Base Class: Fighter
Hailing from the gas-blasted trenches of the first world war, the Imperial German Army's specialist forces, the 'Sturmtruppen', or 'StormTroopers' have made their way so far beyond enemy lines that they've wound up among the Realms of Dungeons and Dragons. These elite soldiers specialize in extreme speed and mobility, scare-tactics, and ruthless brutality. They're not your classic trick-shooting, coulda-been cowboy gunslingers, they're vicious fighters more concerned about leaving their enemies in ruins than looking fancy or stylish.
Guns or Magic?
At 3rd level, you may chose to take either Firearm Proficiency or the Spell Sniper feat. this will serve as your primary weapon, the Cantrip granted by Spell Sniper counts as a weapon attack for the action economy.
Master Marksman
You're skilled in the usage, maintenance, and preparations of firearms.
Spell Sniper
You have access to the Spell Sniper feat to make up for your lack of proper gun.
Gunsmith
Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.
Firearm Properties
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
Ammunition
All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
Firearms
| Name | Cost | Ammo | Damage | Weight | Range | Properties |
|---|---|---|---|---|---|---|
| Palm Pistol | 50g | 2g (20) | 1d8 piercing | 1 lb. | (40/160) | |
| Pistol | 150g | 4g (20) | 1d10 piercing | 3 lb. | (60/240) | |
| Musket | 300g | 5g (20) | 1d12 piercing | 10 lb. | (120/480) |
|
| Pepperbox | 250g | 4g (20) | 1d10 piercing | 5 lb. | (80/320) | |
| Blunderbuss | 300g | 5g (5) | 2d8 piercing | 10 lb. | (15/60) | |
| Bad News | Crafted | 10g (5) | 2d12 piercing | 25 lb. | (200/800) |
|
| Hand Mortar | Crafted | 10g (1) | 2d8 fire | 10 lb. | (30/60) |
Dug In Deep
When you choose this archetype at 3rd level, you gain a mastery in the art of Trench Warfare, granting the ability to reshape the battlefield to your advantage.
Strike at Zero Hour
When you reach 7th level, you add your proficiency bonus to your initiative, albeit only during night time or in near-total darkness.
Overwhelming Firepower
Starting at 10th level, you can use your Dash action to charge enemy lines, forcing all enemies to perform a Wisdom save, the DC being your combined Fighter level and your Charisma bonus.
If any allies join you, their Charisma Bonus is added to the final total of the DC and they, too, move alongside you in the charge.
Terrorized enemies suffer an AC reduction equal to your Proficiency bonus and are compelled to flee from combat if possible. This effect ignores magical fear immunity.
Demolish Supply Lines
Upon reaching 10th level, you've mastered the art of 'The Smash and Grab', giving you Advantage on attack rolls against supply lines, treasure chests, food storage, and other sources of wealth or supplies.
Fueled by the fear in their enemy's eyes
At 18th level, you are literally empowered and fueled by your enemy's fear, increasing your critical threat range by up to +4.
I.e.: If you have one terrified enemy, your critical range is 19-20, if you have 4 or more, it is 16-20.
A Glimpse of the Future
Upon reaching 18th level, your skill in the art of war has reached a point where you are a one-warrior Blitzkrieg. you are now able to fire ranged attacks while performing a Dash action without suffering disadvantage.
Trench Warfare
These Dig Patterns are presented in alphabetical order.
Ditch
Ditches are much shallower trenches designed for moving prone while remaining safe. Ditches are very shallow, rarely more than 2 feet deep and wide, but can be cut much longer, up to 20 feet in one direction. You can only enter a ditch while Prone, however you have the added advantage of having Advantage on Stealth checks while laying prone in a ditch.
Dugout
Dugouts, also called 'foxholes' are short, shallow pits designed to protect against enemy fire. Dugouts can be used as temporary bases in large fights or safe havens in shorter skirmishes. Dugouts are a 5 foot diameter and roughly 4-6 feet deep. Hiding in a Dugout grants Resistance to non-explosive Ranged attacks.
Trench
Long Trenches are thin lines neck-deep or lower in the earth. Moving inside of one allows you to use a Dash action as normal movement in the limited confines, however passing over a trench, or trying to leave one, takes a full action. Long Trenches are 4-6 feet deep but only 2 feet wide, however can be cut 10 feet long.
Tunnel
Cutting into walls, hillsides, or barricades will instead create a tunnel, the depth determined by the material durability, up to a maximum of 10 feet per use. Tunnels can allow a clever Stormtrooper to bypass standard defenses or even sneak into enemy bases by breeching their defensive lines.
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