Base Class: Fighter
Many fighters spend their years refining the classic arts of archery and swordplay, while you aspire to master bayonets, gunpowder, and lead. Gunfighters are equal parts warrior and artisan, creating expertly crafted weapons of destruction. With grit and creative ingenuity, gunfighters are an explosive force on any battlefield.
Firearms Expert
When you choose this archetype at 3rd level, you gain proficiency with firearms (see “Firearms” in the Dungeon Master’s Guide). You can also stow a firearm, then draw another firearm as a single object interaction on your turn.
Marksman
At 3rd level, you learn trick shots that are fueled by special dice called grit dice.
Trick Shots. You learn three trick shots of your choice, which are detailed under “Trick Shots” below. Many trick shots enhance an attack in some way. You can use only one trick shot per attack.
You learn two additional trick shots of your choice at 7th, 10th, and 15th level. Each time you learn new trick shots, you can also replace one trick shot you know with a different one.
Grit Dice. You have four grit dice, which are d8s. A grit die is expended when you use it. You regain all of your expended grit dice when you finish a short or long rest.
You gain an additional grit die at 7th level, and once again at 15th level.
Saving Throws. Some of your trick shots require your target 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 Dexterity modifier
Trick Shots
Trick shots are presented in alphabetical order.
Close Combat Shot
You can expend one grit die and use your reaction to make a single ranged firearm attack against a creature that moves to within 5 feet of you. Being within 5 feet of the creature doesn’t impose disadvantage on this attack roll (see "Ranged Attacks in Close Combat" in the Player's Handbook). If the attack hits, add the grit die to the weapon’s damage roll.
Dazing Shot
When you hit a creature with a ranged firearm attack, you can expend one grit die to daze the creature. You add the grit die to the attack’s damage roll. The next attack roll against the target has advantage if the attack is made before the start of your next turn.
Dead Shot
You can expend one grit die and use a bonus action on your turn to target one creature or object. You have advantage on your next ranged firearm attack roll against the target. If the attack hits, add the grit die to the weapon’s damage roll. You gain no benefits from this feature if you move or perform a different action before you make a ranged firearm attack against the chosen target.
Disarming Shot
You can expend one grit die to attempt to disarm a creature with a ranged firearm attack, forcing it to relinquish an item of your choice that it’s holding. You add the grit die to the attack roll, and on a hit the target must make a Dexterity saving throw. On a failed save, the object lands up to 10 feet behind the creature.
Explosive Knockback
When you hit a creature with a ranged firearm attack, you can expend one grit die to attempt to drive the target back. You add the grit die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target back up to 15 feet.
Intimidating Shot
When you hit a creature with a ranged firearm attack, you can expend one grit die to attempt to frighten the creature. You add the grit die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Piercing Shot
When you make a ranged firearm attack against a creature, you can expend one grit die to attempt to fire through multiple opponents. On a hit, the creature suffers normal damage and every creature in a line directly behind the target within the normal range of the firearm must make a Dexterity saving throw. On failure, each creature that failed takes damage equal to your grit die.
Quick Draw
When you make an initiative roll, you can expend one grit die and add it to the roll. If you are surprised at the beginning of combat, you can act normally on your first turn when using this feature (see "Surprise" in the Player's Handbook). You can't use this feature if you are grappled, restrained, or incapacitated.
Winging Shot
When you hit a creature with a ranged firearm attack, you can expend one grit die to attempt to stagger the creature. You add the grit die to the attack’s damage roll, and if the target is Large or smaller, it must make a Constitution saving throw. On a failed save, you knock the target prone.
Bayonet Specialist
At 3rd level, you gain the following benefits:
Bayonet Assembly. Using tinker's tools, you can spend 8 hours and 25 gp worth of materials to construct and secure a bayonet assembly to the barrel of a musket, hunting rifle, or other firearm with the two-handed property. You can take the Use an Object action to attach a dagger or shortsword to the bayonet assembly of a firearm allowing the firearm to be used as a melee weapon in addition to being used as a ranged weapon.
Bayonet Techniques. A firearm has the following features when a bayonet is attached and is being used as a melee weapon:
- The weapon uses the same modifiers for attack and damage rolls that would normally apply to the attached dagger or shortsword.
- The weapon does not gain the light or thrown properties of the attached dagger or shortsword.
- The weapon gains the reach property.
- The weapon is considered a pike for any prerequisite or effect that requires a pike.
Apprentice Gunsmith
At 3rd level, you gain proficiency with tinker's tools and smith's tools. You can use tinker's tools to craft Renaissance bullets and smith's tools to craft pistols and muskets for half the usual gold, in a quarter of the normal time (see "Crafting an Item" in Xanathar’s Guide to Everything).
|
Name |
Cost |
Damage |
Weight |
Range |
Properties |
|
250 gp |
1d10 piercing |
3 lb. |
(30/90) |
||
|
500 gp |
1d12 piercing |
10 lb. |
(40/120) |
||
|
3 gp (10) |
— |
2 lb. |
— |
— |
Guns Akimbo
Starting at 7th level, when you take the Attack action and attack with a one-handed firearm that you’re holding in one hand, you can use a bonus action to attack with a different one-handed firearm in your other hand. You add your ability modifier to the attack and damage rolls of the bonus attack. You can also draw or stow two one-handed firearms when you would normally be able to draw or stow only one.
Bayonet Charge
At 7th level, when you use your action to Dash, you can use a bonus action to make one melee weapon attack using a firearm with an attached bayonet.
Journeyman Gunsmith
At 7th level, you can use tinker's tools to craft modern bullets and smith's tools to craft revolvers, hunting rifles, and shotguns for half the usual gold, in a quarter of the normal time (see "Crafting an Item" in Xanathar’s Guide to Everything). The weapon and ammo costs detailed below replace those presented in the Dungeon Master's Guide.
|
Name |
Cost |
Damage |
Weight |
Range |
Properties |
|
750 gp |
2d8 piercing |
3 lb. |
(40/120) |
Ammunition, reload (6 shots) |
|
|
1000 gp |
2d10 piercing |
8 lb. |
(80/240) |
Ammunition, reload (5 shots), two-handed |
|
|
500 gp |
2d8 piercing |
7 lb. |
(30/90) |
Ammunition, reload (2 shots), two-handed |
|
|
5 gp (10) |
— |
1 lb. |
— |
— |
Improved Marksman
Starting at 10th level, your grit dice turn into d10s.
Superior Accuracy
At 10th level, your ranged firearm and melee bayonet attacks score a critical hit on a roll of 19 or 20.
Master Gunsmith
At 10th level, you can use smith's tools to craft automatic pistols and automatic rifles for half the usual gold, in a quarter of the normal time (see "Crafting an Item" in Xanathar’s Guide to Everything). The weapon and ammo costs detailed below replace those presented in the Dungeon Master's Guide.
|
Name |
Cost |
Damage |
Weight |
Range |
Properties |
|
1000 gp |
2d6 piercing |
3 lb. |
(50/150) |
Ammunition, reload (15 shots) |
|
|
1500 gp |
2d8 piercing |
8 lb. |
(80/240) |
Ammunition, burst fire, reload (30 shots), two-handed |
Relentless
Starting at 15th level, when you score a critical hit or reduce a hostile creature to 0 hit points on your turn, you regain one grit die.
Expert Marksman
Starting at 18th level, your grit dice turn into d12s.
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