Base Class: Fighter
While traditional Gunslingers may overpower their foes with quick draws of the sidearm and fancy trick shots, the archetypal Wet Powder Brawler centers around two questions: will they pull the trigger, and if they do, will anything happen? Wet Powder Brawlers hone their skills in rapidly reloading their pistols with clips laced with faulty rounds. As they take aim, this archetype leaves foes continuously wondering what the next move will be.
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Deception, Insight, Intimidation, Perception, or Sleight of Hand.
Additionally, you gain proficiency with six-shot revolvers and similar semi-automatic sidearms. You do not suffer disadvantage on attack rolls or provoke attacks of opportunity when firing these weapons within 5 feet of a hostile target.
Wet Powder Shots
Starting at 3rd level, you have learned how to lace your rounds with just enough trace elements such as water or faulty gunpowder to prevent them from firing and causing damage to your sidearm. You can use 3 gp of scrap materials and trace elements and spend 1 hour per day to craft a number of these Wet Powder Shots equal to 10 + your fighter level. Wet Powder Shots look identical to your regular rounds except for a distinctive marking of your choice on the cartridge case. Wet Powder Shots lose their effectiveness upon firing or after 2 days.
You can load a number of Wet Powder Shots into your sidearm equal to half of the weapon's maximum ammo capacity. It is recommended you keep track of what shots you load into your weapon in what order. If you are unsure, you may use an action to inspect your clip and see what your next 3 shots will be. If the type of shot is unknown, roll a d6. On a roll of 1, a Wet Powder Shot is expended from the weapon's clip, if there is still one to expend.
On your turn, you can fire a Wet Powder Shot as a bonus action. The shot deals no damage, instead creating a loud noise and a small flash of light. If you "hit" your target, you gain a bonus to your melee attack rolls against that target equal to half of your proficiency bonus, rounded up, until the end of your current turn.
If you expend a Wet Powder Shot without knowing it was going to be a Wet Powder Shot, you only gain the attack roll bonus for one additional melee weapon attack.
Fan the Hammer
Starting at 7th level, you can strike back quickly against danger. Upon taking damage, you can use your reaction to immediately fire 2 shots from your sidearm at your attacker. This special reaction requires two hands to wield the sidearm and has disadvantage against targets more than 5 feet away. If both shots are Wet Powder Shots, the next attack from you or an ally against the target before the start of its next turn gains your Wet Powder Shot attack roll bonus.
Once you use this feature, you cannot use it again until you finish a long rest.
Fast Hands
Starting at 7th level, you can take the Reload action as a bonus action. If you do so, the ordering of any Wet Powder Shots you choose to load is unknown. If you can already take the Reload action as a bonus action, you instead are able to determine and remember the ordering of any Wet Powder Shots you choose to load.
Fire Water Rush
Starting at 15th level, your fiery displays can aid you in speedily repositioning. When you hit with a Wet Powder Shot, your movement speed for this turn is increased by 30 feet, and your movement this turn does not provoke attacks of opportunity. Hitting multiple Wet Powder Shots in one turn does not net multiple stacks of Fire Water Rush.
Showdown
Starting at 18th level, you can hide your next move from your foe while in plain sight. While visible to your target, you can use your bonus action to aim carefully with your sidearm at them. The target must make a Wisdom saving throw against a DC of 8+your Charisma modifier+your proficiency bonus. If they fail, you can use your action to fire three shots from your sidearm, all of which gain the benefit of your Wet Powder Shot attack roll bonus. Additionally, if one of the shots you hit with is a Wet Powder Shot, the target is frightened of you until the start of your next turn.
You may use this feature a number of times per long rest equal to your Charisma modifier (minimum of 1).
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