Base Class: Fighter
You were once merely a mortal, but now some mad scientist has forced or convinced you to be his experiment. blah blah
Tinkerer's experiment
You are bound to another character, who must have proficiency with both Smith's tools and Tinker's tools. You gain various bonuses at later levels when spending a period of downtime near them, but many of your abilities will not recharge when resting while separated.
In addition, you or your Tinkerer may pay a material cost in order to 'enhance' you with the following improvements:
Arcane Jetpack (2000 GP)
You gain a flying speed of 60ft for one minute. This can be used 3 times/long rest
Adamantium plating (1000 GP):
Your AC is increased by 1. In addition, your unarmed strikes deal 1d6 damage
This may be taken up to 3 times for a further AC increase and for unarmed strikes to progress up 1 die (1d6 <1d8 <1d10)
Breathing Apparatus (1000 GP):
You can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors.
Adhesive Shoes (500 G):
You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed.
Self repairing nanobots (10,000 GP):
As a bonus action, you may activate the nanobots. For the next minute at the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left.
Brain blockers (700 GP):
You are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.
For every two enhancements that you have undergone, you may attune to one fewer magic item.
Enhancements only recharge on rests taken near your Tinkerer.
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.
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
Grenade Pouch
There are 3 types of grenades:
Bang box: Make a ranged attack against a creature or an empty space within 30ft. On a hit, the target takes 1d10 bludgeoning damage. Hit or miss, the grenade then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw (16 DC) or take 2d6 fire damage.
Smoke box: Make a ranged attack against a creature or an empty space within 30ft. On a hit, the target takes 1d10 bludgeoning damage. Hit or miss, the grenade then explodes. A thick black smoke erupts from the box enveloping the target in a cube of smoke with 15 foot radius. The smoke is considered three-quarters cover to anyone attempting to attack through it. Furthermore, any creatures within the smoke are Blinded while they remain in the area.
Flash box:
Make a ranged attack against a creature or an empty space within 30ft. On a hit, the target takes 1d10 bludgeoning damage. Hit or miss, the grenade then explodes. A blinding white light erupts from the box. Any creatures within 5 feet of the target area must succeed on a Constitution saving throw (16 DC) or be Blinded, Deafened, and Incapacitated for the duration of the next round.
You may only carry one of each type of grenade at any given time. Upon using a grenade, it is expended, and you may not use that type again until you finish a long or short rest nearby to your Tinkerer.
Quickdraw
When you reach 7th level, your Tinkerer has integrated your weapons storage into your body. 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.
Inbuilt Scope
Upon reaching 10th level, your sight and aim have been enhanced. 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.
High Noon
You may spend an action taking aim at targets within line of sight; At the end of that combat round, you may fire your weapon up to 6 times at targets still in range.
More Machine than Man
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.
Previous Versions
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