Base Class: Fighter
A gunfighter is an inventor, innovator and deadeye all rolled into one. Long nights are spent tinkering with powerful firearms in the pursuit of creating a more perfect weapon. But a gunfighter isn't happy just to wile away the hours in a workshop – they need to test their inventions in the field, leading them to seek adventure and danger anywhere they might find it, using their deadly creations and quick wits to great effect wherever they roam!
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, and your proficiency bonus is doubled when using them to craft firearms or firearm ammunition. See the “Crafting & Upgrades” section for crafting details.
Proficient Shooter
When you choose this archetype at 3rd level, you learn utilize weapon attachments to give you an even greater edge.
You double the bonus from any attachment to a firearm you are wielding (i.e. +4 to hit from laser, instead of +2)
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.
Skilled Shooter
Upon reaching 10th level, whenever you make an attack with a firearm against a target in cover, you can ignore up to half of the ac bonus from cover.
Deadeye
Starting at 15th level, your firearm attacks score a critical hit on a 19 or 20.
Fan the Hammer
At 18th level, you can expend 3 grit points to fire all ammunition in your firearm at all enemies within that weapon's range. Each shot may be fired at a different target with no penalty, and critical hits add an additional 1d8 damage per critical. Any misses cause the target to be slowed.
After using this ability, it is not available again until after a long rest.
Previous Versions
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