[[],[],[],[],[],[],[],[{"id":6891,"name":"Fighter, Gunslinger","type":"archetype","hit_die":"","alignment":"Any","full_text":"
Type:<\/b> archetype<\/p>Requirements<\/h3>
lvl3 Fighter<\/p>
Alignment:<\/b> Any
<\/p>
Proficiencies:<\/b> All firearms, Tinker's Tools<\/p>
<\/p>
GUNSLINGER
A Martial Archetype
for the Fighter Class.
Most warriors and combat specialists spend
their years perfecting the classic arts of swordplay,
archery, or polearrn tactics. Whether duelist or infantry,
martial weapons were seemingly perfected long ago, and
the true challenge is to master them.<\/p>
However, sorne 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.<\/p>
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.<\/p>
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.<\/p>
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, repair damaged firearms, or even
draft and create new ones (DM's discretion). Some
extremely intricate and experimental firearms are
only available through crafting.
GRIT
Also starting at 3rd level, you gain a number of grit
points equal to your Wisdom modifier (minirnum
of 1). 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:
Criticalhit with afirearm. Each time you score
a critical hit with a firearm attack while in the heat
of combat, you regain 1 spent grit point. Critical hits
gained outside of die rolls (via enemy conditions) do
not generate grit.
Killingblowwith afirearm. Each time you
reduce a dangerous creature ofsignificant threat
(DM's discretion) to O 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.
DEADEYE 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.
QUICKDRA\\>V
.....,
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.
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. For 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.<\/p>
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
body part cannot be seen, or the target lacks the part
in question, only normal damage is suffered with no
additional effect.<\/p>
Trick Shot DC= 8 +your proficiency bonus + your Dexterity modifier<\/p>
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.<\/p>
Arms. On a hit, the target takes normal damage
and must make a Strength saving throw or drop 1 held
item of your choice.<\/p>
Torso. On a hit, the target takes normal damage
and is pushed up to 1 O feet directly away from you.<\/p>
Legs\/Wings. On a hit, the target takes normal
damage and must make a Strength saving throw or get
knocked prone.<\/p>
LIGHTNING RELOAD
Starting at 15th level, you can reload any firearm as a
bonus action.<\/p>
PIERCING SHOT
By 15th level, you've refined your deadly gunplay 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 with a firearm that
deals piercing damage. If the attack hits, you make an
attack roll against every creature in a line directly
behind the target within your first range increment.
Only the initial attack can misfire.<\/p>
VICIOUS INTENT
At 18th level, your firearm attacks score a critical hit
on a roll of 19-20.<\/p>
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.<\/p>
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 (cost and time are DM's
discretion). Each firearm uses its own unique
ammunition.
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. Torepair
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 ftcone. These attacks are simultaneous.
If an affected creature is adjacent to you, they suffer
double damage on a hit. This attack cannot be affected
by any of your shot features.
ExplosiveUpon 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 ld8 fire damage. If the weapon misses, the
ammunition fails to detonate, or bounces away
harmlessly before doing so.<\/p>
'
<\/p>
<\/p>
<\/p>
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and published under the CommunityContent Agreement for Dungeon Masters Guild.
<\/p>
Reference:<\/b> Gunslinger 1.3 Design by Matthew Mercer<\/p>","reference":"Usergen","class_skills":"","proficiencies":"All firearms, Tinker's Tools"}],[],[],[]]