Base Class: Fighter
Most warriors and combat specialists spend their years perfecting their gun-play or explosive tactics. Whether cavalry or infantry, firearms are seemingly perfect for face-to-face combat.
In time, some men and women learned that pulling out a sword takes too long when someone got the drop on you. Experimentation with fighting styles and gun modifications have unlocked the secrets to face-to-face combat in this new age. The few who are brave enough to get into smelling distance of the enemy are now rewarded with victory.
This archetype focuses on the ability to wield dangerous ranged weapons in hand-to-hand combat with little issue. Through creative innovation and immaculate aim, you become a force of death in the enemy's trench. There are inherent the dangers with being that close, whether it be someone just around a corner or a stray bullet heading straight for your brain case. Good thing there's a blade at the end of your barrel and possibly a body to hide behind.
Repairman
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 and repair damaged firearms.
Bayonet Adept
When you choose this archetype at 3rd level, you learn to get more out of each pull of the trigger. Whenever you make a melee attack with a bayonet weapon that is attached to a firearm, you may make a ranged attack with the firearm it is attached to as a bonus action. This ranged attack does not have disadvantage for firing in melee combat. In addition, whenever you successfully hit a creature with your bayonet, you may have that creature become grappled by you.
Body Blocking
When you reach 7th level, you can use your reaction to cause an attack that would hit you to instead hit a creature you are grappling.
Cover Utilization
You have learned how to use cover in ways not many have thought of. While you are in half cover, you are considered to have 3/4 cover and while you are in 3/4 cover you are considered to have full cover. In addition while a hostile creature is in melee range with you, any ranged attack against you has disadvantage.
Up Close and Personal
When you reach 10th level, you no longer have disadvantage while using ranged weapons in melee range.
Armed Escape
Upon reaching 10th level, you've learned that the second best enemy is a disarmed enemy, with the only thing better is a dead enemy.
While grappling a creature or being grappled by a creature, you may use your bonus action to make an opposed athletics check to escape a grapple and take a weapon wielded by the creature. You can not take any weapon that is attached to the creature or any natural weapons wielded by the creature.
Lightning Reload
Starting at 15th level, you can reload any firearm as a bonus action.
Indomitable Valor
At 18th level, you have advantage on ability checks to end or maintain a grapple and your weapon can not be unwillingly removed from your hands. In addition, any attack you make against a creature that you are grappling or that is grappling you has advantage.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
10/2/2020 4:06:15 AM
|
3
|
0
|
--
|
Coming Soon
|
Comments