Fighter
Base Class: Fighter

You are a gunfighter, a gritty practitioner of an ugly trade. Are you an outlaw, living by the gun and disregarding the rules of 'polite' society? Perhaps you're an itinerant gambler, who relies on his iron and his wits to avoid playing the dead-man's hand. Or maybe you're a grizzled ex-soldier, who's learned lead and gunpowder are the last reliable friends he has left. Whoever you are, one thing is certain: your propensity for gunfighting has led you to develop a resolve like iron, as well as no small aptitude in the use of firearms.

This archetype focuses on utilizing firearms with deadly results. Through lightning reflex and immaculate aim, you become a distant force of death on the battlefield.

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.

Dead Eye

Starting at 3rd level, your keen eyes and lightning reflexes allow you to fire rapidly without sacrificing accuracy. As a bonus action on your turn, you can grant yourself advantage on attack rolls with firearms until the start of your next turn. Your precision when using this ability improves when you reach certain levels in this class, allowing you to bypass half cover at 10th level, and three-quarters cover at 15th level.

You can use this feature three times. You regain all expended uses of it when you finish a long rest.

Quickdraw

When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm, or draw or stow two firearms, as a single object interaction on your turn.

True Grit

Starting at 10th level, when you roll initiative and have no uses of Dead Eye remaining, you regain one use.

Fan the Hammer

Starting at 15th level, you learn to forgo accuracy in exchange for speed. If you take the Attack action on your turn and have advantage on a ranged attack roll with a firearm, you can forgo the advantage on that roll to make an additional ranged weapon attack against that same target, using the same firearm, as part of the same action. You can do so no more than once per turn.

Grim Reaper's Sprint

Starting at 18th level, you've learned the two most important rules in a gunfight: always cheat, and always win. As such, you've become an expert at striking vulnerable areas with devastating precision and capitalizing on the resultant openings. Your ranged attacks with firearms now score a critical hit on a roll of 19 or 20 when under the effects of Dead Eye. Additionally, whenever you score a critical hit with a firearm or reduce a creature to 0 hit points while using Dead Eye, you can make one additional attack with a firearm you are wielding as part of that same action.

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