Fighter - Gunslinger

by Cosaur

Search GM Binder Visit User Profile

Gunslinger

Martial Archetype

Most warriors and combat specialists spend their years perfecting the classic arts of swordplay, archery, or pole arm tactics. Whether duelist or infantry, martial weapons were seemingly perfected long ago, and the true challenge is to master them.

However, some minds couldn’t stop with the innovation of the crossbow. Experimentation with alchemical components and rare metals have unlocked the secrets of controlled explosive force. The few who survive these trials of ingenuity may become the first to create, and deftly wield, the first firearms.

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.

Should this path of powder, fire, and metal call to you, keep your wits about you, hold on to your convictions as a fighter, and let skill meet luck to guide your bullets to strike true.

Subclass Features
Level Features
3rd Firearm Proficiency, Trick Shots
7th Quickdraw
10th Lightning Reload
15th Trained Professional
18th Vicious Intent, Hemorrhaging Critical

Firearm Proficiency

Starting at third level, when you choose this archetype, you gain proficiency with firearms and Tinker's Tools. You use your Dexterity on checks to repair your guns.

Trick Shots

Also at 3rd level, you to wield your weapon with a brutal type of finesse.

Trick Shots: You learn two trick shots of your choice, which are listed under "Trick Shots" below. Each trick shot will specify when you can use it. You can only use one trick shot per attack.

You learn one 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. It must be of a level you could learn when you got the additional trick shot.






Grit: You have a
number of grit points
equal to your Intelligence
modifier (minimum 1)
which can be used to fuel
trick shots.

You regain 1 expended
grit point when score a critical
hit with a firearm attack against
a creature or deal the finishing
blow to a creature with CR
equal to or greater than 1/3 of your
character level.

In addition, you and may spend one
grit point to fix a misfired (but not broken) firearm as a
bonus action.

You regain all grit points after a short or long rest.

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

Trick Shot Save DC = 8 + your proficiency bonus + your Intelligence modifier

Quickdraw

At 7th level, you can add your proficiency bonus to your initiative modifier. Additionally, you gain an extra item interaction which can only be used to draw or holster a firearm.

Lightning Reload

Starting at 10th level, you can reload any firearm as a bonus action.

Trained Professional

By 15th level, you've learnt to fix your firearms even faster than before. You can use an attack to try and fix a misfired (but not broken) firearm, rather than an action.

Vicious Intent

At 18th level, your firearm attacks score a critical hit on a roll of 19-20.

Hemorrhaging 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.

Trick Shots

The trick shots are presented in alphabetical order. Some trick shots require you to be level 15 or above. You may only have two of these trick shots at a time.

Bloody Trail (level 15). When you hit a creature with a firearm attack, you can spend two grit points to make them bleed profusely. While bleeding, they do not benefit from invisibility and anybody trying to track them or spot them hiding gets advantage.

At the end of each of their turns, the target makes a Constitution saving throw. If they pass three times, the effect ends. If they fail three times, they stop making saves and the effect lasts for 1 hour.

Counterbullet (level 15). As a reaction when you see a spell being cast, you can spend two grit points to make a single firearm attack against the spellcaster. The spell must have at least one somatic or material component. If it hits, they take no damage but must make a Constitution saving throw or fail to cast the spell and waste that casting.

Curving Bullet. When you miss a firearm attack and did not misfire, you can use your reaction to spend one grit point to make that shot redirect to another target. The new target must be within 5 ft of the first target, or in a line directly behind them. Roll another attack against the new target, which cannot misfire or benefit from other trick shots and does not consume addition ammunition.

Deadeye. When you make a firearm attack, you can spend one grit point to gain advantage on that attack.

Fickle Devastation (level 15). When you make a firearm attack that does not already have disadvantage, you can spend two grit points to impose disadvantage on the attack roll. If you hit, the attack is a critical hit.

A critical hit scored through the use of this trick shot does not regain you a grit point.

Hostage Situation (level 15). As an action, while holding a firearm, you may spend two grit points to try threaten one creature within your firearm's normal range. If the target moves or tries to make an attack, you may make an attack against them with with the held firearm as a reaction. If the attack hits, the target takes normal damage and either has their speed reduced to 0 until the start of their next turn or the attack automatically misses.

This effect ends if you have not used your reaction on it before the end of your next turn or used your action on a subsiquent turns to sustain it, at no extra grit point cost. You can only move up to half of your speed on a turn you use your action to sustain this.

Out Of The Air. As a reaction when you see an enemy making a ranged weapon attack, you can spend one
grit point to make a firearm attack against the
projectile. The enemy's projectile has an AC equal to
the opponent's attack roll. If you hit, their attack
automatically misses.

You may use this trick shot after seeing the
number rolled, but before it is determined
if the attack hits.

Piercing Shot. When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll against up to three creatures in a line directly behind the target within your first range increment. Only the initial attack can misfire and regain grit points from a critical hit.

Polite Deterrent. When you hit a creature with a firearm attack, you can spend one grit point to force the target to make a Strength saving throw. On a failure, it is pushed away from you a number of feet equal to 5 * your Intelligence modifier (minimum 5 ft.).

Smoke Round. As an action, you may shoot once with a firearm you are holding and spend one or more grit points. Roll to misfire with that weapon. If you do not misfire, a sphere of heavy obscurement with a radius equal to 5ft. times the number of grit points spent is created, centred on your current space. This lasts until the start of your next turn or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

If you misfire, only your current space is obscured and the gun misfires as if it had been a regular attack.

To The Ground. When you hit a creature with a firearm attack, you can spend one grit point to force the target to make a Strength saving throw. On a failure, it is knocked prone.

Violently Deescalate. When you hit with a firearm attack, you can spend one grit point to force the target to make a Strength saving throw. On a fail, the creature drops the weapon and it is thrown a number of feet behind them equal to 5 * your Dexerity modifier (minimum 5 ft.).

Warning Shot. As an action, you may spend one grit point to attempt to frighten a creature that you take a shot at. This shot is an automatic miss, but can still misfire and consumes ammunition. The target must make a Wisdom saving throw or become frightened of you for one minute. Also, at the end of their turn, they can repeat the save to end the effect early.


Art

Page 1 - Shaun Linn
Page 2 - @ohpleasestopit