Fighter
Base Class: Fighter

What defines a Renegade is not simply the weapon they wield, or the ways they fight. A renegade, above all else, is a fighter of sly charm and swagger. With brash cockiness in spades, renegades build their own custom firearms to perfectly suit their own larger-than-life personalities. Particularly well-funded renegades may even have personalized weapons, putting their skills where their mouth is.

Don’t mistake their boasting for an empty facade—folk who underestimate a renegade’s flashy gunplay tend to wind up dead.

Scoundrel’s Wit

Starting at 3rd level, you gain proficiency with the one of the following skills: Deception, Persuasion, or Sleight of Hand. You also gain proficiency with firearms and Tinker's Tools.

Deception

Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions.

Persuasion

When you attempt to influence someone or a group of people with tact, social graces, or good nature, the GM might ask you to make a Charisma (Persuasion) check.

Sleight of Hand

Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check.

Gunfighter's Weapon

When you choose this archetype at 3rd level, you spend 4 hours and 5gp to make a firearm of your choice into your Gunfighter's Weapon. You can customize your Gunfighter's Weapon with various upgrades.

From the Firearm Upgrades list, you can add a number of upgrades to your Gunfighter's Weapon equal to your proficiency bonus. If an upgrade has a prerequisite, you must meet that prerequisite in order to benefit from the upgrade. You can't have more than one upgrade with the same name or prerequisite level at any given time. These upgrades can only be used by you. After you complete a long rest, you can choose to switch one upgrade with any other upgrade. If you change the firearm you made to be your Gunfighter's Fighter, you can spend 4 hours to move your Firearm Upgrades from one your previous Gunfighter's Weapon to your current one. More Firearm Upgrades will be available to pick from upon reaching 5th and 10th level of this class. 

Some abilities granted by this subclass or the Firearm upgrades require your targets to make a saving throw to resist various effects. The saving throw DC is calculated as follows:

Gunfighter Save DC = 8 + Dexterity Modifier + Proficiency Bonus

One or Two Handed Gunfighter's Weapon

This is solely for DnD Beyond's character builder, to make sure you receive the right Firearm upgrades based on the firearm you selected as your Gunfighter's Weapon. This is not a class feat.

Pick either One Handed or Two Handed based on whether your firearm has the one handed or two handed firearm property.

Pistol Grip: One Handed

One Handed

Stock: Two Handed

Two Handed

Focused Shot

Starting at 7th level, you are honed your focus to efficiently fire volleys with your Gunfighter's Weapon and move around the battle field. You gain a feature based on if your Gunfighter's Weapon is a One Handed or Two Handed firearm.

Fast Draw

Prerequisite: One Handed Gunfighter's Weapon 
You can add half your proficiency bonus to your initiative rolls. If your Gunfighter's Weapon's weapon has the Reload property, you can reload the it as a free action once a turn after killing a creature.

Trained Footwork

Prerequisite: Two Handed Gunfighter's Weapon 
You can gain 5ft of extra movement and standing up from prone takes 5ft of movement instead of half your movement.

Grin and Bear It

At 10th level, you can brace yourself in the heat of battle, even when gravely wounded. When you use your Second Wind feature, your AC gains a +1 bonus, you gain resistance to all damage, and your movement speed increases by 10 feet until the start of your next turn.

Right Gun for the Job

At 15th level, your skill with your firearm can adapt to any situation. When you switch one of your upgrades, you can now have more than one upgrade with the same prerequisite level at any given time. You must still meet the prerequisite of an upgrade in order to benefit from it.

The Finishing Shot

At 18th level, you've gained mastery over manoeuvring with your Gunfighter's Weapon to deal a devastating blow to your targets. Upon getting this feat, you gain a special action for this feat based on whether your Gunfighter's Weapon is a One Handed or Two Handed firearm. Once this action granted from this feat has been used, it cannot be used again until you complete a long rest. 

High Noon

Prerequisite: One Handed Gunfighter's Weapon
You can use your action to make six attacks at advantage with your Gunfighter's Weapon. Each creature that is hit this way must also make a Constitution saving throw. On failure, if they had less than 15 percent of their maximum health (Critical Health), they instantly die. A creature with more than 15 percent of their maximum hit points automatically succeeds the saving throw. If any creatures dies from this action, you regain one expended use of Action Surge.

Lights Out

Prerequisite: Two Handed Gunfighter's Weapon
Choose a creature within the range of your Gunfighter's Weapon. They must make a Constitution saving throw. On failure, if the creature has less than 100 hit points, it instantly dies. On success, you make a critical hit with your Gunfighter's Weapon against the creature. A creature with more than 100 hit points automatically succeeds the saving throw. If the creature dies from this action, you can then pick a target that is within 30ft behind the creature to make an automatic hit with your Gunfighter's Weapon. If any creatures dies from this action, you regain one expended use of Action Surge.

Firearm Upgrades

Note: Due to how DnD Beyond works, you will see that you can add six Firearm Upgrades. However, per the written condition to add these upgrades, you can only add a number of upgrades equal to your proficiency bonus. More upgrades will be available to pick upon gaining more fighter levels.

Unlike many tinkerers who labor studiously in their workshops, renegades alter their weapons to suit their personal knavish swagger. The following list provides various options to enhance your firearm’s capabilities. These upgrades may be personal touches you put on your weapon, or scavenged tech that you’ve discovered and rigged to work with your weapon.

Bayonet

You build mounting provisions to attach a dagger to your Gunfighter's Weapon. When a light one handed melee weapon is attached to your Gunfighter's Weapon this way, you can attack with the melee weapon while you have the firearm equipped. The melee weapon loses any Thrown property it had when attached this way.

Bolt Action

Prerequisite: Two Handed Gunfighter's Weapon. Level 5
Once per turn, as an action, you can make a ranged weapon attack with your Gunfighter's Weapon.

On a hit, add 2 additional weapon damage die. This increases to 3 extra dice at the 11th Fighter level, and 5 extra dice at the 20th Fighter level.

Caliber Net

You add a launcher attachment to your firearm to shoot a restraining net. Once a short or long rest, you can load one "Net" weapon in your Gunfighter's Weapon. You can then launch the net as an action by making a ranged weapon attack against a target within the normal range of your firearm. On hit, the target is restrained by the net. When the net hits a target this way, a creature can use its action to make a Strength check against your Firearm Upgrade save DC, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10 + your proficiency bonus) also frees the creature without harming it, ending the effect and destroying the net.

Collateral Damage

Prerequisite: Two Handed Gunfighter's Weapon
You alter your ammunition to have explosive capabilities. Once a turn, when you hit a target with a successful attack from your firearm, all creatures within 5 feet of the target must succeed on a Dexterity saving throw or take 1d6 piercing damage.

Disorientating Muzzle

Prerequisite: One Handed Gunfighter's Weapon. Level 5
You tinker with the barrel of your firearm to make a disorienting blast. As a bonus action, you can make an attack with disadvantage against a target with your Gunfighter's Weapon. If the target is within 5ft, you do not attack with disadvantage. If this attack hits, you gain 10ft extra of movement untill the end of your turn. Whether the attack hits or miss, you do not provoke attacks of opportunity from your target until the end of your turn. This feature can be used a number of times equal to your Charisma modifier (to a minimum of 1). You regain all uses after completing a long rest.

Double Hammer

Prerequisite: One Handed Gunfighter's Weapon. Level 10
You modified your firearm to fire two shots with a single hammer trigger. Before you make an attack with your Gunfighter's Weapon, you can use this feature to allow your attack to be a critical hit if you roll an 18, 19, or 20. Your attack also gains Misfire (5). If your Gunfighter's Weapon has the Misfire property, its Misfire score increases by 3 for this attack. You can use this feature a number of times equal to your Charisma modifier (to a minimum of 1). You regain all uses when you finish a long rest.

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.

Electrified Chaser Shot

Prerequisite: Level 5
You equip your firearm with a volatile ignition powder, allowing you to release a bolt of lightning as an action on your turn. The lightning fires from you in a straight line that is 1 foot wide and 30 feet long. Each creature in the line must make a Dexterity saving throw. They take 3d8 lightning damage and all their movement speed drops to 0 feet until the end of your next turn on failure, only taking half damage and receiving no other effects on success. Once you use this feature, you cannot use it again until you finish a short or long rest. 

Elemental Rounds

Prerequisite: Level 10
You infused your black power with elemental properties to infuse your shots with elemental damage. When you hit an attack with your Gunfighter's weapon, you can deal 2d6 elemental damage of your choice in addition to the weapon's damage to one target. The target also makes a Constitution saving and is subjected to an effect, based on the chosen element, if they fail the saving throw. If the target is immune to the chosen element, they automatically succeed the saving throw. Multiple instances of the same effect cannot stack.

Fire: The target takes 1d6 fire damage at the start of their turn. The target makes a Constitution saving throw after taking the damage, ending the effect on a success.

Cold: All of the target's movement speed is reduced to 10ft until the end of their turn.

Thunder: The target is deafened until the end of their turn.

Acid: The target's AC is reduced by 2 until the start of your next turn.

Lightning: The target cannot use their reaction until the start of your next turn.

You can use this feature a number of times equal to your Charisma modifier (to a minimum of 1). You regain all uses after you complete a long rest.

Extended Barrel

Prerequisite: No other "Barrel" Firearm Upgrade has been selected. 

You extended the barrel of your firearm with a more impactful hammer to extend the range of your shots.

The normal and long range on your Gunfighter's Weapon is doubled. You attack with disadvantage if a hostile creature is within 5 feet or 10 feet from you. The 10 feet counts as 5 feet for the purposes of any feats, abilities, or spells.

Extended Magazine

You develop a unique ammunition holder to allow for more shots. Your Gunfighter's weapon has the weapon property Reload (4) and Misfire (2). This replaces the Loading property on your firearm. If your Gunfighter's weapon has the Reload property, you increase its original Reload score by 2. If your Gunfighter's weapon has the Misfire property, you increases its original Misfire score by 1.

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.

Ghillie Suit

Prerequisite: Two Handed Gunfighter's Weapon. Level 10
You can use a bonus action to become invisible, as if you're concentrating on a spell, leaving a life-like decoy 5 feet in front of you. The decoy has 1 hit point, uses your AC and stats, and is considered an object that shares the same appearance and size as you, but cannot move or take actions. The decoy leaves behind a body when reduced to 0 hit points. You remain invisible for one minute until you attack or cast a spell. While invisible this way, you leave no physical evidence of your location and can only be tracked by magic. The decoy is reduced to 0 hit points if you are no longer invisible. A creature make an Investigation check against your Gunfighter's Save DC to discern the false appearance of the decoy. Once you use this feature, you cannot use it again until you finish a long rest.

Hollow Frame

Prerequisite: Level 10
You carve out the solid sections of your gun, making you more agile and responsive to attacks. If a ranged attack hits you, you can use your reaction to force the attacker to reroll their attack. The attacker loses any advantage they used to make the original attack. Whether the attacks misses or hits, you can move half your movement speed. This movement does not provoke any attacks of opportunity. 

As part of your reaction, you can make a ranged attack with your Gunfighter's Weapon against the attacker.

You can use this feat a number of times equal to your Charisma modifier (to a minimum of 1). You regain all uses after completing a long rest.

Plated Grip

Prerequisite: One Handed Gunfighter's Weapon
You've reinforced the grip of your weapon to whip at an enemy who misses their attack. If a creature is within 5ft of you misses their attack against you, you can use your reaction to make a melee weapon attack with your Gunfighter's Weapon. The attack uses Dexterity and deals 1d6 + your Dexterity modifier bludgeoning damage. If the attack hits, the creature cannot use their reaction until the end of your next turn. 

Quick Draw Slider

Prerequisite: One Handed Gunfighter's Weapon. Level 5
You make a custom holster for your firearm that lets you quickly access and utilize your weapon with concealment. You can store and or wield your Gunfighter's Weapon with no action. When it is stored, it is concealed under your sleeve along your wrist. You also cannot be forced to drop your Gunfighter's Weapon.

You also gain the ability to respond to being targeted. If you are targeted by an attack from a creature you can see within 30 feet from you, you can use your reaction to make an attack with your Gunfighter's Weapon against the creature. Your attack goes before your target's attack. You can use this ability a number of times equal to your Charisma modifier (to a minimum of 1). You regain all uses after completing a long rest.

Refined Mechanism

Prerequisite: Level 10
You refine your firearm to pack more power and accuracy. Whenever you make an attack with your Gunfighter's Weapon, you gain +1 bonus to attack and damage rolls. 

Reserve Chamber

Prerequisite: One Handed Gunfighter's Weapon. Level 10
Once on your turn, if you reduce a creature to 0 hit points with your Gunfighter's Weapon, you can make an additional attack with your Gunfighter's Weapon as a free action.

Ricochet

Prerequisite: Level 10
When you hit a creature with a ranged attack from your Gunfighter's Weapon, you can immediately cause the bullet to hit another creature within 15 feet of the original target. Make a ranged attack with your Gunfighter's Weapon against the second target. The attack deals half damage of the original attack, if it hits. You can redirect a bullet in this way a number of times equal to your Charisma modifier (to a minimum of 1), and regain all expended uses after completing a long rest. You can use Ricochet on a hit made with this feature, spending a charge for each use and target a different creature for each use.

Scope

Prerequisite: Two Handed Gunfighter's Weapon. Level 5
You equip your firearm with a targeting mechanism. You can aim down your sights as a bonus action, spending half your movement speed and becoming proned to give yourself advantage on your next attack roll with your Gunfighter's Weapon until the end of your turn. Being prone after you use this ability does not impose disadvantage on your attacks with your Gunfighter's Weapon.

Smoke Screen

As an action, you alter the firing mechanism of your gun to release a burst of ash and smoke. This creates the effects of the Fog Cloud, but the smoke is a 5ft radius and lasts 1 minutes. Once you use this feature, you cannot use it again until you finish a short or long rest.

Stock and Foregrip

Prerequisite: One Handed Gunfighter's Weapon.
You replace the One Handed property on your Gunfighter's Weapon with the Two Handed property. 

When you roll a 1 or 2 on a damage die for the Attack action with your Gunfighter's Weapon, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

Tether Hook

Prerequisite: Level 5.
You equip your firearm with a tether hook to pull you or your targets into the range your attacks. As an bonus action, make a ranged attack with your Gunfighter's Weapon against a target within 60ft of you. If the target is medium size or smaller, they are pulled to be 10ft infront of you on hit. If the target is large size or bigger, you are pulled to be 10ft infront of the target on hit. This feature can be used a number of times equal to your Charisma modifier (to a minimum of 1). You regain all uses after completing a long rest.

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