Base Class: Fighter
The archetypal pirate is the gunslinger of the high seas who focuses on mastering naval combat, black powder weapons, and seamanship.
Firearm Properties
Firearms are rare but powerful weapons which bring their own unique set of weapon properties. Unique properties for firarms found in Capria are outlined below. These properties replace the optional ones presented on page 268 of the Dungeon Master’s Guide. All Firearms are ranged weapons; however, you do not add your Dextarity modifier to the weapons damage.
Misfire. Whenever you roll a 1 on an attack roll with a firearm, the weapon misfires. When this happenes roll 1d20 and consult the table below. If the weapons jams, you must spend an action to clear it. If the weapon breaks, it will need to be repaired with a DC 15 Intelligence (Tinkerer's Tools) check that takes 10 minutes of work. If your check fails, the weapon is broken and must be mended according to the crafting rules at a quarter of the cost of the firearm.
Loading (#). Firearms take longer to reload, requiring multiple actions before they can be fired again. A weapon with loading (#), take # actions to reload. Feats or abilities that would allow you to ignore the loading property such as Firearms Expert, instead allow you to reload with 1 less action than would normally be required.
Ammunition. All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. The table below lists the purchase price of ammunition in the Pirate Isles, the one place such items are freely traded. Alternatively black powder can be crafted from rare nitrates using alchemist's supplies for half the listed cost using the rules for crafting on page 187 of the Player's Handbook.
Firearm Properties
Firearms with special rules are described here.
Blunderbuss. When you miss on attack with a blunderbuss against a creature or object that is within the weapons normal range (20 feet), the attack still causes half damage to the target.
Hand Mortor. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer half the damage dealt to the primary target. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
Ammunition
All
Firearms
| Name | Cost | Ammo | Damage | Weight | Attack Bonus | Properties |
|---|---|---|---|---|---|---|
| Pistol | 200gp | Ball & powder (4gp) | 2d8 piercing | 3 lb. | 0 |
Ammunition (range 30/90), loading (2 rounds), firearm
|
| Blunderbuss | 350gp | Shot & powder (10gp) | 3d6 piercing | 8 lb. | 0 |
Ammunition (range 30/90), two-handed, loading (2 rounds), firearm, special
|
| Hand Mortar | 400gp | Shell & powder (15gp) | 2d8 fire | 6 lb. | 0 |
Ammunition (range 20/60), loading (2 rounds), firearm, special
|
| Musket | 400gp | Ball & powder (8gp) | 3d8 piercing | 10 lb. | 2 |
|
| Arquebus | 600gp | Ball & powder (8gp) | 2d10 piercing | 16 lb. | 3 |
|
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.
Quickdraw
When you choosing this archetype at 3rd level, 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.
Adept Marksman
When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.
Trick Shots. You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers 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 at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.
Grit. You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 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 of significant threat (DM’s discretion). 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
Quickdraw
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.
Rapid Repair
Upon reaching 10th level, you learn how to quickly attempt to fix a jammed gun. You can spend a grit point to attempt to repair a misfired (but not broken) firearm as a bonus action.
Lightning Reload
Starting at 15th level, you can reload any firearm as a bonus action.
Vicious Intent
At 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll.
Hemorrhaging Critical
Upon reaching 18th level, 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
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.
Forceful Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and 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.
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.
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.