Fighter
Base Class: Fighter
Head Hunter Lvl Marterly Shoot Damage Finesse Eye
3 1d12 1
5 2d12 2
9 3d12 3
13 4d12 4
17 5d12 5

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.

Gunsmith

You gain proficiency with Tinker’s Tools and can use them to craft ammunition at half cost, repair firearms, and create new ones.

Masterly Shoot

At the third level, thanks to your firearms training, you have better aim than most people. As an Action you can use a Master Shot that initially deals 1d12 damage, increasing the number of dice at levels 5, 9, 13 and 17, and critics with this ability will have a natural roll of dice between 18-20. You can use this ability an amount of times equal to your Wisdom modifier, with a minimum of 1, recovering half (rounded down) of the maximum shots in a short rest and all once a long rest is taken. This shot consumes 1 ammo.

Al tercer nivel gracias a tu entrenamiento con armas de fuego, tienes una puntería mejor que la de la mayoría de las personas. Como Acción puedes usar un Disparo Magistral hace inicialmente 1d12 de daño, aumentando en numero de dados a niveles 5, 9, 13 y 17,  y los críticos con esta habilidad contaran con una tirada natural de dados entre 18-20. Puedes usar esta habilidad una cantidad de veces igual a tu modificador de Sabiduría, con un mínimo de 1,recuperando la mitad (redondeado hacia abajo) de los disparos máximos en un descanso corto y todos una vez se hace un descanso largo. Este disparo consume 1 munición.

Finesse Eye

As a bonus action, you can mark a target and add double your proficiency bonus to damage and attack, or have advantage to attack that creature. Both effects last until the end of the round.

Unnoticed

Upon reaching level 7, fleeing from the law or following in the footsteps of a criminal, you have managed to have a great capacity to hide in crowded places such as cities, ports, markets, etc. When you reach level 10 you get proficiency in Stealth, if you already had proficiency in this skill you get Expertise in it. When you're in a crowded place, you gain an advantage in Stealth.

Hawk Eye

Being level 7, you have improved your own vision ability thanks to your training and practice. You get Vision In The Darkness of 60ft of Range, in case you already have vision in the dark previously, the range of it is doubled, in addition to that the first attack you make in the turn with your weapon can be made with advantage. Finally, upon reaching this level, you gain Perception proficiency and if you previously have it, you obtain Perception Expertise.

Rapid Firecannon

At 9th level, when a creature enters your Rapid Firecannon zone (a 40 foot radius) you can use your reaction to make 1 attack. If you have an advantage in this attack, instead of attacking with advantage, you will make 2 attacks.

Sentence Of Death

Starting at 15th level, your Critical Hits are the sentence of certain death. Add an additional 1d12 to the dice for a Critical Hit.

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.

Previous Versions

Name Date Modified Views Adds Version Actions
1/31/2021 1:16:08 AM
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