Base Class: Fighter
It's a fighter with a gun instead of a sword.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with firearms and tinker's tools, and ignore the reloading property for firearms.
Quickdraw
Starting at 3rd level, you gain advantage on your initiative rolls.
Technical Know-How
Starting at 7th level, your skill with firearms becomes so pronounced that you’ve developed certain techniques to aid you in battle.
- Precision Shot: You can double your attack modifier when you attempt to hit your target.
- Rapid-Fire Shot: You can take an extra shot as a bonus action, but you take a penalty to the attack roll equal to your proficiency modifier.
- Sniping Shot: If you are hidden, when you take a shot and hit a target, your damage modifier is doubled.
You can use these techniques a number of times equal to your proficiency modifier. You regain all uses after a short or long rest. An attack can only use one of these techniques at a time.
Practiced Artillerist
Starting at 10th level, you do not gain disadvantage if you fire within melee range of your target, and your weapons do not misfire, if that mechanic is applicable.
Armor-Piercing
Starting at 15th level, you ignore a portion of the target’s AC equal to half your proficiency modifier rounded down.
Fast Hands
Starting at 18th level, when you wield a one-handed firearm, the number of attacks you can make per action is increased to four.