Gunslinger, Revised
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, 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.
Firearm Proficiency
Starting when you choose this archetype at 3rd level, you gain proficiency with all firearms, allowing you to add your proficiency bonus to attacks made with them.
Gunsmith
Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools and all firearms. You may use Tinker's Tools to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.
Gritty Resolve
Beginning at 3rd level, your quick reflexes and serene mind allow you to swiftly maneuver yourself during combat. You gain a number of grit dice equal to 1 plus your Wisdom modifier (Minimum of 1).
You can spend these dice to fuel various features known as Deeds. You know three such deeds at 3rd level: Aimed Shot, Disarming Shot, and Swift Action.
Your grit dice are d4s and are expended as you use them. This die changes as you gain levels in this subclass, becoming d6s at 7th level, d8s at 11th level, and d10s at 15th level.
You regain 1 expended grit dice each time you roll a 20 on the d20 roll for an attack with a firearm. You regain all expended grit die after a short or long rest.
Saving Throws. Some of your deeds require your targets to make a saving throw to resist the effects. The saving throw DC is calculated as follows:
Deed save DC = 8 + your PB + your Dexterity modifier
Quickdraw
When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.
Mercurial Mind
Starting at 10th level, your proficiency bonus is doubled for any ability check you make using your Tinker's Tools.
In addition, you know firearms like the back of your hand, allowing you to reload or clear the chamber after a misfire as a bonus action.
True Grit
Starting at 15th level, you further your resolve, learning additional Deeds: Commanding Presence, Forceful Shot, and Marksman's Resolve.
Vicious Intent
At 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit die on a roll of 19 or 20 on a d20 attack roll.
Additionally, you can add 2d10 of the weapon's damage type when determining the extra damage for a critical hit with a firearm.
Deeds
These features are listed in the order they are learned.
3rd level Deeds
Aimed Shot. As a bonus action, you can spend 1 grit point to add 1 roll of your grit die to the attack and damage rolls of the next attack you make with a firearm this turn.
Disarming Shot. When you hit a creature with a firearm attack, you can expend one grit die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. The target must make a Strength saving throw with disadvantage. On a failed save, the object is knocked out of it's hand(s) and sent 10 feet directly away from you.
Swift Action. You can spend 1 grit die to reload a firearm or take the Use an Object action as a bonus action on your turn.
15th level Deeds
Commanding Presence. When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one grit die and add the grit die to the ability check.
Forceful Shot. When you hit a creature with a weapon attack, you can expend one grit die to attempt to drive the target back and off balance. If the target is no more than one size larger than you, it must make a Strength saving throw. On a failed save, you can either push the target up to 15 feet away from you, knock them prone, or both.
Marksman's Resolve. When you move, you can expend one grit die, rolling the die and adding the number rolled to your AC until the beginning of your next turn.