Base Class: Fighter
Gunslingers are the quintessential marksmen. They are some of the first in the world to readily accept and practice the usage of firearms for self-defense. This archetype focuses on the ability to design, craft, and utilize powerful, yet dangerous ammunition in said firearms. Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new, untested technologies in a world where the arcane energies that rule the elements are ever present.
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.
Ammo Construction
Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition.
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 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Jam. Whenever you make an attack roll with a firearm and roll a 1, the weapon jams. The attack misses, and the weapon cannot be used again until you spend an action to clear the jam. Certain non-general ammunition increases the range at which a weapon jams, denoted as so: (Jam +2).
Recoil. A firearm uses up a number of attacks equal to its recoil.
Type. A firearm is one of three following types: Light, Rapid, or Long. Light firearms can be held in the main-hand or off-hand, Rapid firearms are meant for main-hand use and require a free off-hand to continuously fire, and Long firearms require two hands to fire and a separate proficiency to operate.
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. You may construct general ammo during a short or long rest at the following rates: short rest(15), long rest(45). Non-general ammo can only be constructed during a long rest, and you may only construct a number of rounds equal to your Intelligence modifier (minimum of 1). Ammunition expires after a week.
Types of Ammunition
- General Round - a traditional round that is suited for common usage in all types of firearms
- Piercing Round (Jam +1)- the round passes through its initial target, continuing in a line up to your effective range. If it would pass through another enemy before reaching the end of your effective range, roll an additional attack with disadvantage. Additional attacks rolled in this manner cannot cause a weapon to jam
- Magnum Round (Jam +2) - if this round hits, you may roll an additional damage die. you may not fire more than one magnum round per round of combat
- Hollow-Point Round (Jam +1) - if this round hits, half of its damage splashes to all targets within 5-ft of the initial target
- Elemental Round (Jam +1) - this round is imbued with a single element of your choosing, that must be declared at the time of creation. instead of piercing damage, this round deals damage of the type declared
- Caster Round (requires level 15) - you may imbue one round with the power stored in a spell scroll in your possession, destroying the scroll in the process. The scroll must contain a spell that makes a "ranged spell attack," and the level of the spell contained within can be no higher than your fighter level divided by 5, rounded down. When a target is hit by the round, they take damage as if the spell were cast on them. Caster rounds are considered magical, and do not expire.
Types of Firearms
- Derringer: Reload(1), Recoil(1), Type(Light) - 1d8 piercing (30/90)
- Palm Pistol: Reload(2), Recoil(1), Type(Light) - 1d8 piercing (40/160)
- Repeater Pistol: Reload(3), Recoil(1), Type(Rapid) - 1d10 piercing (60/240)
- Revolver: Reload(6), Recoil(1), Type(Rapid) - 1d10 piercing (90/300)
- Straight Rifle: Reload(2), Recoil(1), Type(Long) - 1d12 piercing (120/400)
- Sniper Rifle: Reload(2), Recoil(2), Type(Long) - 2d10 piercing (200/800)
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 round. You regain all trick shots on a short rest.
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.
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
Gunslinging. You have developed a style of gunslinging that suits your needs. Select from one of the three gunslinging styles detailed under the "Gunslinging" section below.
Trick Shots
These trick shots are presented in alphabetical order. You have a pool of trick shots equal to your DEX modifier + proficiency bonus.
Called Shot
You call a shot against an enemy. Roll one attack with advantage. Only one shot can be called per round of combat.
Disarming Shot
You attempt to shoot an object out of an opponent's hand. If you hit with your attack, the opponent must succeed on a DEX save or drop the object they are holding. The object lands 10-ft away in a random direction (DM's discretion)
Distracting Shot
You attempt to disrupt an opponent with your shot. If your attack hits, the target must roll all attacks at disadvantage until the end of its next turn - but the attack does no damage.
Ricochet Shot
You attempt to fire at a target that isn't in your line of sight. If you do not have line of sight on an enemy, but they are within your effective range, you can attempt to bounce a shot off of a wall or other type of structure nearby. If there is an applicable structure, roll an attack with disadvantage
Suppressing Shot
You attempt to pin down a moving target. Forego two attacks to use this shot. If a target moves within your range, you may attack it using your reaction. If any shot hits, the target loses its remaining movement until the start of your next turn.
Winging Shot
You attempt to wing your target. If this attack hits, the opponent must succeed on a DEX save or move at only half speed until the end of your next turn.
Gunslinging
When you take this subclass, you develop a style suitable to your method of combat. Select from one of three available styles of gunslinging
Dual-Wielder
You may reload a main-hand or off-hand firearm without needing a free hand
Long Weapon Proficiency
You gain the ability to use Long firearms. You also gain the ability to reload a firearm as a bonus action.
Unrelenting
You can use two trick shots per round
Quickdraw
When you reach 7th level, you can stow a firearm, then draw another firearm as part of your free action.
High Noon
Starting at 7th level, you have grown accustomed to shooting first when the situation calls for it. You may add your proficiency bonus to your initiative.
Practiced Hands
Upon reaching 10th level, you can clear a jammed weapon using your bonus action
Refocused Aim
At 10th level, when you roll an attack against an enemy and you miss, your next attack roll this turn is made with advantage. You may only use this feature once per turn
Pinpoint Accuracy
At 15th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a trick shot on a roll of 19 or 20 on a d20 attack roll.
Explosive 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.
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