Fighter
Base Class: Fighter

You have become a master of crafting ammunition using different alchemical, mechanical, and magical compounds. Whether it's an arrow, bolt, firearm bullet, or sling bullet, no one knows what to expect when you open fire. Why shoot someone with just a normal bolt when you could also blast them with alchemical fire, ensnare them with a bola, or stun them with an electrical shock at the same time?

Tinkerer

Starting at 3rd level, you gain proficiency with the tools you need to transform your ammunition: Tinker's Tools, Alchemist's Supplies, and the Poisoner's Kit.

Tinkered Ammunition

Starting at 3rd level, you learn how to properly tinker with your ammunition to grant it extra properties. You learn four of the Tinkered Ammunition options below. You learn one additional Tinkered Ammunition option at 7th, 10th, 15th, and 18th level.

You can transform ammunition into Tinkered Ammunition during a long rest. You can transform a number of pieces of ammunition equal to (1+ your INT modifier + your proficiency bonus) and cannot carry more than that maximum number at any given time. You must also spend 5 gp per piece of transformed ammunition as a material cost.

You may use your Tinkered Ammunition on any ranged attack roll as you would any other piece of ammunition.

Tinkered Ammunition Options:

Some of these require saving throws; the saving throw DC equals (8 + your INT modifier + your proficiency bonus).

Fire Shot - You use a piece of ammunition topped with a flask of alchemist's fire. The creature hit by the ammo must also succeed on a DEX saving throw or be coated in alchemist's fire a number of rounds equal to your proficiency bonus. While coated in alchemist's fire the target takes 2d6 fire damage at the start of each of their turns.

Acid Shot - You use a piece of ammunition topped with a flask of acid. The creature hit by the ammo takes 2d6 extra acid damage and must also succeed on a CON saving throw or be coated in acid a number of rounds equal to your proficiency bonus. While coated in acid the target takes 1d6 acid damage at the start of each of their turns. While coated in acid, the target's AC decreases by 2 if they are wearing metallic armor.

Poison Shot - You use a piece of ammunition coated with a dangerous poison. The creature hit by the ammo takes an extra 2d6 poison damage and must also succeed on a CON saving throw or be poisoned a number of rounds equal to your proficiency bonus.

Holy Water Shot - You use a piece of ammunition topped with a flask of holy water. The creature hit by the ammo must also succeed on a DEX saving throw or be coated in holy water a number of rounds equal to your proficiency bonus. If a fiend, undead, or fey creature are struck with the holy water they ignite in holy flame dealing 2d6 radiant damage at the start of each of their turns.

Explosive Shot - You fire a piece of ammunition topped with an explosive. The target creature hit by the ammo as well as all creatures within 10 feet of the target take an extra 2d6 fire damage. This damage increases to 3d6 at 10th level and 4d6 at 18th level.

Bola Shot - You fire a piece of ammunition that magically transforms into a bola. The creature hit by the ammo takes the ammunition's normal damage and is considered grappled by the bola; it must also make a DEX saving throw or it falls prone. At the beginning of its turn, the grappled creature must make a STR saving throw to break free from the bola.

Blunt Shot - You use a piece of ammunition topped with a giant fist. A creature hit by your ammo takes an extra 3d6 bludgeoning damage and must also succeed on a STR saving throw or be knocked prone. 

Electric Shot - You use a piece of ammunition equipped with an electrical discharge. A creature hit by your ammo takes an extra 2d8 lightning damage and must succeed on a CON saving throw or be stunned for a number of rounds equal to your proficiency bonus. While stunned, the target takes an additional 1d8 lightning damage at the start of each of its turns.

Ice Shot - This ammo is topped with a flask of winter's breath alchemical fluid. You target a space with your ammo and create a sphere of icy air with a radius of 10 feet that lasts a number of rounds equal to your proficiency bonus. This sphere's area is difficult terrain and any creature that starts their turn there or enters it for the first time in a turn takes 2d8 cold damage.

Oil Shot - This ammo is topped with a vial of greasy oil. You target a space with your ammo and create an oil slick that fills a 10 foot square for a number of rounds equal to your proficiency bonus. Creatures that start their turn in the oil or that enters them during its turn must make a DEX saving throw. On a failed save, the creature slips and falls prone, also leaving them coated in oil and thus vulnerable to fire damage until the end of their next turn.

Grappling Hook Shot (Arrow or Bolt only) - This ammo is topped with a piton and grappling hook and is linked to a 50-foot length of rope. If targeting an object, wall, or structure, on hit the ammunition is attached to the target object, allowing you to climb up or down from it.

Dazing Shot -  This ammunition is topped with a flashbang explosive. On a hit, the creature suffers normal damage and must make a CON saving throw or suffer disadvantage on attacks until the end of their next turn.

Magical Ammunition

Starting at 7th level, you have learned how to craft magical ammunition that casts spells on hit. You learn two of the options below, and learn one additional option at 10th, 15th, and 18th level.

You can only craft ONE of these shots per long rest, and can only carry a maximum number of these shots equal to half of your proficiency bonus, rounded down.

To create the ammunition, during a long rest you must spend 100 gp in materials per level of the spell. 

Use the same saving throw DC as your Tinkered Ammunition if needed.

Magical Ammunition Options:

Defibrillator Shot - this piece of ammunition doesn't deal damage, instead casting Healing Word at 1st level on the target.

Necrotic Shot - this piece of ammunition deals its normal damage and also casts Inflict Wounds at 1st level when it hits the target.

Sleep Shot - this piece of ammunition deals its normal damage, and then casts Sleep at 1st level when it hits the target.

Guiding Shot - this piece of ammunition deals its normal damage and also casts Guiding Bolt at 1st level when it hits the target.

Reduction Shot - this piece of ammunition deals its normal damage and also casts Reduce (of the Enlarge/Reduce spell) at 2nd level when it hits the target.

Shatter Shot - this piece of ammunition doesn't deal damage, instead casting Shatter at 2nd level centered on where you aimed.

Web Shot - this piece of ammunition doesn't deal damage, instead casting Web at 2nd level centered on where you aimed.

Fireball Shot - this piece of ammunition doesn't deal damage, instead casting Fireball at 3rd level centered on where you aimed.

Magical Enhancement

Starting at 10th level, all of your ammunition is considered magical for the purposes of overcoming resistance and immunity.

Trick Shot

Starting at 15th level, you learn how to direct an errant shot toward a new target. When you make an attack roll with a Tinkered Ammunition shot and miss, you can use a bonus action to re-roll the attack roll against a different target within 60 feet of the original target.

Mastery of Ballistics

Starting at 18th level, you have learned how to craft masterwork ammunition. Whenever you hit a creature with a ranged attack, the creature takes an extra damage die on top of the ammunition's normal damage.

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