Fighter
Base Class: Fighter

Gunfighters have many backgrounds and walks of life. Perhaps your hope is to be free on the open seas, to guard your friends from a distance, or to simply scare any opponent trying to hide in the shadows with a short bow. In either case, using your trick shots through the grit it has taken to purchase, learn, and maybe even blow a toe off you have become proficient with the weapon set to even the playing field between yourself.

Level 3: 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.

Trick Shot

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 trick shots as you hit each Martial Archetype Feature:

3rd level Careful Shot and Shoving Shot
7th level Violent Shot and Bullying Shot
10th level Disarming Shot and Piercing Shot
15th level Stunning Shot and Ricochet Shot

You learn an additional trick shot at 7th, 10th, 15th, and 18th level. 

Grit. Your total number of grit points is equal to your Proficiency. You regain grit points after a Long Rest or a Critical Attack Roll.

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

Bullying Shot

At level 7 you can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one grit point while making a Charisma (Intimidation) check to gain advantage on the roll.

Careful Shot

At level 3 when you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.

Disarming Shot

At level 10 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.

Piercing Shot

At level 10 when you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. 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. 

Ricochet Shot

At level 15 you can expend a grit point to make another attack at disadvantage with the same shot against a different creature that is within 5 feet of the original target.

Shoving Shot

At 3rd level 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.

Stunning Shot

At level 15 when you make a firearm attack against a creature, you can expend one grit point to attempt to stun your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or be stunned until the end of their next turn.

Violent Shot

At level 7 after you roll the firearm attack, but not damage, against a creature, you can expend one or more grit points to enhance the volatility of the attack. You can roll one additional weapon damage die per grit point spent when determining the damage. 

Careful Aim

At level 3 you gain Careful Shot and Shoving Shot

Expedient Violence

When you reach 7th level, you add your proficiency bonus to your initiative. 

You gain Bullying Shot and Violent Shot 

Sniper

At 10th level you add expertise to all Perception Checks and Saving Throws. Disadvantage is no longer imposed when shooting beyond normal range and ignore up to 3/4 cover for any creatures within normal range.

You gain Disarming Shot and Piercing Shot

Fortune's Favor

At level 15 You can reroll up to 2 check, save, or attack rolls per long rest. 

You gain Stunning Shot and Ricochet Shot

Lucky Critical

At 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll.
Upon scoring a critical hit you cause Hemorrhaging Critical

Hemorrhaging Critical

Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.

Unlucky Critical

Upon landing a critical attack the creature will automatically critically fail their next attack or saving throw. 

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