Base Class: Fighter
A Hellraiser is a carrier of war's will itself. Hellraisers are proficient in various different types of combat, including firearms. They use anything they can to slay the demons their master despises so much.
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.
Firearms
| Name | Cost | Ammo | Damage | Weight | Range | Properties |
|---|---|---|---|---|---|---|
| Pistol | 200g | N/A | 1d8 piercing | 1 lb. | (40/160) | |
| Shotgun | 300g | 5g (20) | 5d4 bludgeoning | 10 lb. | (60/240) | Two-handed, reload 4, misfire 2 |
| Heavy Assault Rifle | Crafted | 4g (20) | 5d4 piercing | 10 lb. | (120/480) | Reload 30, misfire 2 |
| Super Shotgun | Crafted | 5g (6) | 4d8piercing | 10 lb. | (80/320) | Reload 2, misfire 2 |
| Chain Gun | Crafted | 5g (5) | 4d10 piercing | 25 lb. | (15/60) |
[wprop]burstfire[wprop] (only fires in burst)
|
| Plasma Rifle | Crafted | 10g (5) | 5d4 lightning | 25 lb. | (200/800) | Reload 30, misfire 3, |
| Rocket Launcher | Crafted | 10g (1) | 8d6 bludgeoning | 10 lb. | (30/60) |
|
Argent Energy
When you choose this archetype at 3rd level, you get access to some special equipment that can be used along with your ranged weapons.
Weapon Mods. You obtain two pieces of extra equipment to be used in your campaign against the damned. Many of them are required to be attached to a ranged weapon. You can use only one weapon mod per attack.
You obtain an additional weapon mod of your choice at 7th, 10th, 15th, and 18th level. Each time you obtain a new weapon mod, you can also replace one weapon mod you have with a different one.
Argent. You gain a number of argent points equal to your () modifier (minimum of 1). You regain 1 expended argent 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
Glory Kill
When you reach 7th level, you gain the ability to heal when you finish an enemy off. If an enemy has less than 10% of it's health left, it must pass a dc 15 save or it's health is reduced to 0. You gain 1d4+1 health on glory kill, and 1d4 for each 5 levels.
Dazing Blow
Upon reaching 10th level, Starting at tenth level, you have learned how to incapacitate your foes with little effort. On every successful attack you roll a 1d10. If you land on 10 the target gains disadvantage on Dexterity saves for 2 turns and attacks made on this target have advantage for 1 turn. After a creature has been dazed it cannot be dazed again until its next turn
Knowledge of the Slayer
Starting at 15th level, from your time in Hell you have learned all there is to know about demons. Gain advantage on attacks against fiends and demons, and become resistant to fire damage
Crucible Blade
At 18th level, you gain the ability to summon the crucible blade as a bonus action. The crucible does 2d8 + str radiant damage, and ignores ac. It has three charges that can be recharged at the end of each long rest. They can either be used individually, or all at once. Each charge does 2d8 damage.
Weapon Mods
These modifications can be applied to your ranged weapon, and are displayed in alphabetical order.
Chainsaw
You expend an argent point, and temporarily wield a chainsaw. The Chainsaw does 2d8 slashing, and has three swings of fuel. When an enemy is killed with this weapon, your primary weapon is automatically reloaded, and you gain () pieces of ammunition. Once an enemy is killed with the chainsaw it automatically runs out of fuel, and cannot be used unless another argent energy point is spent.
Energy Shield
You can spend an argent point to create a shield that protects you from the direction you are facing. You gain +5 to your ac as long as the attack is coming from the direction you are facing. Lasts 1d4 turns.
Flame Belch
Target must make a dex saving throw, or take 2d8 fire damage. Target takes 1d4 fire damage per turn until the target passes the saving throw, or dies.
Grenade Lob
You expend a point of argent energy to lob a grenade from your weapon. The grenade is like a regular fragmentation grenade, and has a 20ft explosion radius. Anyone within its radius must make dc 15 dex saving throw, or take 5d6 piercing. Activating this takes up four pieces of ammunition
Meat Hook
The enemy you target with your meat hook must pass a dc 15 dex save, or be hit by the meat hook. Any hits made against targets that are hooked are made at advantage.
Micro Missile
You can fire a missile that automatically seeks a target of your choice, and instantly hits the target. Each missile does 1d4 damage, and each missile costs 1 piece of ammo. Up to () micro missiles can be fired at a time.
Microwave Beam
Expend an argent point, and the target of your choice must make a wisdom saving throw, or be paralyzed for the duration. The enemy takes 1d4 for each turn it is paralyzed, but ends if the target passes the wisdom saving throw or you lose concentration while using it. Beam has a range of 30ft.
Precision Bolt
Upon expending an argent point, you gain +5 to your next hit, but will take up four pieces of ammunition upon activation.
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