Base Class: Fighter
This Arch-Type; being technologically advanced are hyper-intelligent crafters. Some join parties not to be leaders but to have incredible influence over the battlefield, shaping entire wars with their bravado. Some are unparalleled terrors at close range, decimating foes with their unflinching resolve. While others are the model of efficiency, lying in wait and killing their targets before they knew there was any danger. Regardless of the Gunslinger's preferred method of attack. All are formidable in their own right. Don't cross one, they aren't to be taken lightly.
A Gunslinger's weapons are a reflection of them, and are their most prized possessions. Putting a combination of smithing talent with accuracy, no two are similar, as each one is engraved and crafted to the Gunslinger's advantage. As the Gunslinger grows with their party, the more knowledge of their weapons they gain, and the more legendary they become. However, it all comes down to one main thing. Tinker's kit, and the guns they carry.
With more knowledge, a new path can be chosen. Starting at 3rd level, you choose an archetype that you strive to emulate. Your choice grants features at 3rd level, and again at 7th, 13th, 15th, 18th, and 20th level.
Commander
Commanders on the battlefield are a wonder to behold. Leading their troops to victory, they are tactical geniuses and experts at supporting their troops. The sight of a Commander on the battlefield both raises allies’ spirits and demoralizes your enemies.
- Battlefield Influence
Starting at 3rd level, you learn the Moralize, and Demoralize actions:
- Moralize
As an action, you can boost your allies' morale. Choose a number of friendly creatures who can either see or hear you up to your Charisma modifier (minimum 1). The creatures you choose gain a +1 bonus to their attack rolls, damage rolls, and saving throws. The bonus provided by morale lasts for 1 minute or until you use this feature again, whichever comes first. Your allies lose this bonus if you cannot see them, or they cannot see or hear you, or you become incapacitated. You can use this feature twice, regaining any expended uses when you finish a long rest. The bonus to attack rolls, damage rolls, and saving throws this feature provides increases by 1 at 7th level (+2), and again at 13th level (+3).
- Demoralize
As an action, you can Demoralize the oppositions' resolve. You choose a number of hostile creatures that you can see and can see or hear you, up to your Charisma modifier (with a minimum of 1). Those creatures must make a Charisma saving throw (DC = 8 + your proficiency bonus + your Charisma Modifier). On a failed save, the creatures have a -1 penalty to attack rolls, damage rolls, and saving throws. This effect lasts for 1 minute or until you use this feature again, whichever comes first. A creature automatically succeeds on the saving throw if it's immune to being frightened. On a successful save, a creature becomes immune to the effects of Demoralize. The hostile creatures lose this penalty if you cannot see them, or they cannot see or hear you, or you become incapacitated. You can use this feature twice, regaining any expended uses when you finish a long rest. This penalty increases to a -2 penalty at 7th level, and to a -3 penalty at 13th level.
- Commanding Presence
Starting at 7th level, as long as a creature is under the effects of your Moralize feature, you have advantage on all saving throws and ranged attack rolls made with a firearm.
- Stand as One
Starting at 13th level, whenever a creature under the effects of your Moralize feature hits a creature with an attack, the attacking creature may choose to use their bonus action to deal an additional 1d6 damage of the weapons damage type. Once a creature has dealt extra damage with this feature, the creature can't benefit from it again until the start of its next turn.
- Guiding Shot
Starting at 15th level, when you hit a creature with a ranged weapon attack by a firearm, one ally of your choice gets advantage on their next attack against the creature you hit. Your ally must not be incapacitated, they must be able to see the target, as well as see and hear you to benefit from this feature. You can use this feature only once per turn.
- Militarized Mobilization
Starting at 18th level, you can craft non-magical guns for NPC soldiers equal to your Charisma modifier (minimum of one). Each soldier has the stats of a Scout with the maximum possible hit points (Monster Manual pg.349). You teach them how to handle the weaponry, training them takes one week for each soldier. Once training is complete, you can then utilize them as a loyal militia requiring no payment, but still require lifestyle expenses for each soldier (Player's Handbook pg.157). The soldiers also gain the Firearm Fighting Style Feature: they gain a +2 bonus to attack rolls they make with firearms. (The DM may also decide if the soldiers can be equipped with different items, EX:Weapons, Armor, Magic Items, etc.). You may use a bonus action on your turn to command the militia to take one of the following actions in addition to their movement: Attack, Dash, Disengage, Dodge, Help, Hide, Search, or Use an Object.
- Master Commander
Starting at 20th level, your Morale feature gets an additional +1 bonus to allies attack rolls, damage rolls, and saving throws, and your Demoralize feature gets an additional -1 penalty to hostile creatures attack rolls, damage rolls, and saving throws.
CQC
Close Quarter Combatant experts prefer to be at the front line of combat, dealing damage and taking hits in place of other teammates.
- Armored Brute
Beginning at 3rd level, you gain +1 to your AC as long as you are wearing armor. The bonus to AC while you are wearing armor increases by 1 at 15th level (+2).
- CQC Training
Starting at 3rd level, you gain the following:
- Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls with firearms.
- You may use Strength instead of Dexterity for your ranged weapon attacks when you use a firearm (Due to its sheer weight).
- Combat Conditioning
Starting at 7th level, your hit point maximum increases by an amount equal to twice your level when you gain this feature. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit point.
- Crowd Control
Starting at 13th level, when you make a ranged attack, with a firearm against a creature within 5 feet of you, you may make a melee attack against the creature as a bonus action to attempt to shove the creature. The distance you push the creature from yourself is 10 feet, and at the end of the push the creature must make a Strength saving throw, or be knocked prone (DC = 8 + your Strength Modifier + your Proficiency Bonus).
- Riot Shield
Starting at 18th level, you gain proficiency with shields and can mount a shield onto your forearm, this counts as carrying one for the purpose of qualifying for feats and you gain the appropriate AC bonus from it. With the shield mounted you can still carry a two-handed, heavy weapon if it's a firearm.
- Master Combatant
Starting at 20th level, as long as you aren't incapacitated, you have advantage on saving Throws against any spells or abilities that would knock you prone, push you against your will, or cause you to be frightened. You also ignore any reduction to your move speed.
Desperado
Daredevils with a reckless, flashy style, desperadoes excel at fighting with one-handed firearms, either singly or in pairs.
- Duelist Fighting Style
Starting at 3rd level, when you are wielding a firearm in one hand and no other weapons, you gain a +4 bonus to damage rolls and +2 bonus to attack rolls with that firearm.(This applies to extra attack, bonus action, and Two-Gun Fighting Style.)
- Two-Gun Fighting Fighting Style
Starting at 3rd level, when you take the Attack action and attack with a one-handed firearm that you're holding in one hand, you can use a bonus action to attack with a different one-handed firearm that you're holding in the other hand. You can also load or reload a firearm without difficulty if your hands are full.
- Unique Style
Beginning at 7th level, you carry yourself like a natural hero or villain, allowing you to use your presence to great effect. You gain proficiency in the Intimidation and Persuasion skills, and your proficiency bonus is doubled for any ability check you make that uses either of those skills.
- Taunt
Once you reach 13th level, you gain a knack for pissing folks off just right so that their aim and focus is spoiled. You can use an action to taunt a creature within 60 feet of you which can see or hear you. The creature must make a Wisdom saving throw. On a failure, the creature is taunted by you for 1 minute. While the creature is taunted by you, it has disadvantage on attack rolls against you. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to your Taunt feature for the next 24 hours.
- Fearless
Starting at 15th level, you've become so inured to danger that nothing really scares you anymore... Even surrounded by enemies and under constant heavy fire, you still manage to keep your head cool, zen-like. You become immune to the frightened condition.
- Sharp Eyes
Starting at 18th level, when you make an attack roll with a firearm, you now land critical hits on a roll of 19-20.
- Kill in the Blink of an Eye
At 20th level, you are so blindingly fast that no one can draw and shoot faster than you... No one. When combat starts, as long as you aren't surprised, you can draw a firearm and take an Attack action before anyone else even has a chance to roll initiative. No creature can take reactions in response to this special action. Once you have taken this action, every remaining creature, including yourself, rolls initiative and proceeds normally.
Marksman
Marksmen are the guardians of the battlefield, constantly watching over their allies they prefer to sit back and provide assistance from a distance while also watching over the battlefield from a safe position.
- Sniper's Mark
Starting at 3rd level, as a bonus action, you mark a creature that you can see. You have advantage on all attack rolls with firearms against that creature. This lasts for 1 minute or until you make an attack against another creature or the creature has 0 hit points. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain any expended uses when you finish a long rest.
- Marked Quarry
Starting at 7th level, you deal an additional 1d6 damage of your weapon's damage type against a creature affected by your Sniper's Mark feature.
- Arcane Infused Weaponry
Starting at 13th level, attacks with your firearms are considered magical for purposes of overcoming resistance, and immunity.
- Interrupting Shot
Starting at 15th level, when a creature marked by your Snipers Mark feature makes an attack, you may use your reaction to make a ranged weapon attack with a firearm you are holding against the marked creature. This attack happens before the marked creature hits.
- Sharp Eyes
Starting at 18th level, when you make an attack roll with a firearm, you now land critical hits on a roll of 19-20.
- Master Marksman
Starting at 20th level, your Sniper's Mark feature becomes second nature to you. You now regain all uses of your Sniper's Mark feature when you finish a short or long rest.
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.
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.
| Weapon | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Small Pistol | 50 gp | 1d8 piercing | 2 lb. | Ammunition (range 20/60), loading, light, Hidden |
This is a small, two shot pistol with a snub-nosed barrel and smaller grip. It has a shorter range than a full pistol, but is easier hide and to fire in the off-hand. They are commonly manufactured in pairs and carried in easy to conceal places.
| Revolver | 50 gp | 1d10 piercing | 2 lb | Ammunition (range 25/100), light, reload (6 shots) |
This ranged weapon is designed to be able to hold multiple rounds of ammunition, for a quicker rate of fire compared to a hand crossbow that needs to be loaded after every attack. However, reloading all 6 shots in this weapon requires an action.
| Lever Action Rifle | 200gp | 2d8 Piercing (.44), 2d6 Piercing (.32) | 10 lb. | Ammunition ( range 150/600 for .44, 100/400 for .32), Capacity (15 for .44, 25 for .32), Loading, Loud, Misfire, Two-handed |
Commonly mistaken as a piece of wood with a metal tube attached to it, this rifle is primarily chambered in the powerful yet primitive .44 Caliber Round while also being capable of chambering the weaker yet more compact .32 Caliber Round.
The small .32 caliber round is much more popular than it's powerful older brother, therefore making it cheaper to purchase and craft. The .32 caliber can be made at any Smithing Shop for 1gp a piece and weigh 0.05 lb. each.
The large .44 caliber round is expensive to purchase and craft, with good reason. This large bullet can be made at any Smithing Shop for 5gp a piece and weigh 0.1 lb. each.
Capacity: This firearm contains multiple bullets that may be fired before the weapon needs to be reloaded. When reloading, the creature may choose how many shots to load the firearm with up to its maximum capacity. Firearms with this property do not need to reload until all shots are fired. Thus, a firearm with the Capacity property may be used to make multiple attacks in a round, but may only be fired once as an action, bonus action, or reaction during the same round in which it is reloaded.
Loud: Firearms are noisy and expel a lot of powder when fired. If you are hiding, then you have disadvantage on ability checks to remain hidden or move silently while other creatures have advantage on Wisdom (Perception) checks to see, hear, and smell you.
Misfire: Occasionally a firearm fails to fire due to fouling or the round getting stuck. If the d20 roll is a 1 when making a ranged attack, then in addition to missing the target the firearm is considered to have misfired. You must clear the barrel using a gun kit as an action before it may be fired again (note that the cleared ammunition may be used again). If the d20 roll is a 1 and you had disadvantage on the roll, then you have cracked the barrel and the firearm is useless until repaired (requiring a day of work with a gun kit or a use of mending).
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.
Tools of Trade
Starting at 10th level, you may choose to customize a weapon that has been with you for more than a month, this weapon will become an identifying mark of your fame holding as much standing as its wielder. It carries distinct patterns and markings that are unique to your character. The weapon deals an additional damage die. Level 11 1d6, Level 15 1d8, Level 17 1d10, Level 20 1d12.
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.
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