Fighter
Base Class: Fighter

As firearms became more and more prevalent, folk of exceptional skill with them rose to challenge the masters of sword, axe, hammer and bow. There is no general rule about what to expect from a shootist, except they are not to be trifled with.

A shootist might take up all kinds of professions over their career. It is not uncommon to meet one who has been a soldier, a mercenary, a lawman, bounty hunters, or just a plain old outlaw in any given combination. Some take to a life of endless wandering, and others find something worth sticking around for and operate in a favored territory exclusively.

Shootists are often visible at a glance. Multiple heavy gun-belts and memorable personal style, such as a signature hat or brightly colored bandanna that marks them to those familiar with their trademark, or immediately signals them as a clear danger to all.

Wayfaring Stranger

When you choose this archetype at 3rd level, you gain proficiency with martial firearms, and ropes.

Your wandering life has led you to learn an additional proficiency in a skill or tool.

Gut Instinct

Also at 3rd level, your natural instinct with a firearms can inspire awe in allies, and trepidation in foes. You gain the following benefits:

You have four gut dice, which are d8s. A gut die is expended when you use it. You regain all of your expended gut dice when you finish a short or long rest. You gain 1 gut die at level 7 (5 gut dice).

You learn three trick shots. You can use a trick shot when you make an attack with a firearm that requires an attack roll.

If a trick shot requires a Saving Throw, the Save DC is equal to 8 + your proficiency bonus + your dexterity modifier.

Cover Fire

When you hit a creature with a firearm attack, you can expend one gut die to maneuver an ally into a more advantageous position. You add the gut die to the attack’s damage roll, and choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its movement speed, and any attack rolls made against it are made at disadvantage while it does so.

Dead Aim

When you make an attack roll against a creature using a firearm, you can expend one gut die to add it to the roll. You can use this trick shot before or after making the attack roll, but before any effects of the attack are applied.

Drop It!

You roll one gut die and make an attack with a firearm. If it hits, add the gut die’s result to the firearm’s damage roll, and the target must make a Strength saving throw. If it fails, it drops one object it is holding of your choice. The object is pushed 10 feet away from you. 

Holler

When you take the Attack action on your turn, you can expend one gut die and forgo one of your attacks to direct friendly creature who can see or hear you to make an attack with a firearm. That creature can immediately use its reaction to make a single attack with a firearm they are holding. If their attack hits, add the gut die to their attack's damage roll.

Humiliating Shot

When you hit a creature, or damage the cover a creature is using with a firearm attack, you can expend one gut die to goad the target into attacking you. You add the superiority die to the attack's damage roll. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Menacing Shot

When you hit a creature with a firearm attack, you can expend one gut die to attempt to frighten the target. You add the gut 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.

Rallying Cry

On your turn, you can use a bonus action and expend one gut die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the gut die roll + your Charisma modifier.

Wounding Shot

When you hit a creature with a firearm, you can expend one gut die to distract the creature, giving your allies an opening. You add the gut die to the attack's damage roll. The next firearm attack made against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

True Grit

At 7th level, you can also can put your body through extraordinary strain. You gain the following benefits:

  • When you attack with the last piece of ammunition in a firearm's chamber, you have resistance to piercing damage until the start of your next turn.
  • When you make a running long or high jump and aren’t wearing medium or heavy armor, the distance you can cover increases by a number of additional feet equal to your Strength modifier.

Improved Gut Instinct

At 10th level, when you roll initiative, you can immediately draw a firearm. Additionally, you can make one attack with it, or another firearm you are already holding, or reload a firearm you are holding.

'Till it Goes Click

At level 15, you can aim and fire with dazzling speed. When you use your action surge and take the Attack action with your extra action, you can make a number of additional attacks equal to 1 + half your Dexterity modifier (minimum of 1) with any firearm you are holding. You must have available ammunition in the firearms to make these attacks, and cannot use them to reload. The attacks are made hastily and at disadvantage, and are ineligible for the application of trick shots.

Superior Gut Instinct

Starting at 18th level, your instincts are nearing infallibility, and you are always prepared as long as you’re near a trusty firearm. When you roll initiative and have no gut dice remaining, you regain 1d2 gut dice.

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