Fighter
Base Class: Fighter

In days of yore, all a soldier had to worry about was whether of not the other guy was better with a sword. Now, he's got to know how to spring a trigger system, hear orders over the thundering din of cannons, and reload when his hands are shaking. Firearms are a new and deadly advantage on the field of battle, and you plan to be on the winning side of history. 

If you take care of your weapon, trust your comrades, and keep your powder dry, you might just live to see retirement. 

 

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.

Gunsmith

Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.

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)

Volley Fire

3rd Level Musketeer Feature

What counts most in a fight is focused firepower and two guns is always better than one. You gain advantage on attack rolls made against creatures that have been hit by ranged attacks from allies, as long as you make the ranged attack with a Firearm. 

Hold the Line!

7th Level Musketeer Feature

Long days spent drilling in formation have given you a sturdy resolve against threats physical and mental when your comrades are at your side. When within 15ft of another party member, you gain advantage on saving throws against being Stunned, knocked Unconscious, Incapacitated, or Frightened, and deal an extra 1d8 Piercing damage on successful ranged attacks made with a Firearm. 

Marching Drill

10th Level Musketeer Feature

After years on the march, you've learned how to overcome aching blisters and an empty stomach when you need to stay sharp. You have advantage on Constitution checks made out of combat, and treat your current level of exhaustion as one tier lower than it actually is when in combat. 

Unshakable

15th Level Musketeer Feature

Your years of experience firing and reloading in formation allows you to remain icy cool even in the heat of battle. When within 15ft of another party member, you become immune to the Frightened condition, and have advantage on Tinker's Tools checks made to fix a weapon misfire. 

Crack Shot

18th Level Musketeer Feature

You've spent so long with your weapon that you know its every quirk and eccentricity, and can use it as though it were an extension of yourself. Whenever you hit a creature with a ranged attack from a Firearm, it takes an extra 3d8 Piercing damage in addition to the normal damage from the attack. 

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