Fighter
Base Class: Fighter

Steady of hand and breath, a camouflaged scorpid lies in
wait atop the windswept cliffs, aiming down the sights of
his rifle. Though it takes him ten minutes to line up the
perfect shot, his patience is rewarded when splatters of
dark crimson speckle the sunscorched rock below.
The ground quakes under the charge of a spectral
steed, atop which rides a grinning fennekkin, pistols
blazing. Regretful highwaymen scatter in a panic to
escape the trampling hooves… only to fall to a sudden
rain of hot lead.
Smoke, sweat, and gunpowder hang heavy in the
air of the workshop where a rocborn smith labours
through the night, each ring of the hammer strengthen-
ing her resolve. Come dawn, she will hold the perfect
bullet with which to avenge her family.
Whether as staunch protectors of frontier towns on
the fringes of civilisation or ruthless desperados leaving
a trail of empty bank vaults in their wake, Gunners
make their mark upon the world with the crack of gun-
fire. Slick, resourceful, and lightning-fast, these deadly
marksmen act when their foes least expect, changing
the flow of battle with each well-timed, well-aimed
shot. Blink and you’ll miss their next bullet—not that
you could have dodged it, anyway

Level 3: Gunners Grit

Moxie

You harness your grit and derring-do to take swift action the moment your foes blink. Moxie is your core resource and can be gained or spent during combat.

You gain 1 Moxie when you:

  • Make a successful attack or cause a saving throw using an attack.
  • Score a critical hit against a CR ½+ creature.
  • Roll a natural 20 on a saving throw imposed by a hostile creature.
  • Reduce a CR ½+ hostile creature to 0 HP (once per turn).

If you haven’t gained or spent Moxie for 1 minute, you lose all of it.

You can’t have more Moxie than your Gunner level allows.

You may spend Moxie to:

  • Reload a firearm when you use its last bullet (no action).
  • Take the following special reactions (they don’t count as your normal reaction, but you still only get one reaction per round):

Special Reactions:

  • Point-Blank: When a creature leaves your reach, spend 1 Moxie to make an Opportunity Attack with a firearm.
  • Second Chance: When you fail an ability check, spend 1 Moxie to reroll it.
  • True Grit: When a creature ends its turn, spend 1+ Moxie to gain 1d6 temp HP per Moxie spent.

Bullet Time

As a Bonus Action once per Short or Long Rest, enter a heightened state until your next turn:

  • Advantage on attacks, ability checks, and Dex saves.
  • Creatures have disadvantage attacking you.
  • The first special Reaction you take costs 1 less Moxie.
    At level 17, you may use Bullet Time twice per rest.

Lucky Skill

Choose a skill. When using it, you may use Second Chance without spending Moxie.

You gain proficiency with Smith’s Tools or Tinker’s Tools.

Slugger’s Flair

  • Proficiency with firearms and Tinker’s Tools.
  • No disadvantage when firing a firearm in melee.
  • Ignore up to half cover with long-range firearms.
  • Proficiency with martial weapons without the Two-Handed property.
  • Reload as a bonus action.

Firearm Attachments

At the end of a Long Rest, you may apply, remove, or swap firearm attachments. The number of attachments and per-weapon limits are on the Gunner table.

Attachments come in Barrel, Muzzle, Sights, Melee, and Miscellaneous. Only one of each type per weapon (except for select features).

Other creatures can use your guns but not benefit from attachments.

 

Level 7: Bullet Dancer

Tactical Positioning

When a creature misses you with a melee attack, use your reaction to move up to half your speed without provoking opportunity attacks.

Lead to the Face

You may apply the Sawed-Off Barrel attachment to one of your firearms at the end of a Long Rest, even if it already has a different Barrel attachment. This does not count against attachment limits.

Bullet Ballet

When you gain or spend Moxie, you may move 5 feet without provoking opportunity attacks. If triggered by a Reaction, you may move before or after the Reaction.

 

Level 10: Nerves of Steel

Tough as Nails

You gain proficiency in Constitution saving throws.

Bullet Dance

When you reduce a creature to 0 HP with a firearm, you may make a melee weapon attack as a bonus action.

Quickdraw

When you roll initiative and are not surprised, you may make one firearm attack as a reaction. If it hits a creature with CR ½ or higher, you gain 1 Moxie.

 

Level 15: Deadshot Veteran

Bulletproof

While wearing medium or heavy armor, you have resistance to ranged weapon damage.

Adrenaline Rush

When you’re reduced to half HP or less, you can:

  • Instantly activate Bullet Time for free, even if you’re out of uses.
  • Gain Moxie equal to your max (can exceed max).
    Once per Long Rest.

Bullet Storm

As an action, move through the battlefield. The first time you move within 5 feet of a creature, make a weapon attack (no action).

Once per Long Rest.

 

Level 18: Final Form

Kill Shot

Once per turn, you can give yourself advantage on a firearm attack. If it hits, deal extra damage equal to your Fighter level.

Uses = your proficiency bonus per Long Rest.

Counter Strike

When using Concealed Parry (from level 11 Fighter), its AC bonus becomes +3. If the attack misses, you may make a weapon attack against the attacker as part of the same reaction.

 

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