Fighter
Base Class: Fighter

Sold into the Sultana's service as a young child, their life is void of freedom; only service to the crown. Janissaries are trained that pain is nothing, fear does not exist, and death is their release from service; with these traits they are but weapons of war held by the will of Goldsands. Janissaries employ a range of weaponry, but are experts in finesse; mixing both martial and ranged weaponry to deliver a flurry of deadly attacks. Janissaries tend to wield one-handed weapons alongside a firearm, expertly switching between the two in a deadly dance of blood and fury. 

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.

Firearm Mastery

Upon choosing this archetype at 3rd level, you gain the additional benefits with firearms: 

  • You can reload your firearms as a bonus action even if you do not have a free hand. 
  • One-handed firearms can be sheathed and unsheathed as a free action.
  • When you hit a creature with a one-handed melee weapon, you can use a bonus action to fire your firearm in your off-hand regardless if it is sheathed or held. When you attack in this way, your firearm does not impose disadvantage from being in close range. 

Skillful Warrior

When you choose this archetype at 3rd level, you learn to perform powerful techniques to enhance your attacks and defence. 

Techniques. You learn two techniques of your choice, which are detailed under “Advanced Techniques” below. Many techniques enhance an attack in some way, while others provide passive defensive buffs.  You can use only one technique per attack.

You learn an additional technique of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new technique, you can also replace one technique you know with a different one.

You can use your techniques a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses after a short or long rest. Passives remain with you and do not expend the amount of times you can use techniques in battle.

Some of your Techniques require your targets to make a saving throw to resist the effects. The saving throw DC is calculated as follows:

Technique Save DC = 8 + Your proficiency bonus + your Dexterity modifier

Advanced Techniques

These Techniques are presented in alphabetical order.

Blade Defense (Passive)

Your one handed weapon gains the benefit of a shield, including any feats such as Shield Master. Magical weapons also are treated as magical shields with any bonus to its attack e.g. a +1 one handed weapon is treated as a +1 magical shield. Dual wielding does not stack this feat.

This passive does not expend your limited uses.

Dazing Shot

When you make a firearm attack against a creature, you can choose to do a Dazing Shot 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.

Fearful Gaze

When you reduce a creature to 0HP, you can immediately point your weapon at a creature within 30ft. of you that you can see. The creature must make a Wisdom saving throw or be frightened of you until the end of their next turn. 

Feint Shot

As a bonus action, you feint the attack of your firearm to gain advantage on your next weapon strike before the end of your turn. If your weapon hits, you deal an additional weapon die. 

Hostage Strike

When you hit a creature, you can attempt to grapple them in the same strike. The Target must make a Strength or Dexterity saving throw against your DC or be grappled by you. When a target uses an action to break out, you can make a opportunity attack at advantage. 

Quick Footed (Passive)

Your speed increases by 10 and creatures have disadvantage on opportunity attacks against you. 

Reverse Grip Stance

As a bonus action, choose any number between 1-5 and gain a attack roll bonus to all your one-handed melee weapon attacks. Consequently, you gain a negative penalty to your AC equal to the chosen number. This mode deactivates the benefits of Blade Defense, and this stance can be dropped as a bonus action. 

Tactical Healing (Passive)

When you use your Second Wind ability to heal, you can reroll the 1's and 2's on the die if you are a distance further than your current movement speed away from a enemy creature . You must take the new roll.

Alternatively if you are double the distance away, you regain the max amount of healing. 

Take Aim (Passive)

Your firearms gain a +2 bonus to attack rolls and damage as well as advantage if you have not moved willingly before then.

Whirlwind Strike

When you hit a creature with a melee weapon, you can choose to carry on your attack to others. Creatures within 5ft of you (other than the creature hit) must make a dexterity saving throw. On failure, they take half the weapons damage dealt to the hit creature. 

Counterstrike

When you reach 7th level, you can cast the spell Counterspell (3rd level) 3 times per long rest. 

Additionally, when a creature makes a attack against you, you can use your reaction to add your proficiency bonus to your AC against a single attack. As part of that reaction, you can make an opportunity attack with either your melee weapon or your firearm against any creature within 5ft of you. If you choose to attack the creature who attacked you, you gain advantage on the roll. 

Heart of Stone

You have advantage on saves against being Frightened and Charmed.

Additionally, as a reaction you can choose to take half damage when hit from a single attack. 

Cutting Edge

Starting at 15th level, you learn how to utilise a surprise light attack with your offhand hand with deadly precision and lasting damage. You learn how to make a sheathed strike and inflict bleed damage. 

Sheathed Strike. You can use a bonus action to draw a sheathed dagger or any light melee weapon to attack. If you strike with your melee weapon first, you can make your bonus action attack at advantage. Immediately after you make a sheathed strike, you return the weapon back into your sheath, freeing your hand again. Sheathe Strikes also deal an additional 4d4 points of Bleed damage which is carried on until the end of the targets next turn (see below). If you roll a critical hit with the sheathed strike, a target is incapacitated until the end of their round due to a sudden blood loss. 

Bleed Damage. When a target takes bleed damage, they are marked with that damage which they take at the end of their turn. If the creature regains hitpoints, they do not regain HP; they simply reduce the number of Bleed Points they currently have until it reaches 0. Any remaining Bleed points will damage them at the end of their turn. Alternatively, they can use an action to make a Wisdom (Medicine) check to patch up the wound, with a DC equal to the bleed damage. 

Exploit Wounds

Upon reaching 18th level,  You learn how to take advantage on a wounded and bloodied creature; deepening your wounds with each weakness shown.

Your melee weapon attacks can now inflict Bleed damage equal to your proficiency bonus and whenever a creature is under half its HP maximum or is under the Bleed Condition, your attacks against it have advantage.

Additionally, your critical hit range on all attacks decreases by 1 and when you critically hit a creature, they take bleed damage equal to double your dexterity modifier and proficiency bonus. Bleed damage from this critical hit can't be healed or patched up. 

 

 

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