Base Class: Fighter
Warriors of the Elshaw Archipelago train in the art of marksmanship, using their diminutive stature and nature as amphibious creatures to become Fantasy Navy SEALS. Have fun Kota.
Gun Training
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.
Technician
You gain proficiency with Tinker’s Tools and can use them to create attachments for your firearms.
A firearm may only have one attachment at a time, and attachments can be switched out on a short rest.
You are able to create the following attachment options:
Scope- Negate disadvantage at extended range
Suppressor- Reduce noise when firing
Bipod- +1 on attack rolls while prone
Shortened Barrel- Negate disadvantage at close range
Skillshooter
Learn special shots with your firearms.
Special Shots. Choose two special shots, which are detailed under “Special Shots” below. Each use of a special shot must be declared before the attack roll is made. You can use only one special shot per attack.
You learn an additional special shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new special shot, you can also replace one special shot you know with a different one.
Moxie. You gain a number of moxie points equal to your Dex modifier. You regain 1 expended moxie point when you crit or finish off a major threat. You regain all expended moxie points after a short or long rest.
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
Focused
When you reach 7th level, you can add your proficiency bonus to your initiative.
Extra Attachment
Upon reaching 10th level, you learn how to further modify your weapon. You can add up to 2 attachments to your firearm.
Advanced Attachments
Starting at 15th level, you can use the following advanced attachments:
Seeking- Attacks ignore cover and gain +2 on attack rolls.
Thermal- Your optic grants truesight out to 60ft
Grenade Launcher- Up to Dexterity modifier times per day, can cast fireball
Sniper
Crit on a 19-20 with firearms.
Saboteur
Whenever you crit with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.
Special Shots
These special shots are presented in alphabetical order.
All Out Shot
When you make a firearm attack against a creature, you can expend 1 or more moxie points. If the attack hits, you can roll one additional weapon damage die per grit point spent. The firearm is unusable until the end of your next turn.
Disabling Shot
When you make a firearm attack against a creature, you can expend one moxie point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.
Dizzy Shot
When you make a firearm attack against a creature, you can expend one moxie point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.
Fearsome Shot
Take advantage of the loud and terrifying nature of firearms. You can expend one moxie point while making a Charisma (Intimidation) check to gain advantage on the roll.
FMJ Shot
When you make a firearm attack against a creature, you can expend one moxie 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.
Focus Shot
When you make a firearm attack against a creature, you can expend one moxie point to gain advantage on the attack roll.
Hand Shot
When you make a firearm attack against a creature, you can expend one moxie 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.
Push Shot
When you make a firearm attack against a creature, you can expend one moxie 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.
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