Fighter
Base Class: Fighter

Professional Shootist  are fire arm combatants that study Gunsmithing and Marksmanship to become lethal adversaries. Professional Shootist are practiced at shooting in all conditions and terrains. They are lethal at any range and seldom find themselves at a disadvantage.

Gun Nut

At 3rd level, you gain double proficiency with Tinker's tools. You may make ammunition or repair firearms during a short or long rest. You are proficient with firearms.

Steady Hand

Starting at 3rd level, You can use your bonus action to make an opposed Sleight of Hand or Insight heck against a target's Passive Perception score. If you succeed you may make your next attack with advantage and add an additional weapon dice of damage.

Specialty Ammunition

Starting at 3rd level, you learn to make 3 Specialty Ammunitions. You regain these Specialty Ammunitions during a short rest. These are declared and consumed on a successful hit. You gain 1 additional Specialty Ammunition at 7th, 10th, 15th, and 18th level. Each use of these ammunitions inflicts an additional 1d8 piercing damage.

  • Phosphor Shot- when you hit with this ammunition it marks your target with phosphorescent dust. The effect lasts for 1 minute and provides advantage on attacks against that target. The target can use an action to wash off the marking.
  • Arsenic Round- when you hit with this ammunition it inflicts the poisoned condition, the target make a CON save vs. DC (8+DEX+ prof.) 
  • Hollow Point- when you hit with this ammunition it tears through a target severing ligaments. The target is slowed by 10 feet and cannot regain hit points until the start of your next turn.
  • High Velocity- when you hit with this ammunition you may choose to force the target to drop a held object or knock a target prone.  STR save vs. a DC (8+DEX+ prof.) 
  • Incendiary Round- when you hit with this ammunition all damage is converted to fire and will ignite clothing or materials within 5 feet of the target.
  • Magic Bullet- when you hit with this ammunition all damage is treated as magic for bypassing resistances.
Arsenic Round

Arsenic Round- when you hit with this ammunition it inflicts the poisoned condition, the target make a CON save vs. DC (8+DEX+ prof.) 

High Velocity

  • High Velocity- when you hit with this ammunition you may choose to force the target to drop a held object or knock a target prone.  STR save vs. a DC (8+DEX+ prof.) 

Hollow Point

Hollow Point- when you hit with this ammunition it tears through a target severing ligaments. The target is slowed by 10 feet and cannot regain hit points until the start of your next turn.

Incendiary Round

Incendiary Round- when you hit with this ammunition all damage is converted to fire and will ignite clothing or materials within 5 feet of the target.

Magic Bullet

  • Magic Bullet- when you hit with this ammunition all damage is treated as magic for bypassing resistances.

Phosphor Shot

  • Phosphor Shot- when you hit with this ammunition it marks your target with phosphorescent dust. The effect lasts for 1 minute and provides advantage on attacks against that target. The target can use an action to wash off the marking.

Pistol Whip

Starting at 7th level, When you are in melee range of an opponent you may make a melee attack with a firearm you have in hand. This attack may be STR or DEX and deals 1d6+modifier damage. You are considered proficient with this attack and may disengage as a bonus action after making the attack.

Lethal Aim

Starting at 10th level, All ranged firearm attacks score a critical hit on a roll of 19 or 20. You no longer suffer disadvantage to shoot at prone targets.

Fast on the Draw

Starting at 15th level, You may make an additional bonus action ranged attack against any target you previously hit this turn.

Reserve Stocks

Starting at 18th level, Whenever you roll initiative and have no Specialty Ammunition available, you instead begin combat with one Specialty Ammunition.

Previous Versions

Name Date Modified Views Adds Version Actions
11/12/2023 8:25:35 PM
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