Base Class: Fighter
A ranged fighter who uses an organic firearm crafted from their own body. What is lost in expertise in physical prowess is made up with tenacity and cruelty.
Tenacity of Mind and Body
Starting when you choose this archetype at 3rd level, you become proficient in wisdom saving throws, gain 6 max health, as well as 2 additional health per level after this one. You are no longer proficient in strength saving throws.
Fleshwarping
You can now shape fleshwarped firearms from your body. Treat any fleshwarped firearm as a regular firearm for the purposes of damage die, range, and properties. You can shape a fleshwarped firearm over a period of time, based on the cost of the firearm you intend to craft, 1 hour for every 5 gold of that weapon's cost. You can not shape a firearm with the scatter or explosive properties. You are proficient with all fleshwarped firearms, and have advantage against being disarmed while using a fleshwarped firearm. If a fleshwarped firearm is more than 10 feet from you for an hour or more it is considered broken, if it is more than 10 feet from you for two or more hours, or more than 100 feet from you is it considered destroyed. When attacking with a fleshwarped firearm, you can use your Wisdom modifier, instead of Dexterity, for the attack and damage rolls. You can not create ammunition for a fleshwarped firearm, instead, you take 1 damage to create ammunition and fully reload the weapon, increase the damage to 2 at level 10 and 4 at level 15. At level 5 you modify your fleshwarped firearms to count as +1 magical weapons, +2 at level 10, and +3 at 15. On a misfire you take 2d4 necrotic damage and must make a Wisdom saving throw of DC 15 or stunned till the end of your turn. Increase the misfire damage by 1d4 and increase the DC by 1 at level 10, and again at level 15.
Warped Life
Fleshwarped firearms score a critical hit on a roll of 19 or 20. When you score a critical hit, you may add 1d4 necrotic damage (this is not doubled). You regain hit points equal to the amount of necrotic damage. It increases by 1d4 at levels 9 and 15.
Life's Bloody Grip
When you are reduced to 0 hit points but not killed outright you may make a Wisdom saving throw of DC 15, you can make an Attack action using the Extra Attack feature, if you failed the wisdom saving throw all attacks are at disadvantage. You regain 1 hit point for every attack that hit using this feature. You can't use this feature again until you finish a long rest.
Rotten Sport
You are immune to Poison and Disease. When making an Attack Action you may you attacks this turn deal an additional 1d6 poison damage, the target must also make a DC 16 Constitution saving throw or be Poisoned. You may use this feature three times between long rests.
Trained Ligaments
Starting at 15th level, you can reload any fleshwarped firearm as a bonus action.
What is Yours is Mine
Upon reaching 18th level, as an action, you can make an Attack Roll against an enemy. You gain a +10 to the attack roll. If it hits deal 10d12 necrotic damage and you heal that much health. You may also heal any allies within 30 feet of you or the target, you may heal them by the remaining amount of health not used by you, you may distribute the health as you wish.
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Posted Apr 19, 2022Cool