercing - Ammunition (range 30/120) loading - 50 GP
Blunderbuss: +0 ATK - 2d6 piercing - Ammunition (range 10/60) loading - 65 GP
Rifled-Barrel Pistol: +1 ATK - 1d12 piercing - Ammunition (range 30/120) loading - 75 GP
Light
Standard Musket: +0 ATK - 1d10 piercing - Ammunition (range 100/400) loading - 75 GP
Long-Barrel Musket: +1 ATK - 1d10+1 piercing - Ammunition (range 180/500) loading - 130 GP
Enhanced Musket: +1 ATK - 1d12 piercing - Ammunition (range 100/400) loading - 100 GP
Heavy
Heavy Musket: +0 ATK - 1d8+2 piercing - Ammunition (range 20/60) loading - 80 GP
Hand Cannon: +0 ATK - 1d10+2 piercing - Ammunition (range 30/80) loading - 100 GP
Double-Barrel Musket: +1 ATK - 1d12+2 piercing - Ammunition (range 30/120) - 150 GP
Stationary
Gatling Gun: +0 ATK - 6d6 piercing - Ammunition (range 200/600) belt loading - 500 GP
Cannon: +0 ATK - 8d8 bludgeoning - Ammunition (range 300/800) loading - 675 GP
Mortar: -1 ATK - 10d10 piercing - Ammunition (range min. 150 - 500/1200) loading - 925 GP
Firearm Modifications
Modifications can come from many different sources, though they are quite rare to find out in the world. The most reliable method of securing mods is crafting your own. Though certain inventors or organizations of particular interests may have some on hand.
Scope: You may use your bonus action to fire your weapon at the maximum range without attacking with disadvantage.
Stock: You may use your bonus action to make your attack a push shot, shoving the target back 5 feet on a hit.
Suppressor: You may use your weapon to make an attack without revealing yourself while sneaking.
Chamber: You may make one additional attack with your weapon before needing to reload.
Grip: You may add a melee modification to your weapon, like a bayonet. Any melee mod will be the statistical equivalent to a standard dagger.
Bullets are Better
Any spells or skills you are able to use pertaining to bolts or arrows may be used on your firearm ammunition as well. Any spells or abilities that may affect your use of bows or crossbows may also affect your guns.
Specialization
At 7th level, you may re-roll any damage dice with a result of 1 while using one of the firearm types of your choice. This bonus is accompanied by your choice of 1 specialized feature.
Big Guns
You have learned to adjust your stance to better absorb the impact of firing heavy weapons. You may specify a certain part, not including the head, of a target or object while making your attacks. On a 20, you cripple or destroy the specified part. Add +1 to damage rolls when specifying a part of your target.
Handguns
You may roll an extra damage die when attacking with handguns.
Rifleman
You have learned to keep bullets in your palm while working with another already in the chamber. As a bonus action, instead of reloading, you may make an extra attack on your turn with your light firearm. You may choose a new target for this attack. You may then use your reaction to reload and refresh this feature.
Resourceful
At 11th level, you gain one of the following features of your choice. You also gain Trick Shot Points. You have Trick Shot Points equal to your Marksman level divided by 4, rounded down. You regain your spent Trick Shot Points after every short rest. Different Trick Shot moves you can make by spending Points are detailed below;
Hinder - Spend 1 Trick Shot Point before your attack to target your foe's means of moving (not including vehicles). After taking damage, the target must make a Dexterity saving throw DC 15 or have it's movement speed halved until your next turn. If the target is flying, instead it falls straight down half of it's flying speed before righting itself again.
Disrupt - Spend 1 Trick Shot Point before your attack to target something in your foe's hand. After taking damage, the target must make a Strength saving throw DC 15 or have disadvantage on the it's next attack if the object targeted was a weapon. Otherwise the target drops whatever it is holding.
Headshot - Spend 2 Trick Shot Points before your attack to target your foe's head. After taking damage, the target must make a Constitution saving throw DC 15 or be knocked prone if it is above half health or stunned if it is below half health.
Disarm - Spend 2 Trick Shot Points before your attack to target something in your foe's hand. After taking damage, the target must make an Intelligence saving throw DC 15 or drop the object if it is a weapon. Otherwise the object is destroyed or damaged beyond use in the target's grasp. This feature may instead be used to target a trap or lock. Spend 2 Trick Shot Points before making an attack against a mechanism. On a hit, the mechanism is triggered, damaged, or destroyed.
Crafty
With the proper materials and tools, you are able to manufacture your own ammunition. With specialized ingredients, you may craft specialized bullets such as higher damage or elemental types. If you can collect enough resources, you also can create your own firearm modifications, such as scopes, stocks, magazines, etc.
Thrifty
When collecting ammunition from caches or corpses, you find twice as much as you normally would. You are also able to purchase twice as much ammunition as you normally would from vendors. You are twice as likely to find specialized ammunition from each of these sources as well. You also have a 5 percent chance of finding firearm modifications from each of these sources, such as enhanced barrels, steadier stocks, different sights, etc.
Point Blank
At 15th level, you are able to make use of your weapons to gain an edge even in close quarters. When using your firearm(s) as an improvised weapon, roll an additional damage die. This bonus applies also if your weapon has a melee modification, such as a bayonet. On a hit, you may use your bonus action to attempt to fire your weapon at the target.
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