Base Class: Fighter
A fighter specialized in long range combat. Using bows and firearms to attack, this fighter does what no other would do at such long range.
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.
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.
Firearm Properties
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Ammunition
All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
Adept Marksman
When you choose this archetype at 3rd level, you are more precise than an average marksman. You score a critical hit on rolls of 19-20 when attacking with a firearm.
Sniping
When you reach 7th level, you can make a pair of special bullets that are deadlier than normal. Once during your turns, as part of one of your attacks, you can replace your ammunition with this special bullet that deals maximum damage on a hit.
You can use this feature an amount of times equal to your proficiency modifier. You regain 1 expended use from this feature when you finish a Short Rest and all expended uses after you finish a Long Rest.
Headshot
Starting at 10th level, your critical hits deal devastating damage to your targets. You can roll two additional weapon damage dice when determining the extra damage for a critical hit with a firearm attack.
Expert Gunsmith
Upon reaching 15th level, you learn how to produce magical attachments to your firearms that improve it's basic performance in battle. Your non-magical firearms can have a maximum of two attachments at the same time, while a magic firearm can have three.
Whenever you finish a long rest, you can choose 2 attachments from the list below to apply to a firearm you have in your possession. You can use each attachment only once on each weapon.
|
Name |
Compatibility |
Positive Effect |
Negative Effect |
|
Magical Barrel |
Any firearm |
Your attacks make no sound at all. |
You have a -3 penalty on your attack rolls. |
|
Magical Scope |
Any firearm |
You gain a +5 bonus on your attack rolls against targets more than 30ft away. |
You have disadvantage on attack rolls against targets within 30ft. |
|
Magical Frame |
Any one-handed firearm |
You can draw this weapon requiring no action. |
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|
Magical Grip |
Any two-handed firearm |
You gain a +2 bonus on your attack rolls. |
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|
Magical Pointer |
Any firearm |
You can use your bonus action to gain advantage against one creature within 60ft. |
You have disadvantage on Dexterity (Stealth) checks during combat. |
|
Magical Chamber |
Any firearm |
You don’t need to reload the weapon, but the ammo is still consumed as normal. |
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Sniping Critical
Upon reaching 18th level, your aim becomes the deadliest, even among pros. You score a critical hit on rolls of 18-20 with firearms. You always have advantage on your attack rolls made using your Sniping feature.
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