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Gunslinger - Fighter

New Era of Warfare The Gunslinger is a master of firearms, a rare and feared warrior who wields the power of black powder and lead. Whether they are trained soldiers, former brigands, or independent inventors, Gunslingers have learned to harness the destructive potential of firearms, making them deadly combatants on the battlefield. This subclass represents the first-ever gunslingers on Faerun, as firearms are a recent invention in this world.

  Firearm Proficiency:
When you adopt this archetype at 3rd level, you gain proficiency with firearms. You also gain proficiency with Tinker's Tools, allowing you to craft ammunition, repair damaged firearms, or even create new ones.

  Aimed Shot:
Starting at 3rd level, you learn how to make every shot count. When you take the Attack action with a firearm on your turn, you can use your bonus action to gain advantage on the attack roll. If you do so, the firearm misfires on a roll of 1 or 2 on the d20.

  Trick Shot:
At 5th level, you have developed a repertoire of specialized shots that can impair your foes. When you hit a creature with a firearm attack, you can choose to apply one of the following effects:
Disarming Shot: The target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or drop one held item of your choice.
Piercing Shot: The bullet travels through your initial target and can hit another creature in a straight line behind it. Make an attack roll against the second creature using the same attack roll as the original target.
Dazing Shot: The target must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or have disadvantage on attack rolls until the end of its next turn.
You can use Trick Shot a number of times equal to your Dexterity modifier (minimum of 1) and regain all expended uses after a long rest.

  Quick Draw:
At 7th level, your reflexes with a firearm become lightning-fast. You can add your proficiency bonus to your initiative rolls. Additionally, you can draw or stow a firearm as part of the same action you use to attack with it.

  Deadeye:
Starting at 10th level, you can focus intensely on a target, ensuring your shot strikes true. When you use your Aimed Shot feature, you can ignore half cover and three-quarters cover, and the firearm only misfires on a roll of 1.

  Volley of Fire:
At 15th level, you become a master of unleashing a hail of bullets in quick succession. When you take the Attack action on your turn and attack with a firearm, you can make an additional attack with that firearm as a bonus action. If you score a critical hit with a firearm, you can immediately make another attack with the same firearm as part of the same action. This additional attack does not benefit from Aimed Shot.

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