Fighter
Base Class: Fighter

Deathstroke is a supervillain appearing in American comic books published by DC Comics. The character was created by writer Marv Wolfman and artist George Pérez, and debuted in The New Teen Titans #2 as Deathstroke the Terminator

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.

Gun Master

You have become so adept at using firearms that you ignore the weapon property [Tooltip Not Found] property. These changes only applies to firearms you use, if you craft a firearm and someone else uses it, they still abide by the normal rules, and likewise if someone else makes a firearm and you use it, you abide by these new rules.

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.

Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.

Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.

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.

Firearms
Name Cost Ammo Damage Weight Range Properties
Palm Pistol 50g 2g (20) 1d8 piercing 1 lb. (40/160)
Pistol 150g 4g (20) 1d10 piercing 3 lb. (60/240)
Musket 300g 5g (20) 1d12 piercing 10 lb. (120/480)
Pepperbox 250g 4g (20) 1d10 piercing 5 lb. (80/320)
Blunderbuss 300g 5g (5) 2d8 piercing 10 lb. (15/60)
Bad News Crafted 10g (5) 2d12 piercing 25 lb. (200/800)
Hand Mortar Crafted 10g (1) 2d8 fire 10 lb. (30/60)

Adept Marksman

When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.

Trick Shots. You learn two trick shots 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 Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.

Saving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:

   Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier

Sniper

Upon reaching 10th level, you are a bounty hunter with expert sniping skills. You can spend your action to make your next attack with a firearm against a creature within a certain range an auto-crit. If you use 'Burst Fire' the target automatically looses the saving throw, and cannot have a Legendary Resistance used to negate damage. The target creature(s) must be 20ft or more away from you and within 300ft of you. You still use the range of your firearm to see if the target can be hit, i.e. if a your firearm has a range of 150, you cannot hit the target if it is 200ft away from you even if you have used this ability. You also must have line of sight on the target.

Quickdraw

When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn. You also can reload a weapon even if you have firearms in both hands.

Bounty's Mark

Starting at 15th level, you can mark a creature as your bounty. You do this as a free action when you attack it, and it now takes an extra 1d6 damage of whatever type the weapon deals. The creature also has disadvantage on saving throws you force it to make. This bounty lasts until you or the creature die.

Violence Embodied

At 18th level, once a day you can spend a hit die make 5 attacks when you take the attack action on your turn. You also cannot use a bonus action the same turn you use this ability. Afterwards you take one level of exhaustion. Before you make the 5 attacks, you choose if they are all made with melee or ranged weapons. Each of the 5 ranged attacks can be made against any creature within range, but each of the 5 melee attacks must be made on the same creature. These attacks cannot deal extra critical damage, however critical hits do auto hit as normal.

Brutality

Upon reaching 18th level, whenever you score a critical hit on an attack, you take the maximum possible damage from all die.

Trick Shots

These trick shots are presented in alphabetical order.

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.

Deadeye Shot

When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.

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.

Forceful Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.

Knock Out

The target must make a Constitution saving throw or be knocked unconscious for 1d4 + 'amount missed DC by' turns, or until the end of their next turn, whichever is larger.

Piercing Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.

Violent Shot

When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm’s damage.

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.

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