Base Class: Fighter
Throughout history, warriors have dedicated themselves to mastering traditional forms of combat, such as swordsmanship, archery, and polearm techniques. These disciplines have been refined over countless generations, leaving little room for innovation. For most fighters, true excellence comes not from reinventing these weapons, but from achieving complete mastery over them.
Yet, there are those whose ambitions extend beyond conventional weaponry. Inspired by the invention of the crossbow, these pioneers began experimenting with alchemy, volatile substances, and uncommon metals, seeking to harness the destructive potential of controlled explosions. Through relentless experimentation and considerable risk, they discovered the foundations of an entirely new weapon: the firearm.
This archetype revolves around the invention, construction, and mastery of these revolutionary ranged weapons. Combining technical ingenuity with exceptional precision, its practitioners become formidable threats from a distance. However, firearms remain an imperfect technology. Their complex mechanisms and unpredictable nature can occasionally malfunction, leaving their wielders vulnerable at critical moments. Such is the price of pioneering a new art of warfare in a world where magic and elemental forces can interfere with even the finest craftsmanship.
Those who choose this path must possess both the intelligence to innovate and the discipline to fight. With powder, fire, and steel at their command, they must balance careful preparation with unwavering resolve, trusting their skill, judgment, and a measure of fortune to ensure every shot finds its mark.
Siege Proficiency
Starting when you choose this archetype at 3rd level, you gain proficiency with Siege Weapons, allowing you to add your proficiency bonus to attacks made with Siege Weapons.
Gunsmith
Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use these tinker tools create attachments for your firearms. You can only create a number of active attachments equal to half your proficiency bonus (rounded down) and attach them to your gun as part of a Short or Long Rest. You can have only 2 active attachments for your firearm. You can change these active attachments if you use your Tinker Tools during a Long Rest.
Bayonet: You add a small dagger to your firearm. You can make a melee weapon attack with that dagger while holding your firearm. This inherits any magical bonuses the firearm may have.
Sights: You add a scope to the firearm. You no longer suffer disadvantage when shooting a prone target.
Silencer: You add a silencer for the firearm. Your gunshots become much quieter and unlikely to be heard. Your shots can only be heard from 15ft away or closer.
Loudener: You add a loudener for the firearm. Your gunshots become much louder and more likely to be heard. Your shots can be heard up to 600ft away.
Underwater Barrel: You add a special designed barrel. Your firearm no longer suffers any penalty from shooting underwater.
Extended Magazine/Cylinder: Your firearm has 50% more ammunition (rounded up).
Flashlight: You add a flashlight to your firearm. You can shine a 30ft cone of bright light up to 15ft and dim light an extra 15ft in front of wherever you point your firearm. Activating and Deactivating the flashlight takes a Bonus Action. If, while in darkness, you shine this bright light into the eyes of a creature, they must succeed on a Constitution Saving throw or be blinded for one turn.
Grip: You add an improved grip for your firearm. You have advantage on saves or checks to remain holding on to your firearm.
Stock: You add a stock to the firearm. You no longer suffer disadvantage when shooting while prone.
Adept Marksman
When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.
Trick Shots. You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.
You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.
Grit. You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.
Saving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:
Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier
Quickdraw
When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.
Rapid Shot
Upon reaching 10th level, you can contest an enemy attack roll with one of your own in an attempt to deflect the attack. As a reaction, you can attempt to deflect an attack roll you can see by contesting the two rolls. If your attack roll's total is higher than the enemy's attack roll total, the attack is now deflected and misses entirely.
Master Gunsmith
Starting at 15th level, you can radd as many active attachments to your firearm. You can now have a number of active attachments equal to your proficiency bonus. Finally you can spend a grit point to swap or add an active attachment on your firearm as a bonus action.
Vicious Intent
At 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll.
Hemorrhaging Critical
Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.
Trick Shots
These trick shots are presented in alphabetical order.
Bullying Shot
You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one grit point while making a Charisma (Intimidation) check to gain advantage on the roll.
Dazing Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.
Deadeye Shot
When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.
Disarming Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.
Forceful Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.
Piercing Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.
Violent Shot
When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.
Winging Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.
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