Fighter
Base Class: Fighter

As the potential of black-powder and flame is unlocked new applications and weapons have been forged to exploit the raw power of black-powder. One such weapon is the matchlock musket, and pistol. Such weapons are rare and are often employed by those who have been specially trained to use them, one such group are the Musketeers. 

The Musketeers are often part of elite regiments, as such weapons are expensive to purchase, and maintain. As well as training with black-powder weapons the Musketeers are skilled swordsmen, as happy to fight at range as they are up close, and equipped to do so. 

Credit goes to the works of Alexandre Dumas and the BBC inspired series The Musketeers for inspiration, and Matt Mercer's Gunslinger for mechanics and ideas. 

Feedback is welcome, particularly with regards to balancing, this subclass is my first attempt to create a subclass. I am aiming to use this subclass for a Musketeer-inspired One Shot.

Court Intrigue

When you reach 3rd Level you gain proficiency in one of the following skills; Deception, Persuasion or Intimidation. 

Firearm Proficiency

Starting when you choose this archetype at 3rd Level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms. 

A Warrior With Style

When you choose this archetype at 3rd Level you learn how to perform powerful Flourishes that allow you to disable, trick or damage your enemies whilst wielding either a firearm or a Finesse-based melee weapon. 

Flourishes. You learn two Flourishes of your choice. Many of which enhance your attack in some way, and each must be declared before the attack roll is made. You may only use one flourish per attack. You can learn an additional Flourish of your choice at 7th, 10th, 15th, and 18th Level. Each time you learn a new Flourish you can replace a Flourish you know with a new one. 

Bravado. You gain a number of Bravado points equal to your Charisma Modifier (minimum of 1) You regain 1 expended Bravado point each time you roll a 20 on a d20 roll for an attack with a firearm or Finesse-based melee weapon, or deal the killing blow to a creature of significant threat (DM's discretion). You regain all expended Bravado points after a long-rest. 

Saving Throws. Some of your Flourishes require your target to make a saving throw to resist the Flourishes' effect. The DC of the Flourish is calculated as follows: 

Flourish Save DC = 8 + Your Proficiency Bonus + Your Dexterity Modifier.

Dazing Shot

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

Deadeye Attack

When you make an attack with a firearm or finesse melee weapon against a creature, you can expend one Bravado point to gain advantage on the attack roll. 

Defensive Turn

When you can make a finesse melee weapon attack against a creature, you can expend one Bravado point to use the Dodge Action as a bonus action until the start of your next turn.

Disarming Blow

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

Elegant Retreat

When you make a finesse melee weapon attack against a creature, you can expend one Bravado point to use the Disengage Action as a bonus action. 

Rapier Wit

When you make a firearm or finesse melee weapon attack against a creature, you can expend one Bravado point to cast Vicious Mockery as a Bonus Action. 

Style and Substance

When you make a firearm or finesse melee weapon attack, you can expend one Bravado point to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.

Winging Shot

When you make a firearm attack against a creature, you can expend one Bravado point to attempt to topple the target a moving target. On a hit, the target must make a Strength saving throw or be knocked prone. 

Occasionally Crude

When you reach 7th level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one Bravado point, rolling a d6 (d8 at 10th Level, d10 at 15th Level and d12 at 18th Level) and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.

Mixed Firearm and Melee Training

When you reach 7th Level you can hold both a pistol and a melee weapon with the Finesse property even if it does not have the light property. If you make an attack with your pistol as your action you can use your bonus action to make a melee weapon attack using your finesse blade.

Lightning Reload

Starting at 15th Level you can reload any firearm as a bonus action. 

Peerless Skill

When you reach 18th Level your firearm and finesse melee weapon attacks score a critical hit on a roll of 19 or 20, and you regain a Bravado point on attack rolls of 19 or 20. 

All For One, One For All

Starting at 18th Level if you are 5ft away from an ally who is adjacent to you, you can expend a Bravado point to give both you and your ally/allies have advantage on your next attack. If your said ally is a Musketeer too, only one of you needs to spend a Bravado point for this effect to work for both of you.

Musketeer Image

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