Base Class: Ranger
Common among pirate crews, Gunhawks are often found in the Crow's Nest where they and their avian companions have the best vantage point, as well as their privacy. Even on land, Gunhawks tend to flock to higher ground.
Skilled snipers, their bond with their avian companions only adds utility to their deadliness. The 'Hawk' part of the name is just that, a name, as the avian companions of Gunhawks are as varied as the Gunhawks themselves, with many companions being crows, owls, or even in some cases, seagulls.
Named for the Gunhawk subclass from Pillars of Eternity 2 and based on the Gunslinger and Beast Master archetypes.
Talon of the Hawk
Beginning at 7th level, on any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn.
In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Rushed Reload
Starting at 11th level, you can reload any firearm using a bonus action during your turn or reaction between turns, but attack rolls using firearms reloaded in this way lose your proficiency bonus until reloaded using an attack.
Powder Blast
When a creature targets you with a melee attack, you may use your reaction to knock them back with a short-ranged explosive blast. Before making the attack roll against you, the creature must make a CON save equal to your ranger spell dc. If they fail, they take 2d8 fire damage and are knocked away 10 feet in the direction of your choosing. If knocked back into terrain they fall prone. If they make the save, they take half damage and may still make the attack against you.
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.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
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.
Firearms
| Name | Cost | Ammo | Damage | Weight | Range | Properties |
|---|---|---|---|---|---|---|
| Palm Pistol | 50g | 2g (20) | 1d8 piercing | 1 lb. | (40/160) |
Light, reload 1, misfire 1
|
| Pistol | 150g | 4g (20) | 1d10 piercing | 3 lb. | (60/240) |
Reload 4, misfire 1
|
| Musket | 300g | 5g (20) | 1d12 piercing | 10 lb. | (120/480) |
Two-handed, reload 1, misfire 2
|
| Pepperbox | 250g | 4g (20) | 1d10 piercing | 5 lb. | (80/320) |
Reload 6, misfire 2
|
| Blunderbuss | 300g | 5g (5) | 2d8 piercing | 10 lb. | (15/60) |
Reload 1, misfire 2
|
| Bad News | Crafted | 10g (5) | 2d12 piercing | 25 lb. | (200/800) |
Two-handed, misfire 3, explosive
|
| Hand Mortar | Crafted | 10g (1) | 2d8 fire | 10 lb. | (30/60) |
Reload 1, misfire 3, explosive
|
Putting the 'Hawk' in Gunhawk
At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose an avian that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or four times your ranger level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points.
The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.
If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.
While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.
Mental Bond
You can communicate with and see through your avian companion's eyes as if it were a familiar summoned by the Find Familiar spell.
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