Base Class: Fighter
Fighters who specialize in firearms combat, blending precision shooting with martial prowess. These warriors are skilled marksmen and deadly in close-quarters, using firearms as extensions of their martial arts techniques and crafting custom weapons to suit their deadly combat style.
Level 3: Gun Kata
You learn to seamlessly blend firearms into your fighting style. You gain the following benefits:
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Firearm Proficiency: You gain proficiency with firearms.
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Close-Quarters Fire: When a creature is within 5 feet of you, making a ranged attack with a firearm against that creature doesn’t impose disadvantage.
Level 3: Gunsmith & Ammo Mastery
Your mastery of firearms and weapon crafting allows you to forge unique weapons and ammunition that become a signature part of your fighting style.
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Firearm Customization: You gain proficiency with Smith's Tools, allowing you to craft personalized firearms. Choose one of the following firearm types to customize:
- Pistol: A lightweight, quick-firing weapon (2d6 piercing damage, range 30/60, reload 6).
Your custom firearm counts as a martial weapon for you. If it is lost or destroyed, you can craft a replacement during a long rest, provided you have access to the necessary tools and materials.
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Specialized Ammunition: You also learn to craft specialized bullets with devastating effects. During a short or long rest, you can create as many specialized bullets as time and materials allow. Crafting these bullets requires access to your tools (such as Smith’s Tools or Tinker’s Tools) and the appropriate raw materials. Each bullet can be used by loading and firing it as part of your regular firearm attack. The bullet’s effects activate on a successful hit.
Available Bullet Types:
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Poison Bullet: Deals an additional 1d6 poison damage. Target must succeed on a DC 14 Con save or be poisoned for 1 minute.
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Flash Bullet: Deals an additional 1d6 radiant damage. Target must succeed on a DC 14 Con save or be blinded and deafened until the end of your next turn.
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Explosive Bullet: Deals an additional 1d4 fire and 1d4 force damage. Creatures within 10 feet must make a DC 14 Dex save or be pushed 10 feet away.
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Shockwave Bullet: Deals an additional 1d6 thunder damage. Creatures within 10 feet must make a DC 14 Str save or be knocked prone.
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Kinetic Impact Bullet: Deals an additional 1d6 bludgeoning damage. Target must make a DC 14 Str save or be pushed 15 feet away from you.
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Tungsten Penetrator Bullet: Deals an additional 1d6 piercing damage. Target loses resistance to nonmagical piercing damage for 1 minute.
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Neurogas Bullet: Deals an additional 1d6 psychic damage. Target must succeed on a DC 14 Con save or have disadvantage on attack rolls and ability checks until the end of your next turn.
Crafting Rules:
- It takes 30 seconds to craft each bullet.
- You can craft as many bullets as time and materials allow during short or long rests.
- Crafting requires appropriate materials, such as wolfsbane for poison bullets, or adamantine for tungsten penetrator bullets.
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Upgrades at Higher Levels:
- Level 10: The damage dice for all specialized bullets increase to 1d10, and the saving throw DCs increase by 2.
- Level 15: The damage dice for all specialized bullets increase to 2d12, and the saving throw DCs increase by 2.
Level 7: Aim & Mobility Savant
You gain unparalleled speed and precision with your pistols, becoming a blur of motion on the battlefield. You gain the following benefits:
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Two-Weapon Fighting: When wielding two pistols, you can add your ability modifier to the damage of the second attack.
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Sharp Aim: Your ranged weapon attacks ignore half and three-quarters cover, allowing you to target enemies hiding behind obstacles with deadly accuracy.
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Swift Escape: After you make a ranged attack with a pistol, you can move up to 5 feet without provoking opportunity attacks. You can use this benefit once per turn.
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Upgrades at Higher Levels:
- Level 10: Swift Escape distance increases to 15 feet.
- Level 15: Swift Escape distance increases to 15 feet.
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Level 10: Vital Shot (Single Target)
You take careful aim at a creature's most vulnerable point, delivering a devastating blow.
- Effect: When you hit a creature with a firearm attack, you can choose to deal an additional 4d6 damage of the weapon's damage type.
- Additional Benefit: The target must make a Constitution saving throw (DC = 16). On a failed save, the target suffers one of the following effects for 1 minute:
- Disrupted Vitality: The target has disadvantage on all attack rolls and saving throws.
- Weakened Defenses: The target's AC is reduced by 2 until the end of its next turn.
Level 15: Gunfighter’s Reflexes
Your reflexes and precision with pistols make you a terrifying presence on the battlefield. When a creature within your firearm’s range misses you with an attack, you can use your reaction to make a firearm attack against them.
Additionally, when you roll initiative and have no uses of Action Surge remaining, you regain one use of it.
Level 18: Master of Gun Kata
Your skill with firearms has reached unparalleled levels. You gain the following benefits:
- Improved Critical: Your firearm attacks score a critical hit on a roll of 18 or 20.
- Rapid Barrage: When you take the Attack action on your turn, you can make two additional firearm attacks with pistols . These attacks do not add your ability modifier to the damage roll unless that modifier is negative.
Previous Versions
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1/17/2025 10:47:55 AM
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9
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1.1
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Coming Soon
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1/17/2025 11:44:50 AM
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5
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1
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1.3
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Coming Soon
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