Base Class: Fighter
The Gunslinger Marshal is a warrior forged in the dust and smoke of the untamed frontier.
They wield firearms with deadly precision, justice with grit, and thrive in the chaos of a close-up gunfight.
Some are bounty hunters, others sheriffs - all are deadly
Firearm Proficiency
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.
Quickdraw
You can stow or draw a firearm as part of any action, reaction or attack.
Level 3: Close Quarters Marksman
When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.
Ricochet. Once per turn, when you miss a firearm attack, you may reroll the attack (at disadvantage) against another target within 10 feet.
Buckshot Blast. As a bonus action, after a firearm attack, you can force all creatures in a 10 foot cone to make a dex save (DC = 8 +Prof + Dex). On a fail they take your dex mpod in damage and are pushed 5ft back.
Saving Throws. Some of your 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
Quickdraw
When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.
Leadstorm
When you use Action Surge, you may make one attack against up to three targets within 30ft. These attacks ignore cover.
Bullying Shot
You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one grit point while making a Charisma (Intimidation) check to gain advantage on the roll.
Dazing Shot
When you make a firearm attack against a creature, you can expend one grit 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.
Deadeye Shot
When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.
Disarming Shot
When you make a firearm attack against a creature, you can expend one grit 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.
Forceful Shot
When you make a firearm attack against a creature, you can expend one grit 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.
Piercing Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. 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. Only the initial attack can misfire.
Violent Shot
When you make a firearm attack 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 firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.
Winging Shot
When you make a firearm attack against a creature, you can expend one grit 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.
Level 10: Hardened Marshal
Upon reaching 10th level, you gain resistance to psychic damage and have advantage of saving throws against being frightened.
You also have advantage on initiative rolls while in towns, wilderness or frontiers
Dead Mans Grit
Once per long rest, when you're reduced to 0hp, you instead drop to 1hp and immediately make a firearm attack or shove.
Vicious Intent
At 18th level, your firearm 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.
Hemorrhaging Critical
Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.
Showdown
As a bonus action, target a creature within 60ft.
You and the creature both make a ranged attack against each other. If your attack hits, the target has disadvantage on attacks against anyone but you until the end of your next turn.
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