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Fighter: Gunslinger Archetype

Gunslinger fighter
In the search for ever more deadly and reliable fire power (Before the old moon died and elves and fey flooded the land, all the way back to the first age; the AGE OF ASH when fiends threatened all life on the planet) attempts to recreate the powerfully blasters of the magic artificers lead many brilliant tinkerers on a mad arms race in Albion, For years all across the globe the different races fighting for survival spent years on research and development in hopes to create a weapon that would give them a fighting chance, the result of all of this research was the creation of the first firearm. At first large unwieldy and unpractical, further refinement improved most of the weapons flaws. The creation of revolvers muskets and blunderbuss allowed the arming of common citizens with weapons that could stand against the likes of the fiendish invaders with minimal skill or training requirements to be successful. In the years after the demon were pushed back into the abyss many found a fondness for their weapons and dedicated themselves wholeheartedly to mastering its application in battle as well as learning the inner mechanics of their equipment, inside and out. These dedicated fighters earned the name gunslingers
Firearm proficiency: Starting at 3rd level your familiarity with firearms reaches a new level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attack roles made with firearms.
Gunsmith: Unhappy with simply mastering your weapon in battle you seek to learn the innerworkings and process of creating your own firearms. At level 3, you gain proficiency with Tinker's tools. you may use them to craft ammunition at half cost, repair damaged firearms, or even draft and create new ones (DM's discretion). Some extremely experimental firearms are only available through crafting.
Firearm properties: Firearms are a volatile technology, and such things bring their own unique set of weapon properties. Some properties are followed by a number, this number signifies an element of that property(outlined bellow). These properties replace the optional ones presented in the dudgeon masters guide. Firearms are ranged weapons.
  • 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 hand free to reload a firearm.
  • Misfire: When ever you make a attack roll with a firearm and the dice roll is equal to or lower than the weapons misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend a 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 mended outside of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapons misfire score by 1
  • Explosive: upon a hit everything within 5 ft of the target must make a dexterity saving throw (DC equal to 8 + your proficiency bonus +your dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition's fails to detonate, or bounces away harmlessly before doing so.
  • Ammunition All firearms require ammunition to 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 Tinker's Tools at half the cost. Each firearm uses its unique ammunition and generally is sold or crafted in batches ; listed below next to the price
 
Name Cost Ammo damage weight range properties
Palm Pistol 50g 2g (20) 1d8 piercing 1 lb. (40/160) Light, reload 1, misfire 1
Pistol 150g 4g (20) 1d10 piecing 3 lb. (60/240) Reload 4, misfire 1
Musket 300g 5g (20) 1d12 piercing 10 lb. (120/480) Two handed, reload 1, misfire 2
Pepperbox 250g 4g (20) 1d10 piercing 5 lb. (80/320) Reload 6, misfire 2
Blunderbuss 300g 5g (5) 2d8 piercing 10 lb. (15/60) Reload 1, misfire 1
Bad News crafted 10g (5) 2d12 piercing 25 lb. (200/800) Two handed. reload 1, misfire 3
Hand Mortar crafted 10g (1) 2d8 fire 10 lb. (30/50) Reload 1, misfire 3, explosive
      Adept marksman: At 3rd level you learn to preform powerful trick shots to disable or damage opponents using your firearms.   Trick shot: You learn two trick shots of your choice, which are detailed under "Trick shots" below. Many maneuvers enhance an attack in some way. each use of a trick shot must be declared before the attack roll is made. you can use only one trick shot per attack.   You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level of fighter. Each time you learn a new trick shot you can replace one trick shot with a different one   Grit: you gain a number of grit points equal to your wisdom modifier (minimum of 1). you regain 1 expended grit point each time you roll a natural 20 with a firearm, deal a killing blow with a firearm to a creature of Signiant threat (DM's discretion). You regain all expended grit dice when you finish a long rest     Saving throws. some of your trick shots require saving throws to resist the effects. Trick shot save DC =8 + your proficiency bonus + your dexterity modifier  
  • Bullying shot: you can use the powerful blast and thundering sound of your firearms to shake the resolve of a creature. You can expend one grit point while make a charisma (intimidation) check to gain advantage on a roll
  • Dazing shot: when you make a attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a constitution saving throw or suffer disadvantage on the attacks until the end of their next turn.
  • Disarming shot: When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot a object from their hands. On a hit, the creature suffers damage as normal and must succeed on a strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.
  • Forceful strike: when you make a firearm attack against a creature, you can expend one grit point to trip them up and force them back. On a hit, the creature takes damage like normal and must succeed on a strength save or be pushed 15 feet away from you
  • 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 with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.
  • Violent shot: when you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. for each grit point expended, the attack gains a +2 to the firearms misfire score. If the attack hits you can roll one additional weapon damage die per grit point spent when determining damage
  • Winging shot: When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers damage as normal and must make a strength save throw or be knocked prone.
  Quick draw: when you reach 7th level you add your proficiency bonus to your initiative roll. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.   Rapid Repair: upon reaching 10th level, you learn how to quickly attempt to fix a jammed gun. You can spend a grit point in attempt to repair a misfired (but not broken) firearm as a bonus action.   Lightning Reload: Starting at 15th level, you can fully reload a firearm as a bonus action.   Vicious intent: At 18th level, your firearm attacks score a critical hit on a roll of 19-20 on a attack roll.   Hemorrhaging Critical: Upon reaching 18th level, whenever you score a critical hit with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn

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