Base Class: Fighter
Most warriors and combat specialists spend their years perfecting the classic arts of swordplay, archery, or pole arm tactics. Whether duelist or infantry, martial weapons were seemingly perfected long ago, and the true challenge is to master them.
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 ability to design, craft, and utilize powerful, yet dangerous ranged weapons. Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new, untested technologies in a world where the arcane energies that rule the elements are ever present.
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
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.
Covert. You have advantage on any Sleight of Hand checks made to conceal the weapon. If the weapon was concealed before combat, you have advantage on the first attack roll that you make with this weapon.
Explosive. Almost all firearm damage has the chance to Explode, which increases the amount of damage that they can potentially do. If you roll the maximum amount of damage on a firearm weapon’s damage die when making a firearm weapon attack, the ammunition you fired will explode, allowing you to roll an additional damage die. For instance, a Light Pepperbox deals 1d8 piercing damage, if you roll an 8 on the weapon’s damage die, the ammunition explodes, allowing you to roll an additional 1d8 damage for that shot. Assuming you roll an 8 on the explosion damage die, the round does not explode again, as a single damage die can only explode once. Certain firearms’ attacks have the chance to explode on several different rolls of their weapon damage die, this is detailed on the list of firearms below.
Eruptive. A weapon with the eruptive property uses a special type of explosive ammunition. When attacking with this weapon, anything within a 15 foot sphere of your target must make a Dexterity Saving throw against your Grit save DC or take the weapon’s listed damage, or half as much on a successful save.
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.
Firearm Weapon Table
|
Name |
Cost |
Ammo |
Damage |
Weight |
Range |
Properties |
|
Derringer |
50g |
2g (20) |
1d6 piercing |
1 lb. |
(40/160) |
|
|
Light Pepperbox |
150g |
4g (20) |
1d8 piercing |
3 lb. |
(60/240) |
Light, Reload 4, Misfire 1 Explode 8 |
|
Revolver |
250g |
4g (20) |
1d10 piercing |
4 lb. |
(60/240) |
Reload 6, Misfire 1 Explode 10 |
|
Pepperbox |
250g |
4g (20) |
1d10 piercing |
5 lb. |
(45/120) |
Reload 6, Misfire 2, Explode 10 |
|
Rifle |
300g |
6g(20) |
1d12 piercing |
10 lb. |
(120/400) |
Two-Handed, Heavy, Reload 6, Misfire 2, Explode 12 |
|
Pump Shotgun |
300g |
5g (5) |
1d12 piercing |
10 lb. |
(10/45) |
Two-Handed, Reload 6, Misfire 2, Explode 11-12 |
|
Sawn-Off Shotgun |
500g |
10g (5) |
2d8 piercing |
14 lb. |
(10/45) |
Two-Handed, Heavy, Reload 2, Misfire 2, Explode 8, |
|
Hand Mortar |
600g |
25g (1) |
6d6 fire |
10 lb. |
(30/60) |
Reload 1, Eruptive |
Special Ammunition Table
|
Name |
Cost |
Additional Damage |
Special Properties |
|
Hollow-Point Bullets |
8g (20) |
1d4 Piercing |
Ignores any resistance to piercing damage |
|
Incendiary Rounds |
10g (20) |
1d4 Fire |
None |
|
Holy Rounds |
Crafted (Requires 1 vial of holy water for 10 bullets) |
1d4 Radiant |
Target must make a DC 14 Constitution saving throw or be outlined with a bright light. The next attack made against the target has advantage. |
|
Frost Rounds |
10g (20) |
1d4 Cold |
None |
|
Electric Rounds |
10g (20) |
1d4 Lightning |
None |
Special Attachments Table
|
Name |
Cost |
Special Properties |
|
Scope |
50gp |
This attachment can be fastened to the top of the rail of a rifle to increase both it’s normal range and long range by 150ft. |
|
Bayonette |
10gp |
Choose a simple melee weapon that deals slashing or piercing damage to fasten to the bottom of any firearm. You can now make a melee weapon attack using this specific simple weapon by using your firearm. |
|
Silencer |
100gp |
This attachment can be built on the exterior of a firearm or within the barrel itself. This attachment removes all muzzle flash from your firearm and makes its shots far quieter. A firearm’s shots with this attachment built into them cannot be heard from any distance further than 30ft. Additionally, this attachment reduces the firearm’s misfire score by 1, (to a minimum of 1). |
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 Wisdom 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.
Vicious Intent
At 10th 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.
Lightning Reload
Starting at 15th level, you can reload any firearm as a bonus action.
Volatile Momentum
At 18th level, when you make multiple attacks, you lower the roll that it takes to score a critical hit. For every attack roll that you make with a firearm, the threshold for a critical hit lowers by 1. For instance if you make 3 attacks, you only need to roll an 18 to crit on your second attack, and a 17 on your third attack. This threshold cannot go any lower than 15, or 5 attacks, and this counter resets on a successful critical hit, miss, or if you change targets.
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 below
Bullying Shot
You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You shoot a single shot into the air, and any creature within 10 feet must succeed on a Wisdom saving throw or have disadvantage on the next saving throw that they make before the start of your next turn. You shoot a single shot into the air, and any creature within 10 feet must succeed on a Wisdom saving throw or have disadvantage on the next saving throw that they make before the start of your next turn.
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.
Distracting Shot
When an enemy tries to attack one of your allies, you can spend a grit point to try to fire a shot and divert their attention away from them. When an enemy that is within your firearm’s normal range makes an attack roll against a friendly creature, spend one grit point to make a firearm weapon attack against the target as a reaction. If the attack hits, it deals half damage and you can add your Wisdom modifier to the friendly creature’s AC, potentially causing the attack to miss.
Duelist's Instinct
When you roll for initiative, you can expend one or more grit points to attempt to draw your gun early. For each grit point spent, add your Wisdom modifier to your initiative roll. Additionally, for each grit point spent, your first firearm attack will deal one additional damage die. This benefit only applies to the first round of combat.
Fanning Shot
When you make an attack against a creature with a Light Pistol, Pistol, or Pepperbox, you can choose to hold down the hammer and fire your entire clip at once. When you make an attack, spend 2 grit points, each creature within a 15 foot cone in front of you must make a Dexterity Saving throw or take damage equal to half your remaining clip rounded down, or half as much on a failed save. For instance, a fully loaded Pepperbox has 4 shots that each deal 1d8 piercing damage. Each creature within the cone would have to make a Dexterity Saving throw or take 2d8 piercing damage. This trick shot cannot be performed if you only have one shot remaining in your clip.
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.
Gunman's Resolve
In a pinch, you can spend your grit points to attempt to regain your focus. Spend 2 grit points to instantly regain a usage of your Second Wind ability. Additionally, when you use this ability, instantly end one frighten or charm effect that you are afflicted with.
Piercing Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. On a hit, the creature suffers normal damage and you make an attack roll against every creature in a line directly behind the target within your first range increment. Any creature hit by a subsequent attack takes half damage from this shot.
Quickened Reload
You have become extremely skilled when it comes to reloading your firearms quickly. Spend one or more grit points, for each grit point you spend, instantly reload a firearm that you are holding.
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. When you hit a creature with a firearm weapon attack, you can roll one additional weapon damage die per grit point spent when determining the damage for that attack. However, you deal half of the damage of this attack to yourself, whether the attack hits or not.
Winging Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.
Previous Versions
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Posted Apr 17, 2022I’m glad that you like it!
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Posted Apr 16, 2022Very fun