Base Class: Fighter
Most warriors and combat specialists spend their years perfecting the classic arts of swordplay, archery, or polearm tactics. Whether duelist or infantry, martial weapons were seemingly perfected long ago, and the true challenge is to master them.
However, some minds couldn’t stop with the innovation of the crossbow. Experimentation with alchemical components and rare metals has unlocked the secrets of controlled explosive force. The few who survive these trials of ingenuity may become the first to create, and deftly wield, the first firearms.
This archetype focuses on the ability to design, craft, and utilize powerful, yet dangerous ranged weapons. Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new, untested technologies in a world where the arcane energies that rule the elements are ever present.
Should this path of powder, fire, and metal call to you, keep your wits about you, hold on to your convictions as a fighter, and let skill meet luck to guide your bullets to strike true.
Level 3: Adept Marksman
Your experience with firearms has refined your shooting techniques. You learn trick shots that are fueled by a special resource called Grit Points.
Trick shots. You learn three trick shots of your choice. Many trick shots enhance an attack with a pistol or musket in some way. You can use only one trick shot per attack with a pistol or a musket.
You learn two additional trick shots of your choice when you reach Fighter levels 7, 10, and 15. Each time you learn trick shots, you can also replace one trick shot you know with a different one.
Grit Points. You have a number of Grit Points equal to your Intelligence modifier (minimum of 1). A Grit Point is expended when used. You regain 1 expended Grit Point each time you roll a 20 on the d20 roll for an attack with a firearm or deal a killing blow with a firearm to a creature. When you finish a Short or Long Rest, you regain all expended Grit Points
Saving Throws. If a trick shot requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.
Level 3: Iron Hand
You have a quick hand and keen eye when employing firearms, granting you the following benefits:
- You ignore the loading property of pistols and muskets.
- Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
Level 7: Quickdraw
You can draw your gun faster than most. You can add your proficiency bonus to initiative rolls. If you already can add your proficiency bonus to initiative rolls, you can double it for each check unless the bonus is doubled by another feature.
Level 10: Improved Deadeye
Your experience with firearms has grown and your abilities are even more devastating. When you expend a grit point to use a trick shot, whenever you add your Intelligence modifier you also add your proficiency bonus.
Level 15: Vicious Intent
You know just where to aim to do the most damage. Your Pistol and Musket 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.
Level 18: Hemorrhaging Critical
Your bullets strike with the accuracy and power of a master gunslinger causing lasting effects on your enemy's health. Whenever you score a critical hit with a pistol or musket attack, the target additionally suffers half of the damage from the attack at the end of its next turn.
Level 3: Trick Shot Options
The Trick Shots are presented alphabetically here.
Bullying Shot
When you make a Charisma (Intimidation) check, you can expend one Grit Point to fire your pistol or musket and gain advantage on the roll.
Commanding Shot
When you take the Attack action on your turn, you can replace one of your attacks to direct one of your companions to strike. When you do so, choose a willing creature who can see or hear you and expend one Grit Point. That creature can immediately use its Reaction to make one attack with a weapon or an Unarmed Strike, adding your Intelligence to the attack’s damage roll on a hit.
Dazing Shot
When you make an attack with a pistol or musket against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature takes an extra amount of damage equal to your Intelligence modifier and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.
Deadeye Shot
When you make a pistol or musket attack against a creature, you can expend one grit point to gain advantage on the attack roll.
Disarming Shot
When you hit a creature with an attack roll with a musket or pistol, you can expend one Grit Point and add your Intelligence modifier to the attack’s damage roll. The target must succeed on a Str. saving throw or drop one object of your choice that it’s holding, which lands 10 feet away from the target.
Distracting Shot
When you hit a creature with an attack roll with a pistol or musket, you can expend one Grit Point to distract the target. Add your Intelligence modifier roll to the attack’s damage roll. The next attack roll against the target by an attacker other than you has Advantage if the attack is made before the start of your next turn.
Eagle Eye
When you make an Intelligence (Investigation) check or a Wisdom (Insight or Survival) check, you can expend one Grit Point and add a bonus equal to your intelligence modifier to the ability check.
Evasive Maneuvers
As a Bonus Action, you can expend one Grit Point and take the Disengage action. You also add your Intelligence Modifier to your AC until the start of your next turn.
Fanning Shot
As an Action, you can expend one Grit Point to fire a flurry of quick shots using a musket or pistol in a 15 ft cone in front of you. Each creature in the cone must make a Dexterity Saving Throw. On a failure, they take the weapon's normal damage plus your Intelligence modifier.
Forceful Shot
When you hit a creature with an attack roll using a pistol or musket, you can expend one Grit Point to attempt to drive the target back. Add your Intelligence modifier to the attack’s damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 15 feet directly away from you.
Goading Shot
When you hit a creature with an attack roll with a pistol or musket, you can expend one Grit Point to attempt to goad the target into attacking you. Add your Intelligence Modifier to the attack’s damage roll. The target must succeed on a Wisdom saving throw or have Disadvantage on attack rolls against targets other than you until the end of your next turn.
Maneuvering Shot
When you hit a creature with an attack roll with a pistol or musket, you can expend one Grit Point to maneuver one of your comrades into another position. Add your Intelligence modifier to the attack’s damage roll, and choose a willing creature who can see or hear you. That creature can use its Reaction to move up to half its Speed without provoking an Opportunity Attack from the target of your attack.
Menacing Shot
When you hit a creature with an attack roll with a pistol or musket, you can expend one Grit Point to attempt to frighten the target. Add your Intelligence modifier to the attack’s damage roll. The target must succeed on a Wisdom saving throw or have the Frightened condition until the end of your next turn.
Piercing Shot
When you make a pistol or musket attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. On a hit, each creature suffers normal damage plus extra damage equal to your Intelligence modifier and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment.
Retaliating Shot
When a creature misses you with a melee attack roll, you can take a Reaction and expend one Grit Point to make an attack roll with a pistol or musket against the creature. If you hit, add your Intelligence Modifer to the attack’s damage.
Ricocheting Shot
When you miss with an attack roll using a musket or pistol, you can expend one Grit Point and add your Intelligence modifier to the attack roll, potentially causing the attack to hit.
Sniper's Cover
When you make a Dexterity (Stealth) check or an Initiative roll, you can expend one Grit Point and add your Intelligence modifier to the roll, unless you have the Incapacitated condition.
Tuck and Roll
When you’re within 5 feet of a creature on your turn, you can expend one Grit Point and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and doesn’t have the Incapacitated condition. This movement doesn’t provoke Opportunity Attacks.
Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to 4.
Violent Shot
When you make an attack with a pistol or musket against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a -2 to the attack roll. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.
Winging Shot
When you hit a creature with an attack using a pistol or a musket, you can expend one Grit Point and add your Intelligence modifier to the damage. If the target is Large or smaller, it must succeed on a Str. saving throw or have the Prone condition.
Previous Versions
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Posted Nov 19, 2024This is an updated version of Matt Mercer's Gunslinger Subclass for the 2024 PHB Fighter. I made this for my buddy who's playing a Fighter in my western campaign. Let me know if you have any suggestions for improvements! Happy shootin' Pardner!