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
hit dice:
1D10
hit points at 1st level:
10 + CON modifier
hit points at higher levels:
1D10 + CON modifer (ignoring 1's) per level
armor proficiencies:
Light Armor, Medium Armor, Heavy Armor, Shields
weapon proficiencies:
Simple Weapons, Martial Weapons
tools:
None
saving throws:
Strength, Constitution
skills:
Choose two Skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
starting equipment:
• (a) Chain Mail or (b) Leather Armor, Longbow, and 20 Arrows
• (a) a martial weapon and a Shield or (b) two Martial Weapons
• (a) a Light Crossbow and 20 bolts or (b) two hand axes
• (a) a Dungeoneer's Pack or (b) an Explorer's Pack
spellcasting:
class features:
Fighting Style:
You adopt a particular style of Fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again
Archery
You gain a +2 bonus to Attack Rolls you make with Ranged Weapons
Second Wind:
You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Fighter level
Once you use this feature, you must finish a short or Long Rest before you can use it again
Action Surge:
Starting at 2nd Level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action
Once you use this feature, you must finish a short or Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn
Ability Score Improvement:
When you reach 4th Level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature
Extra Attack:
Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class
Indomitable:
Beginning at 9th level, you can re roll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level
subclass options:
Firearm Proficiency:
Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing them to add their proficiency bonus to attacks made with firearms
Gunsmith:
Upon choosing this archetype at 3rd level, you gain proficiency with Tinker's Tools. You may use them to craft ammunition, repair damaged firearms, or even draft and create new ones (DM's discretion)
Grit:
Also starting at 3rd level, you gain an umber of grit points equal to your proficiency bonus. You can spend grit points to perform various "shot" attacks with your firearms. An attack can only be affected by a single shot feature. You can regain spent Grit points in the following ways:
Critical hit with a firearm Each time you score a critical hit with a firearm attack while in the heat of combat, you regain 1 spent grit point
Killing blow with a firearm Each time you reduce a dangerous creature to 0 hit points with a firearm attack, and kill them, you regain 1 spent grit point
You also regain all spent grit points after finishing a short or long rest
Dead-eye Shot:
Beginning at 3rd level, you can spend 1 grit point to gain advantage on the next attack roll you make with a firearm this round
Quick-draw:
When you reach 7th level, you gain an Initiative bonus equal to your proficiency bonus. You can also draw and stow firearms as a free flourish
Violent Shot:
Starting at 7th level, you've discovered ways to push your firearms past their intended potential at the peril of damaging them. You can spend 1 or more grit points before making an attack roll with a firearm. Fore each grit point spent, that attack gains +2 to the firearm's misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining damage of the attack
Trick Shot:
By 10th level, you've honed your aim to fire off targeted shots to disable an opponent. You can spend 1 grit point before making an attack roll to target a specific location on the target's body. If the specified boy part cannot be seen, or the target lacks the part in question,, only normal damage is suffered with no additional effect
Trick Shot DC = 8 + your proficiency bonus + your Dexterity modifier
Head On a hit, the target takes normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn
Arms On a hit, the target takes normal damage and must make a Strength saving throw or drop 1 held item of your choice
Torso On a hit, the target takes normal damage and is pushed up to 10 feet directly away from you
Legs On a hit, the target takes normal damage and must make a Strength saving throw or get knocked prone
Wings On a hit, the target takes normal damage and must make a Constitution saving throw or plummet 20 feet
Lightning Reload:
Starting at 15th level, you can reload any firearm as a bonus action
Piercing Shot:
By 15th level, you've refined your deadly gun-play to allow certain shots to pierce through foes and continue on to damage others. You can spend 1 grit point before making an attack roll. If the attack hits, you make an attack roll with disadvantage against every creature directly behind the target within your first range increment
Viscous 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.
Firearms
Name | Cost | Ammo | Damage | Weight | Range | Properties |
Palm Pistol |
50 Gp |
2 Gp (20) |
1D8 Piercing |
1 lb. |
(40/160) |
Light, Reload 1,
Misfire 1 |
Pistol |
150 Gp |
4 Gp (20) |
1D10 Piercing |
3 lb. |
(60/240) |
Reload 4, Misfire 1 |
Musket |
300 Gp |
5 Gp (20) |
1D12 Piercing |
10 lb. |
(120/480) |
Two-handed, Reload 1,
Misfire 2 |
Pepper-box |
250 Gp |
4 Gp (20) |
1D10 Piercing |
5 lb. |
(80/320) |
Reload 6, Misfire 2 |
Blunderbuss |
300 Gp |
5 Gp (20) |
2D8 Piercing |
10 lb. |
(15/60) |
Reload 1, Misfire 2 |
Bad News |
1,000 Gp |
10 Gp (20) |
2D12 Piercing |
25 lb. |
(200/800) |
Two-handed, Reload 1,
Misfire 3 |
Hand Mortar |
600 Gp |
10 Gp (1) |
2D8 Fire |
10 lb. |
(30/60) |
Reload 1, Misfire 3,
Explosive |
Ammunition:
All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker's Tools. Each firearms uses its own unique ammunition
Firearm Properties:
Firearms are a new and volatile technology, and as such have their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property
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. You must have one free hand to reload a firearm
Misfire Whenever you make an attack roll with a firearm, and the dice rolls 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 equal to 8 + misfire score). If your check fails, the weapon is broken and must be repaired out of combat at half the cost of the firearm
Scatter An attack is made against each creature within a 30 ft cone. If an affected creature is adjacent to you, they suffer double the damage on a hit
Explosive Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw or suffer half damage. IF the weapon misses the ammunition fails to detonate, or bounces away harmlessly before doing so
Level | Prof | Features |
---|
1 | +2 | Fighting Style, Second Wind |
2 | +2 | Action Surge (one use) |
3 | +2 | Marital Archetype |
4 | +2 | Ability Score Improvement |
5 | +3 | Extra Attack |
6 | +3 | Ability Score Improvement |
7 | +3 | Marital Archetype Feature |
8 | +3 | Ability Score Improvement |
9 | +4 | Indomitable (one use) |
10 | +4 | Marital Archetype Feature |
11 | +4 | Extra Attack (2) |
12 | +4 | Ability Score Improvement |
13 | +5 | Indomitable (two uses) |
14 | +5 | Ability Score Improvement |
15 | +5 | Martial Archetype Feature |
16 | +5 | Ability Score Improvement |
17 | +6 | Action Surge (two uses), Indomitable (three uses) |
18 | +6 | Marital Archetype Feature |
19 | +6 | Ability Score Improvement |
20 | +6 | Extra Attack (3) |