Fighter
Base Class: Fighter

With the evolution from swords to long-range attacks involving crossbows and bows themselves, a desire was formed to develop even stronger forms of warfare. Firearms were soon crafted and gave an elite advantage over the once powerful bow. Over-shadowed by firepower, range, and sheer intimidation, firearms became the go-to weapon for advanced militaries and militia alike.

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 raw power of the arquebus with crafting, designing, and utilizing the most advanced of firearms. Through ultimate training and an overbearing will for destruction, you are the marksman of death. However, not being a perfect science, muskets and arquebuses carry an inherent instability that can occasionally jam and present a requirement for new weaponry. This is the danger of using mankind's strongest form of man-made innovation in a world where the elements rule all.

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.

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.

Gunsmith

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.

 
Specialty Shots

The musketeer archetype allows the creation and usage of specialty rounds for the Arquebus weapon. These shots are more expensive to craft and are virtually impossible to come across, but come in multiple varieties and are able to be honed in to create the most effective use out of the rifle.

Explosive Round. 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.

Spread Shot. Upon a hit, everything within a 15 ft cone of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 piercing damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.

Piercing Shot. Upon firing, you must make a 1d4 roll, and subtract the number from the target's AC to ignore it. If the target is considered smaller than Large, the target must also make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier) or be knocked prone once hit. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so. 

Tunneling Bore. Upon a hit, the Tunneling shot passes through the target and continues through upwards of two other targets within a straight line of the target and the musketeer. The first target takes standard shot damage, while the second target takes half damage and the last target takes a quarter of the damage. 

Holy Bullet. Upon a hit, the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d4 radiant damage. If the target is undead or a fiend, the modifier boosts to a 1d8 radiant damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.

Decaying Round. Upon a hit, the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d4 necrotic damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.

Tracking Shot. Upon a hit, the target is highlighted by runic magic. This highlight provides an advantage for the musketeer and fellow party members for a maximum of 1 minute. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.

Flare Shot.  Upon a hit, the target is hit with burning damage in the form of a 1d6. Afterwards, the flare drops to the ground and emits a 10 foot radius of dim light for 1 minute. If the weapon misses, the flare does not deal damage but emits light by the intended target.

Name COST Ammo Damage Weight Range Properties
Arquebus 300g 5g (20) 1d12 Piercing  10 lb. (120/480)  Two-handed, reload 1, misfire

Adept Arquebusier

You learn an additional maneuver of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new maneuver, you can also replace one maneuver 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 maneuvers require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Dexterity modifier

 
Maneuvers 

These maneuvers are presented in alphabetical order.

 

Lightning Reload. You use your extensive experience of the arquebus to reload at a superior speed than normal. You can expend one grit point to reduce the attack or action of reloading into that of a bonus action.

Echo Charge. 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.

Focused Shot. You use your knowledge of rifles to hold your breath and hone your sights into targets with expert accuracy. You can expend one grit point to add an advantage to the standard range of the arquebus, and remove the disadvantage from the maximum range.

Curved Shot. Using both the gravity that holds the Earth together and the sheer power of your arquebus, you are able to fire a round in a curved arc to hit a target behind cover. You can expend one grit point and a disadvantage to your attack roll to fire a round at a target hidden by cover (tree, tent, barrel, etc.).

 Shattering Shot. You wield the firepower of the arquebus and completely destroy your opponent’s weapon. You can expend one grit point while making an attack, and the opponent must succeed a STR saving throw (DC 13) or their weapon breaks, making it unusable until repaired.

Ignited Shot. You take advantage of the world around you and make use of it by targeting combustibles and projectiles to destroy them. You can expend one grit point to fire at a combustible item (explosive barrel, ammunition), even if it is equipped by a creature.

Manuevers

The following Maneuvers are labeled and given greater detail when selected.

Affix Bayonet

You choose the last resort to spending ammunition and equip a dagger to the end of your arquebus. Your arquebus holds the same qualities as a melee weapon and deals 1d4 slashing damage against enemies when Affix Bayonet is used.

Curved Shot

Using both the gravity that holds the Earth together and the sheer power of your arquebus, you are able to fire a round in a curved arc to hit a target behind cover. You can expend one grit point and a disadvantage to your attack roll to fire a round at a target hidden by cover (tree, tent, barrel, etc.).

Echo Charge

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.

Focused Shot

You use your knowledge of rifles to hold your breath and hone your sights into targets with expert accuracy. You can expend one grit point to add an advantage to the standard range of the arquebus, and remove the disadvantage from the maximum range.

Ignited Shot

You take advantage of the world around you and make use of it by targeting combustibles and projectiles to destroy them. You can expend one grit point to fire at a combustible item (explosive barrel, ammunition), even if it is equipped by a creature.

Lightning Reload

You use your extensive experience of the arquebus to reload at a superior speed than normal. You can expend one grit point to reduce the attack or action of reloading into that of a bonus action.

Shattering Shot

You wield the firepower of the arquebus and completely destroy your opponent’s weapon. You can expend one grit point while making an attack, and the opponent must succeed a STR saving throw (DC 13) or their weapon breaks, making it unusable until repaired.

Bayonet Charge

When you reach 7th level, you add your proficiency bonus to your initiative. You can also use your affixed bayonet and perform a Bayonet Charge for 1 grit point. Using Bayonet Charge can take a Dash and still allow for an attack afterwards with the bayonet. The singular target takes a 2d6 piercing damage when Bayonet Charge  is expended. You are able to use Bayonet Charge once per short rest.

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.

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