Fighter
Base Class: Fighter

A master of the musket and bayonet, the Rifleman is adept at both long-range and melee combat.

Married to Your Musket

You no longer have proficiency with shields or heavy armor. You gain proficiency with either drums, fief, or bagpipes.

Musket/Rifle Proficiency

Gain proficiency with muskets and rifles, allowing you to add your proficiency bonus to attacks made with these firearms.

Maintenance Training

You gain proficiency with Tinker’s Tools which may be used to clear weapon jams, create ammunition, and upgrade your weapon at certain level milestones.

Musket/Rifle Properties

Damage and Range. 

Musket begins at 3rd level by dealing 2d6+dex piercing damage and has a range of (120/480). 

At 7th level, the Rifling feature increases damage to 2d8+dex piercing damage and increases range to (200/600). 

At 10th level, the Improved Rifling feature increases damage to 3d8+dex piercing damage and range to (300/750).

 

Reload.

The musket/rifle may be fired once before an action or attack (excluding bonus actions until the Quick Reload feature is obtained) must be spent to reload.

 

Misfire.

The musket/rifle will misfire and jam when a 1-2 is rolled on the attack roll (until the Improved Maintenence Training feature is obtained). The attack misses and the weapon cannot be fired until an action is spent to repair it. The weapon can be fixed with a successful DC 10 Tinker Tool’s check (d20+dex).

Headshot

Before you make a ranged attack with your musket/rifle, you can choose to aim for a “headshot” and take a -5 penalty to your attack roll to receive bonus damage on a successful hit.

At 3rd level bonus damage is 5.

At 5th level bonus damage is 8.

At 7th level bonus damage is 10.

At 10th level bonus damage is 12.

At 15th level bonus damage is 16.

At 18th level bonus damage is 20.

Bayonet Training

You may use an attack action or bonus action to make a melee attack with your bayonet for 1d6+dex piercing damage. 

When the attack action is taken after receiving the Extra Attack feature you may choose to make a ranged attack and a melee attack in the same action, or to make one of either attack and reload in the same action.

At 7th level, the Superior Bayonet Technique feature increases damage to 1d8+dex piercing damage.

Charge!

If you make a melee attack with your bayonet after moving 10 or more feet towards your target damage is increased to 1d8+dex piercing damage.

At 7th level, the Superior Bayonet Technique feature increases damage to 1d10+dex piercing damage.

Brace

You may use your action to prepare a melee attack reaction with your bayonet. On a successful hit, the target sustains 1d8+dex piercing damage and must make a strength saving throw (DC set at 8+your dex modifier+your proficiency bonus). On a failed save, you push the target back 5 feet and their movement is reduced to 0.

At 7th level, the Superior Bayonet Technique feature increases damage to 1d10+dex piercing damage.

Rifling

Using your Tinker’s Tools, you upgrade your musket to a rifle. The rifle now deals 2d8+dex piercing damage and has an improved range of (200/600).

Superior Bayonet Technique

With practice and experience you improve your skills with your bayonet. Melee attacks with the bayonet now deal 1d8+dex piercing damage for attacks made as an action, bonus action, or braced attack; charge attacks now deal 1d10+dex piercing damage.

Follow-up Shot

A ranged attack may be made with your rifle with advantage immediately following a successful melee attack with your bayonet against the same target, so long as you have an available attack and your rifle is loaded. This feature cannot be used in combination with Headshot.

Volley

When you make a ranged attack with your rifle at a target 10 or more feet away from you, you may use a bonus action to order a “volley,” allowing any ally within 10 feet to use their reaction to make a ranged attack against the same target. Casters are limited to cantrips; allies who are unable to make a ranged attack may throw an object (at the DM’s discretion) such as a stone for 1d4 bludgeoning damage with a maximum range of 60 feet. Uses of Volley are equal to your proficiency bonus, regenerated after a long rest.

Improved Rifling

Using your Tinker’s Tools, you upgrade your rifle further. The rifle now deals 3d8+dex piercing damage and has an improved range of (300/750).

Improved Maintenance Training

You have mastered your Tinker’s Tools, allowing you to craft double the ammunition at one time. 

Your rifle only misfires and jams when a 1 is rolled on an attack role.

You may use a bonus action to clear your weapon jam, and no check is necessary to succeed.

Quick Reload

You may reload your rifle as a bonus action.

Improved Volley

Allies within 15 feet are allowed to participate in the “volley,” and allies may add one damage die to their attack on a successful hit.

Improved Critical

You now score a critical hit when a 19-20 is rolled on an attack role.

Dragoon Training

You may use one of your uses of Volley to instantaneously cast the spell Phantom Steed.

Hemorrhaging Shot

When you score a critical hit on a target, the target sustains half the damage from that hit at the end of its next turn.

Phantom Line Infantry

You may use one of your uses of Volley to summon four phantom riflemen in a 5ft x10ft rectangle adjacent to you. The phantom riflemen fire a volley with you at your target, and are able to reload and fire again at whichever creature you target—so long as you are able to as well. Each rifleman deals 2d8 piercing damage. Up to five allies within 15 feet of you may participate in the volley. The bonus granted by the Improved Volley feature does not apply. The phantom riflemen disappear at the end of your turn.

Previous Versions

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