Base Class: Fighter
associated with the military you gain milerteristic skills to help with not just combat but your travels too
Firearm Proficiency
Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
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.
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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.
work with your DM to make new guns
determination
once per long rest when you would fall to 0 hit points it can live on with one hit point and hang on to life this increases to twice at 10 and finally thrice at 15
combat ready
When you reach 7th level, you add your proficiency bonus to your initiative. when rolling initiative, you can immediately make an attack before any other creature has taken a turn in combat. The attack roll for this is at disadvantage.
army tools
Upon reaching 10th level, you learn how to craft army tools listed below with a alchemist's supplies. you also gain proficiency in alchemist's supplies.
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grenade |
cost to make at DM's discretion |
as an attack you can throw a grenade on impact a 5 foot explosion dealing 1d10+20 fire damage. |
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smoke grenade |
cost to make at DM's discretion |
as an action you throw a smoke bomb an on contact a 70 foot cloud of smoke springs from the area of contact |
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flash bomb |
cost to make at DM's discretion |
as an attack you throw a flash bomb on contact all creatures within 15 feet of the point of contact are blinded for 24 seconds |
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land mine |
cost to make at DM's discretion |
when it is stepped on it creates a 10 foot explosion dealing 2d20+10 fire damage (they are to heavy to be thrown) |
Lightning Reload
Starting at 15th level, you can reload any firearm as a bonus action.
eagle eyes
At 18th level, your firearm attacks score a critical hit on a roll of 18,20.
heart of war
Upon reaching 18th level, a short rest now has the effects of a long rest. you can imbue your weapon with your heart of war and every bullet too shoot deals an additional 1d20 fire damage and bullets explode on contact.
Previous Versions
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