Fighter
Base Class: Fighter

Using their tactical wit to pierce through the defenses of the enemy with his trusty gun of choice, the Infantryman keeps his cool in the heat of battle. With nothing but trust in himself, his commander, his gun and some grenades, the Infantryman valiantly fights for what he believes in, tactically using his resources to carve through threats and create the chink in the armor his allies need.

Armor Piercer

Starting at 3rd level, you have learned how to better aim a firearm. You gain proficiency with firearms.

In addition, you can can pierce the armor of the creature you successfully hit with a firearm attack. When you pierce their armor, you can deal maximum damage with that attack instead of rolling, up to 2 + your Constitution modifier number of times per day.

Grenadier

Starting at 7th level, you have learned how to use grenades much more effectively in combat, and can use their shock waves as a tactical weapon. You can use a bonus action to throw a grenade instead of an action now, and if you do, add 2d6 extra thunder damage to the damage roll. In addition, at 10th and 14th level, the damage increases by a further 1d6 thunder each. 

Ammo Savvy

Starting at 10th level, you learn how to save ammunition more effectively during battle. Whenever you make an attack roll with a firearm, regardless if you hit or miss, roll a d10. If the die lands on an 8, 9, or 10, you do not use a round of ammunition with that attack. In addition, the first time that you would have to reload your firearm by using an action, you can use a bonus action instead to do so.

Truescope Lens

Starting at 15th level, you have acquired a scope blessed with truesight that lets you see through invisibility and darkness with ease. Your Truescope Lens provides you with the following benefits:

  • Whenever you make an attack with a firearm, you gain truesight for 60 feet, and ignore disadvantage imposed because of invisibility, darkness, or any hazard that would obstruct your vision through the scope.
  • Whenever you make an attack with a firearm, you can activate Deadeye. When activating Deadeye, after a successful attack roll, you can make the target make a DC 15 Dexterity saving throw. On an unsuccessful save, they take the normal damage roll + 10, and are stunned until the end of the round.

You can use Deadeye up to 3 times per long rest.

Last Stand

Starting at 18th level, when put at a wit's end against an overwhelming force, you have learned to channel your energy into delivering a deadly shot at the target.

Once per long rest, if you have less than a quarter of your health remaining (rounded down), you can do a Perception check with advantage to find a target creature's current percentage of health.

If you succeed and the target has more than half of its health remaining, the next attack roll you make with a firearm has advantage, and if the attack hits, you deal quadruple the damage dealt.

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