Fighter
Base Class: Fighter

In a world where firearms are widely available in many different scales of quality, philosophers have almost all agreed that 'warfare is now only a game of numbers rather than skill'.

The Royal Marksman exists to prove that wrong. Wielding a Flintlock Rifle or a pair of pistols, the Marksman is an expert of gunpowder weaponry that engages their enemies at such range that they rarely have a chance to fight back. Whether supporting their allies from the rear or eliminating targets with deadly accuracy, no one can challenge them in a contest of aim.

Most Royal Marksmen are employed by sovereign states like the Empire of Narcya or the Kingdom of Göttrich, though some act as guns for hire or underworld contractors. Typically seen as deadly assassins, many Royal Marksmen also hold officer titles within royal militaries or are themselves noble lords with an enthusiasm for hunting.

Take Aim

Starting at 3rd level when you take this martial archetype, you can Take Aim as a bonus action, adding your perception modifier to the next ranged attack roll. If you do not make a ranged attack before the start of your next turn, the effect is lost and you must re-use the ability.

When Fighter gains additional attacks with their action, you can choose to use Take Aim before any of the attacks, even if you've already made one on your turn. This must be done before you start rolling to hit.

Master of Arms

Starting at 3rd level with this martial archetype: Your training and familiarity with firearms have taught you a variety of ways to make entertaining or impressive displays with your weapon.

You no longer need to spend an action or bonus action to ready your firearm between every shot and misfires do not need to be cleared with an action. Additionally, uou can choose to add your Dexterity modifier and your proficiency bonus to any Performance check made that involve a firearm.

Good Eye

Starting at 7th level when you take this archetype: Landing a critical hit with a ranged weapon causes the projectile to pierce through its target and do the same damage roll to all other creatures in a straight line behind the first.

The additional hits are considered ranged attacks made with the same attack roll and damage roll as the first hit and do not pierce further if they strike a target whos AC is higher than the initial attack roll. Spells that cause attacks to have magical effects (such as Searing Smite) do not trigger the effect more than once when piercing targets.

Rangefinder

Starting at 10th level with this martial archetype: Missing a ranged attack roll adds a +2 bonus to the next ranged attack roll made on the same turn.

This bonus doubles with every consecutive miss to a total of +8. For example: First miss is +2, second miss is +4 and third miss is a +8. Any bonus is lost immediately upon landing a successful ranged attack.

Ranged Close Quarter Combat

Starting at level 15 when you take this martial archetype: You learn to use your firearm as a makeshift close-quarter combat weapon, allowing you to use your reaction to strike a creature within 5 feet with your weapon.

Once per turn, as a reaction you can cause a single attempted action (such as a spell cast, melee attack, a grapple or shove action) to instantly fail and have no effect. The action must target only you and must be made by a creature within 5 feet of you.

Gun Master

Starting at 18th level when you take this martial archetype: Your proficiency with firearms has taught you to best focus your efforts with a single type of firearm for better expertise and efficiency.

You can choose one type of firearm: Long Gun, Hand Gun or Shotgun, and gain a bonus based on your choice.

Hand Gun Master

Any ranged weapon with the Light trait: You focus your skill into smaller, lighter firearms, gaining the ability to mix your pistol shots in with your flurry of attacks. You can use a ranged attack with hand guns with any of your attack actions per turn regardless of whether you've made a melee hit on the same turn and do not need to stow a weapon or have an empty hand to reload. Additionally, if you've made only melee attacks with your action, you can make a ranged pistol attack with your bonus action.

Long Gun Master

Any ranged weapon with the Two-handed trait: You focus your skill into long range weaponry, gaining the ability to carefully aim your most devestating shots. You will crit on a roll of 19 or 20 and critical hits with ranged weapons that pierce targets do not need the additional targets to be in a straight line for as long as they are within a 30 degrees angle behind each target.

Shotgun Master

Any ranged weapon with Two-handed but without the Heavy trait: You focus your skill into scatterguns and blunderbusses, gaining the ability to make wield the heft of a shotgun with ease. You can choose to make a single ranged attack per turn with a shotgun also be considered a shove attempt whether the attack hits or not. If the shove is successful, the target will bleed for 1d6 piercing damage every turn until they succeed a constitution saving throw with a DC of 19.