Base Class: Fighter
The Rifleman is a master of mid-range combat able to make deadly shots across the battlefield and damaging multiply targets at once.
Headshot
Use Headshot to add 1d4 to your attack roll. Recharge after short/long rest.
Mobile Workbench
Upon 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.
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.
Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
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. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Explosive. 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 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
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 |
|---|---|---|---|---|---|---|
| Palm Pistol | 50g | 2g (20) | 1d8 piercing | 1 lb. | (40/160) | |
| Pistol | 150g | 4g (20) | 1d10 piercing | 3 lb. | (60/240) | |
| Musket | 300g | 5g (20) | 1d12 piercing | 10 lb. | (120/480) |
|
| Pepperbox | 250g | 4g (20) | 1d10 piercing | 5 lb. | (80/320) | |
| Blunderbuss | 300g | 5g (5) | 2d8 piercing | 10 lb. | (15/60) | |
| Bad News | Crafted | 10g (5) | 2d12 piercing | 25 lb. | (200/800) |
|
|
Hand Mortar Smoke Bomb Firebomb Thorowing Knive |
Crafted Crafted Crafted Crafted |
10g (1) 10g (1) 5g (1) 2g (3) |
2d8 fire Causes disavangtes on sight checks 1d6 fire 1d4 pricering |
10 lb. 1 lb. 1 lb. 0.5 lb |
(30/60) (15/40) (15/40) (20/45) |
|
Bouncing Shot
Upon rolling a crit, the shot may bounce up to 2 enemies within 5 ft of the other dealing half damage plus proficient bonus.
Bite The Bullet
When you reach 7th level, reduce the damage taken by half if alright taken damage that turn.
Expert Gunman
Firearms you use no longer have a chance to misfire or jam.
Scoped In
Double the range before applying disadvantage to your ranged firearm attacks. EX (30/200) goes to (30/400)
Quick Hands
Starting at 15th level, you can reload any firearm with a gunner point and throw with a bonus action. You can reload any firearm with a gunner point and throw with a bonus action. 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.
Ricochet
At 18th level, your firearm attacks score a critical hit on a roll of 19-20, and Bouncing Shot hit up to 5 targets dealing half damage plus your proficient bonus.
Your Name On It
Upon reaching the 18th level, You can call out a target guaranteeing a hit. Upon killing an enemy with Your Name On It, others may become terrified. They must pass a 15 CON check or become terrified.
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