Fighter
Base Class: Fighter

"The rifle is the first weapon you learn how to use because it lets you keep your distance from the client. The closer you get to being a pro, the closer you can get to the client"

--The Professional

"This... is my boomstick!!"

— Army of Darkness

The Deadeye. 
In the annals of warfare, there exists a rare and formidable breed, whispered of in hushed reverence. These are not mere warriors but artisans of destruction, their craft a dance of death. 
Deadeye, with an almost supernatural insight into the ballet of ranged combat, hone their skills through ceaseless study and practice, transforming the simple act of firing a gun into a lethal symphony. Their knowledge of alchemy does not merely augment their weapons but imbues them with a power that transcends the ordinary, merging steel with sorcery to forge instruments of unparalleled havoc.
Deadeye are as varied as the stars in the night sky. Some, like avenging specters, flit across the battlefield, their twin pistols spitting fire and fury, sowing chaos with every twirl and leap. Others, embodying the essence of the sniper, become shadows among shadows, their presence only heralded by the delayed thunderclap of their shot, as their target falls, life extinguished by an unseen hand from afar. Then there are those who delve deeper into the abyss of weaponry warfare, enhancing their firearms with ever greater alchemical concoctions, modifying and tinkering until each shot is not merely a bullet, but a bolt of apocalyptic force.
No two Deadeyes are cast from the same mold. Each is a unique blend of skill, knowledge, and raw, unbridled power, their legends written in the smoke of battlefields where they leave not just bodies, but tales of awe and terror in their wake.

The Gunsmith

Upon embracing this archetype at 3rd level, you have embarked on one of two shadowed paths to mastery. Either you were taken under the wing of a seasoned Deadeye, from whom you absorbed the intricate dance of firearm crafting and the whisper of gunpowder, or you ventured alone into the arcane depths of self-taught lore, unraveling the mysteries of ballistic arts and the alchemy of explosive concoctions necessary to wield such weaponry with finesse.
This journey, whether solitary or mentored, has imbued you with a profound knowledge of how handle firearms with intimacy.
You gain the Crafter origin feat and must choose tinker's tools and smith's tools as two of your three feat choices. Additionally, you gain proficiency with alchemist's supplies with the proficiency of a maestro, particularly when your craft turns to the creation and care of firearms and their ammunition.

Crafting Firearms
  • You are able to craft a firearm you are familiar with for a cost in raw materials equal to 50% of the weapon's price.
  • Firearms forged in this manner can be done so at a rate of one day of work for every 100 gp of the firearm’s total price.
Crafting Ammunition
  • You can craft ammunition, (bullets/pellets), for a cost in raw materials equal to 25% of the price of said ammunition.
  • A set pack of 20 bullets/pellets may be purchased for roughly 20 gp, leading your crafting cost to be roughly 5 gp for 20 rounds of ammunition.
  • Crafting ammunition must be done in an environment where smelting metal is possible, or with your own specialized [tools]smith's tools[/tools] and [tools]tinker's tools[/tools].
  • You may distill Alchemist fire or oil of impact as a substitute, if gunpowder is not available.
  • Prices of bullets/pellets purchased from PCs, may vary depending on the environment, availability, and your DM.
Firearm Examples

Simple Firearms

Pistol

250 gp

1d10 (p)

2 lb.

Ammunition (range 30/90), loading.

Pepper Box

500 gp

1d10 (p)

3 lb.

Ammunition (range 30/90), reloading (4 shots).

Musket

500 gp

1d12 (p)

10 lb.

Ammunition (range 40/120), loading, two-handed

Pellets

Qty (20)

10 gp

3 lb.

Optional: Misfires on a roll of 1 or 2

Advanced Firearms

Revolver

1,000 gp

2d8 (p)

3 lb.

Ammunition (range 40/120), reload (6 shots)

Rifle

1,500 gp

2d10 (p)

8 lb.

Ammunition (range 80/240), reload (5 shots), two-handed

Bullets

Qty (20)

20 gp

4 lb.

Optional: Misfires on a roll of 1 or 2

Explosives

Gunpowder/Alchemist Fire/Oil of Impact

These agents are propellants, used mainly to launch the bullet/pellet out of the barrel of a pistol or rifle, however, they may also be used to make explosives.
Igniting these volatile agents can cause it to explode, dealing fire damage (alchemist fire) or force damage (gunpowder), to creatures within 10 feet of it (roughly 3d6 for a small container, or 7d6 for a large one). A successful DC 13 Dexterity saving throw halves the damage. 

Bomb

You can create a "bomb" by designing/creating a specialized container with a fuze and filling it with one of the aforementioned explosive agents. This can be done with the use of your tinkering tools (DC is determined by complexity of bomb). 
As an action, you can ignite the bomb's fuze and throw it, with a range of 30/60 feet. Each creature within 5 feet of that point must succeed on a DC 13 Dexterity saving throw or take 3d6 fire or force damage or fire damage respectively.
You can also bind multiple bombs together to a central fuze so they explode at the same time. Each additional bomb increases the damage by 1d6 (to a maximum of 10d6) and the burst radius by 5 feet (to a maximum of 20 feet).
Bombs can be rigged with a longer fuse to explode after a set amount of time, usually 1 to 6 rounds. Roll initiative for the dynamite. After the set number of rounds goes by, the dynamite explodes on that initiative.

Examples of Explosives

ITEM

COST

WEIGHT

Bomb

150 gp

1 lb.

Gunpowder, keg

500 gp

20 lb.

Gunpowder, powder horn

55 gp

2 lb.

Modus Operandi

Once you've embarked on the path of the Deadeye, you select a preferred Modus Operandi (style) with which to wield your weapon of choice. As a Fighter subclass, you choose a fighting style at 1st level. Each of the Deadeye Modus Operandi options has a specific fighting style that must be chosen as a prerequisite (i.e. Defense for the Bulwark or archery for the Marksman). You can choose an additional style when you reach 10th level (when selecting your 10th level Modus Operandi choice, the need for a prerequisite fighting style is waved).

  • Bayonet Maven: You modify your firearm with sword, dagger or axe blades, wielding them in a dazzling combination of melee and ranged attacks.
  • Bulwark: Donning heavy armor and shield, you increase your defensive aspects, while dealing lethal ranged attacks.
  • Marksman: A specialist in destructive long range fire, taking shots few could even attempt.
  • Sidearm Duelist: You excel at face to face combat, confidently wielding your sidearm to deadly effect.
  • Two Gun Ace: You've mastered wielding two sidearms simultaneously with devastating grace.
Bayonet Maven

Prerequisite: Choose either Protection, Great Weapon (if using a two-handed firearm), or Two-Weapon (if using two bladed one-handed sidearms), fighting styles.
Even amongst the unconventional Deadeye, the Bayonet Maven stands apart. You've mastered the art of fighting with bladed weapons attached to the barrel of your firearm. Incorporating the blades of swords, daggers or axes to your firearm allows you to fight with a frenzy of melee and range attacks, keeping your adversaries off balance. You gain the following benefits:

  • Your unpredictable bullet & blade fighting technique keeps foes off their guard, granting you a +1 bonus to melee attack rolls. 
  • If using a long two-handed firearms (ex: a bladed arquebus or rifle), you gain the reach property for melee attacks up to 10 feet.
  • After using an attack action to fire your weapon, you may use your bonus action to make an additional melee attack with the attached blade, or vice versa (you can add any applicable ability modifiers to either attacks).
  • Additional attacks have a range of 5 ft. for sidearms and 10 ft. for two-handed firearms.
  • Bonus attacks have a damage of 1d6, for a two-handed firearm (with a sword or axe blade), or 1d4 for a sidearms (with a dagger blade).
  • This style of fighting allows you to ignore disadvantage when firing a ranged weapon to attack a target that is within 5 ft.

Bulwark

Prerequisite: must choose the Defense or Protection fighting style.
Striding into the battlefield like an engine of war, these armored warriors instill fear into anyone unfortunate enough to oppose them. Donning heavy armor and large shields, Bulwarks are an intimidating sight to behold. Even though these warriors specialize in defensive warfare, transforming themselves into something akin to walking barricades, they also possess the capability of dealing impressive damage from behind their walls of wood and steel.

  • You have trained to be able to use heavy, two-handed range weapons in conjunction with heavy armor and large shields, however, you must take an action to brace the weapon on top of your shield, or through the slit built into a modified tower shield.
  • The weapon stays braced in this manner as long as you move no more than 10 ft. during your turn.
  • You may gain the benefit of half cover as long as you don't move on that round.
  • Taking the hide action, to duck behind your shield for cover and foregoing any offensive actions, grants you three-quarters cover for that round.
  • When making a Saving Throw to reduce damage from an effect, such as a lightning bolt spell or dragon's breath, you can add your shield's AC bonus to the roll. 

Marksman

Prerequisite: must choose the Archery fighting style.
Your specialty is the art of the long shot. Your training focuses on making precise shots from unfathomable distances. You learn to make the shots others think impossible.

  • When making a ranged weapon attack on a target that is more than 30 feet. away, you gain a +1 bonus to hit.
  • You ignore disadvantage when making a ranged weapon attack from the prone position.
  • You ignore disadvantage when making a ranged weapon attack from your weapon's long range.
  • You can use a bonus action to stand up from the prone position and still have full movement.
  • If you spend a bonus action aiming your next shot, the ranged attack is fired with advantage.

Sidearm Duelist

Prerequisite: must choose the Dueling fighting style (the +2 damage bonus to melee attacks applies to your sidearms as well)
Duelists revel in the thrill of the showdown. You like confronting your opponents face to face, wielding your trusted firearm with frightening speed, and proving yourself the uncontested victor.

  • When wielding a sidearm, (ex: pistol, pepperbox or revolver), in one hand and no other weapons, you get a +2 bonus to your attack rolls.
  • You may unholster and re-holster your firearm as part of your attack action.
  • Constant dueling keeps you in a state of alertness, granting you advantage on Dexterity saving throws to spell or weapon attacks that you can see.
  • Your dexterous proficiency with sidearms allow you to use a bonus action to swiftly reload your weapon with your free hand (as long as your off-hand remains free), effectively negating the loading property of these weapons.

Two-Gun Ace

Prerequisite: must choose Two-Weapon Fighting as a fighting style.
Two-Gun Aces are experts at wielding two sidearms, (ex: [weapon]pistol[/weapon], revolver), simultaneously. This style focuses on speed and agility as you dance in and out of combat weaving your weapons in deadly unison, and leaving mayhem in your wake.

  • When you use the attack action to fire a sidearm you are holding in one hand, and the weapon has the light property, you may use a bonus action to make an additional attack with a sidearm that you are holding in your other hand.
  • Firearms with the light property include the [weapon]pistol[/weapon] or revolver, (availability depends on the setting and the DM/setting).
  • The nature of this combat technique allows you to ignore disadvantage when making a ranged weapon attack to a target within 5 ft.
  • Furthermore, the nimble nature of this style allows you to use a bonus action to reload both weapons at once.

Dodging Bullets

By the time you reach 7th level, you've honed your reflexes to match the speed of your bullets. Your ability to evade away from trouble keeps you one step ahead of your foes.

  • When you make a Dexterity saving throw to take half damage from an effect, such as a fireball or a blue dragon's lightning breath, you take no damage on a successful save and only half damage on a failed save.
  • In the case of the Bulwark, you learn to  optimize the benefits of your shield, using it to grant you greater protection from attacks. You take no damage from the previously mentioned effects on a successful save and only half damage on a failed save.

Keen Shots

By 10th level, your accuracy with firearms reaches uncanny levels. You can choose to direct your attacks at specific areas on your opponent's body. If the attack is successful the target has to make a Constitution saving throw (DC = 5 + Damage Dealt), or be subject to additional effect as determined by the area which you've targeted. 
If the saving throw succeeds the target suffers no additional effects.
*You may use this ability a number of times equal to your proficiency modifier, per short or long rest.

  • Head shot: a head shot disorients the target, imposing disadvantage on the target's attacks and advantage on any attacks made agains it until the end of your next turn.
  • Torso shot: a torso shot stuns the target until the end of your next turn, furthermore, the target must make a Strength saving throw or be pushed back 5 feet.
  • Arm shot: an arm shot causes the target drop 1 item that it is carrying. If the target is carrying multiple items, the Deadeye chooses which item is dropped.
  • Leg shot: a leg shot shot sweeps the targets legs from under them, nocking them prone.

Veracious Shot

At 15th level, you've learned to exploit vulnerabilities in your targets. Prior to making a ranged weapon attack against a target, you may spend your bonus action looking for a weakness to exploit. Wether the flaw is in your target's stance or a gap in its armor, you seize the moment to take full advantage this flaw, dealing a particularly devastating shot.

  • You spend your bonus action finding an exploitable flaw in your target, before making your attack roll.
  • For the purposes of damage, a successful shot is considered to be a critical hit, doubling the damage dice dealt.
  • if the attack is an actual critical hit, the multiplier is four times the normal damage dice.

Duplicitous Shot

By the time you reach 18th level your skill with firearms is unparalleled. You have now mastered the art of shooting multiple targets with one shot. You are able to deduce where to shoot your target, so that it will either ricochet off or penetrate through, and continue on to hit the next target, with remarkable accuracy.

  • When making a ranged weapon attack, you can use your bonus action to calculate the optimal angle of your next shot.
  • On a successful hit, the shot ricochets or continues through the target, hitting an additional foe of your choice within 15 ft. of the original target.
  • Re-roll the damage for the second target you hit with your shot.
  • If the shot is a critical hit, you are able to hit a third target of your choice within 15ft of the second target.
    • If there are no more targets within range, you can have the shot ricochet back towards the original target, striking it a second time. Re-roll damage for this third strike as well.
Deadeye (2024) Image

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