Base Class: Fighter
Most fighters either use melee weapons or archery. They seldom rely on modern technology like firearms. They see blackpowder as unreliable and prefer the feeling of loading a crossbow, even if it might be less efficient. Some, however, embrace progress, and train in the use of guns.
Basic Training
Starting at 3rd level when you pick this archetype, you gain proficiency in firearms. Furthermore, you can ignore the loading property of firearms you are proficient in.
Trick Ammo
Also at 3rd level, you gain the ability to modify ammunition to take your enemies by surprise.
Trick Ammo. You have a number of Trick Ammo shots equal to your proficiency bonus. You regain all expended shots at the end of a short or long rest.
Trick Shots. You know three Trick Shots, and learn one more at 7th, 10th and 15th level. Using a Trick Shot expends one piece of Trick Ammo, and you can only use one Trick Shot per turn. When you learn a new Trick Shot, you can replace any Trick Shots you know with another.
Saving Throws. If a Trick Shot calls for a saving throw, the DC is calculated as follows:
Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier
Refreshed and Reloaded
At 7th level, you learn how to ready yourself for more fighting, even in the heat of combat. When you use your Second Wind feature, you can reload a firearm you are holding as part of the same bonus action. Furthermore, when you use your action to Dodge, Dash, Hide or Disengage, you can make one attack with a firearm as a bonus action.
Quick Reflexes
At 10th level, you have learnt how to guarantee you shoot first. When you roll initiative, you can use your reaction to make one attack with a firearm. Additionally, if you roll initiative and have no Trick Ammo remaining, you regain one piece.
Steady Aim
At 15th level, your aim has improved to be far more controllable while stationary. As a bonus action on your turn, provided you haven't moved that turn, you can grant yourself advantage on all attacks with firearms until the beginning of your next turn. This sets your speed to 0 until the beginning of your next turn.
Crack Shot
By 18th level, your skill with a firearm is unparalleled. When you use a Trick Shot, you can make another attack as part of the same action.
Trick Shots
The list of Trick Shots you can choose from is in alphabetical order.
Blasting Shot
When you hit a creature with a firearm, they take additional damage equal to the firearm's damage dice and are moved back up to 15 feet directly away from you.
Bleeding Shot
When you hit a creature with a firearm, you can force them to make a Constitution saving throw. On a failure, they take the damage dice of the firearm at the beginning of each of their turns unless they use an action to staunch the wound.
Dazing Shot
When you hit a creature with a firearm, they take additional damage equal to the firearm's damage dice and they must make a Wisdom saving throw. On a failure, they are Dazed for the next minute. While Dazed, they can only take an action or a bonus action on their turn, and their movement speed is halved. They can repeat the save at the end of each of their turns, ending the effect on a success.
Disarming Shot
When you hit a creature with a firearm, they take additional damage equal to the firearm's damage dice and must make a Strength saving throw. On a failure, whatever they are holding is dropped and thrown 10 feet away from them in a direction of your choice.
Explosive Shot
When you hit a creature with a firearm, you can force the target and all creatures within 5 feet to make a Dexterity saving throw. On a failure, they take the damage dice of the firearm as fire damage. On a success, they take half that amount.
Grazing Shot
When you miss a creature with a firearm, you can instead cause them to still take half the damage of the shot.
Quick Shot
When you make an attack with a firearm, you can make one attack as a bonus action. On a hit, the target takes additional damage equal to the firearm's damage dice.
Retaliatory Shot
When a creature hits you with an attack, you can use your reaction to make one attack against them with a firearm. On a hit they take additional damage equal to the firearm's damage dice.
Suppressed Shot
When you make an attack with a firearm while hidden, you can suppress the shot. If you do, you are still considered hidden afterwards, and on a hit the target takes additional damage equal to the firearm's damage dice.
Tripping Shot
When you hit a creature with a firearm, they take additional damage equal to the firearm's damage dice and they must make a Strength saving throw. On a failure, they are knocked prone.
Previous Versions
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10/8/2020 10:31:52 PM
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3/31/2021 12:50:50 PM
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