Base Class: Fighter
Tideshots, born from a technological revolution, follow the art of gunslinging, a precise and powerful practice. Although normal guns are no longer favored by tideshots, elemental based guns are more popular than ever. These elemental guns use reinforced glass cartridges that explode on impact, dealing significant bludgeoning damage and inflicting damage of its corresponding element. Most armies have at least one small army of tideshots in their ranks, as they provide ranged support and can devastate the enemies if properly utilized.
This archetype focuses on firearms, dangerous but focused weapons. If one is inventive, smart, and precise these creations of chaos can wreak havoc across the battlefield. Although powerful, the weapons do not come without drawbacks. The ammo used for these destructive things is extremely expensive and volatile, making them dangerous to carry around in large amounts.
Firearm Proficieny
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.
Quick Hands
Your practice and skill with firearms has allowed you to be able to fire more often and more accurately than others, especially when fighting with lighter weapons. Two-weapon fighting now applies to your firearms, and you may stow and draw two light firearms as a single object interaction on your turn.
Firearm's Flourish
When you choose this archetype at 3rd level you gain the ability to perform incredible shots and maneuvers called flourishes.
Flourishes. You learn two flourishes of your choice detailed under the "Flourishes" list below. Flourishes are often powerful shots that allow you to enhance your attacks with almost supernatural ability. Flourishes must be declared before you make an attack roll, and are relegated to one trick shot per action.
You learn an additional flourish at levels 7, 10, 15, and 18.
Marks. You gain a number of marks equal to your dexterity modifier. You expend one mark when you use a flourish, or when you reduce a creature to zero hit points. You may expend your second wind to regain 1d4+1 marks instead of its normal effect. All marks return after a long rest.
Saving Throws. Some of your flourishes require your targets to make saving throws against the effects of a flourish. Your save DC is calculated as follows:
Flourish Save DC = 8 your proficiency modifier + your dexterity modifier.
Final Shot
At 7th level, you realize the final shot of the barrel is the most important shot, as such you tend to focus and become more alert to your opponents movement when you're on your final bullet. As such, you gain advantage on your attack roll as long as the attack is with the last shot in your firearm.
Marksman's Grace
Starting at 10th level, you learn how to keep your distance from your foes, and how to dodge incoming attacks. When an enemy misses you with an attack, you may expend your reaction to move 5ft. in any direction away from that creature without provoking attacks of opportunity from that creature. If the creature has a second attack they may still make the attack while you are backing away.
Rapid Reload
Starting at 15th level, you may reload a firearm as a bonus action.
Tideshot's Triumph
Beginning at 18th level, you have reached accuracy to rival masters, and as such you critical on a 19 or 20.
In addition, whenever you score a critical hit on a creature with a firearm on your turn, you may expend a mark to instead triple the damage of the weapon. This empties all the ammo in the weapon and ends your turn.
Flourishes
Deadly Flourish
When you make a firearm attack, you may expend a mark to deal an additional 2d8 damage on the attack.
Deflecting Flourish
When a creature makes an attack against you, you may expend a mark and your reaction to make a firearm attack against the creature. If you hit the target it automatically hits the target.
Finishing Flourish
When you reduce a creature to zero hit points, you may expend a mark to make an additional firearm attack on a creature within range. You may do this only up to twice a turn.
Overcharge Flourish
As a bonus action on your turn you may overload a shot with multiple shots, causing you to use all of your ammo in one shot. The target must make a dexterity saving throw against your save DC. If they fail they take 2d8 bludgeoning damage and 2d8 force damage. If they succeed they only take 2d8 force damage.
Disorienting Flourish
When you make a firearm attack against a creature, you may expend a mark to attempt to disorient the creature. The target must make a constitution saving throw against your save DC. If they fail they are blinded and deafened until the end of their next turn, if they succeed they suffer no additional effects.
Focused Flourish
You may expend a mark to gain advantage on an attack roll.
Explosive Flourish
You momentarily overheat the gun and fire a powerful explosive strike. Your target and every creature within 10ft. of the target must make a dexterity saving throw against your save DC. If they fail they take 5d6 force damage and are knocked prone.
Chaos Cartriges
As a Tideshot, the most valuable resource is ammo, which comes in the form of chaos cartridges. Since the usage of serrite, bullet proof metal, in armors and shields has gone up, normal bullets have gone since become obsolete. So, they have fallen back on cartridges of controlled chaos in which is condensed and fired in a small glass bullet that explodes upon impact. There are 10 different types of chaos cartridges: Acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, and thunder. Each cartridge deals damage according to which element is represented. When a gun is loaded with these cartridges, a skilled tideshot will switch between them accordingly, and prepare them wisely.
When loading a tideslinger, for every different element, assign that a number(s) on a d6. Then, when you make an attack, roll that d6 to determine which element is fired. Using a flourish bypasses this and allows one to choose which element is fired.
When loading a tidecannon, for every different element, assign that a number(s) on a d12. Then, when you make an attack, roll that d12 to determine which element is fired. Using a flourish bypasses this and allows one to choose which element is fired.
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