Base Class: Fighter
Metal, fire, gunpowder, and blood combined with the smell of singed hair and skin resulted in the adept marksman you've become today. This new technology harms your enemies greatly, but can take its toll on you as well. Experimentation and tinkering with what exists already has borne alternate options that few others have even conceived of.
It is with great patience or great malice you've taken this path, and with great trial and error you will learn to respect the responsibility you hold.
Firearm Enthusiast
3rd-level Marauder feature
At level 3, you gain proficiency with firearms and Tinker's Tools. In addition, while wielding a firearm, you can do a series of trick shots. All trick shots must be called out before firing the weapon. The save DC for your trick shots is equal to your Dexterity modifier + your Intelligence modifier + your proficiency bonus. All trick shots do the weapon's normal damage prior to their respective effects, and require rolling to hit as per normal weapon attacks. All trick shots temporarily increase your misfire chances, and the following are the types of trick shots you can use:
- Boom Shot (Misfire on 5 or lower). Hits the target normally, before exploding and dealing an additional 1d6 fire damage.
- Trip Shot (Misfire on 5 or lower). Forces the target to make a Dexterity saving throw or fall prone. Trip Shot can only be fired as a reaction after a creature has used at least 5 feet of movement on their turn. Trip Shot cannot be used on a flying creature.
- Piercing Shot (Misfire on 5 or lower). Subtracts 1d4 from the target's AC for the attack this shot is fired with, as the shot pierces their armor.
- Drop Shot (Misfire on 6 or lower). Forces the target to make a Strength saving throw or drop an item it's holding. If it fails, the target must use its bonus action if it wishes to pick up the item once more.
- Head Shot (Misfire on 7 or lower). Forces the target to make a Constitution saving throw or be stunned for 1 Round.
- Shrapnel Shot (Misfire on 8 or lower). Hits the target normally, but then pierces through them, and splits into two pieces of shrapnel that hits two additional targets within 30 feet of the first. The additional targets take half damage.
Your trick shot save DC = your Dexterity modifier + your proficiency bonus + 8.
Trick shots can only be used once per turn. You can perform a maximum amount of trick shots equal to your proficiency bonus per long rest.
Firearm Properties
Reload. A 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, unless the firearm has the Light property.
Misfire. A misfire occurs only when you roll a critical failure when firing, regardless of the weapon. The only exception to this rule is included above with trick shots, which up your misfire score when you attempt them. The increased chances only apply for the attack you attempt to trick shot, and also only apply to natural roles before the modifier is added. When a misfire occurs, you must use an action to attempt to fix the firearm with your Tinker's Tools.
The misfire repair DC = the trick shot (or the standard misfire score: 1) misfire score + 8. When rolling a check with Tinker's Tools to fix a misfire, add your proficiency bonus + your Dexterity modifier to the roll.
Ammo
The cost of purchasing ammo is listed in the table below. Ammo can be crafted at half cost, so long as you have the materials, via checks with Tinker's Tools (DC 10). If multi-classing with artificer, the Repeating Shot infusion allows the use of a firearm without ammunition.
Swapping & Stowing
If a firearm has the two-handed property, it requires a bonus action or an attack to stow before it can be swapped for another weapon. Otherwise, no action is required to swap or stow a firearm.
Firearms
| Name | Cost | Ammo | Damage | Weight | Range | Properties |
|---|---|---|---|---|---|---|
| Palm Pistol | 50g | 2g (20) | 1d8 piercing | 1 lb. | (40/160) | |
| Pistol | 150g | 4g (20) | 1d10 piercing | 3 lb. | (60/240) |
Reload 4
|
| Musket | 300g | 5g (20) | 1d12 piercing | 10 lb. | (120/480) |
Two-handed, reload 1
|
| Hand Cannon | 250g | 4g (20) | 1d10 piercing | 5 lb. | (80/320) |
Reload 6
|
| Blunderbuss | 300g | 5g (5) | 2d8 piercing | 10 lb. | (15/60) |
Reload 1
|
| Bolt-Action Rifle | 400g | 10g (5) | 2d10 piercing | 25 lb. | (200/800) |
Two-handed, reload 1
|
| Hand Mortar | 250g | 10g (1) | 2d8 fire | 10 lb. | (30/60) |
Reload 1
|
Barrel Parry
7th-level Marauder feature
You learn to parry enemy attacks with the barrel of your weapon. When an enemy tries to hit you with a melee attack, you can use your reaction to attempt and parry the blow. Doing this increases your AC by your proficiency bonus for the attack you're attempting to parry.
In addition, when you successfully parry an attack, your next attack against the enemy you parried has advantage.
Quickdraw
10th-level Marauder feature
You can add your proficiency bonus to your initiative. In addition, when you roll initiative and get the highest in the initiative order, you gain advantage on your first attack of the first round of combat.
Rapid Recovery
15th-level Marauder feature
You can now sacrifice a use of your trick shots to attempt to repair a misfired firearm as a bonus action. In addition, when you successfully repair a misfired weapon, you regain an amount of hit points equal to your Intelligence modifier + your proficiency bonus.
Vicious Critical
18th-level Marauder feature
Your firearm attacks score a critical hit on a roll of 19 or higher. In addition, when you score a critical hit on an attack that includes a trick shot, and the creature fails the save, the creature's movement is halved for 1 Round.
Previous Versions
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8/23/2021 8:22:55 PM
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8/23/2021 8:29:58 PM
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