Fighter
Base Class: Fighter

This is where the description for this subclass goes.

Mechanical Vision

When choosing this subclass at level 3, your mechanically enhanced eyes grant you proficiency with Wisdom (Perception) and Intelligence (Investigation) checks. Additionally, you gain proficiency with firearms and tinkerer's tools, if you are not already proficient.

Spirit Infusion

Also at level 3, you learn how to focus more of your spirit core's energy into your shots, altering them with various arcane augments using Spirit Infusion points.

Arcane Augments. You learn three arcane augments of your choice, which are detailed under "Arcane Augments" below. Each use of an arcane augment must be declared before the attack roll is made. You can use only one arcane augment per attack.

You learn two additional arcane augments of your choice when you reach Fighter levels 7, 10, and 15. Each time you learn new arcane augments, you can replace augments that you know with different ones. Some augments have their damage dice increased by one size at Fighter levels 10 and 15.

Spirit Infusion. You start with three Spirit Infusion points. All expended points of Spirit Infusion are regained after finishing a short or long rest.

You gain an additional Spirit Infusion point when you reach Fighter level 7 (four points total) and 15 (five points total).

Saving Throws. If an arcane augment requires a saving throw, the DC equals 8 plus your Intelligence modifier and Proficiency Bonus.

Arcane Augments

The arcane augment options are presented here.

Bursting Shot

Your bullet is imbued with an overflowing amount of energy as you fire a shot. On a hit, you deal your normal weapon damage. Immediately after, the wound explodes with spirit energy, causing the target and all other creatures within 10 feet of it take 2d6 force damage each.

Corrosive Shot

Your bullet drips with corrosive acid as you fire a shot. On a hit, the attack deals an extra 1d6 acid damage. Additionally, the target becomes corroded until the end of your next turn. A creature immune to acid damage cannot be corroded.

While corroded, the creature has disadvantage on Charisma saving throws, and its Armor Class is temporarily reduced by 1 point. If the creature takes either additional acid or cold damage before the condition ends, the corrosive acid lingers for longer, causing the temporary Armor Class reduction to become a permanent reduction.

Alternatively, if the creature takes fire damage before the condition ends, the acid ignites and deals 1d10 fire damage to the target.

The first instance of damage increases to 1d8 at Fighter level 10 and 1d10 at Fighter level 15.

Electric Shot

Your bullet crackles with electricity as you fire a shot. On a hit, the attack deals an extra 1d6 lightning damage. Additionally, the target becomes volted until the end of your next turn. A creature immune to lightning damage cannot be volted.

While volted, the creature subtracts 1d4 from its melee or ranged weapon attacks as the residual electricity causes involuntary twitching. If the creature takes additional lightning damage before the condition ends, electricity overloads its optical nerves, and it must make a Constitution saving throw. On a failed save, the creature is blinded until the end of its next turn. On a successful save, the creature is blinded until the start of its next turn.

Alternatively, if the creature takes fire damage before the condition ends, a concussive blast wracks the target's mind, and it must make a Wisdom saving throw. On a failed save, the creature is stunned until the end of its next turn. On a successful save, the creature is stunned until the start of its next turn.

The first instance of damage increases to 1d8 at Fighter level 10 and 1d10 at Fighter level 15.

Ensnaring Shot

Arcane runes slither around your bullet as you fire a shot. On a hit, magical rope tethers the target in place, making it restrained and dealing 2d6 force damage as it tightens enough to crack bone. The restrained creature can make a Dexterity saving throw with disadvantage at the end of each of its turns, ending the effect on a success. Alternatively, another creature that can reach the restrained target can use an action to free it.

Flaming Shot

Your bullet is enveloped with flames as you fire a shot. On a hit, the attack deals an extra 1d6 fire damage. Additionally, the target becomes scorched until the end of your next turn. A creature immune to fire damage cannot be scorched.

While scorched, the creature has disadvantage on Constitution saving throws to maintain concentration or resist exhaustion. If the creature takes either acid, lightning, or poison damage before the condition ends, a violent incendiary reaction occurs, dealing 1d12 fire damage to the target.

The first instance of damage increases to 1d8 at Fighter level 10 and 1d10 at Fighter level 15.

Freezing Shot

Your bullet freezes over with volatile ice as you fire a shot. On a hit, the attack deals an extra 1d6 cold damage. Additionally, the target becomes chilled until the end of your next turn. A creature immune to cold damage cannot be chilled.

While chilled, the creature has disadvantage on Dexterity saving throws. If the creature takes at least 15 damage of either force, physical, or thunder before the condition ends, the frost shatters, dealing 1d10 cold damage to the target and any creature that fails a Dexterity saving throw within 10 feet of it. 

The first instance of damage increases to 1d8 at Fighter level 10 and 1d10 at Fighter level 15.

Piercing Shot

(Requires Level 10)
An ethereal sheen makes your bullet appear translucent as you fire a shot. When you use this option, you don't make an attack roll. Instead, the bullet flies forward in a 1-foot by 60-foot line. The shot passes harmlessly through objects and ignores cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes 3d10 magical piercing damage, or half as much on successful save.

Retaliatory Shot

(Requires Level 7)
When a creature misses you with a melee attack, you can use your reaction to quickly spin your rifle and transfer mass from its barrel into a forceful blast, momentarily giving it a compact, shotgun-like appearance. Make a ranged attack against the creature, ignoring any penalty to using ranged weapons within 5 feet of a target. On a hit, you deal 2d10 force damage and the target must succeed on a Strength saving throw or be pushed back 10 feet and end its turn.

Sundering Shot

(Requires Level 7)
Your bullet reshapes into an armor-piercing point as you fire a shot. On a hit, you deal your normal weapon damage and lower the Armor Class of your target by 1d4-1 points for one minute. A creature cannot be affected by this ability multiple times.

Terrifying Shot

(Requires Level 7)
Dark necrotic energy surrounds your bullet as you fire a shot. On a hit, the attack deals an extra 3d6 necrotic damage, and the target must succeed on a Charisma saving throw or become frightened of you until the end of its next turn.

Intuitive Infusion

At level 7, your constant interaction with spirit infusions has given you some ability to make simple infusions without any spirit consumption. Whenever you fire a non-magical bullet from a firearm, you can make it magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Executioner's Aim

By fine-tuning the magnification and zeroing distance, you can use a bonus action to you give yourself advantage on your next attack roll on the current turn. You can use this feature only if you haven’t moved during this turn, and after you use it, your movement speed is 0 until the end of the current turn.

This has no effect on the attack rolls for the Watch This ability.

Arcane Ricochet

At level 15, you've mastered aiming your infused shots for a contingency if you miss. When you make a ranged attack roll and miss, you can reroll the attack against a different target within the weapon's normal range.

Rossini's Masterpiece

By level 18, you've become the killing machine you were always meant to be. When you reduce a creature to 0 hit points or score a critical hit, you can spend a Spirit Infusion point to immediately make another attack with your firearm.

Additionally, you can now add your proficiency bonus to your initiative rolls. During the first round of combat, any ranged attack rolls you make against a creature that has not yet taken a turn in combat score a critical hit on a roll of 18-20 until the start of your next turn. 

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