Base Class: Fighter
Most warriors and combat specialists spend their years perfecting the classic arts of swordplay, archery, or pole arm 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 have 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.
Level 3: Trick Shot
Your experience with firearms have taught you several special techniques. You learn Trick Shots that are fueled by special dice called Trick Shot Dice.
Trick Shots. You learn three Trick Shots of your choice. Many Trick Shots enhance an attack in some way. You can use only one Trick Shot per attack.
You learn one additional Trick Shot of your choice when you reach Fighter levels 7, 10, and 15. Each time you learn new Trick Shots, you can also replace one Trick Shot you know with a different one.
Trick Shot Dice. You have four Trick Shot Dice, which are d8s. A Trick Shot Dice is expended when you use it. You regain all expended Trick Shot Dice when you finish a Short or Long Rest. You also regain a Trick Shot Dice when you score a Critical Hit.
You gain an additional Trick Shot Dice when you reach Fighter levels 7 (five dice total) and 15 (six dice total).
Saving Throws. If a Trick Shot requires a saving throw, the DC equals 8 plus your Strength or Dexterity modifier (your choice) and Proficiency Bonus.
Level 3: Gunsmith
Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting. You also gain Proficiency with Firearms if you don't already have it.
Level 7: Quickdraw
When you reach 7th level, you add your proficiency bonus to your initiative.
Level 10: Improved Trick Shot
At 10th level your Trick Shot Dice becomes a d10.
Level 15: Sniper
At 15th level, your firearm attacks score a critical hit on a roll of 19-20.
Level 18: Ultimate Trick Shot
At 15th level your Trick Shot Dice becomes a d12.
Level 3: Trick Shot Options
The Trick Shots are presented below.
Disarming Shot
When you hit a creature with an attack roll, you can expend one Trick Shot Dice to attempt to disarm the target. Add the Trick Shot Dice roll to the attack’s damage roll. The target must succeed on a Strength saving throw or drop one object of your choice that it’s holding, and pushes it 10ft away.
Distracting Shot
When you hit a creature with an attack roll, you can expend one Trick Shot Dice to distract the target. Add the Trick Shot Dice 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.
Forceful Shot
When you make a firearm attack against a creature, you can expend one Trick Shot Dice to attempt to force them back. On a hit, the creature suffers normal damage, plus the roll of your Trick Shot Dice and must succeed on a Strength saving throw or be pushed 15 feet away from you.
Goading Shot
When you hit a creature with an attack roll, you can expend one Trick Shot Dice to attempt to goad the target into attacking you. Add the Trick Shot Dice 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.
Piercing Shot
When you make a firearm attack against a creature, you can expend one Trick Shot Dice to attempt to fire through an opponent to hit a second target. On a hit, the first creature suffers normal damage, plus the roll of your Trick Shot Dice, and you make an attack roll with Disadvantage against a target directly behind the first. If you hit the second target, it takes normal damage, but you do not add the Trick Shot Dice damage to the second attack.
Precision Shot
When you miss with an attack roll, you can expend one Trick Shot Dice, roll that die, and add it to the attack roll, potentially causing the attack to hit. You also add the roll to the attack's damage if you hit.
Tripping Shot
When you hit a creature with an attack roll, you can expend one Trick Shot Dice and add the die to the attack’s damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or have the Prone condition.
Comments