Fighter 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.
Firearm Proficiency
Starting when you choose this archetype at 3rd level, you gain proficiency with firearms,
allowing you to add your 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 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.
Firearm Properties
Firearms are a new and volatile technology, and as such bring their own unique set of weapon
properties. Some properties are followed by a number, and this number signifies an element of
that property (outlined below). These properties replace the optional ones presented in the
Dungeon Master’s 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 free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll 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 mended out of combat at a quarter of the cost of the firearm.
Creatures who use a firearm without being proficient increase the weapon’s 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 fails to detonate, or bounces away harmlessly before doing
so.
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 at half the cost. Each firearm uses its own unique
ammunition and is generally sold or crafted in batches listed below next to the price.
Firearms
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 piercing 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 2
Bad News Crafted 10g (5) 2d12 piercing 25 lb. (200/800) Two-handed, misfire 3, explosive
Hand Mortar Crafted 10g (1) 2d8 fire 10 lb. (30/60) Reload 1, misfire 3, explosive
Adept Marksman
When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable
or damage your opponents using your firearms.
Trick Shots. 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. Each time you
learn a new trick shot, you can also replace one trick shot you know 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 20 on the d20 roll for an attack with a firearm,
or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You
regain all expended 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 effects. The saving throw DC is calculated as follows:
Trick Shot save DC = 8 + your proficiency bonus + 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.
Rapid Repair
Upon reaching 10th level, you learn how to quickly attempt to fix a jammed gun. You can spend
a grit point to attempt to repair a misfired (but not broken) firearm as a bonus action.
Lightning Reload
Starting at 15th level, you can reload any firearm as a bonus action.
Vicious Intent
At 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit
point on a roll of 19 or 20 on a d20 attack roll.
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
These trick shots are presented in alphabetical order.
Bullying Shot
You can use the powerful blast and thundering sound of your firearm to shake the resolve of a
creature. You can expend one grit point while making a Charisma (Intimidation) check to gain
advantage on the roll.
Dazing Shot
When you make a firearm 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 attacks until the end of their next turn.
Deadeye Shot
When you make a firearm attack against a creature, you can expend one grit point to gain
advantage on the attack roll.
Disarming Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to
shoot an object from their hands. On a hit, the creature suffers normal damage 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 Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to
trip them up and force them back. On a hit, the creature suffers normal damage and must succeed
on a Strength saving throw 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 roll 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
firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per grit
point spent when determining the 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 normal damage and must make a Strength
saving throw or be knocked prone.
Critical Role