Fighter Firearm Specialist Archetype

by scoundrelMatt

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Fighter Archetype: Firearm Specialist

A firearm specialist has spent a considerable amount of time training with various firearms, but they tend to specialize with specific types. Some prefer simple handguns, while others prefer the more traditional long barreled guns.

[Note: This subclass was designed to work with the firearms listed at the bottom of this document.]

Firearm Training

Starting at 3rd level, you gain proficiency with firearms. If you have the Archery or Two Weapon Fighting fighting styles, the effects apply to when you use firearms as well.

Additionally, when you take the Attack action on your turn, you can replace one of your attacks to reload a firearm.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with Smith’s Tools and Tinker’s Tools.

Gun Technique Specialization

When you reach 7th level in this class, you may choose one of the following specializations for your gun fighting technique.

  • Quick Draw: You’ve trained specifically on being able to draw your weapon quickly. When you roll for initiative, you may add your proficiency bonus to your initiative. When you use this feature, you may make one extra weapon attack as a bonus action on your first turn in combat.
  • Steady Aim: You’ve practiced on steadying your entire body to achieve peerless aim. If you don’t use any movement on your turn, you double your proficiency bonus for your attack rolls.
  • Fast Reload: You’ve put a considerable amount of time into improving your skills in reloading your firearms. When you use the Attack action on your turn, you can reload a weapon as a bonus action.

Firearm Modifications

Beginning at level 10, you have gained enough understanding of firearms and their construction that you are able to add modifications to your firearm weapons. If you spend an hour and 50 gold of materials to work on a weapon, you may add a modification from the Firearm modification list as long as the weapon has the firearm property. You may add up to two modifications to a given weapon. At level 18, the maximum modifications you can have per weapon is increased to 3. A weapon can not have more than one of a specific modification.

  • Expanded Capacity You increase the amount of ammo your firearm can hold. The reload number associated with the firearm is increased by 2.
  • Grapple Attachment You affix a grapple attachment to a firearm. As a bonus action, you can fire the grapple at a target spot within 50ft and pull yourself to that location.
  • Hextech Elemental Augment: Fire Attacks made with the firearm deal an additional 1d6 fire damage.
  • Hextech Elemental Augment: Ice Attacks made with the firearm deal an additional 1d6 cold damage.
  • Hextech Elemental Augment: Lightning Attacks made with the firearm deal an additional 1d6 lightning damage.
  • Scoped Sight Attacks made at long range with this weapon do not have disadvantage on the attack rolls.
  • Silencer Attacks you make with this firearm are noiseless, allowing you to take the Hide action as a bonus action on your turn. If you are hiding and miss with an attack with this firearm, the target has disadvantage on Perception checks to locate you.
  • Tactical Light Attacks made with this firearm do not have disadvantage on the attack rolls, when your opponent is in dim light or darkness, even if you do not have darkvision.

Gunner's Rest

Starting at 15th level, you have learned how to quickly shore up a small mound to shoot from that grants a little cover. You can use an action on your turn to create a small defensive spot within 5ft of you made of loose earth or materials. If a creature is prone behind the mound, they gain half cover from ranged attacks.

Advanced Techniques

When you reach 18th level, you’ve spent a significant time with your firearm of choice and developed a special technique of your own. Choose one of the following techniques to learn:

  • Fan the Hammer When you are holding a firearm in one hand that does not have the two-handed property, you can use an action on your turn to quickly fire all the ammo that remains in the weapon. You can make a number of attack rolls equal to the number of ammo currently loaded, but the targets must all be within the normal range of the weapon.
  • Covering Fire You have learned how to harry the enemy when you attack with your firearm. When you make the Attack action on your turn, allied creatures within the normal range of your weapon can use their reaction to move up to their full movement speed without provoking attacks of opportunity.
  • Ballistic Shot You have added a hextech modification that causes a shot fired by your firearm to gather kinetic energy and deal more damage the farther it travels. As an action on your turn, you can fire this ballistic shot at a target in range. If your attack roll hits, the damage is increased by 1d10 for every 50ft away the target is.

After using your chosen Advanced Technique, you can’t use it again until you finish a short or long rest.

Firearms List

The Reload property indicates the number of shots that can be fired before needing to reload. You can spend an action, or an attack if you have extra attack, to reload a weapon.

Shortbarrel Firearms
Firearm Damage Properties Price
Derringer Pistol 2d4 piercing Light, Reload 2, Range 10/30 20 gp
Flintlock Pistol 1d6 piercing Light, Reload 1, Range 30/80 10 gp
Pepperbox 1d6 piercing Light, Reload 4, Range 30/80 40 gp
Revolver 1d8 pierding Light, Reload 6, Range 60/180 60 gp
Longbarrel Firearms
Firearm Damage Properties Price
Musket 1d8 piercing Two Handed, Reload 1, Range 60/180 40 gp
Breech Loading Rifle 1d8 piercing Two Handed, Reload 1, Range 120/300 50 gp
Revolving Carbine Rifle 1d10 piercing Two Handed, Reload 6, Range 120/300 300 gp
Lever Action Repeating Rifle 1d10 piercing Two Handed, Reload 12, Range 180/400 600 gp
Special Firearms
Firearm Damage Properties Price
Blunderbuss 4d4 piercing Two Handed, Reload 1, Range 15ft Cone 100 gp
Shotgun 2d6 piercing Two Handed, Reload 5, Range 30/80 (Slug), Range 30ft Cone (Shell) 300 gp
Sniper Rifle 2d12 Piercing Two Handed, Reload 1, Range 60/600/1000, Special 2000 gp

Special: Sniper Rifles have disadvantage on attack rolls within the first range and beyond the second. They can not shoot past the last range number.

 

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