Fighter
Base Class: Fighter

Survivor fighters combine disciplined marksmanship with agile movement and quick thinking, allowing them to adapt in chaotic, close-quarters encounters. Whether facing shambling hordes or terrifying aberrations, they remain calm under pressure—delivering decisive shots, exploiting enemy weaknesses, and protecting others when the nightmare closes in.

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.

Precision Marksmanship

When you choose this archetype at 3rd level, your long training resulted on a calm aim and deadly accuracy, even in chaotic situations.

Once per turn when you hit a creature with a ranged weapon attack, you can attempt to exploit a vulnerable point. The target must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier, whichever is higher) or suffer one of the following effects of your choice:

  • Staggering Shot. The creature’s speed is reduced to 0 until the start of your next turn.
  • Disrupting Shot. The creature has disadvantage on attack rolls until the end of its next turn.
  • Opening Shot. The next melee attack made against the creature before the start of its next turn has advantage and pushes the target 10ft away.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a Long Rest.

Follow-up Combat

At 7th level, your combat training teaches you to further exploit an enemy’s moment of weakness.

Whenever you score a critical hit or when a creature fails a constitution saving throw against your precision marksmanship, you can immediately follow up with a devastating strike.

  • As a bonus action during the current turn, you can make an unarmed strike against that creature. The strike deals 2d8+your strength modifier as bludgeoning damage.
  • The creature must succeed on a Strength Saving Throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier, whichever is higher) or be knocked prone.

Tactical Execution

At 10th level, your battlefield instincts allow you to eliminate weakened enemies with ruthless efficiency.

Your attacks against bloodied and prone creatures score a critical hit on a roll of 18-20.

Whenever you score a critical hit, you trigger an execution technique. If the creature's CR is lower than half your proficiency bonus, the creature has its hit points reduced to 0. Otherwise, the attack deals additional damage equal to twice your proficiency bonus.

Veteran Investigator

At 15th level, your experience confronting strange incidents has sharpened your instincts and attention to detail.

You gain proficiency and advantage in Intelligence (Investigation) and Wisdom (Perception) checks.

Elite Executioner

At 18th level, your many years of fighting unimaginable threats have made you terrifyingly efficient in combat.

When you reduce a creature to 0 hit points, you can immediately perform one of the following (no action required):

  • Relentless Assault. Make an extra weapon attack against a creature within 30 feet.
  • Brutal Finisher. Force all hostile creatures within 30 feet that can see you to make a Wisdom saving throw (DC = 8 + twice your proficiency bonus). On a failure, they become frightened for 1 minute and have their movement speed halved for the duration.
  • Combat Mobility. Move up to 30 feet without provoking opportunity attacks.

Once you use this feature, you can’t use it again until the start of your next turn.

Previous Versions

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