Fighter
Base Class: Fighter

This archetype focuses on the ability to design, craft, and utilize powerful, yet dangerous ranged weapons. 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.

Mechanical 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. Some extremely experimental and intricate firearms are only available through crafting.

Mechanoid Implantation

As a Mechanoid, your firearms are part of you. Whenever you swap to a weapon, roll 1d4.
1 - Rusty Trigger - Your next attack has triple misfire score.
2 - Faulty Pin - Your next attack has disadvantage.
3 - Lubricated Barrel - Your next attack can be taken as a bonus action, rather than an action.
4 - Laser Sights - Your next attack hits regardless of roll, any modifiers or the target's AC.

Firearm Properties

Firearms bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property. 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.

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 6 + misfire score). If your check fails, the weapon is broken and must be mended out of combat.

Ammunition

All firearms require ammunition to make an attack. If materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost in crafting reagents. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.

Firearms
Name Cost Ammo Damage Weight Range Properties
Spring-Loaded Wrist Pistol 50g 1g (20) 2d4 piercing 1 lb. (60/120)
Light, reload 1 (automatic), misfire 1
Hand Cannon 150g 2g (20) 2d6 piercing 3 lb. (120/240)
Musket Arm Rifle 300g 10g (20) 2d10 piercing 10 lb. (120/480)
Sonicboom Pressure Launcher 300g 20g (20) 4d6 thunder 10 lb. (90/180) Two-handed, reload 5, misfire 3
Blunderbuss Shotgun Arm 300g 40g (20) 8d4 piercing 10 lb. (15/30)
Player Creation Crafted Variable Variable Variable Variable Variable

Meticulous Marksmech

When you choose this archetype at 3rd level, you learn to perform enhanced augmented shots to hinder your opponents or aid your allies using your firearms.

Augmented Shots. You learn two augmented shots of your choice, which are detailed under “Augmented Shots” below. Many manoeuvres enhance an attack in some way. Each use of an augmented shot must be declared before the attack roll is made. You can augment one shot per attack.

You learn an additional augmented shot of your choice at 7th, 10th, 15th, and 18th level.

Bullet Control. You gain a number of bullet control points equal to your Dexterity modifier (minimum of 1). You regain 1 expended bullet control point each time you roll a 20 on an attack with a firearm. You regain all expended bullet control points after a repair session.

Saving Throws. Some of your augmented shots require your targets to make a saving throw to resist the augmented shot’s effects. The saving throw DC is calculated as follows:

   Augmented Shot save DC = 8 + your proficiency bonus + your Dexterity modifier.

Turbodraw

When you reach 7th level, you add double your proficiency bonus to your initiative.

Additionally, you are able to apply an additional augment to each attack that you make. Your bullet control points affect both augments on your shots.

Internalised Repairs

Upon reaching 10th level, your internal systems engage in automatic repairs of your firearms. You can spend a bullet control point to attempt to repair a misfired or broken firearm as long as it is not the currently equipped firearm.

Mechanised Reloading

Starting at 15th level, your firearms reload automatically. Before the reload occurs, roll 1d6;
1 - Full Automation - You instantly fire a shot directly forwards.
2 - Mechanical Fault - Until your next reload, your attacks have double misfire score.
3 - Jammed Gears - Your reload must be taken as an action.
4 - Clockwork Synchronisation - Your next attack cannot misfire.
5 - Precision Placement - Until your next reload, whenever you make an attack, roll 1d4 and add that to your attack roll.
6 - Chamber Overdrive - Your next attack hits twice.

Additionally, you are able to apply an additional augment to each attack that you make. Your bullet control points affect both augments on your shots.

Overcharged Critical

Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, you can make an extra attack, and if you do, apply all available beneficial or hindering augments available to the shot and double the effectiveness of your Bullet Control points expended on the attack. 

Augmented Shots

These augmented shots are presented in two lists, both in alphabetical order.

Beneficial Augment; Aid

You shoot a non-harmful shot at an ally. For each Bullet Control point spent, allow the ally to spend one of their hit dice to recover hit points.

Beneficial Augment; Armour

You shoot a liquid amalgam, coated inside of a bullet casing at an ally. For each Bullet Control point spent, increase the allies armour class +1.

Beneficial Augment; Assist

You shoot synthesised courage at an ally, invigorating your companions to strike. Choose a friendly creature who you can see and they gain an extra attack for every Bullet Control point expended.

Beneficial Augment; Attenuate

You shoot a concoction of purity at an ally, stripping them of movement hindering effects. For each Bullet Control point consumed, increase their base movement speed by +5.

Hindering Augment; Waste

When you make a firearm attack against a creature, you can expend Bullet Control points to deal additional Poison damage. They must then succeed on a Constitution saving throw and if they fail; for each Bullet Control point spent, your attack deals +10% of it's damage as Poison damage.

Hindering Augment; Wilt

When you make a firearm attack against a creature, you can expend Bullet Control point to attempt to reduce the energy of your target. On a hit, the creature suffers normal damage and and gains disadvantage for +1 turn on all rolls, for every Bullet Control point spent.

Hindering Augment; Wither

When you make a firearm attack against a creature, you can expend Bullet Control points to deal additional Poison damage. They must then succeed on a Dexterity saving throw and if they fail; for each Bullet Control point spent, your attack deals +10% of it's damage as Necrotic damage.

Hindering Augment; Wrick

When you make a firearm attack against a creature, you can expend Bullet Control point to attempt to  of your target. On a hit, the creature suffers normal damage and any subsequent attacks have advantage against the target for +1 attack, for each Bullet Control point spent.

Previous Versions

Name Date Modified Views Adds Version Actions
7/4/2021 6:48:40 PM
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