Fighter
Base Class: Fighter

What defines a Renegade is not simply the weapon they wield, or the ways they fight. A renegade, above all else, is a fighter of sly charm and swagger. With brash cockiness in spades, renegades fight with flair and firearms that perfectly suit their own larger-than-life personalities. Particularly well-funded renegades may even have personalized magic firearms, but such folk are rare among these scoundrels.

Don’t mistake their boasting for an empty facade—folk who underestimate a renegade’s flashy gunplay tend to wind up dead.

Scoundrel’s Wit

Starting at 3rd level, you gain proficiency with the two of the following skills: deception, persuasion, or sleight of hand.

Deception

You gain proficiency with deception.

Persuasion

You gain proficiency with persuasion.

Sleight of Hand

You gain proficiency with sleight of hand.

Gunfighter Form

Additionally, when you choose this archetype at 3rd level, you gain proficiency with renaissance pistols and renaissance muskets, and you ignore the loading property of these firearms. You also develop a gunfighting technique that suits your unique brand of renegade style. Choose one of the following options:

Pistoleer

Favoring speed and style over raw power, a renegade who adopts the Pistoleer form is adept at wielding their pistols in tandem with melee weapons rendering them a deadly opponent in both melee and ranged combat. As a Pistoleer, being within 5 feet of a hostile creature doesn’t impose disadvantage on ranged attack rolls with pistols. In addition, when you take the attack action and attack with a pistol that you’re holding in one hand, you can use a bonus action to attack with a light melee weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack, unless you have taken the "two-weapon fighting" fighting style, or that modifier is negative. If your melee weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.

Sniper

Armed with a large two-handed firearm, a renegade who adopts the Sniper form can inflict massive damage in a single shot. Attacking at long range doesn't impose disadvantage on ranged weapon attacks rolls with muskets. In addition if you haven't moved this turn, you can aim down your sights as a bonus action, reducing your speed to 0 and granting you advantage on all attacks you make using your musket until the end of your turn.

Bullet of Choice

Through a combination of salvaging stolen pieces of technology and sheer rakish ingenuity, you can customize your firearm with specialist ammunition. When you choose this archetype at 3rd level, pick one specialist ammunition from the list below. You can fire each specialist ammunition a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

You gain one additional specialist ammunition at 5th level, and again at 10th level.

Adamantine Bullet

Ammunition made of or coated with adamantine is unusually effective when used to break objects. Your bullets are considered adamantine for the purposes of overcoming resistances and immunities. In addition whenever a piece of adamantine ammunition hits an object, the hit is a critical hit.

Buckshot

Instead of a single bullet you load your firearm with a group of small pellets made of lead, steel, or a combination of other metals to fire a barrage of small bullets. When you make an attack with buckshot ammunition, each creature in a 15-foot cone originating from your firearm must make a Dexterity saving throw against a DC of 8 + your proficiency bonus + your Charisma modifier, taking the firearm's piercing damage on a failure and half as much on a success.

Explosive Bullet

You alter your ammunition to have explosive capabilities. When you hit a target with a successful attack from your firearm, all creatures within 5 feet of the target must succeed on a Dexterity saving throw against a DC of 8 + your proficiency bonus + your Charisma modifier, or take 1d6 piercing damage.

Ricochet

You have learnt how to rebound, bounce, or skip your bullets off one surface towards another. When you hit a creature with a successful ranged weapon attack with a firearm, you can immediately cause the bullet to hit another creature within 15 feet of the original target. The second target takes piercing damage equal to your Dexterity modifier (minimum of one). You can redirect a bullet in this way a number of times equal to your Charisma modifier (minimum of once).

Silver Bullet

Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons. Your silver bullets are considered silvered for the purposes of overcoming resistances and immunities.

Smoke Screen

You alter your ammunition to release a burst of ash and smoke. This cloud of ash and smoke forms a 10-foot cube centered on a point of your choice within the firearm’s range, spreading around corners, and the area covered by this cube is considered heavily obscured. This smoke lasts for 10 minutes and cannot be dispersed.

Cunning Shot

Starting at 7th level, you learn to exploit a foe’s weak spots, even if they appear to have none. The damage dealt by your pistols and muskets, ignores resistances and immunities.

Grin and Bear It

At 10th level, you can brace yourself in the heat of battle, even when gravely wounded. When you use your Second Wind feature, you gain a +1 bonus to your AC and your movement speed increases by 10 feet until the start of your next turn.

Right Bullet for the Job

At 15th level, your skill with your firearm can adapt to any situation. When you finish a long rest, you can replace one of your specialist ammunitions with a different option.

Light ‘Em Up

At 18th level, you learn to channel the volatile force of black powder into a single concussive blast. As a bonus action, you can either throw or set down a powder horn or keg. If thrown, the explosive has a range of 30 feet and detonates immediately on impact; if set down, the explosive can be detonated remotely from up to 60 feet away as another bonus action.

When detonated, it deals fire damage to all creatures within 10 feet of it (3d6 for a powder horn, 7d6 for a keg).

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