Base Class: Fighter
What defines a Hired Gun is not simply the weapon they wield, or the ways they fight. A Hired Gun, above all else, is a fighter of sly charm and swagger. With brash cockiness in spades, Hired Gun's build their own custom firearms to perfectly suit their own larger-than-life personalities. Particularly well-funded Hired Gun's may even have personalized Hextech weapons, but such folk are rare among the scoundrels of Bilgewater and other such lawless places.
Don’t mistake their boasting for an empty facade—folk who underestimate a Hired Gun's flashy gunplay tend to wind up dead
Black Firearms.
Through a combination of salvaging stolen pieces of arcane technology and sheer rakish ingenuity you create a Hex Tech firearm. 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
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, repair damaged firearms, or even draft and create new ones (DM’s discretion). As you progress through your levels you learn how best to improve your weapons through bits of scrounged tech and ingenuity, your weapons improve as you do. At 3rd level you create a black firearms combination of your choosing that deal 1d6 + your dexterity modifier piercing damage, when you use your attack action to fire your weapon you can make an additional bonus action attack with your secondary armament for 1d6+ dexterity slashing damage. While wielding this secondary weapon in your off hand you can still reload your weapon.
As you progress as a Hired Gun you learn to improve your firearm(s) at level 5 the damage increases to 1d8 + your dexterity modifier at 11th level this damage increases to 1d10 + your dexterity modifier. Your bonus action damage for either a secondary pistol or/and blades is 1d6+ dexterity modifier piercing damage, this increases in line with your firearm.
Different Hired Gun's make totally different blade and black powder combinations, some prefer pistols in each hand; others a singular blade and pistol, some create spear guns that fire on impact while others long barrelled muskets with axe heads on the stock., while other forgo a blade at all and adapt a secondary firearm, some even develop both so they are not caught out when up close and personal. There is as much variety as there are materials to be found, stolen or scrounged, but all are deadly in the hands of a Hired Gun.
You create a matching blade or a secondary weapon to accompany your main firearm, rendering you a deadly opponent in both melee and ranged combat.
Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls. Additionally, when you use your action to shoot using your Gunfighter Form, you can use your bonus action to strike at a creature within melee range. Make a melee attack roll. The attack roll uses your Dexterity modifier, and you are proficient with the attack. On a hit, the attack deals piercing damage up to 1d6+ your Dexterity modifier. This damage increases in line with your main hand firearm.
This bonus action attack has the finesse and light properties.
When dual wielding two Hex weapons you can draw or holster both weapons as a free action.
If you choose to use a dual firearm combination, both fire arms are considered light and finesse.
Hex Tech
At 5th level, you have scavenged and improvised enough Hex tech and arcane knowledge that your attacks are considered magical in regards to overcoming resistance and immunity to non magical damage.
Firearm Properties
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to its Reload score before you must spend bonus action to reload.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Ammunition
All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
Ammunition for your black firearms can be made at the cost listed below. To make this ammunition you must pass a Tinker's tool check listed below.
Creating New Black Firearms and Blades
When you reach sufficient levels 5, 7, 11, 18 to make changes to your black armaments, there are certain conditions that must be met. Firstly you must have sufficient gold to spend on the creation of the weapons. Secondly certain checks must be made, you must make a check with either Tinker's Tools, Smith's Tools or Thieves' Tools and equal or surpass the dc listed below. You can be aided in this action by someone who is proficient in any of the tools listed above. You have three attempts to upgrade your firearm, if you fail all three checks, you cannot try again for 24 hours.
Level 5- Hex Pistols and Blades/Dual Hex Pistols. You attempt to upgrade your firearm to a flintlock pistol. You must succeed on a DC12 tools check.
Level 7- Hex Black Pistol and Blades/Dual Hex Black Pistols. You attempt to inscribe runes and other such arcane symbols on the barrel of your Black armaments. You must succeed on a DC14 tools check.
Level 7- Hex Rifle. Your knowledge of firearm creation and Hex Tech improves. You can attempt to create a Black Rifle with a DC 16 tools check.
Level 11- Hex Revolver and Blades/Dual Hex Revolvers and Rifle. You attempt to upgrade your firearm to a flintlock revolver, and further inscribe and empower the runes and arcana on the weapon. You must succeed in a DC18 tools check.
Level 18- Hex Black Revolver and Blades/Dual Black Hex Revolvers- You further Empower the weapon into an arcane Black armament. You must succeed on a DC22 tools check.
If you run out of ammunition or a weapon misfires the Black armaments can still be used but only in their most basic form, 1d4+ dexterity for the firearm and 1d4+ dexterity for the offhand.
Firearms
| Name | Cost | Ammo | Damage | Weight | Range | Properties |
|---|---|---|---|---|---|---|
|
Hex Flintlocks and blades/Dual Hex Flintlocks |
50g |
10g (20) DC/10 |
1d6 piercing | 1 lb. | (30) | |
| Hex Pistols and blades/Dual Hex Pistols | 150g | 20g (20)/DC12 | 1d8 piercing | 3 lb. | (40/60) | |
|
Hex Rifle |
400g | 40g (20)/DC16 | 2d8 piercing | 20 lb. | (120/240) |
|
|
Hex Revolvers and Blades/Dual Hex Revolvers Hex Rifle |
300g | 30g(20)/DC16 |
1d10 piercing |
10 lb. | (50/80) | Light,reload 6, misfire 0 |
Scoundrel's Wit
What defines a Hired Gun is not simply the weapon they wield, or the ways they fight. A Hired Gun, above all else, is a fighter of sly charm and swagger. Starting at 3rd level, you gain proficiency with Deception and Sleight of Hand. What defines a Hired Gun is not simply the weapon they wield, or the ways they fight. A Hired Gun, above all else, is a fighter of sly charm and swagger. Starting at 3rd level, you gain proficiency with Deception and Sleight of Hand.
Hired guns prize movement and style above everything else. While they train rigorously to move without impediment they also intend to look damn good while doing so. Beginning at 3rd level, while you are wearing no armour and not wielding a shield, your AC equals 10 + your Dexterity modifier + your charisma modifier.
Weapons of Choice
Unlike many tinkerers who labour studiously in their workshops, Hired Gun's alter their weapons to suit their personal knavish swagger. The following list provides various options to enhance your firearm’s capabilities. These upgrades may be personal touches you put on your weapon, or scavenged bits of Hex Tech that you’ve discovered and rigged to work with your weapon.
You are adept at using firearms, so much so that you can repair them on the fly. At 5th level you can use a bonus action to repair a misfired fire arm.
Saving Throws: Some of these upgrades require your targets to make a saving throw to resist the effect. The saving throw DC is calculated as follows:
Firearm Upgrade save DC = 8 + your proficiency bonus + your Charisma modifier
Blade and Black Powder
You create a matching blade or a secondary weapon to accompany your main firearm, rendering you a deadly opponent in both melee and ranged combat.
Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls. Additionally, when you use your action to shoot using your Gunfighter Form, you can use your bonus action to strike at a creature within melee range. Make a melee attack roll. The attack roll uses your Dexterity modifier, and you are proficient with the attack. On a hit, the attack deals piercing damage up to 1d6+ your Dexterity modifier. This damage increases in line with your main hand firearm.
This bonus action attack has the finesse and light properties.
When dual wielding two Hex weapons you can draw or holster both weapons as a free action. You can also reload both weapons as a bonus action.
Caliber Net
By repurposing some salvaged Hextech parts, you equip yourself with an arcane net meant to trap opponents, the net is contained within a small sphere. As an action, choose a creature within range. The creature must succeed on a Strength saving throw or be restrained. At the end of each of its turns, the target can repeat this saving throw, ending the effect on a success. Once you use this feature, you cannot use it again until you finish a short or long rest.
Collateral Damage
You alter your ammunition to have explosive capabilities, you can choose when you make a shot to fire an explosive round. When you hit a target with a successful attack from your firearm, all creatures within 5 feet of the target must succeed on a Dexterity saving throw or take 1d6 piercing damage. You can use this feature a number of times up to your Charisma Modifier and regain all expended uses on a short or long rest.
Double Up.
When you hit a creature with a successful ranged weapon attack with a firearm, you can immediately cause the bullet to hit another creature within 15 feet of the original target. The second target takes piercing damage equal to your Dexterity modifier (minimum of one). You can redirect a bullet in this way a number of times equal to your Charisma modifier, and regain all expended uses after a short or long rest.
Hex Fire.
You can charge your weapons with Hex Fire. Until the start of your next turn, whenever you make a successful attack, you deal extra fire damage equal to half your fighter level, rounded up. You can charge your weapons this way a number of times equal to your Charisma modifier (minimum of once), and regain all uses after a short or long rest.
Hold Your Ground.
If you haven't moved this turn, you can aim down your sights as a bonus action, reducing your speed to 0 and granting you advantage on all attacks you make using your Gunfighter's Form feature until the end of your turn. You can use the feature a number of times up to your Charisma modifier, all uses recharge upon a short or long rest.
Shrapnel Bomb
As an action, you can throw a home made explosive up to 15 feet away from you. Each creature in a 10 foot sphere must make a Dexterity saving throw, taking piercing damage equal to 5d6+ your Dexterity modifier. piercing damage. on a failure and half as much on a success. Once you use this feature, you cannot use it again until you finish a short or long rest. At level 11 you gain an additional use of this feature per short rest.
Quickdraw and Cunning
Cunning Shot and Quickdraw
When you reach 7th level, you add your proficiency bonus to your initiative. At 7th level, your speed increases by 10 feet.
Starting at 7th level, your cunning and knowledge of hex tech and firearms mean you are even more deadly. You gain a +1 bonus to attack rolls and damage rolls made with your Black Powder and blades. This bonus increases by 1 at 11th level (+2) and 18th level (+3).
Hex Duellist
Firearms are complex weapons, but you know just how to make every shot count. You gain the following benefits when wielding a firearm. You gain a +2 bonus to damage rolls with these weapons.
If you roll a critical hit or deal a killing blow with these weapons, you can use your reaction to take an additional shot at a creature within 10 feet of the creature hit. The normal range of these weapons increases by 10, and the long range increases by 30.
Dead Eye.
Using guile and luck you have learned how to analyse an enemies weak spots even further. Starting at 15th level you score a critical hit on a 19 or a 20
Light 'em up.
At 18th level, you learn to channel the volatile force of your firearm’s black powder into a single concussive blast. As a bonus action, you can either throw or set down a small explosive. If thrown, the explosive has a range of 30 feet and detonates immediately on impact; if set down, the explosive can be detonated remotely from up to 60 feet away as another bonus action.
When detonated, each creature within a 15-foot radius of the explosive must make a Dexterity saving throw, taking 11d6 force damage on a failure and half as much on a success. The DC for this saving throw is equal to your Firearm Upgrade DC.
Once you use this feature twice, you cannot use it again until you complete a short or long rest.
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