Base Class: Fighter
A life of misery at the hands of a crooked system, the pangs of hunger, and the cruel desert sun turned you into a hardened outlaw willing to do anything to crawl out of the hole they were born in. Even though everything was set against you, you refuse to give in to this unfair game, and aim not just to survive, but to excel. The match may have been rigged from the start, but that will not stop you from blasting past expectations and forging yourself a new future from fire and lead.
Gunslinger
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. Additionally, you can load or reload any firearm you are holding as a Bonus Action.
Faithful Steed
What good is an outlaw without a mount by their side? This world is full of magic, and you are not about to be left out. By whistling, you can summon a horse that surges forth from your desire for acknowledgement and prestige. Aside from a strange "birthmark" that you decide on, the horse looks entirely ordinary, but is linked telepathically to you and can hear your call as long as you remain on the same plane of existence. Its AC is equal to 10 + CHA mod, and every time it gets hit, you must make a DC 10 Constitution check to concentrate on the spell or the mount vanishes back into your heart. For every hit it receives in a single combat encounter, the DC increases by 2, up to a maximum of 20. The mount has a speed of 40 ft. and can carry up to two medium creatures.
If the horse disappears, you can summon it again as an action. This resets the concentration save.
Prideful Resolve
When you choose this archetype at 3rd level, you can summon your resolve to stand unchallenged at the top to perform a variety of special techniques, target critical vulnerabilities with pinpoint accuracy, and be the first to draw in battle.
Deadeye. Whenever you hit a creature with a firearm attack, you can spend a Grit point to enter a state of flow that makes each subsequent shot just the next step in a well-practiced dance as you rain lead upon your enemies. The number you must roll on the d20 to score a critical hit decreases from 20 to 19, and decreases once more for every consecutive shot you land. The benefit is lost if you spend a turn without attacking, miss a shot, or are knocked unconscious.
Quickdraw. Whenever you enter combat without being Surprised, you can spend a Grit Point to gain advantage on Initiative,
Outlaw Techniques. You learn two techniques of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.
You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.
Grit. You gain a number of grit points equal to your Charisma modifier (minimum of 1). You regain 1 expended grit point each time you land a critical hit with an attack with a firearm. You regain all expended grit points after a short or long rest.
Saving Throws. Some of your techniques require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:
Technique save DC = 8 + your proficiency bonus + your Dexterity modifier
Overwatch
When you reach 7th level, you are so quick on the trigger that you can make opportunity attacks at a distance. Any creature you can see that leaves the melee range of an ally is susceptible to such an attack. If the attack is a hit, you can decide to stop the creature in its tracks.
Ricochet
Upon reaching 10th level, you have learned to make a misplaced shot count, calculating even a miss as part of the plan. If you make a firearm attack and it misses, you can cause a Ricochet and reroll the attack. If a ricochet hits, the streak from Deadeye is not lost. You can benefit from this a number of times equal to your Dexterity modifier, and regain all uses on a long rest.
Expert Marksman
Starting at 15th level, your proficiency with firearms grants unique benefits depending on the weapon you are wielding.
Bullet Hail. While wielding a one-handed firearm and having another hand free, you can handle the heat of fanning the hammer, and can use your bonus action to make an additional attack.
Headshot. While wielding a two-handed firearm, you can impose disadvantage on your next attack roll. If it still hits, you deal an amount of extra damage equal to your Fighter level, and the target is Stunned until the end of their next turn.
Tactical Reload. You no longer need a free hand to reload, meaning that you are free to use two one-handed firearms at the same time.
Finish the Fight
At 18th level, your determination to succeed allows you to regain a Grit point whenever you land the final blow on an enemy. Additionally, you can choose to spend 5 Grit points to regain a use of Action Surge.
Blaze of Glory
Even in the toughest of situations, when doom is all but certain, you manage to hold on to a single shred of desire: You cannot lose. If all your allies are unconscious and only you remain standing, every attack you make is made at advantage. Additionally, if you are knocked unconscious yourself, you can choose to spend all you remaining Grit and go down in a blaze of glory. For every Grit point you have left, you can make a firearm attack with any weapon on your body, assuming you have the necessary ammunition.
Outlaw Techniques
Your time as a fugitive from the law has taught you a thing or two...
Buck Up
You power through the pain and vow to hold yourself together with nothing more than sheer force of will. You can spend a Grit point to use Hit Dice, following their standard rules of healing, to gain Temporary Hit Points that last for 1 minute or until combat is over.
Bullet Time
Your lightning reflexes and experience in ranged combat tip you off to when an enemy is about to fire, and allow you to dodge their shot at the last second. Whenever an enemy makes a ranged attack against you, you can spend a Grit point and your reaction to impose disadvantage upon it.
Covering Fire
When an enemy makes an attack against one of your allies, you can expend your reaction and one piece of ammunition to impose disadvantage on the roll.
Dazing Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.
Disarming Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.
Dodge Roll
You can spend one Grit point and a bonus action to move up to 10 ft. without opportunity attacks. You cannot use this ability if your speed is 0.
Kneecap/Winging Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.
Warning Shot
You can use the powerful blast and thundering sound of your firearm to shake the will to fight of your opponents. You can expend one Grit point as a reaction, firing one piece of ammunition at the sky and forcing any creatures within 60 ft. to make a Wisdom saving throw or become Frightened of you. If the enemies came in a group and more than half are already dead, those remaining have disadvantage on the save.
Comments